INTRODUCTION TO PERSONAL COMBAT AND WORLD BATTLE SYSTEM
There are five categories in which each combat character will used assigned points to raise their values by no more than ten (10) points. All players start with a two (2) as a base in each category. The character will choose one specialty from each category to add to their character sheet. The system is broken down into the following five categories.
Offense: This value is the numerical representation of the goal to roll at or under for a successful attack. This value also correlates to the amount of damage inflicted.
Mitigation: This value is the numerical representation of the goal to roll at or under for a successful defense.
Endurance: This value is the numerical representation of the characters ability to continue during a battle. This value also correlates to the amount of health that each character has, which is one and a half times the total Endurance of the Character.
Martial: This value is the numerical representation of the characters ability to wage war on a large scale. This includes strategy, tactics and the like. It also is an indicator of the amount of training a character has had, with respect to fighting skills, when it comes to play in personal combat.
Presence: This value is the numerical representation of the characters ability to inspire and lead men on a large scale. It also expresses the amount of something akin to personal will power and drive to keep going on in battle.
It must also be noted that as much as Individual Combat is prevalent, large scale battles or even smaller scale skirmishes among sizably smaller troops of men is expected in this scenario. The attributes and their modifiers based on various factors have been designed as much as possibly to be in line with combative characters in canon, and with due consideration to simplicity as well. It is expected that the players choose the points in accordance with the characters story and training levels, and also to be inline with the 'Player Characteristic' values entered at the time of application, namely, Dexterity, Constitution, Charisma, Strength and Intelligence.
Suffice to say that it would not make sense if a character had a Charisma value and a Presence value to be lesser than 4 but was commanding large numbers of men. Please take note of this as well while designing the character.
A player character’s health is one and a half times the final Endurance number.
A player character’s damage is solely reliant on the base value of the Offense attribute entered.