Universal Battles

The Fight for Survival Begins!
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The Eight Attributes & Attribute Bonuses

The first step in creating a character is to roll up the ten attributes:

  • Strength             
  • Endurance         
  • Dexterity            
  • Agility               
  • Intelligence        
  • Willpower          
  • Charisma           
  • Presence          
  • Appearance      
  • Luck                 

The ten attributes represent your character's natural mental and physical abilities. Some of the physical skills, races, Character Class bonuses, and superhuman abilities will increase a character's physical attributes, so it may be wise to write them in pencil until all modifiers and bonuses are accounted for. Two Ten-sided dice are rolled to determine each individual attribute. The higher the number, the greater the ability. A roll of a 1 or 2 on any dice is considered to be a 3 and all totals from the 2 dice rolls are always rounded up to the nears even number. So, if a total number with 2 dice is a 7 then round up to an 8. If a total roll of an 11 was rolled then it would be rounded up to a 12 etc. These totals can later be increased or decreased either through racial modifiers, skills, and special powers or abilities. Generally in normal human terms, a 6-14 is low, 16-20 is average, 22-30 is high and 32 or greater is exceptional.

 
Strength (STR):
 

This is the raw physical power of the character. Lift is the character’s Max. Press. Carrying Capacity (C.C.) is the character’s Max. C.C. without penalties. The character is -01% to all AGI actions and movement per KG over there Max. C.C. Strength Damage (S.D.) is the character’s raw physical damage in hand to hand combat. For range attacks that are thrown by a character, the S.D. is cut in half and rounded down. If a character is using a two handed weapon, increase the S.D. 1.5 times. If a character is using a weapon in each hand, increase the damager per hand by 1.25 the S.D.  

Endurance (END):

Demonstrates the character's stamina and durability. The amount of physical punishment, and resistance to fatigue and disease. A character can carry their Max. C.C. for 2 minutes times there END. Carrying Max. C.C. while running and/or fighting equal to their END in minutes. If a character is lifting their Max. Lift, they can hold it equal to their END divided by 2 in Phases. A character can run their END divided by two in minutes. The characters T.P., O.P. and B.P. are equal to their END. The character uses its END score to verses the SAN# number of poisons, toxins, radiation and physically attacking drugs and some energy attacks. See the save section for more information on Saves.

Dexterity (DEX):

This is the character’s ability to hit with range weapons and attacks. Like Throwing Daggers, Bows, Guns, and range attacks like super powers or spells. 

Agility (AGI):

This is the ability to hot with hand held weapons (Objects). The ability to parry and dodge attacks and objects. This will also determine how quick a character can react in combat, i.e. Initiative. The character’s AGI modifier is subtracted from all parry and dodge rolls made by the character. This will also indicate the character’s rate of attack.

 

Intelligence Quotient (I.Q.):

 

 Indicates the character’s intelligence and ability to learn, reason, and comprehend their surroundings. Multiple the characters’ INT by 6.25 and this will determine their IQ.

Willpower (WIL):

Indicates the character’s mental health and mental resistance. Non-psychic characters will have a P.E. equal to their WIL per level. Psychic characters will have their P.S. and P.E. equal to twice their WIL per level. This also indicates their WIL SAN# number, which is equal to their WIL. (See the save section for more information on WIL Saves.) This will also indicate if the character will have psychic powers. Most races will need a 32 or higher to receive psychic powers.

Charisma (CHA):

Indicates the character personal Magnetism.

Presence (PRE)

This is the character’s physical appearance as to how tough, week, friendly or evil they look. The character and other creatures can use their PRE to intimidate, frighten or scare someone or some creature(s).  This is called an I.F.S. effect (Intimidate/Frighten/Scare effect).  See the save section for more information on this.

Appearance (APP):

 Indicates the character’s physical attractiveness. A 6-14 is Ugly, a 16-20 is average, a 22-30 is good looking, and 32-40 is radiant, and a 42 or higher is heart stopping beauty.

Luck (LCK):

Indicate the character’s final all of defense against death. This may be spent to save the character’s life. Four points will save their life. Eight points will save the character’s life if they do something stupid to get themselves killed and 16 points will save the character’s life if they knowingly do something to get themselves killed.