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3D&T: Advantages and disadvantages are special powers which characters can possess;
advantages cost points, and disadvantages give more points to spend.
Advanced Fighting Fantasy: four characteristics: Skill, Stamina, Luck, Magic; they range from 7 to
12 except for Stamina which ranges 14-24.

his race: Human, Dwarf, Elf;

a set of special skills: Combat, Movement, Stealth, Knowledge and Magical special skills;
special skill values usually range from 0 to 4;

a few Talents, which are special features such as Animalfriend, Natural Mage, Robust,
Weaponmaster

Alternity: Characters were created with a point-based system, and could be either humans, mutants,
one of several alien species presented in the core books, or original aliens created by the GM.
Classes were replaced by professions, which dictated what skills and abilities were cheaper for any
given hero to get, though a few skills (in particular,psionics) were restricted to specific professions.
BRP: hit points (which increase with experience in D&D) were based on the average of Size and
Constitution and were functionally static for the life of the character. Skills, using a d100, rather than
the D&D d20, were used to simulate the way that people learn skills. Experience points were
replaced by an experience check, rolling higher than your current skill on a d100. This created a
learning curve that leveled out the higher a skill was.
CODA: Characters have a total hit point pool segmented into health levels; each health level of
damage incurred imposes a wound penalty to certain actions. Characters also have a number of
'weariness' levels; extended or intense activity can result in penalties to certain actions based on the
number of weariness levels lost.

Cortex: The Cortex System also uses Plot Points, which increase characters' survivability and give
players greater control over events in the game. Players can spend Plot Points to gain extra dice
when making a die roll, reduce the damage from an attack, or even make changes to the storyline.
Some Assets also require the expenditure of Plot Points. At the end of a game session, excess Plot

Points are converted to Advancement Points, which a player spends to improve his or her
character's abilities.

CORPS: A character in CORPS is built based on two types of statistic based


on Attributes and Skills. These are purchased in a points based system, using Attribute Points (AP)
to purchase attributes, and Skill Points (SP) to purchase skills. The total number of points available
to spend depends on the setting and Game Master. A "normal" human might start with 100AP and
50SP, while a superhero character might start with 200AP and SP (or more).

Attributes
Attributes are ranked on a 1-10 scale, with an average human rating a 4-5 in any one attribute and
10 being human maximum. CORPS uses six basic
Attributes: Strength, Agility, Awareness, Willpower, Healthand Power.
The cost of an Attribute is the square of the Attribute rank purchased, so a Strength of 4 would cost
16AP, and an Agility of 5 would cost 25AP.

Skills
Skills are linked to attribute scores via aptitudes (attribute/4) and applied to a specific area. Certain
skill level requires Skill Points equal to square of the desired skill level minus the square of the
related aptitude. Hence character with a high attribute would have to spend less Skill Points to
develop skills related to that attribute.
Skills are further broken down into Primary, Secondary and Tertiary skills. These break down
specializations of specific skills. Secondary skills have a maximum level of one-half of the associated
Primary skill, and Tertiary skills have a maximum level of one-half of the associated Secondary skill.
The aptitude savings apply only to primary skills.
For example, the character with the Firearms skill of 4 may decide to also purchase the associated
Secondary skill of Longarms with a maximum of 2, and the Tertiary skill of M-16A2 with a maximum
of 1. This character could then use an M-16A2 rifle with a total skill of 7.

d20: To resolve an action in the d20 System, a player rolls a 20-sided die and adds modifiers based
on the natural aptitude of the character (defined by six abilities: Strength, Dexterity, Constitution,
Intelligence, Wisdom, and Charisma) and how skilled the character is in various fields (such as in

combat), as well as other, situational modifiers.[4] If the result is greater than or equal to a target
number (called a Difficulty Class or DC) then the action succeeds
D6: One of the dice rolled for each skill or attribute check or for damage is considered to be the "wild
die", and is treated somewhat differently from the other dice. If a six is rolled on the wild die, then the
die "explodes" allowing the roll of an additional wild die. The resulting sixes are added to the total,
and the roll continues as long as the player continues to roll sixes on the wild die. If a one is rolled on
the wild die during the initial roll (not after a six is rolled), and another one is rolled in the second roll,
a critical failure or complication occurs, usually with bad results for the character. If a number other
than one is rolled after an initial roll of one, then that die, and the one with the highest number are
subtracted from the roll's total. Use of the wild die tends to make the game feel more cinematic.
EABA: Characters in EABA have six basic attributes:[1]

Strength A measure of the characters physical power and bulk, ability to lift, carry, and do
damage

Agility A measure of the characters physical agility, coordination, and manual dexterity

Awareness A measure of the characters mental capacity, intelligence and perception

Will A measure of the character's force of personality, and ability to endure pain

Health A measure of the characters physical stamina, ability to resist disease, and speed

Fate A measure of the character's luck and paranormal abilities.

Attribute scores progress exponentially, rather than linearly as is typical of many games. Increasing
an ability score by 3 is an approximate doubling of the Attribute. For example, a Strength score of 9
could lift approximately 100 kg, while a score of 12 would double that to 200 kg.
A score of 5-9 is considered average for any human attribute, 13 is the upper limit of human ability,
and anything over 15 considered legendary.
Fate: Fate is based on the FUDGE system, and uses FUDGE's verbal scale and Fudge dice, but
most versions of Fate eschew the use of mandatory traits such as Strength and Intelligence. Instead,
it uses a long list of skills and assumes that every character is "mediocre" in all skills except those
that the character is explicitly defined as being good at. Skills may perform one or more of the four
actions: attacking, defending, overcoming obstacles (a catch-all for solving problems) or creating an
advantage (see below). Exceptional abilities are defined through the use of Stunts and Aspects.[2]

An aspect is a free form descriptor of something notable about either the character or the scene. A
relevant aspect can be invoked to grant a bonus to a die roll (either adding +2, or allowed a re-roll of
the dice); this usually costs the player or GM a fate point. Aspects may also be compelled to
influence the setting by offering the person with the aspect a fate point (which they can refuse by
spending one of their own) to put them at a disadvantage relevant to the aspect. An example given
in the rule book refers to the GM invoking a player character's Rivals in the College Arcane aspect to
have said rivals attack them in the bath so they don't have access to their equipment. Situational
aspects describe the scene, and may be created and used by the GM, or by players using the create
advantage action with a relevant skill.
Stunts are exceptional abilities that grant the character a specific mechanical benefit; these may be
drawn from a pre-defined list of stunts included in the rules, or created following guidelines provided
by the authors.[3] Aspects, on the other hand, are always defined by the player. For example, a player
may choose to give their character an aspect of "Brawny" (or "Muscle Man" or "Wiry Strength");
during play, the player may invoke those aspects to gain a temporary bonus in a relevant situation.
Aspects may also relate to a character's possessions, e.g. the character Indiana Jones for example,
might have the Aspect "Whip and Fedora".
Fudge: In Fudge, character Traits such as Attributes and Skills, are rated on a seven-level,
ascending adjective scale: Terrible, Poor, Mediocre, Fair, Good, Great, andSuperb.

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