Attributes and Statistics (SHOTS)

## Attributes

There are 8 main attributes, Strength (STR), Dexterity (DEX), Constitution (CON), Speed (SPD), Intelligence (INT), Wisdom (WIS), Charisma (CHA) and Resolve (RSV). These can range from -10 to 10. These are described below. 0 is average for a teenage human, the assumed player character. The first 4 are considered "Physical attributes" and the second 4 are considered "mental attributes".

The attributes are given "the tomato test" to help describe them, based on how they interact with a tomato.

### **Strength (STR)**

Strength represents the physical exertion of a creature on the world around them, and determines things such as swinging a bat, breaking down a door, or lifting and throwing a heavy object.

*Tomato Test:* How easily you can crush a tomato.

Score of -10: Unable to hold up their own body, such as severe muscle atrophy or missing limbs

### **Dexterity (DEX)**

Dexterity represents a creature's fine motor skills as well as their control over other bodily movements, and determines things such as picking a lock, hiding an object on their person, or trying to sneak away from someone.

*Tomato Test:* How easily you can juggle tomatoes, or how many tomatoes you can hold.

Score of -10: inability to make movements other than vast, broad swings of limbs, as if made of wood.

### **Constitution (CON)**

Constitution represents the creature's immune system as well as their endurance, and determines things such as fighting off a disease, running a long distance, or shrugging off damage from falling out a window.

*Tomato Test:* How many rotten tomatoes you can eat before getting sick.

Score of -10: The creature is dead.

### **Speed (SPD)**

Speed represents the creature's physical movements, and determines things such as running after or away from someone, diving to catch a falling object, or quickly flipping through the pages of a book.

*Tomato Test:* How quickly you can grab a ripe tomato before someone else.

Score of -10: Unable to react or move, as if paralyzed.

### **Intelligence (INT)**

Intelligence represents the creature's ability to learn and reason, and determines things such as deciphering a language, cracking a combination lock, or being able to solve riddles.

*Tomato Test:* Knowing a tomato is a fruit.

Special: Creatures with INT of -5 or less are incapable of speech.

Score of -10: The creature is brain dead.

### **Wisdom (WIS)**

Wisdom represents the creature's awareness of the world around them as well as their memory and intuition/common sense, and determines things such as remembering where you saw something, determining if someone is lying, or being able to spot a creature hiding from you.

*Tomato Test:* Understanding why not to put tomatoes in fruit salad.

Score of -10: The creature has lost all of their senses and cannot experience the world beyond their own brains.

### **Charisma (CHA)**

Charisma represents the creature's force of personality, and their ability to lead, and determines things such as lying to someone, putting on a performance, or befriending animals.

*Tomato Test:* Your ability to sell tomato-based fruit salads, or as you call it, salsa.

Score of -10: The creature is unable to express itself in any way.

### **Resolve (RSV)**

Resolve represents the creature's presence, focus, and their determination, and determines things such as "powering through" a difficult task, resisting mental control, or concentrating on a task.

*Tomato Test:* Your ability to listen to people argue about the differences between salsa and tomato-based fruit salads without becoming annoyed.

Score of -10: The creature is unable to focus and is insane.

## **Statistics**

Statistics, labeled as SHOTS, are as follows: Sanity, Health Points, Offense/Attack, Targeted Defense, and Sprint/Movement

*Sanity:* Sanity measures the mental stability of the character. Every character has 50 sanity, increased by 5 per point of Resolve above 0 and decreased by 5 per point below 0. Certain attacks or abilities target sanity instead of Health. You regain 1 sanity per day you rest.

*Health Points (HP):* HP measures your Health and how much damage you can take. Every character has a maximum of 10 Health Points at a CON of 0. You gain an additional 2 max HP per point of CON above 0 you have. You have 1 less max HP per point below 0 you have. You regain 1 HP per day you rest.

*Offense/Attack*: Offense/Attack is the bonus you gain on offensive actions, such as weapon attacks; you roll and add (or subtract) that number and compare it to a creature's Targeted Defense. It is equal to your STR for melee or DEX for range. If you critically succeed an attack, you hit regardless of the target's Targeted Defense and if you critically fail you miss regardless of the Target's Defense. Critical Hits with weapons deal an additional 2 damage. You may forgo the additional damage in order to apply a critical effect the weapon has, if applicable.

*Targeted Defense (TD)*: Your Targeted Defense is the number that a creature must meet or exceed to deal damage to you with their Attack. You have 10 at DEX 0, and it increases or decreases by 1 based on your DEX. Certain items and abilities increase your TD

*Sprint/Movement:* Sprint/Movement is how fast you can move on the map. You can move 5 squares (25 feet) at a SPD of 0. You can move 1 additional square at SPD 1 (30 feet), and then 1 more square per 2 points (Max 50 at SPD 9). The same is true in reverse, decreasing to 4 squares at -1 SPD and another 1 less per 2 below -1. At -9 a creature can spend all 3 of their actions to move 1 square. If you are Speed Impaired, you treat your Movement as if your SPD were 2 lower than it is

*Actions:* Every creature has 3 actions per round. See the Actions category below.

*Carry Weight:* A creature can carry an amount of weight without penalty based on their STR plus their CON. Each attribute calculates Carry Weight similarly to Movement, with a base Carry Weight of 50 lbs. at 0 STR or CON, plus 5 lbs. at STR or CON 1, plus an additional 10 lbs. for every point above 1. The same is true in reverse, with a Carry weight penalty of -5 lbs. at -1 STR or CON and an additional -10 lbs. per point below -1. You take a -1 to physical skills for every 10 lbs over your Carry Weight you are carrying. At 25 lbs. over, you are Speed Impaired until you stop carrying that much weight. At 50 over, you are also Staggered until you stop carrying that much weight, as well as 1 round after. You may not carry more than twice your carry weight.

*Wealth:* Characters have a wealth bonus that they add to Wealth checks to determine if they can afford to buy an item. Wealth bonuses are determined based on the character's archetype(s) and any bonuses or penalties they may have from other sources.

## Actions

These are a list of different types of actions a character can take:

**Move**: If you spend 1 action moving, you move your full movement speed.

**Attack**: If you spend 1 action, you may make a single attack against a creature. If you spend 2 actions, you may make a second attack against the same creature, however the second attack is at disadvantage. If you spend 3 actions making an attack, your second attack is not at disadvantage and you may make your second attack against a different creature if you wish.

**Interact with an object**: If you spend one action, you may interact with an object (retrieve an item from a backpack, load a gun, drink an energy drink, etc.)

**Search an area:** If you spend 1 action, you can briefly search an area (rifling through drawers, scanning over the walls, pulling books from a bookshelf)

**Make a Skill Check**: Certain skill checks require an action, such as Perform, while other skills checks are made as part of another action, such as Escape.

**Aim**: You can take an action to Aim to gain advantage on an attack roll, so long as you have not taken a Move action this turn.

**Defend**: You can take an action to defend yourself or another creature. Until the start of your next turn, attacks against whomever you are defending have disadvantage.

**Ready**: You can spend an action preparing for something and take an action later. By spending your action, you declare a trigger event or action, and declare what action you will take when it occurs. For example, you could Ready a Move action if someone moves towards you to run away. Your Action resolves before the triggering event. If the triggering event does not occur before the start of your next turn, your action is wasted and you must ready again if you wish to benefit.

**Sprint**: If you spend all 3 of your actions moving in a relatively straight line, you may move 4 times your speed instead of 3.