## Fronos

## Rules

### Contents

### Basic Stats

- Strength (ST)
- Dexterity (DX)
- Intelligence (IQ)
- Constitution (CN)
- Luck (LK)

Each stat starts at 5 for free. With the exception of LK increasing/decreasing a stat by 1 costs/gives 5 CP, this point cost is for character creation only. Luck must always be purchased with CP. For LK see Table 1: Luck Costs.

### Secondary Stats

- Size Modifier (SM)
- Hold
- Hit Points (HP)
- Will
- Perception (Per)
- Energy Points (EP)
- Speed (Spd)
- Move

Secondary Stats are based off of Primary Stats. These stats can affect skills like the Primary Stats do as well.

#### Size Modifier

Although Size Modifier is a secondary stat it isn’t really based off of a basic stat like the other ones are. Determine a creature’s size modifier by looking at its *longest* dimension and use the chart below. If the creature’s proportions are like a box or sphere add +2 SM. If it is like an elongated box like most vehicles add +1 SM. If the creature’s size falls between two numbers on the chart round it. So, if a creature’s longest dimension is 94’ then that would round to 90’ and it’s SM would be +7.

Longest Dimension | Size Modifier | Longest Dimension | Size Modifier | |

0" – 1.8" | -10 | 7’ – 9’ | +1 | |

1.9" – 2.5" | -9 | 10’ – 15’ | +2 | |

2.6" – 3.5" | -8 | 16’ – 21’ | +3 | |

3.6" – 5" | -7 | 22’ – 30’ | +4 | |

6" – 7" | -6 | 31’ – 45’ | +5 | |

8" – 10" | -5 | 46’ – 60’ | +6 | |

11" – 18" | -4 | 70’ – 90’ | +7 | |

19" – 2’ | -3 | 100’ – 150’ | +8 | |

3’ | -2 | 160’ – 210’ | +9 | |

4’ – 4.5’ | -1 | 220’ – 300’ | +10 | |

4.6’ – 6’ | +0 | 310’ – 450’ | +11 |

#### Hold

A character’s Hold represents how much they can carry on their person without becoming encumbered. To calculate your character’s Hold multiply your character’s ST by (4 + IQ tier) (see Dice for more information about tiers).

For example, Peter isn’t quite as strong as Ralph having only 11 ST. But his IQ is at least first tier at 13. Thus Peter’s Hold is 11 * (4 + 1) = 55.

Whenever your character’s ST or IQ tier changes, it changes the character’s Hold. So, if Peter’s ST were to increase to 12 then his Hold would increase as well. It would become 12 * (4 + 1) = 60. Notice, however, that if Peter’s IQ were to reach 20, instead of his ST increasing, then his IQ tier would increase to 2 and his new Hold would be 11 * (4 + 2) = 66.

#### Hit Points

A character’s Hit Points (HP) shows how much of a beating they can take before falling in combat. To determine your character’s HP sum his ST + maximum on your ST die + CN tier. Thus Peter’s HP, with his CN of 10, would be 11 + 12 + 1 = 24. Similarly Ralph’s HP, with his CN of 15, would be 14 + (12 + 6) + 1 = 33.

#### Will

Will is basically a character’s strength of mind. The higher a Will a character has the less likely he is to succumb to mental assaults. A character’s base Will is equal to his IQ. After character creation, however, his Will **does not** increase when IQ increases. To increase Will after character creation you must spend CP equal to your Will, which will grant you an increase of (1 + IQ tier).

For example, Peter’s IQ at character creation was 6 so his Will was 6. Later, he felt a need to increase his Will, by this time his IQ had raised to 8. Peter spends 6 CP and increases his Will by (1 + 0) to 7. Now, for the sake of this example, Peter is going to increase his Will once again. Currently it is at 7 so he spends 7 CP. Due to his IQ being 13 he gains (1 + 1) Will bringing him to 9.

#### Perception

Perception determines how well a character can use his senses to gain information about the world around him. A higher perception will enable a character to more easily see farther, hear better, etc… A character’s Perception is equal to his (IQ + CN) / 2.

Peter’s Perception is 12 because his IQ is 13 and his CN is 10. Thus (13 + 10) / 2 = 11.5 which rounds to 12.

#### Energy Points

A character’s Energy Points (EP) shows how much they can do in battle situations. The more a character runs around and uses his abilities the more EP he must spend. To determine your character’s EP sum his CN + maximum on your CN die + ST tier.

Thus Peter’s EP would be 10 + 12 + 1 = 23. Similarly Ralph’s EP would be 15 + (12 + 6) + 1 = 34.

#### Speed

A character’s speed represents how quickly they react to new situations (aka initiative). To determine your character’s speed do (DX + CN) / 4 do not round the number.

So, Peter’s Speed, with a DX of 15, would be (15 + 10) / 4 = 6.25.

#### Move

Move is how far a character can travel in one turn. To calculate your character’s move you take his Speed drop all fractions add 3 and his size modifier. This calculation is for character creation only. To increase your Move later you must spend a number of CP equal to your character’s Speed dropping all fractions. This will increase your Move by 1. Your Move can never exceed twice your Speed.

### Skills

Each skill will be based off of a basic stat or a secondary stat. Most skills will be based off basic stats, however.

For example, Ralph needs to jump across a gap. Jump is based off of ST so he’ll add his ST of 14 to his jump skill level, which is 7, for a total of 21 on his check.

Sometimes it will be required to use a different stat for a skill than what it is normally associated with. For example, Ralph needs to jump through a laser grid. He needs to make sure that no part of his body touches any laser. Normally jump is based off of ST, but for this roll his jump will be based off of DX since this counts as a dextrous act. Unfortunately for Ralph his DX isn’t quite as high as his ST. He’ll get to add his DX of 11 to his jump skill level, still 7, for a total of 18 on his check.

### Experience

There are two types of experience.

- Character Experience
- Ability Experience

Character Experience will be given to a character in the form of CP which can be used to learn new abilities, among other things.

Ability experience will be assigned to any particular ability based on usage. Thus the more times a character uses a skill or any other type of ability the faster it will level up.

#### Leveling up Skills

The required cost for any particular skill to level up is equal to it’s combined level. A skill’s combined level is the skill level plus the stat it’s associated with. Thus, Ralph’s Jump combined level (previously mentioned) is 21, 7 for the skill level plus 14 for the stat. Even though Jump may need to use DX sometimes, its combined level is still based off of ST since that is the stat associated with it. Thus, for Ralph to level up Jump to skill level 8 he needs to earn 21 ability experience for it.

To earn AXP for a skill you must use the skill. Previously when Ralph jumped the gap he earned AXP for his jump skill. Likewise, when he jumped through the laser grid he earned AXP for his jump skill then as well. Lets say that Ralph succeeded at jumping the gap. Then upon success of using his skill he earned 1 AXP towards Jump. If he previously had no AXP towards jump then he now only needs 20 (21 – 1 = 20) more AXP to level Jump up. Later when Ralph tried to jump through the laser grid he failed his roll. Now, even though Ralph failed, he still learned something from that particular instant. Thus he earned .25 AXP towards Jump. Along with the 1 he earned earlier Ralph now has 1.25 AXP towards leveling Jump up.

Once Ralph earns 21 AXP towards Jump he will increase his skill level from 7 to 8, increasing his combined level to 22, and will reset his jump AXP to 0.

#### Leveling up Stats

Like skills, stats level up with AXP. Also like skills, the required cost to level up any particular stat is equal to the stat level. Thus, for Ralph to increase his ST by one (currently at 14) he’ll need to earn 14 AXP. This is accomplished in two ways. First, stats will earn AXP whenever a skill that is based (not *associated with*, see above) off of it is used successfully. Second, stats will earn AXP whenever they are used successfully for a check on their own.

Remember, though, that LK must *always* be purchased with CP and *cannot* gain AXP.

Previously Ralph successfully jumped across a gap. For that check Jump was based off of ST so by succeeding he earned .2 AXP towards ST. Notice the small amount for success, this is due to the fact that skills will be used often. Later, Ralph failed to jump through a laser grid, thus he earned no AXP towards DX. Why DX you ask? Because for that check jump was *based* off of DX not ST.

Afterwards, Ralph comes to a door. Since he failed to jump through the laser grid previously this set off a silent alarm for the guard who then locked the door until backup could arrive. Needing to get out Ralph tries to bash down the door. This is a straight ST check. Thus he has a 14 on his check. Let’s say Ralph succeeds at bashing down the door. Since he succeeded at a straight ST check he gets a full 1 AXP towards ST! If he had failed he would have earned nothing! Good thing he didn’t fail then!

#### Buying New Skills

To buy a new skill a character must spend twice the skill’s combined level in CP to purchase it. Since the character does not already have the skill it’s level is 0 and it’s combined level is only equal to it’s associated stat. Thus, if Ralph would like to buy climb he would have to pay 28 CP, since climb is associated with ST and his ST is 14.

Buying a skill automatically increases its level to 1 and enables the character to gain AXP for it.

Previously, if Ralph had wanted to climb something he would use Climb but since it was untrained he would take a penalty on it. Since climb is an easy skill the penalty is only 3 and he would still have an 11 on his check (assuming he gets to base it off ST for that particular check). Furthermore, despite success or failure, he would gain no AXP towards the skill or towards the stat he used.

### Tables

Current Level | Cost/Gain to Increase/Decrease 1 |
---|---|

0 | 1^{1} |

1-3 | 3 |

4-8 | 6 |

9-14 | 10 |

15-21 | 15 |

22-29 | 21 |

^{1} Can’t drop below this level, so there is no gain for decreasing from it (which is impossible anyway).