Undiscriminating Purgator Gear and Stats

Result

{# Purgators wear Heavy Armor. The following assigns its properties. #}

{% armor_bonus = {6} %}{% armor_penalty = {6} %}

{# Assigns properties based on the creature's type. #}

{% stat_mod = {6} %}{% hp_mod = {15} %}{% energy_mod = {5} %}

{# Individual stat mods are 0 by default. #}

{% physique_mod = {0} %}

{% martial_mod = {0} %}

{% spiritlevel_mod = {0} %}

{% capacity_mod = {0} %}

{% constitution_mod = {0} %}

{% intellect_mod = {0} %}

{% sensory_mod = {0} %}

{# Assigns the creature's primary stats. #}

Resolve: {{% martial_mod = {$stat_mod} %}

{% spiritlevel_mod = {$stat_mod} %}

{{% physique_mod = {$stat_mod} %}|{% sensory_mod = {$stat_mod} %}}

{% capacity_mod = {$stat_mod} %}|{% constitution_mod = {$stat_mod} %}}

{# Assigns stats. #}

{% physique = {1d6 + {$physique_mod}}%}{% martial = {1d6 +{$martial_mod}} %}{% spiritlevel = {1d6 +{$spiritlevel_mod}} %}{% capacity = {1d6 +{$capacity_mod}} %}{% constitution = {1d6 + {$constitution_mod}} %}{% intellect = {1d6 + {$intellect_mod}} %}{% sensory = {1d6 + {$sensory_mod}} %}

{# Calculates Skills and Potency. #}

{% potency = {{$spiritlevel} + {$constitution}} %}

{% guard = {{$physique} + {$constitution}} %}

{% deflection = {{$physique} + {$martial}} %}

{% evasion = {{$physique} + {$sensory}} %}

{% cunning = {{$intellect} + {$sensory}} %}

{% deduce = {{$intellect} + {$sensory}} %}

{% resistance = {{$physique} + {$constitution}} %}

{% willpower = {{$spiritlevel} + {$sensory}} %}

{# Calculates unarmed damage output based on physique. #}

{%if physique == {0}%}{% damage_output = "d4" %}

{%elif physique == {1} or physique == {2} or physique == {3}%}{% damage_output = "d6" %}

{%elif physique == {4} or physique == {5} or physique == {6}%}{% damage_output = "d8" %}

{%elif physique == {7} or physique == {8} or physique == {9}%}{% damage_output = "d10" %}

{%else%}

{% damage_output = "d12" %}

{%end%}

{# Calculates Full Attack based on martial. #}

{%if martial == {0}%}{% full_attack = 1 %}

{%elif martial == {1} or martial == {2} or martial == {3}%}{% full_attack = 2 %}

{%elif martial == {4} or martial == {5} or martial == {6}%}{% full_attack = 3 %}

{%elif martial == {7} or martial == {8} or martial == {9}%}{% full_attack = 4 %}

{%else%}

{% full_attack = 5 %}

{%end%}

{# Assigns Weapon Attack Formula based on the highest stat between Sensory or Physique. #}

{%if sensory > {$physique}%}{% Weapon_Attack_Formulas = {**Standard Attack** EQN({$martial} + {$sensory}), **Energy Imbued** EQN({$martial} + {$sensory} + {$potency})} %}{%end%}
{%if sensory < {$physique}%}{% Weapon_Attack_Formulas = {**Standard Attack** EQN({$martial} + {$physique}), **Energy Imbued** EQN({$martial} + {$physique} + {$potency})} %}{%end%}
{%if sensory == {$physique}%}{% Weapon_Attack_Formulas = {**Standard Attack** EQN({$martial} + {$physique}), **Energy Imbued** EQN({$martial} + {$physique} + {$potency})} %}{%end%}

{# Assigns Weapon Damage Output based on the highest stat between Sensory or Physique. #}

{%if sensory == {0} and physique == {0}%}{% weapon_damage_output = "d4" %}{%end%}
{%if sensory > {$physique}%}
{%if sensory > {1} or sensory == {2} or sensory == {3}%}{% weapon_damage_output = "d6" %}{%end%}
{%if sensory == {4} or sensory == {5} or sensory == {6}%}{% weapon_damage_output = "d8" %}{%end%}
{%if sensory == {7} or sensory == {8} or sensory == {9}%}{% weapon_damage_output = "d10" %}{%end%}
{%if sensory >= {10}%}{% weapon_damage_output = "d12" %}{%end%}
{%end%}
{%if physique > {$sensory}%}
{%if physique == {1} or physique == {2} or physique == {3}%}{% weapon_damage_output = "d6" %}{%end%}
{%if physique == {4} or physique == {5} or physique == {6}%}{% weapon_damage_output = "d8" %}{%end%}
{%if physique == {7} or physique == {8} or physique == {9}%}{% weapon_damage_output = "d10" %}{%end%}
{%if physique >= {10}%}{% weapon_damage_output = "d12" %}{%end%}
{%end%}
{%if physique == {$sensory}%}
{%if physique == {1} or physique == {2} or physique == {3}%}{% weapon_damage_output = "d6" %}{%end%}
{%if physique == {4} or physique == {5} or physique == {6}%}{% weapon_damage_output = "d8" %}{%end%}
{%if physique == {7} or physique == {8} or physique == {9}%}{% weapon_damage_output = "d10" %}{%end%}
{%if physique >= {10}%}{% weapon_damage_output = "d12" %}{%end%}
{%end%}

{#Excludes non-M Sized weapons. #}

{% tw1 = get_chart id:53385 %}

{% tw2 = get_chart id:53386 %}

Resolve: {{% result_w = filter mode:"contains" pattern:"(M)" source:tw1 %}|{% result_w = filter mode:"contains" pattern:"(M)" source:tw2 %}}

Base Attributes:

Physique {$physique}, Martial {$martial}, Spirit Level/Demonic Force {$spiritlevel} , Capacity {$capacity}, Constitution {$constitution}, Intellect {$intellect}, Sensory {$sensory}

HP Roll 10 + {$constitution} * 5 + {$hp_mod}, Energy Roll {$capacity} + {$energy_mod}, Sense Roll {$spiritlevel} + {$sensory} / Roll {$spiritlevel} + {$sensory}0ft., Potency {$potency}, Initiative Roll {$physique} + {$sensory}, Movement Resolve: {Roll 20 + 5 * {$physique}ft., **Flight** Roll 20 + 10 * {$physique}ft.}

Skills:

Guard Roll {$guard} + {$armor_bonus}/Roll {$guard} + {$potency} + {$armor_bonus}, Deflection {$deflection}/Roll {$deflection} + {$potency}, Evasion Roll {$evasion} - {$armor_penalty}/Roll {$evasion} + {$potency} - {$armor_penalty}, Cunning {$cunning}, Deduce {$deduce}, Resistance {$resistance}, Willpower {$willpower}

Combat:

Unarmed

Standard Attack Roll {$martial} + {$physique}, Energy Imbued Roll {$martial} + {$physique} + {$potency}, Damage Output {$damage_output}, Full Attack {$full_attack}

{$result_w}

{$Weapon_Attack_Formulas}Damage Output {$weapon_damage_output}Full Attack {$full_attack}

Enchantment: Roll on "Weapon Enchantments"

Armor

Enchanted Shield

Enchantment: Roll on "Armor and Shield Enchantments"

Enchanted Heavy Armor

Enchantment: Roll on "Armor and Shield Enchantments"