Main Stats

MainstatsTable of Contents

Main Stats are the stats that you will personally put points into. These are the stats that you will create your initial stats for and add stat points to when you earn them. These stats affects all other stats.

Fortitude

Fortitude is basically your character’s ability to bear and deal with pain. Fortitude is an important stat that deals with your character’s defensive abilities and your character’s overall health. Fortitude is a main stat, one which you will be placing in stat points when determining your character’s stats and through out your game play. It is not a stat that would decrease from use. Fortitude affects HP, Mortality, Resist, and Balance. When assigning stat points to Fortitude, place the stat within the large Stat bubble.

  • Modifiers: This large field is for listing any modifiers that would affect Fortitude.
  • Race Max: This is provided by your race and limits how high your stat can go. Basically, if you have a Race Max of 60, your Fortitude stat can never go past 60. Runic Elements and Talents might affect your Race Max.
  • With Mods: This is an optional field for you to place a complete stat number with any modifications added.
  • Resist: This is your character's ability to resist status effects, such as poison, sickness, and the like. Resist is Fortitude - 10.
  • Balance: This is your character's ability to maintain balance after either being sick, affected magically, or perhaps even being pushed over. If your GM calls for a balance check, this is what the GM is looking for. Should you fail your balance check, your character will fall over and lose a full movement to stand up. If your character has already used movement, then your character is on the ground until the next round. Balance is Fortitude - 5.

Speed

Speed is basically how fast your character is. This stat determines how fast your character can move and react. Speed is used for such things as movement rate, hand speed, initiative, and reflexes. Stats based on speed are Evade %, Initiative, and Movement Rates, as well as Agility and Aim. Speed is a main stat with which you will be assigning stat points when determining your character’s stats and throughout game play. Sometimes a speed check can be used to determine if your character was fast enough to preform or avoid a certain situations. When assigning stat points to Speed, place the stat within the large Stat bubble.

 

  • Modifiers: This large field is for listing any modifiers that would affect Speed.
  • Race Max: This is provided by your race and limits how high your stat can go. Basically, if you have a Race Max of 60, your Speed stat can never go past 60. Runic Elements and Talents might affect your Race Max.
  • With Mods: This is an optional field for you to place a complete stat number with any modifications added.
  • Agility: Agility can be used to show many things such as the ability to do flips, carry many things while moving, and so on. Agility is simply defined as the ability to move quickly and easily. The "and easily" is what sets it apart from a simple speed check. Agility is Speed - 5.
  • Aim: Aim is how well you can maintain an aim at something and hit it with a thrown object or a projectile weapon. This is a stat check that you will need to make to hit anything with a thrown object or a projectile weapon. It could also be used to hit a quickly moving target with a melee weapon. Aim is 1/2 Speed + 20.

Mental

Mental is a stat that illustrates your character’s over all intelligence and ability to learn. Mental determines how fast your character can learn and master a skill.  Mental not only determines how fast you will be able to learn and master skills, it also deals with your character’s use and defense against magic. Mental is a main stat, one which you will place stat points into when determining your stats and throughout game play. Mental effects not only SA but also Awareness, Perceive, Concentrate, Magic Power, Success Rate, and Failure Rate. When assigning stat points to Speed, place the stat within the large Stat bubble.

  • Modifiers: This large field is for listing any modifiers that would affect Mental.
  • Race Max: This is provided by your race and limits how high your stat can go. Basically, if you have a Race Max of 60, your Mental stat can never go past 60. Runic Elements and Talents might affect your Race Max.
  • With Mods: This is an optional field for you to place a complete stat number with any modifications added.
  • Perceive: Perceive is your character’s chance at noticing things that are normally hard to notice. These things can be sounds that are hard to hear such as muffled communication or light foot steps, hard to see trip wires attached to traps, slight differences in your character’s surroundings, and so on. It is really up to the game master to determine what is hard to notice and if a perceive check is needed to notice something. Perception checks should never be needed to see, hear, or notice things that are easily noticed or very apparent, such as yelling, close loud gunshots or explosions, very apparent changes in scenery, and so forth. A failed perception check is usually interpreted to mean that the character was completely blind and unable to see the obvious. This is just not true. While the character would not notice something that is hard to notice in the first place with a failed perception check, the character would notice other things that are apparent. For example, the character may not notice the trip wire that sets off the trap but would notice the huge blade hanging from the ceiling that is the trap before setting it off. Perceive is 1/2 Mental +10.
  • Concentrate: Concentrate is your character's ability to maintain concentration when it would be hard to do so. This is used primarily for magic, when you would be working on casting a spell over multiple rounds. If something were to happen to break your concentration, the spell casting would end with the spell not being cast but the stat costs being used. However other situations could require concentration, such as disabling traps and picking locks, and many things could pose a thrate to your concentration, such as fear. The Concentration ability helps to improve your character's concentrate stat. Concentrate is 1/2 Mental +5.

Strength

Strength is a stat which measures how strong your character is physically. This is crucial when determining how much weight your character can carry, how much your character can lift with one arm, what your character’s offensive damage is, and even how much endurance your character has. Strength not only affects EP, but also Fatigue, Melee Power, Throw Power, Bow Power, Throw Range, Jump, Leap, Carry, and Lifting. When assigning stat points to Strength, place the stat within the large Stat bubble.

  • Modifiers: This large field is for listing any modifiers that would affect Strength.
  • Race Max: This is provided by your race and limits how high your stat can go. Basically, if you have a Race Max of 60, your Strength stat can never go past 60. Runic Elements and Talents might affect your Race Max.
  • With Mods: This is an optional field for you to place a complete stat number with any modifications added.
  • Carry: Carry is the maximum amount of weight your character can carry without feeling the effects of being overburdened. While this can mean carrying things in your arms, it also means on your back or anywhere else. This includes armor being worn, items in a carrying sack, weapons on your belt, and even the shoes on your feet. Carry however does not dictate how much weight your character can lift, it only shows how much weight your character’s body can carry once the weight is already upon them. As long as the load the character is carrying is at or below their carry limit there are no ill effects upon your character. Your character will continue to move at his or her normal rate, be able to climb, swim and even jump as far or as fast as they could if they weren’t carrying any weight at all. However once your character’s load goes over their carry limit ill effects begin to creep up. For every 10 pounds over the weight limit your character’s actions will decrease by 1, your character’s movement rates will decrease by half, and your character’s jump rate will decrease by 1. Refer to the following Carry & Lifting table to determine carry as it is based on Strength and Build.
  • Lift: Lift is the amount of weight your character can lift without feeling the effects of being overburdened. It is assumed that your character will try to lift using both hands if needed, however a GM could allow you to use half of your lift for lifting with one hand. This is usually used when dealing with weapons. For example, if the sword or axe weighs more than the character can lift, the character may have a harder time using that weapon. However this can also be used to determine if the character can pick up or lift something such as a heavy bag, a body, a piece of armor, or a gate. Lift does not dictate how much your character can carry. Once you have lifted the item if you continue to hold it in your arms you are no longer lifting, but carrying, and that would depend upon your character’s carry limit. However using a sword or any other weapon in battle usually requires such actions as swinging and chopping which mimic lifting, and thus with a weapon you will always be using the Lifting Limit. If the object weights more than your character can lift with two arms or hands, then your character will not be able to lift the object without a strength check, with the amount of the weight that is more than the lifting limit as the penalty. For example, if your character was trying to lift a heavy rock to move it out of the way, and the rock weighed 33 pounds and your character's Lift was 20, your character would need to make a strength check minus 13 points (33-20 = 13). Refer to the following Carry & Lifting table to determine lift as it is based on Strength and Build.

Carry & Lifting Table

Build Carry Formula Lift Formula
Dwarf-Small 4 x Strength Carry / 3
Dwarf-Medium (4 x Strength) 20
Small 3 x Strength
Medium (3 x Strength) 20
Large-Buff (5 x Strength) 10
Large-Fat 4 x Strength
Orc-Large 8 x Strength
Dragon-Large 10 x Strength

Luck

Luck basically shows how lucky your character is. The higher your character’s luck is the lucky your character is. Luck can be used for all sorts of situations, from determining encounters, to dealing with finding certain treasures, spoils after combat, and even barely surviving a potentially fatal situation. Luck is the main attributing stat in determining Saving Grace, Reward %, Critical Hit %, Critical Magic %, treasure finds, and situations where only luck could prove as an explanation. Luck is a main stat, one which you will be placing stat points in when determining your character’s stats and throughout game play. When assigning stat points to Luck, place the stat within the large Stat bubble.

  • Modifiers: This large field is for listing any modifiers that would affect Luck.
  • Race Max: This is provided by your race and limits how high your stat can go. Basically, if you have a Race Max of 60, your Luck stat can never go past 60. Runic Elements and Talents might affect your Race Max.
  • With Mods: This is an optional field for you to place a complete stat number with any modifications added.
  • Saving Grace: Saving Grace is a stat that can serve several purposes, but it basically is a chance for a do-over after really messing up badly. The greatest use of Saving Grace is a chance to stay alive after a hit that would have dropped your HP to 0. Whenever such an attack should occur, your GM could let you make a Saving Grace roll, which if successful would instead knock your HP down by 75% instead of to zero. Should your HP drop to zero, your GM could use saving grace each round your character still has any Mortality to let you awaken back with 1 HP remaining. Saving Grace can also be used to re-roll any roll that would otherwise be a critical failure. Saving Grace is 1/2 Luck - 5, but never less than 10.
  • Reward %: Reward % is simply the percentage of any reward that your character would receive or find. So if your GM says you get 100 character points at the end of the game session, and your Reward % is 50, you'd get 50. However if your Reward % was 150, you could get 150. The same is true for currency reward. Reward % however doesn't affect skill points earned. Reward % is Luck 10.

Will

 Will is your character’s ability to withstand persuasions, influences, fear, and other mental attributes. The higher your character’s Will is, the more successful your character will be at maintaining self and not being influenced by outside forces. For example, if someone tries to persuade your character to do something your character does not wish to do, the game master may ask you to make a will check. You would roll percent dice, trying to reach whatever your Will stat is or below. If you succeed, you can continue playing your character not falling for their antics and doing whatever you rather do. However should you fail, your character would give in to the persuasion and do whatever that other character wanted your character to do, despite your wishes or your character’s wishes. The same can be said of events like fear, making a will check to see if your character can withstand the fear or runs away in fear. Will affects and determines your character's Influence and Self Control. Will is a main stat, one which you will be placing stat points in when determining your character’s stats and throughout game play. When assigning stat points to Will, place the stat within the large Stat bubble.

  • Modifiers: This large field is for listing any modifiers that would affect Will.
  • Race Max: This is provided by your race and limits how high your stat can go. Basically, if you have a Race Max of 60, your Will stat can never go past 60. Runic Elements and Talents might affect your Race Max.
  • With Mods: This is an optional field for you to place a complete stat number with any modifications added.
  • Influence: Influence shows how influential your character is. This is a stat that would come into play whenever you are trying to influence, convince, or even charm others. Having a high Influence could help your character negate social and cultural differences that might otherwise impede your character, and may help your character avoid sticky situations such as unwanted fights and jail time. Influence is Will - 5, but never less than 1.
  • Self Control: Self Control is your ability to maintain control against will affecting status effects such as fear and possession. Self Control can also be used to see if your character keeps his cool or goes into an angry rage when something happens that would normally really anger your character, for example. Self Control basically checks to see if you maintain control of your character. Self Control is 1/2 Will +15.

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  • mythus
    mythus  6 days ago

    Dryads, awaken! :P

  • mythus
    mythus  1 week ago

    version 8 update still in progress. lots of improvements and fixes going into the RP

  • mythus
    mythus  3 weeks ago

    test

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