Secondary Stats


Secondary Stats are stats that are determined by the Main Stats. You will not be assigning any stat points here. Instead these stats will be determined by their corresponding main stat.Secondarystats

Secondary stats are the stats that you will use most often as these will help you to determine what your character can do and how well he or she can do it. Some examples are helping you to determine when it is your turn in battle and when adventuring.

1. Move Rates

The movement stats identify how far your character can move in a given time and in a given environment. Movement stats are categorized into three types based on the general situations involved. These movement stats are World, Area, and Battle. Movement stats is based on your character’s Speed, therefore you will not be placing a number here when assigning stats.

  • World: This is how far your character can travel on a world map each hour. World maps are maps that cover a large area of land meant to be measured in miles instead of feet. Thus movement across a world map represents movement over a very large area of land. Your character's World Movement Rate is the first digit of your character's Speed stat. So if your character's Speed stat is 10, your character's World Movement Rate is 1. If your character's Speed stat is 36, your character's World Movement Rate will be 3.
  • Area: This is how far your character can travel on an area map within one hour. Area maps are maps that cover a small area, such as towns or dungeons. Distances in these maps are measured in feet and thus the movement rate may seem higher than world map movement, but in reality the reverse is true. To determine your character's Area Movement Rate, simply take the first digit of your character's Speed stat X 10. So if your character's Speed stat is 10, your character's Area Movement Rate is 10. If your character's Speed stat is 48, your character's Area Movement Rate will be 40.
  • Battle: This is how far your character can travel on a battlefield map with one movement. Battlefield maps typically cover a smaller area than area maps, focusing on where the action takes place. However the time spent in the battle is counted in minutes and not hours. Thus the battle movement rate may seem very small when in fact it represents movement over a shorter time period. To determine your character's Battle Movement Rate, simply take the first digit of your character's Speed stat 3. So if your character's Speed stat is 10, your character's Battle Movement Rate is 4. If your character's Speed stat is 59, your character's Battle Movement Rate will be 8.

2. Ranges

This is a category of stats that shows how strength affects certain ranges. The types of ranges affected by strength are Throw Range, Jump range, and Leap Range. Rage stats are based on your character's Strength or Speed, so you will not be putting any points into these stats from your point pool.

  • Throw: Throw shows how far your character can throw an object that your character can lift. Therefore if your character can lift 50 pounds and you are wanting to throw a 50 pound boulder, and your throw range is 5, your character would be able to throw that boulder 5 hex. However if that boulder weighed 60 pounds your character would not be able to throw it. Weighing less than what your character can lift, with either one or both hands, does not have any effect on your character's throw range. Your character's Throw Range will be different in battle than in area maps. Your character's Area Throw Range is the first digit of your character's Strength. Your character's Battle Throw Range is the first digit of your character's Strength x 2.

  • Jump: Jump is based on Speed. This stat shows how high your character can jump depending upon your character's Speed stat. The faster your character is, the higher up in the air your character can jump. Your character's Jump range will be different in battle than in area.  Your character's Area Jump range is the first digit of your character's Speed. Your character's Battle Jump Range is the first digit of your character's Speed x 2.

  • Leap: Leap is based on Speed. This stat shows how far your character can leap, used to jump across chasms . The faster your character is, the farther across your character can leap. Combining Jump and Leap could allow your character to hurdle over obstacles. You cannot use leap simply to increase your character's movement range. Your character's Leap range will be different in battle than in area. Your character's Area Leap range is the first digit of your character's Speed 2. Your character's Battle Leap Range is the first digit of your character's Speed 2, multiply that by 2.

3. Actions

Actions are best described as how quickly you can act in a certain circumstance. They do not really represent how many times you can act. You can only move and act once per round no mater how many actions you have. Instead, certain skills and spells or certain things that you are trying to do may take more actions to show how long they would take to perform. If you have 2 Magic Actions for example, and a spell costs 2 Magic actions or less, then you can cast that spell right away. If the spell costs more than 2 Magic Actions, you would begin casting the spell, but it would not cast until the needed action cost is spent. This will be further explained in Combat. Actions are set and only effected by race, ability, talent, or skill. Actions are only ever used in combat.

  • Attack Actions: Attack Actions are used for offensive skills and activities. Most take only 1 Attack action, but some may take more. The base Attack Actions is 1 which does not increase based on stats.
  • Defense Actions: Defense Actions are used for defensive skills and activities, such as evasion, per attacker. Unless you have a modifier, your character will always have a base defense actions of 1 which do not increase.
  • Support Actions: Support Actions are used by support skills and supportive activities, like changing equipment or drinking a potion. Unless you have a modifier, your character will always have a base support actions of 1 which do not increase.
  • Magic Actions: Magic Actions are used by magic spells. The more powerful the spell, the more magic actions it will cost. Unless you have a modifier, your character will always have a base magic actions of 1 which do not increase.

4. Initiative

Initiative is a stat which helps determine who will go first in battle. You will add it to whatever you roll on a 1d20 at the start of battle, and the one with the higher roll plus initiative goes first. Initiative is determined by speed. Race and armor can affect Initiative. Your character's initiative stat is the first digit of your character's speed stat. If your character's speed is 8 (read as 08), your character's initiative would be 0. If your character's speed is 38, your character's initiative would be 3.

5. Evade

Evade is your character’s chance at evasion. Basically it is a stat that is used to evade or dodge an attack or any situation that would require dodging. Should your character successfully evade, which is done by rolling the Evade stat or lower with percentile dice, then your character would take absolutely zero (0) damage. Evade is based on your character’s Speed, Mental, and Luck, therefore you will not be placing a number here when assigning stats. To determine your character's Evade, take your character's Speed  Mental Luck and divide that answer by 3. Round that answer up to the nearest whole number and you will have your character's Evade. So if your character's Speed stat is 10, Mental is 25, and Luck is 8, your character's Evade is 15.

There are certain situations that can give you a penalty to your evade check. Below is a table showing those situations and penalties. Please note that this is a simple table. For more detailed information, please refer to Combat Rules - Defensive Round for more details.

Evade Situation Evade Penalty
Direct Melee Attack from the Front or Thrown Object, Seen Single Target Spells No Penalty
Distracted, Attack from Side or Behind -5 to Evade %
Most Projectiles (including Rune Cannons) -20 to Evade %
Invisible or Very Fast Single Target Spells -25 to Evade %
Guns -50 to Evade %

6. Offense

These are the derived stats that deal with how Strength affects your offensive power. These stats are Melee Power, Throw Power, and Bow Power. All of these stats are based on your character's Strength stat, so you will not be assigning any stat points here.

  • Melee: This is short for Melee Power. Melee Power is a number that you will add to your damage. You would use Melee only for melee (hand-held) weapons, when hitting the target with that hand-held weapon, or with your body part. Your character's Melee Power is the first digit of your character's Strength stat.
  • Throw: This is short for Throw Power. Throw Power is a number that you will add to your damage. You would use Throw only for thrown weapon damage, when hitting the target with that thrown weapon. Your character's Throw Power is the first digit of your character's Strength stat 2.
  • Bow: This is short for Bow Power. Bow Power is a number that you will add to your bow and arrow damage. You would use Bow only for bow and arrow damage, when hitting the target with arrow shot from your bow. Your character's Bow Power is the first digit of your character's Strength stat -2 (but never less than 1).
  • Critical: This is Critical Hit %. This stat is a chance to do critical damage when attacking using a melee weapon (or attack), thrown weapon, or bow and arrow. Unlike the others, Critical Hit % is not based solely on your character's Strength Stat, but on a combination of Strength and Luck. The reward for a successful Critical Hit % roll would be increasing the total damaging value of the attack by x 1.25. If you make a critical on a Critical Hit % check, in other words if you roll a 001, you would get to make a death blow check, that is roll a 1d6 and if a 6 is rolled, the target is killed instantly; if a 6 isn't rolled, it is treated as a normal crit. To determine your character's Critical Hit % you use this formula: (Luck Strength) / 2.  The maximum Critical Stat is 95.

7. Magic Stats

  • Magic Power: This stat is a base power which you would add to your character's spells. You would only add this to any spells that have a damaging or healing value. If a spell does not do damage or does not heal or restore HP, SA, or EP, then you would not add this to the spell. You would add this to poisoning damage and the like as well. Some weapons, such as rune cannons, use your character's magic power instead of offense power. Magic Power is based on MentalYour character's Magic Power is the first digit of your character's Mental stat. If your character's Mental stat is less than 10, then your character's Magic Power is 0.
  • Critical: This is Critical Magic %. This stat is a chance to do critical damage or critical healing when using a spell. Unlike the others, Critical Magic % is not based solely on your character's Mental Stat, but on a combination of Mental and Luck. The reward for a successful Critical Magic % roll would be increasing the total damaging or healing value of the cast spell by x 1.25. If you make a critical on a Critical Hit % check, in other words if you roll a 001, you would get to make an epic casting check, that is roll a 1d6 and if a 6 is rolled, the target is killed or fully restored instantly (depending upon whether the spell does damages or heals); if a 6 isn't rolled, it is treated as a normal crit. You would make this roll only on spells that do immediate healing or damaging effects, so you could not use this stat with poisons or slow regeneration effects. When using weapons powered by magic, such as rune cannons, you'd use Critical Magic % in place of Critical Hit %. To determine your character's Critical Magic % you use this formula: (Luck Mental) / 2. The maximum Critical Stat is 95.

8. Success and Failure Points Rates

  • Success Points Rate: This stands for Success Rate for gaining skill points. Success Rate illustrates your character's rate at gaining skill points upon successful use of his or her skills. We will goSuccessfail into this in more detail in the Character Progression and Growth section. What is important to understand is that Success Rate is based entirely on Mental, can be improved dramatically by skills and talents, and greatly reflects your character's rate of skill point gaining. You will not assign any points here. Your character's Success Rate is your the first digit of your character's Mental stat 1.
  • Failure  Points Rate: This stands for Failure Rate for gaining skill points. Failure Rate illustrates your character''s rate at gaining skill points upon trying to use a skill, but failing at it. Your character will gain these points because even though your character failed, he or she can learn from that failure. We will go into this in more detail in the Character Progression and Growth section. What is important to understand is that Failure Rate is based entirely on Mental, can be improved dramatically by skills and talents, and greatly reflects your character's rate of skill point gaining. You will not assign any points here. Your character's Success Rate is your the first digit of your character's Mental stat -1, but never less than 1.


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  • mythus
    mythus  3 weeks ago

    we can use the link i just shared to post and test and make sure everything works for us. We'll be usiing that link until everything is moved over. after that it will just be legendsofnorova.net

  • mythus
  • mythus
    mythus  3 weeks ago

    i notice that no one else has responded to the post

  • mythus
    mythus  4 weeks ago

    no not yet, however, yesterday we had thanksgiving at the kids birth mom's family. today shelly's mom is over with shelly doing thanksgiving prep, and so on. friday will be the last day of our thanksgiving with our famiily feast. I had to finish the upstairs rooms, the floorboards, light switches, and such.

  • DreamWriter05
    DreamWriter05  4 weeks ago

    It's not Thanksgiving yet.

  • mythus
  • mythus
    mythus  4 weeks ago

    sorry guys, been very busy with thanksgiving prep at home

  • Gryphon
    Gryphon  1 month ago

    That’s okay , I’ve got my hands working on making some polymer clay more pliable. I use FIMO and some colors are stiffer in nature than others. I’m working on my flowers of hope, since I’ve got the day off from work.

  • DreamWriter05
    DreamWriter05  1 month ago

    @Gryphon I'll post for Ruby soon. Just need to fuel up first. Be looking for a post either tonight or sometime tomorrow. :D

  • Gryphon
    Gryphon  1 month ago

    Ouch. Stupid bugs. Knowing you Mythus you’ll squash them. Where’s a can of raid when you need it?


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