Main Stats

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.

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1) 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 has the following traits: Immunity, Endure, Defense, Health, Breath Holding, Brace, and Stamina. When assigning stat points to Fortitude, place the stat within the large Stat bubble.

  • Immunity: This is your character's chance of immunity to attacks and effects.
  • Endure: This is your check to endure harsh conditions
  • Defense: This is a check to defend against an attack. A successful defense check allows you to use your armor's defense stat to reduce the damage of an attack.
  • Health: This is a check used against diseases and poisons, and any other vitality affected status effects after you have already gotten them. It can also be used to avoid getting sick.
  • Breath Holding: This is a check to keep holding your breath. You will gain a penalty of 1 that increases by 1 each round or minute that you must make this check until you can no longer hold your breath.
  • Brace: This is a check against an attack that would knock you down or move you. This is also your ability to move across uneven or slippery terrain and remain standing.
  • Stamina: This is a check used to remain standing or conscious despite being exhausted beyond believe, out of power, beaten down, or otherwise. 
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2) Intellect

Intellect is your ability for reasoning, memory, and learning. It shows your ability to work within the magical and supernatural as well. Intellect is a main stat, one which you will place stat points into when determining your stats and throughout game play. Intellect has the following traits: Runic Speed, Focus, Arcana, History, Nature, Religion, and Spiritual Balance. When assigning stat points to Intellect, place the stat within the large Stat bubble.

  • Runic Speed: This is the speed at which you can cast spells. If your runic speed is a 1, and the spell has a casting speed of 1, then you can cast that spell in 1 turn. If the casting speed is 2, then it would take 2 turns, unless your runic speed was also a 2. If your Runic Speed is a -1, then it takes 1 more turn from 1, so a 1 casting speed spell takes 2 rounds. A runic speed of 0 is the same as a runic speed of 1.
  • Focus: This is a check to determine if you can remain focused on what you are doing. Usually this is for spell casting where you will need more than one round. If your focus is broken, meaning you failed your focus check, you would fail to cast the spell. This can be used for any action that requires focus.
  • Arcana: This is a check to deal with anything arcane or magical. Usually this is for casting spells and the like, but can also be used for dealing with magical energies and so forth.
  • History: This is a check that can be used to remember what you the player forgot but the character should know. This can also be used to check any discernible knowledge of the history of an area or object, or even person.
  • Nature: This is a check when dealing with nature. It can be used to identify plants or beasts, for example. It can also be used when tracking.
  • Religion: This is a check used for anything that has to do with religion, belief, or the deities.
  • Spiritual Balance: This is a check to not be possessed or affected by spiritual status effects.
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3) Wisdom

Wisdom is a stat that illustrates your character's perception and insight. It is also your common knowledge or street smarts, if you will. Wisdom is a main stat, one which you will place stat points into when determining stats and throughout game play. Wisdom has the following traits: Perceive, Survival, Insight, Medicine, Mental Balance, and Runic Power. When assigning stat points to Wisdom, place the stat within the large Stat bubble.

  • Perceive: This is a check to notice the hard to notice.
  • Survival: This is your ability to survive based on your knowledge and skill alone.
  • Insight: This is sometimes referred to as intuition. It is basically knowing something without really knowing it. This is also used for investigation.
  • Medicine: This is used when dealing with medicines and other potions as well as plants and the like. It could also be used to do basic first aide.
  • Mental Balance: This is a check used to endure mental attacks, control, and mental status effects. If it is an attack to take control of your character or inflict fear or other such affects, this is the trait to resist that.
  • Runic Power: This is the power you add to your healing or damaging spells. You do not add this to small effect regeneration or poisons or the like. Your character's Runic Power is determined by the following chart.

Runic Power Table

WisdomRunic Power
Below 4-1d4; -1 per every -3 points below 0
4 - 60
7 - 9+1d4
10 - 12+1d6
13 - 15+1d8
16 - 18+1d10
19 and greater+1d12; +1 every 3 points greater than 20
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4) 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, what your character’s offensive damage is, and even how much endurance your character has. Strength has the following traits: Weight Limit, Athletics, Grip, Critical, Throw Range, and Offensive Power. When assigning stat points to Strength, place the stat within the large Stat bubble.

  • Weight Limit: Weight Limit is the maximum amount of weight your character can lift with both arms. If you wish to lift with one arm, you will use half of your weight limit. The amount of weight that you can carry upon you is the same as your weight limit. Refer to the Weight Limit table to determine carry as it is based on Strength and Build.
  • Athletics: This is a check for doing things like running, lifting, climbing, and so forth - anything that requires strength basically.
  • Grip: This is a check to keep hold of your weapon, hold on a ledge, or anything else that requires hand strength.
  • Critical: This is a chance to do critical damage when attacking using a melee weapon (or attack), thrown weapon, or bow & arrow. The reward for a successful critical roll is to add an additional offensive or bow power to your attack.
  • Offensive Power: This is power that you will add to your physical damage. This is damage doing by hitting things or throwing things, and can include unarmed, melee weapon, or thrown weapon or object. Your character's Offensive Power can be determined by following the Offensive Power table.

Weight Limit Table

Offensive Power Table

StrengthOffensive Power
Below 4-1d4; -1 per every -3 points below 0
4 - 60
7 - 9+1d4
10 - 12+1d6
13 - 15+1d8
16 - 18+1d10
19 and greater+1d12; +1 every 3 points greater than 20
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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. Speed has the following traits: Acrobatics, Initiative, Move, Stealth, React, and Bow Power. Speed is a main stat with which you will be assigning stat points when determining your character’s stats and throughout game play. When assigning stat points to Speed, place the stat within the large Stat bubble.

  • Acrobatics: This is a check for doing flips, rolls, or anything requiring agility.
  • Initiative: This is a check to determine who goes first. It can also be used to see who could react to a situation first.
  • Move: This is your movement speed, it is added to your racial movement speed to give you a full movement speed. Your race might give you a 1d12, while your trait is a 3, making your move for movement 3 + 1d12. This check can also be used to check if you can move in certain situations.
  • Stealth:  Stealth is a check to see if you can move quietly enough to be undetected. It can also be used for activities such as pick pocketing.
  • React: This is a check to see if you can respond quickly or react quickly to an action. For example, you may want to make a react check if you want to perform an Attack of Opportunity.
  • Bow Power: This is extra damage that is added to your combined bow and arrow damage. To determine your character's bow power, refer to the Bow Power table.

Bow Power Table

SpeedBow Power
Below 4-1d4; -1 per every -3 points below 0
4 - 60
7 - 9+1d4
10 - 12+1d6
13 - 15+1d8
16 - 18+1d10
19 and greater+1d12; +1 every 3 points greater than 20
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6) Charisma

Charisma shows your character's force of personality. It can be used to illustrate how likable your character is, or how influencial or persuasive. Sometimes attractiveness comes in to play here, but it isn't real attractiveness but instead how someone might find your character. Charisma has the following traits: Influence, Deception, Intimidate, Perform, Persuade, Luck, and Charm. Charisma 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 Charisma, place the stat within the large Stat bubble.

  • Influence: This is a check to see if you are influential or not. Basically if you are hoping to influence others this is the check you will use.
  • Deception: This is a check to see if you are able to deceive others.
  • Intimidate: This is a check to see if others will cower to you and give in or back away due to their fear of you.
  • Perform: This is a check you would use when singing, playing an instrument, or acting.
  • Persuade: While persuade may be seen as similar to influence and even used with influence, persuade is a check you use to make someone agree with you. This can be by many means while influence is simply by talk, stature, and fame.
  • Luck: 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.
  • Charm: Charm is how likable you are, Will you win others by your charm? Will the bar maid want to flirt with you or be repulsed by you? These are all charm checks. 
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