Vital Stats

Table of Contents

  1. Vitality
  2. Soul
  3. Power
  4. Armor
  5. Hit Chance

Vitals are the stats that you refer to to determine the life and energy of your character. These stats are Vitality, Soul, Power, and Hit Chance. Armor is also listed here but is covered in the armor section. You will not place any stat points into these stats but your race or element might have a modifier for these stats. These stats are directly determined by your character's main stats. Each of these stats have various other stats connected to them.

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1) Vitality

Vitality: Vitality is the life of your character. Taking damage whether by getting hurt or by poisons causes your character’s Vitality to decrease. Taking potions and significant rest as well as healing skills and spells can cause your character’s Vitality to recover. Should your character’s Vitality reach zero (0), your character is considered incapacitated. You will then have a chance to make a Vitality Save. Failure to do so means your character is dead and will need to be revived. 

  • Modifiers: Modifiers is for you to record anything that might affect Vitality.
  • Gen D: Gen D is Gen Dice. When you create your character you will roll your initial Gen Dice to determine your character's Vitality. Each time you level up you will roll your secondary gen dice to increase this stat. Each time you rest for an hour you will roll your secondary Gen Dice to recover your Vitality.
  • Save: This is also known as Vitality Save, or Saving Grace. This is the chance that you have that an attack that would render your character incapacitated or dead fails to do so, leaving your character with 1 Vitality instead. You get one free Save Check upon death. Any additional use costs you 1d% points worth of EXP. Vitality Save typically has no value to start with. You may get bonus values that you would put here. Unless otherwise stated, a Vitality Save is a Hard Check.
  • Full: This is your Vitality at full.

It is important to consider the strengths and weaknesses of your character and plan accordingly. A character with a lower Vitality would be wise to have a good selection of healing skills and spells, the best armor they can afford, and a good selection of potions for healing and revival purposes. They would also be wise to have at least one other character accompany them that can revive them if needed.

Gen Dice Table

Use the following table to determine your gen dice based on profession.

ProfessionVitalitySoulPower
 InitialSecondaryInitialSecondaryInitialSecondary
Warrior1d121d61d61d41d201d8
Guard1d201d81d61d41d121d6
Ranger1d121d81d121d81d121d8
Monk1d201d61d81d41d201d8
Thief1d121d61d121d81d61d4
Runic Mage1d81d61d201d81d61d4
Artificer1d81d61d201d61d121d4
Entertainer1d81d61d121d81d61d4
Cleric1d121d81d201d61d121d4
Adventurer1d121d61d121d61d121d6

 

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2) Soul

Soul: Soul is your character's spiritual and mental energy. This stat is your character’s capacity to use skills and spells. But Soul isn’t used by all types of skills. The types of skills that use Soul usually are skills that require thought or mental conditioning or runic energy. Skills that require raw energy would depend upon another stat. Should your character’s Soul reach zero (0), your character is considered elementally restricted, meaning your character can not use soul using spells or skills, and must make a mental check for all tasks. Your current Soul is recorded in the cloud bubble, while your Full stat is recorded in the ribbon. 

  • Modifiers: Modifiers is for you to record anything that might affect Soul.
  • Gen D: Gen D is Gen Dice. When you create your character you will roll your initial Gen Dice to determine your character's Soul. Each time you level up you will roll your secondary gen dice to increase this stat. Each time you rest for an hour you will roll your secondary Gen Dice to recover your Soul.
  • Save: This is also known as Soul Save. This is the chance that you have that drops your Soul to 0 fails to do so, leaving your character with 1 Soul instead. Soul Save typically has no value to start with. You may get bonus values that you would put here. Unless otherwise stated, a Soul Save is a Hard Check.
  • Full: This is your Soul at full.

There are potions and skills that help recover spent Soul, and significant rest also will recover spent Soul.

Gen Dice Table

Use the following table to determine your gen dice based on profession.

ProfessionVitalitySoulPower
 InitialSecondaryInitialSecondaryInitialSecondary
Warrior1d121d61d61d41d201d8
Guard1d201d81d61d41d121d6
Ranger1d121d81d121d81d121d8
Monk1d201d61d81d41d201d8
Thief1d121d61d121d81d61d4
Runic Mage1d81d61d201d81d61d4
Artificer1d81d61d201d61d121d4
Entertainer1d81d61d121d81d61d4
Cleric1d121d81d201d61d121d4
Adventurer1d121d61d121d61d121d6
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3) Power

Power: This stat is your character’s endurance. In other words it shows how much physical activity and physical strain your character can handle. Skills that use raw power and could tire your character out such as attacking skills use Power. Also going too long without rest, food, or water can drain your character’s Power as can being in weather conditions your character is not accustomed to such as too hot or too cold weather. Should your character’s Power reach zero (0), your character is considered passed out. Your current Power is recorded in the star bubble, while your Full stat is recorded in the ribbon. 

  • Modifiers: Modifiers is for you to record anything that might affect Power.
  • Gen D: Gen D is Gen Dice. When you create your character you will roll your initial Gen Dice to determine your character's Power. Each time you level up you will roll your secondary gen dice to increase this stat. Each time you rest for an hour you will roll your secondary Gen Dice to recover your Power.
  • Save: This is also known as Power Save. This is the chance that you have that drops your Power to 0 fails to do so, leaving your character with 1 Power instead. Power Save typically has no value to start with. You may get bonus values that you would put here. Unless otherwise stated, a Power Save is a Hard Check.
  • Full: This is your Power at full.

There are some potions that restore lost Power, but generally the best method of recovering Power is to eat good meals, drink plenty of fluids, and get significant rest.

Gen Dice Table

Use the following table to determine your gen dice based on profession.

ProfessionVitalitySoulPower
 InitialSecondaryInitialSecondaryInitialSecondary
Warrior1d121d61d61d41d201d8
Guard1d201d81d61d41d121d6
Ranger1d121d81d121d81d121d8
Monk1d201d61d81d41d201d8
Thief1d121d61d121d81d61d4
Runic Mage1d81d61d201d81d61d4
Artificer1d81d61d201d61d121d4
Entertainer1d81d61d121d81d61d4
Cleric1d121d81d201d61d121d4
Adventurer1d121d61d121d61d121d6
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4) Armor

Armor: Here is where you will record information concerning your character's armor.

  • Modifiers: Modifiers is for you to record anything that might affect Armor.
  • Physical: Physical Armor or Physical Resistance is your armor's protection against physical damage. When someone makes a physical attack against you, they must roll their hit chance. If their hit chance is equal to or less than your Physical Armor, you will receive no damage. If it is greater than your physical armor you will receive the damage dealt.
  • Magical: Magical Armor or Magical Resistance is your armor's protection against magical damage. When someone makes a magic attack against you, they must roll their hit chance. If their hit chance is equal to or less than your Magical Armor, you will receive no damage. If it is greater than your magical armor you will receive the damage dealt.
  • Defense: This is any defense given to your character by your armor. This score is not added to your defense trait in Fortitude. The defense trait check simply allows for using the defense score of your armor. Should you succeed with your defense check you will get to reduce the damage dealt to your character by the armor's defense score. 
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5) Hit Chance

Hit Chance: Hit Chance is the chance that you have to hit your target. This is actually anything that will affect your chance to hit your target. To hit your target you have to make a hit chance, that is roll a 1d20. Your aim is to roll greater than the target's armor. If it is a physical attack, you will want to roll greater than the target's physical armor. If it is a magical attack you will want to roll greater than the target's magical armor. What is in Hit Chance is added to your 1d20 roll score. Therefore if you roll a 12 and have a 4 here, you would have a hit chance of 16. You can determine your character's hit chance by using the Hit Chance table. 

Hit Chance Table

SpeedHit Chance
Less than 2-2; -1 every 2 below 0
2 - 4-1
5 - 70
8 - 101
11 - 132
14 - 163
17 - 194
20 and greater5; +1 every 2 above 22
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