Post by Shonn Bayerleyn on Jun 3, 2012 17:28:59 GMT -5
This is the list of the whole of the statistics and skills. Your character is to then pick in accord to its own class and the costs for that specific class on this matter.
In the explaination of the Stats / Skills you will often find the reference to a Test.
A Test is rolling on a dice of 50 (/roll 50), add your modifier and see if the total is above the requirement.
On all Tests, each point adds +10.
HP
The Health Points represent your capability to take major wounds, punishment and so on, before to be knocked out unconscious - or DIE.
Once you reach 0 HPs, you are unconscious and uncapable of acting until took care of, healed or the adventure ends.
If from 0 HPs you get down to -3 HPs, OR if you are left alone at the mercy of the enemy, you can die or be taken prisoner (can lead to resurrection RP, a rescue mission, a MyRP change of last name.)
It is also possible to lose more than 1 HP per hit - against strong creatures, enemy bosses and so on. Very rare against grunts.
Each HP point loss can give you a -10 on all the rolls due to bleeding, being weaker, less focused, etc.
Will can reduce / void the rolling modifier of HP loss
Each characted by default is to start with 2 HPs.
Armour
Armour is very similar to the HP statistic. But if HP represents the healthiness, vitality, etcetera of a body; the armour is the artificial protection around it.
Each point of Armour works as 1 HP - that is not inflicting any malus upon losing it
On the other hand, each point of Armour gives a -10 to any Agility and Stealth check, or similar tests that can include impairment of mobility due to weight or else from the armour.
Armour HPs are always the first to be lost - and can be normally be healed by spells; look at it as the beating you get, you still get it but it is mitigated by armour.
Exception: There can be types of strike that directly affect your HPs bypassing armour, like from spectral creatures such as a Wraith.
Armour, safe external modifiers such as a magical one, can maximum be brought to 3 points for standard ones.
The Shield: Characters equipped with Shield gives a -1 Strength to the roll of an opponent hitting them, provided strength can never go below 0.
So a character with 0 Strength, is still to inflict 1 HP loss upon hitting them. One who normally would roll on 2, does not roll and inflict 1 HP. One who normally would roll on 3, rolls only on 2.
Character equipped with Shield have such stated in their Archetype - or as effect of a Spell.
Endurance
This is your capability to withstand fatigue, tiredness, the strain to fight or of persistant spellcasting.
Minor wounds can call for an endurance test as well.
Failing endurance tests has similar effect to suffering a HP loss - a temporary malus on all the rolls.
Will can reduce / void the effects of failing Endurance tests.
Any round beyond the first of constant action requiring rolling calls for an endurance test.
All endurance tests requires a roll of 35+ to be passed.
Will
Willpower is your capability of ignoring pain, resist charms and seductions of magical nature.
Each point of Will allows you -always- to ignore up to -10 of rolling malus due to failing Endurance rolls, and suffering HP losses.
Will is to modify rolls against charms, seduction, fear, and similar mind affecting powers.
Strength
How much is your character strong. Helps with damaging in melee, in case you have to lift items, bash doors, etc.
Each point of strength adds chance to your damage to be higher for melee combat.
Characters by default do 1 damage in melee. Each point of strength gives a maximum of +1.
Example: Character has 2 strength, and manages to hit. You roll on 3. (So you can do, 1, 2 or 3 damage.)
Each point otherwise is a +10 to Strength based checks.
Agility
How much is your character agile, dextruous.
This does not count in melee battle (the melee avoidance is built in the melee fighting), but serves as avoidance in case of avalanche for example, capability of performing long jumps, climbing up a wall that is not smooth, etc.
This stat is not to be mixed with fighting proficiencies, neither this enables someone to try to dodge arrows or bolts.
To wear medium or heavy armour reduces to 0 this skill and makes its use impossible.
Each point is a +10 to Agility based checks.
Melee Fighting
This is the package you want to fight in melee. A mix of tactic, battle reflex, understanding the opponent intent, etcetera.
This stat is exclusively used for melee combat and no else - and it is almost always used through comparison.
Question? To have a modified roll above those of the opponent suffices to wound him? No, it doesn't. Often one needs to roll with a good edge to strike a wound, a lesser edge to force an endurance test due to a minor wound, etc.
All characters can melee and have a melee weapon. To have a two-hander or a sword and board does not make difference for now to keep it simple.
Each point adds +10 to the roll.
Ranged Skill - with physical weapons.
This represents the ability to hit with ranged weapons and inflict damage.
Who has medium or heavy armour can only use short ranged weapons such as javelin or throwing axe if they choose to spend points in there.
Only those with at least 1 point in this skill have a ranged weapon at avail.
Each point adds +10 to the roll.
Stealth
This represent the ability to move in specific environment that provides cover, eventually unseen or unheard.
This means you require a mix of darkness (given your enemy does not have nightsight), obstacles to move through, proper terrain to not make noise, not being hindered by armour.
Everyone can try to stealth as long as they do not wear medium or heavy armour.
Each point adds +10 to the roll.
Focus
The Focus is a similar to Endurance statistic, but it represent the capability of a spellcaster to keep casting over time. The difficulty of the test itself is provided by the spell just unleashed.
To fail a Focus test means that your Magic / Faith skill loses one point for the duration of the mission. Consider it as running out of mana.
Each point of Focus adds +10 to the roll, and there will be a Focus test everytime a spell is cast.
If you get at 0 with your Magic / Faith skill, you are drained out and this uncapable of casting anymore for the duration of the mission. Your dagger is your friend!
Magic / Faith
If Focus was determining (along with rolls!) for how long you can keep casting, the efficiency and power of your spells is determined by Magic / Faith.
There are many "schools" from which to pick from., and each point of your current Magic / Faith is to add a +10 (as you can temporarily lose some due to Focus tests not passed).
Knowledge
Representing the previous trainings or studies your character could have underwent, this develops secondary traits that tend to be more situationally used that generically used.
This translates in TWO extra Knowledge Picks for each for point achieved.
Fate
Are you lucky? Each point placed in Fate is to allow you one reroll of one of your rolls per mission. You cannot reroll though with a second point of Fate a just rerolled dice.
Resolve
Last but not least, there can be moments in which a particular feat is to be accomplished, or the need of a burst is required.
This represent the capability of a character to muster mental and / or physical effort to achieve a goal.
In pratical terms the player can declare before rolling that he is using 1 point of Resolve to add an additional +30 to the roll, whichever it can be. Like Fate those points are on use per mission.
Important: A roll with the Resolve bonus cannot be rerolled with Fate.
In the explaination of the Stats / Skills you will often find the reference to a Test.
A Test is rolling on a dice of 50 (/roll 50), add your modifier and see if the total is above the requirement.
On all Tests, each point adds +10.
HP
The Health Points represent your capability to take major wounds, punishment and so on, before to be knocked out unconscious - or DIE.
Once you reach 0 HPs, you are unconscious and uncapable of acting until took care of, healed or the adventure ends.
If from 0 HPs you get down to -3 HPs, OR if you are left alone at the mercy of the enemy, you can die or be taken prisoner (can lead to resurrection RP, a rescue mission, a MyRP change of last name.)
It is also possible to lose more than 1 HP per hit - against strong creatures, enemy bosses and so on. Very rare against grunts.
Each HP point loss can give you a -10 on all the rolls due to bleeding, being weaker, less focused, etc.
Will can reduce / void the rolling modifier of HP loss
Each characted by default is to start with 2 HPs.
Armour
Armour is very similar to the HP statistic. But if HP represents the healthiness, vitality, etcetera of a body; the armour is the artificial protection around it.
Each point of Armour works as 1 HP - that is not inflicting any malus upon losing it
On the other hand, each point of Armour gives a -10 to any Agility and Stealth check, or similar tests that can include impairment of mobility due to weight or else from the armour.
Armour HPs are always the first to be lost - and can be normally be healed by spells; look at it as the beating you get, you still get it but it is mitigated by armour.
Exception: There can be types of strike that directly affect your HPs bypassing armour, like from spectral creatures such as a Wraith.
Armour, safe external modifiers such as a magical one, can maximum be brought to 3 points for standard ones.
The Shield: Characters equipped with Shield gives a -1 Strength to the roll of an opponent hitting them, provided strength can never go below 0.
So a character with 0 Strength, is still to inflict 1 HP loss upon hitting them. One who normally would roll on 2, does not roll and inflict 1 HP. One who normally would roll on 3, rolls only on 2.
Character equipped with Shield have such stated in their Archetype - or as effect of a Spell.
Endurance
This is your capability to withstand fatigue, tiredness, the strain to fight or of persistant spellcasting.
Minor wounds can call for an endurance test as well.
Failing endurance tests has similar effect to suffering a HP loss - a temporary malus on all the rolls.
Will can reduce / void the effects of failing Endurance tests.
Any round beyond the first of constant action requiring rolling calls for an endurance test.
All endurance tests requires a roll of 35+ to be passed.
Will
Willpower is your capability of ignoring pain, resist charms and seductions of magical nature.
Each point of Will allows you -always- to ignore up to -10 of rolling malus due to failing Endurance rolls, and suffering HP losses.
Will is to modify rolls against charms, seduction, fear, and similar mind affecting powers.
Strength
How much is your character strong. Helps with damaging in melee, in case you have to lift items, bash doors, etc.
Each point of strength adds chance to your damage to be higher for melee combat.
Characters by default do 1 damage in melee. Each point of strength gives a maximum of +1.
Example: Character has 2 strength, and manages to hit. You roll on 3. (So you can do, 1, 2 or 3 damage.)
Each point otherwise is a +10 to Strength based checks.
Agility
How much is your character agile, dextruous.
This does not count in melee battle (the melee avoidance is built in the melee fighting), but serves as avoidance in case of avalanche for example, capability of performing long jumps, climbing up a wall that is not smooth, etc.
This stat is not to be mixed with fighting proficiencies, neither this enables someone to try to dodge arrows or bolts.
To wear medium or heavy armour reduces to 0 this skill and makes its use impossible.
Each point is a +10 to Agility based checks.
Melee Fighting
This is the package you want to fight in melee. A mix of tactic, battle reflex, understanding the opponent intent, etcetera.
This stat is exclusively used for melee combat and no else - and it is almost always used through comparison.
Question? To have a modified roll above those of the opponent suffices to wound him? No, it doesn't. Often one needs to roll with a good edge to strike a wound, a lesser edge to force an endurance test due to a minor wound, etc.
All characters can melee and have a melee weapon. To have a two-hander or a sword and board does not make difference for now to keep it simple.
Each point adds +10 to the roll.
Ranged Skill - with physical weapons.
This represents the ability to hit with ranged weapons and inflict damage.
Who has medium or heavy armour can only use short ranged weapons such as javelin or throwing axe if they choose to spend points in there.
Only those with at least 1 point in this skill have a ranged weapon at avail.
Each point adds +10 to the roll.
Stealth
This represent the ability to move in specific environment that provides cover, eventually unseen or unheard.
This means you require a mix of darkness (given your enemy does not have nightsight), obstacles to move through, proper terrain to not make noise, not being hindered by armour.
Everyone can try to stealth as long as they do not wear medium or heavy armour.
Each point adds +10 to the roll.
Focus
The Focus is a similar to Endurance statistic, but it represent the capability of a spellcaster to keep casting over time. The difficulty of the test itself is provided by the spell just unleashed.
To fail a Focus test means that your Magic / Faith skill loses one point for the duration of the mission. Consider it as running out of mana.
Each point of Focus adds +10 to the roll, and there will be a Focus test everytime a spell is cast.
If you get at 0 with your Magic / Faith skill, you are drained out and this uncapable of casting anymore for the duration of the mission. Your dagger is your friend!
Magic / Faith
If Focus was determining (along with rolls!) for how long you can keep casting, the efficiency and power of your spells is determined by Magic / Faith.
There are many "schools" from which to pick from., and each point of your current Magic / Faith is to add a +10 (as you can temporarily lose some due to Focus tests not passed).
Knowledge
Representing the previous trainings or studies your character could have underwent, this develops secondary traits that tend to be more situationally used that generically used.
This translates in TWO extra Knowledge Picks for each for point achieved.
Fate
Are you lucky? Each point placed in Fate is to allow you one reroll of one of your rolls per mission. You cannot reroll though with a second point of Fate a just rerolled dice.
Resolve
Last but not least, there can be moments in which a particular feat is to be accomplished, or the need of a burst is required.
This represent the capability of a character to muster mental and / or physical effort to achieve a goal.
In pratical terms the player can declare before rolling that he is using 1 point of Resolve to add an additional +30 to the roll, whichever it can be. Like Fate those points are on use per mission.
Important: A roll with the Resolve bonus cannot be rerolled with Fate.