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Primary Stats

Strength: Every 1 point increases melee and throw damage by 1, every 3 points increase
HP by 2, every 6 points increase defense by 1.
A measure of your character's physical prowess whether that be endurance or bodily
fortitude.
Speed: Every 1 point increases dodge by 2, every 5 points increase move speed by 1,
every 6 points increase Finnese by 1, every 8 points grants an additional Strike in your
combat round, every 10 points increase Stealth by 1.
Speed also affects how quickly your character can hide in rough terrain. Attempting to
properly hide in rough terrain such as a tree or thick brush can take two turns, but a
character with 9 Speed or higher can only take one turn, and a character with 15 Speed
can hide and exit rough terrain immediately.
How quick and nimble your character is.
Finesse: Every 1 points increases hit-chance by 2, every 2 points increases parry by 1,
every 2 points increases melee and throw damage by 1, every four points increases
ranged damage by 1, every 6 points increases Fate by 1, every 10 points you can re-roll
an enemies strikes against you .
The combined skill, accuracy and coordination of your character.
Magic: Every 2 points increases magic damage by 1, every 4 points increases Magic
Defense by 1, every 10 points you can increase any Primarily Stat of your CHOICE by 3
and a Secondary Stat by 1.
Your affinity with sorcery and the arcane.
Charisma: Every 2 points of charisma increases group morale by 1, every 2 points
increases HP by 1, every 3 points increases your Negotiation by 1, every 5 points
increases any Stat of your choice by 1. A character with 9 Charisma or higher may reroll
one undesired Negotiation roll result each day.
Determines how naturally like-able your character is.

Fate: There are three types of Fate depending on your character alignment.
All three of them have in common that every 1 point increases Crit-chance by 2.
Neutral - Determination
Every 3 points increase Charisma by 1 and HP by 1. Every 10 points gain +1 to any stat
of your choice and a trait you meet the requirements for.
Lawful - Perseverance
Every 5 points increase defense by 1. For every 10 points you gain one 'Steadfast' round
per battle which allows your character to perfectly dodge or parry an attack that would
have otherwise damaged you.
Evil - Malice
Every 5 points gain a +1 increase in your choice of Strength, Speed, Finesse or Magic.
For every 10 points of Malice you have, you generate a Hatred stack each time your
character enters a combat round. If you reach six stacks of Hatred, you can choose to
make an attack automatically crit in addition to providing an extra normal attack.
Secondary Stats:
The amount already listed is the default base
HP: 8
The amount of damage you can take before being defeated. If it reaches 3 or below, you
are wounded and lose 1 point of movement speed. If it reaches 0, you become grievously
wounded, reducing your maximum movement speed to 1. When wounded or grievously
wounded, you may fall to the ground, which increases the likelihood your foe won't attack
you again, but not guaranteed. If your HP falls to negative 6 or below, you die on the
spot.
Hit Chance: 10
Chance to hit, always determined by a 1-100 dice. If you only have a Hit Chance of 10,
your roll result must be in the range of 1-10 otherwise your foe avoids or parries the
attack.
Melee Damage: 1
The damage you inflict up-close
Throw Damage: 1
The damage you inflict by throwing an item

Ranged Damage: 0
To inflict ranged damage, you must have a ranged weapon such as a bow or pistol
Magic Damage: 0
Damage inflicted by your magical attacks
Defense: 0
If an enemy successfully lands a physical attack, your Defense will reduce that damage
by its amount. For example, if a foe attacks you for 7 and you have a defense of 2, you'll
only take 5 damage
Magic Defense: 0
Same concept as Defense, but protects against sources that are not physical, such as
sorcery or elemental attacks
Strikes: 2
The amount of times your character can roll an attack in a single combat round
Negotiation: 0
Throughout the RP, there will be situations where your characters must come to a
consensus, make decisions, or try reach agreements with NPCs. This may trigger a
Negoation Round. During this time you will have to roll a 1-20 dice that determines how
much sway your words will have. Every point you have in Negotiation will increase that
roll result by 1.
Stealth: 0
If your character wishes to try be unseen, the Stealth stat will increase that chance. At 1
Stealth you will only be able to hide in rough terrain such as trees or thick brush. At 2
Stealth you can hide in water. At 3 you can finally properly hide in the shadows.
Additional ranks to Stealth will provide other enhancements disclosed at a later time.
Swim: 0
Can be increased via traits. By default at 0 your character can cross one deep water turn
per turn if no equipment or heavy clothing is worn, otherwise you lose 1 point in this stat.
At negative swim points, you sink.
Breath: 0
At default your character can function properly without air for two turns whether this be
underwater or in a toxic environment, but on the third turn you lose a Breath point.
Falling to -1 your character cannot engage in combat and will automatically try to
return to an air filled space. If you fall to -3, you begin to either drown or suffocate.

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