Quick Stat Guide

  • Resist is 1/2 Fortitude  + 20
  • Agility  is the 1st digit of your character's Speed stat x 10.
  • Focus is 1/2 Mental +10.
  • Saving Grace is 1/2 Luck -10, but never less than 10.
  • Influence is 1/2 Will + 5.
  • Initiative is the first digit of your character's React stat.
  • Detect is 1/2 Perceive + 10.

Weight Limit Table
Build Weight Limit Formula
Dwarf-Small 4 x Strength
Dwarf-Medium (4 x Strength) + 20
Small 3 x Strength
Medium (3 x Strength) + 20
Large (4 x Strength) + 20
Orc-Large 6 x Strength
Dragon-Large 8 x Strength

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 affects HP, Mortality, and Resist. When assigning stat points to Fortitude, place the stat within the large Stat bubble.

  • Modifiers: This large field is for listing any modifiers that would affect Fortitude.
  • Race Max: This is provided by your race and limits how high your stat can go. Basically, if you have a Race Max of 60, your Fortitude stat can never go past 60. Runic Elements and Talents might affect your Race Max.
  • With Mods: This is an optional field for you to place a complete stat number with any modifications added.
  • Resist: This is your character's ability to resist status effects, such as poison, sickness, and the like. Resist is 1/2 Fortitude  + 20.
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2) 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. The stat based on speed is Agility. Speed also determines your world and battle movement rates as well as adventuring actions. Speed is a main stat with which you will be assigning stat points when determining your character’s stats and throughout game play. Sometimes a speed check can be used to determine if your character was fast enough to preform or avoid a certain situations. When assigning stat points to Speed, place the stat within the large Stat bubble.

  • Modifiers: This large field is for listing any modifiers that would affect Speed.
  • Race Max: This is provided by your race and limits how high your stat can go. Basically, if you have a Race Max of 60, your Speed stat can never go past 60. Runic Elements and Talents might affect your Race Max.
  • With Mods: This is an optional field for you to place a complete stat number with any modifications added.
  • Agility: Agility is the ability to move nimbly with speed and ease. Agility is used to determine things like flexibility, acrobatics, and the like. Your character's Agility  is the 1st digit of your character's Speed stat x 10.  So if your character's Speed stat is 34, your character's Agility is 30.
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3) Mental

Mental is a stat that illustrates your character’s over all intelligence and ability to learn. Mental determines how fast your character can learn and master a skill and can be used for a check on memory and intuition.  Mental not only determines how fast you will be able to learn and master skills, it also deals with your character’s use of magic. Mental is a main stat, one which you will place stat points into when determining your stats and throughout game play. Mental effects not only SA but also Awareness, Runic Speed, and Focus. When assigning stat points to Mental, place the stat within the large Stat bubble.

  • Modifiers: This large field is for listing any modifiers that would affect Mental.
  • Race Max: This is provided by your race and limits how high your stat can go. Basically, if you have a Race Max of 60, your Mental stat can never go past 60. Runic Elements and Talents might affect your Race Max.
  • With Mods: This is an optional field for you to place a complete stat number with any modifications added.
  • Focus: Focus is your character's ability to maintain concentration when it would be hard to do so. This is used primarily for magic, when you would be working on casting a spell over multiple rounds. If something were to happen to break your concentration, the spell casting would end with the spell not being cast but the stat costs being used. However other situations could require concentration, such as disabling traps and picking locks, and many things could pose a threat to your concentration, such as fear. The Skilled Concentration skill helps to improve your character's focus stat. Focus is 1/2 Mental + 10.

Some quick rules on stats:

  • Your actual stats can not surpass your character's Race Max.
  • Modifiers are not counted as part of your character's actual stats, however they do modify them.
  • With modifiers, your total stat could well exceed your character's Race Max, and even surpass 100.
  • 95 is the highest allowed success roll for any stat check and any percentage stat, even if your stat goes over 95 due to modifiers.
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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 not only affects EP, but also Fatigue, Melee Power, Throw Power, Bow Power, Throw Range, and Weight Limit. When assigning stat points to Strength, place the stat within the large Stat bubble.

  • Modifiers: This large field is for listing any modifiers that would affect Strength.
  • Race Max: This is provided by your race and limits how high your stat can go. Basically, if you have a Race Max of 60, your Strength stat can never go past 60. Runic Elements and Talents might affect your Race Max.
  • With Mods: This is an optional field for you to place a complete stat number with any modifications added.
  • 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 following Weight Limit table to determine carry as it is based on Strength and Build.
  • Weight Limit Table

    Build

    Weight Limit Formula

    Dwarf-Small

    4 x Strength

    Dwarf-Medium

    (4 x Strength) + 20

    Small

    3 x Strength

    Medium

    (3 x Strength) + 20

    Large

    (4 x Strength) + 20

    Orc-Large

    6 x Strength

    Dragon-Large

    8 x Strength

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5) Luck

Luck basically shows how lucky your character is. The higher your character’s luck is the lucky your character is. 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. Luck is the main attributing stat in determining Saving Grace, Critical, treasure finds, and situations where only luck could prove as an explanation. Luck 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 Luck, place the stat within the large Stat bubble.

  • Modifiers: This large field is for listing any modifiers that would affect Luck.
  • Race Max: This is provided by your race and limits how high your stat can go. Basically, if you have a Race Max of 60, your Luck stat can never go past 60. Runic Elements and Talents might affect your Race Max.
  • With Mods: This is an optional field for you to place a complete stat number with any modifications added.
  • Saving Grace: Saving Grace is a stat that can serve several purposes, but it basically is a chance for a do-over after really messing up badly. The greatest use of Saving Grace is a chance to stay alive after a hit that would have dropped your HP to 0. Whenever such an attack should occur, your GM could let you make a Saving Grace roll, which if successful would instead knock your HP down by 75% instead of to zero. Should your HP drop to zero, your GM could use saving grace each round your character still has any Mortality to let you awaken back with 1 HP remaining. Saving Grace can also be used to re-roll any roll that would otherwise be a critical failure. Saving Grace is 1/2 Luck - 10, but never less than 10. Each use of Saving Grace for whatever reason reduces your Morality by 10, except for the very first use which is considered free. Once your Morality reaches 0 you are dead, so be careful.
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6) Will

Will is your character’s ability to withstand persuasions, influences, fear, and other mental attributes. The higher your character’s Will is, the more successful your character will be at maintaining self and not being influenced by outside forces. For example, if someone tries to persuade your character to do something your character does not wish to do, the game master may ask you to make a will check. You would roll percent dice, trying to reach whatever your Will stat is or below. If you succeed, you can continue playing your character not falling for their antics and doing whatever you rather do. However should you fail, your character would give in to the persuasion and do whatever that other character wanted your character to do, despite your wishes or your character’s wishes. The same can be said of events like fear, making a will check to see if your character can withstand the fear or runs away in fear. Will affects and determines your character's Influence. Will 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 Will, place the stat within the large Stat bubble.

  • Modifiers: This large field is for listing any modifiers that would affect Will.
  • Race Max: This is provided by your race and limits how high your stat can go. Basically, if you have a Race Max of 60, your Will stat can never go past 60. Runic Elements and Talents might affect your Race Max.
  • With Mods: This is an optional field for you to place a complete stat number with any modifications added.
  • Influence: Influence shows how influential your character is. This is a stat that would come into play whenever you are trying to influence, convince, or even charm others. Having a high Influence could help your character negate social and cultural differences that might otherwise impede your character, and may help your character avoid sticky situations such as unwanted fights and jail time. Influence is 1/2 Will + 5.
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7) React

React is how quickly your character to react to things taking place. This could be reacting to a trap being set, or to an enemy moving in your striking range for an Attack of Opportunity, or even to an attack itself. Reaction governs your character's Evade and Initiative. React 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 React, place the stat within the large Stat bubble.

  • Modifiers: This large field is for listing any modifiers that would affect React.
  • Race Max: This is provided by your race and limits how high your stat can go. Basically, if you have a Race Max of 60, your React stat can never go past 60. Runic Elements and Talents might affect your Race Max.
  • With Mods: This is an optional field for you to place a complete stat number with any modifications added.
  • 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 React. Race and armor can affect Initiative. Your character's initiative stat is the first digit of your character's React stat. If your character's react is 8 (read as 08), your character's initiative would be 0. If your character's react is 38, your character's initiative would be 3.
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8) Perceive

Perceive is your character’s chance at noticing things that are normally hard to notice. These things can be sounds that are hard to hear such as muffled communication or light foot steps, hard to see trip wires attached to traps, slight differences in your character’s surroundings, and so on. It is really up to the game master to determine what is hard to notice and if a perceive check is needed to notice something. Perception checks should never be needed to see, hear, or notice things that are easily noticed or very apparent, such as yelling, close loud gunshots or explosions, very apparent changes in scenery, and so forth. A failed perception check is usually interpreted to mean that the character was completely blind and unable to see the obvious. This is just not true. While the character would not notice something that is hard to notice in the first place with a failed perception check, the character would notice other things that are apparent. For example, the character may not notice the trip wire that sets off the trap but would notice the huge blade hanging from the ceiling that is the trap before setting it off. Perceive governs Hit Chance, Hit Targeting, and Detect.  Perceive 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 Perceive, place the stat within the large Stat bubble.

  • Modifiers: This large field is for listing any modifiers that would affect Perceive.
  • Race Max: This is provided by your race and limits how high your stat can go. Basically, if you have a Race Max of 60, your Perceive stat can never go past 60. Runic Elements and Talents might affect your Race Max.
  • Detect: Detect is your character's ability to detect things around him or her. For example, you might be walking down a dark cave and detect the faint sound of dripping water in the distance, or you might detect the subtle sounds to tell you that something is just around the corner. Detect is for more than just standard perceiving, it is more passive, allowing you to notice things that you might not otherwise notice. Detect is 1/2 Perceive + 10.
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Submitted by mythus on Sun, 11/14/2021 - 08:08