Main Stats

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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.

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. Fortitude also affects Vitality. 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 adds your defense to your Physical Armor. 
  • Health: This is a check used against diseases, and poisons and other vitality affecting 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 to brace 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 belief, out of power, beaten down, or otherwise.

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 effects not only Soul but also 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: Runic Speed is the speed at which you can cast spells. If a spell has a casting speed of 2 and you have a Runic Speed of 1, it will take you 2 rounds to cast that spell. Runic Speed is always 1  + first digit of Intellect. If your Intellect is 1 to 9, the first digit is 0. It can be higher depending upon race and profession.
  • Focus: This is a check to see if you can continue to focus on your action or spell. A broken focus will end any spell you are casting or any spell who's effects are still going.
  • Arcana: This is a check on your knowledge of magic and mystical matters. It is often used when dealing with magic. All spell casts are arcana checks.
  • History: This is a check to know any important historical knowledge needed for the situation at hand.
  • Nature: This is a check for nature, including dealing with animals.
  • Religion: This is a check for anything of religious nature, including deities.
  • Spiritual Balance: This is a check to keeping hold of your spiritual self. This is primarily used in the case of possessions but could be used for anything that would affect one's spirit.

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 your 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: Perceive is a trait to notice the hard to notice.
  • Survival: This is your ability to survive based on your knowledge and skill alone. This can be used when out in the wilds but out of supplies, for example.
  • 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 aid.
  • 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 stat 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 can be determined in the following chart.
Runic Power Table
Wisdom Runic Power
Below 4 -1d4; -1 per every -3 points below 0
4 - 6 0
7 - 9 +1d4
10 - 12 +1d6
13 - 15 +1d8
16 - 18 +1d10
19 and greater +1d12; +1 every 3 points greater than 20

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 power your character has. Strength not only affects Power, but also has the following traits: Weight Limit, Athletics, Grip, Critical, 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 following Weight Limit table to determine carry as it is based on Strength and Build.
  • Athletics: This is a check to perform strength related tasks such as lifting, running, climbing, and so forth.
  • Grip: This is a check to keep hold of your weapon, hold on a ledge, or anything else that requires hand strength.
  • Critical: This stat is a chance to do critical damage when attacking using a melee weapon (or attack), thrown weapon, or bow and arrow. The reward for a successful Critical roll would depend upon the type of attack. 
  • Offensive Power: Offensive Power is power that you will add to your damage. This is damage done 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 in the following chart.
Offensive Power Table
Strength Offensive Power
Below 4 -1d4; -1 per every -3 points below 0
4 - 6 0
7 - 9 +1d4
10 - 12 +1d6
13 - 15 +1d8
16 - 18 +1d10
19 and greater +1d12; +1 every 3 points greater than 20
Weight Limit Table
Build Weight Limit Formula
Small 6 x Strength
Medium
also Dwarf Small
10 x Strength
Large 15 x Strength
Dwarf Large + 20

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 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. Speed has the following traits: Acrobatics, Initiative, Move, Stealth, React, and Bow Power. When assigning stat points to Speed, place the stat within the large Stat bubble.

Bow Power Table
Speed Bow Power
Below 4 -1d4; -1 per every -3 points below 0
4 - 6 0
7 - 9 +1d4
10 - 12 +1d6
13 - 15 +1d8
16 - 18 +1d10
19 and greater +1d12; +1 every 3 points greater than 20
Move Rate Table
Speed Move Rate
1-5 1d4
6-9 1d6
10-13 1d8
14-16 1d10
17-19 1d12
20+ 1d20
+1 for every 3 points past 20

Charisma

Will is your character’s force of personality. The higher your character’s Charisma is, the more successful your character will be at influencing, charming, and persuading others as well as resisting such. 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.

Traits

Traits are a part of stats. For example, Arcana is a trait of Intellect, Critical is a trait of Strength, or Persuade is a trait of Charisma. These traits are specific checks for these very specific actions. If you are called to make a check on a trait, lets say a Perception check, then you will roll your d20 and add what ever value is in Perception to the d20 roll. If it beats the challenge of the check, you succeed. 

Traits are determined and affected by the stat that they are a trait of. Your Speed stat will affect what your Acrobatics trait score is, for example. Races, Character Origins, and your Profession may also give you points to your traits. 

Determining Traits

To determine what your trait score is you need to know your stat score. You will use that stat score in the table below to get your trait score.

Stats affect on Traits

Stat Trait Score
Below 1 -3; -1 per every -4 points after -4
1-4 -2
5-8 -1
9-12 0
13-16 1
17-20 2
Greater than 20 3; +1 per every 4 points greater than 24

Using this table, if your Wisdom is 13, you will have a 1 in every Wisdom trait. This will be added to whatever value you already have there from your race, origins, or profession. If your Intellect is a 3, you will have -2 to every Intellect trait. As your stats increase, so in turn will your traits for those stats.

You also get a 1d6 roll for points to put into whatever traits you desire at the very start. This is a level 1 bonus for every profession. 

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Tags: Main Stats