Vital Stats
Table of contents
Vitals are the stats that you refer to to determine the life and energy of your character. These stats are Vitality, Soul, and Power. You will not place any stat points into these stats but your race or profession might affect these stats. These stats are directly determined by your character's main stats.
Quick Stat Information
Vitality: Vitality Gen Dice + 1st digit of Fortitude
Soul: Soul Gen Dice + 1st digit of Intellect
Power: Power Gen Dice + 1st digit of Strength
Armor: Determined by your character's armor
Hit Chance: determined by hit chance table
There is no starting Save stat, this is for a modifier or bonus to you Save check.
Armor stats will not be covered here. Instead these will be covered later in the Armor section of Equipment & Goods.
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. When your character's Vitality reaches -10, your character is dead.
- Gen D: This is Gen Dice or Generation Dice. This is the amount at which your Vitality recovers per hour of rest. This is also what you roll when you first determine your character's Vitality. Your character's profession will provide this, however race and other things may include a bonus to this.
- 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 can roll this chance each time a death dealing attack is dealt to your character, however once your character is incapacitated or dead you can no longer make this roll. A successful save roll is 15 or above rolling a d20. Anything here is a bonus to that d20 roll. You can try this roll only 3 times per incident.
- Full: This is your stat when it is full without any damages.
- Level Increase: At each level increase you will roll the per level Gen Dice for your profession and add the first digit of your Fortitude. If your Fortitude is 1 - 9, you add 0. The per level Gen dice is the what you roll per level statememt. If the Gen Dice is 1d6 + 1d4 per level, you will roll 1d4 with each level up and add that to your stat.
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.
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. When your character's Soul reaches -10, your character is elementally dead, unable to even have a soul awakening and unable to act or perform, basically stuck in a vegetative state.
- Gen D: This is Gen Dice or Generation Dice. This is the amount at which your Vitality recovers per hour of rest. This is also what you roll when you first determine your character's Vitality. Your character's profession will provide this, however race and other things may include a bonus to this.
- Save: This is also known as Soul Save. This is the chance that you have that an attack that would render your character elementally restricted or elementally dead fails to do so, leaving your character with 1 Soul instead. You can roll this chance each time a magic restricting attack is dealt to your character, however once your character is elementally restricted or dead you can no longer make this roll. A successful save roll is 15 or above rolling a d20. Anything here is a bonus to that d20 roll. You can try this roll only 3 times per incident.
- Full: This is your stat when it is full without any damages.
- Level Increase: At each level increase you will roll the per level Gen Dice for your profession and add the first digit of your Intellect. If your Intellect is 1 - 9, you add 0. The per level Gen dice is the what you roll per level statement. If the Gen Dice is 1d6 + 1d4 per level, you will roll 1d4 with each level up and add that to your stat.
There are potions and skills that help recover spent Soul, and significant rest also will recover spent Soul.
Power
Power: Power is your character's endurance, stamaina, and offensive power. 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. When your character's Power reaches -10, your character is in a coma.
- Gen D: This is Gen Dice or Generation Dice. This is the amount at which your Power recovers per hour of rest. This is also what you roll when you first determine your character's Power. Your character's profession will provide this, however race and other things may include a bonus to this.
- Save: This is also known as Power Save. This is the chance that you have that an attack that would render your character passed out or comatose fails to do so, leaving your character with 1 Power instead. You can roll this chance each time a power restricting attack is dealt to your character, however once your character is unconscious you can no longer make this roll. A successful save roll is 15 or above rolling a d20. Anything here is a bonus to that d20 roll. You can try this roll only 3 times per incident.
- Full: This is your stat when it is full without any damages.
- Level Increase: At each level increase you will roll the per level Gen Dice for your profession and add the first digit of your Strength. If your Strength is 1 - 9, you add 0. The per level Gen dice is the what you roll per level statement. If the Gen Dice is 1d6 + 1d4 per level, you will roll 1d4 with each level up and add that to your stat.
There are some potions that restore lost Power, as can rest.
Hit Chance
Hit Chance is your ability to hit a target. Every target is considered to be a moving target, unless declared otherwise by circumstance, status effect, the target, or the GM. Therefore you are always trying to hit a moving target. Specifically you are trying to hit the weak spot in a moving target's armor. Your character's aim here is to roll greater than the target's Armor. If this is a physical attack you want to roll higher than your target's Physical Armor. If this is a magical attack, you will want to roll higher than your target's Magical Armor. If you do so, you will hit your target and you will cause damage. No matter how armored the target is, you will always cause at lease some damage should you manage to hit the target. If you roll equal to the target's armor, defender wins meaning it will still count as a miss. If you roll lower than your target's armor it counts as a miss. Your character's Hit Chance is what you can add to your d20 roll to hit the target. The better your hit chance, the more likely it is you will hit your target. Certain kinds of attacks may modify your hit chance however, these are Throw, Bow, and Magic. Also your character's weapon may have a penalty or a bonus to hit chance.
Hit Chance is determined by Speed.
- Throw Penalty: This is a penalty to your hit chance if you are throwing something to hit your target. Your throwing weapon or skill might offset this penalty. If it is a penalty it will be listed as a negative number, such as -2. If it ends up being a bonus, list it as a positive number such as 2. You may find it to your advantage to list your basic penalty here with the modified amount off to the side.
- Bow Penalty: This is a penalty to your hit chance if you are using a projectile weapon to hit your target. This really applies to all projectile weapons universally despite being called a bow penalty. Your projectile weapon or skill might offset this penalty. If it is a penalty it will be listed as a negative number, such as -2. If it ends up being a bonus, list it as a positive number such as 2. You may find it to your advantage to list your basic penalty here with the modified amount off to the side.
- Magic Penalty: This is a penalty to your hit chance if you are using magic to hit your target. Your spell or mage skill might offset this penalty. If it is a penalty it will be listed as a negative number, such as -2. If it ends up being a bonus, list it as a positive number such as 2. You may find it to your advantage to list your basic penalty here with the modified amount off to the side.
Hit Chance Table
Speed | Hit Chance |
---|---|
Less than 2 | -2; -1 every 2 below 0 |
2-4 | -1 |
5-7 | 0 |
8-10 | 1 |
11-13 | 2 |
14-16 | 3 |
17-19 | 4 |
20 and greater | 5; +1 every 2 above 22 |
Vital Stats Table
Below is a table to quickly get your Vital Stats Gen Dice based on Profession.
Profession | Vitality | Soul | Power |
---|---|---|---|
Warrior | 1d12, +1d6 per level | 1d6, +1d4 per level | 1d20, +1d8 per level |
Guard | 1d20, + 1d8 per level | 1d6, +1d4 per level | 1d6, +1d4 per level |
Hunter | 1d8, + 1d4 per level | 1d12, +1d4 per level | 1d6, +1d6 per level |
Monk | 1d20, +1d8 per level | 1d8, +1d6 per level | 1d12, +1d8 per level |
Thief | 1d8, +1d4 per level | 1d12, +1d6 per level | 1d6, +1d4 per level |
Runic Mage | 1d8, +1d4 per level | 1d20, +1d12 per level | 1d6, +1d4 per level |
Artificer | 1d8, +1d4 per level | 1d20, +1d20 per level | 1d12, +1d8 per level |
Druid | 1d10, +1d6 per level | 1d12, +1d6 per level | 1d8, +1d4 per level |
Entertainer | 1d8, +1d4 per level | 1d20, +1d6 per level | 1d6, +1d4 per level |
Cleric | 1d12, +1d8 per level | 1d20, +1d8 per level | 1d8, +1d6 per level |
Adventurer | 1d12, +1d8 per level | 1d12, +1d10 per level | 1d8, +1d6 per level |
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