Ability Scores

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[edit] Stats/Attributes

Stats are the most vital part of the character. That is why they are done first. Your stats determine everything that your character can do. Each character starts out with 5 in each stat. THESE CANNOT BE LOWERED TO GAIN SKILL POINTS BACK! The stats are the following 5:

[edit] Strength (STR)

Strength is used to determine the amount of raw physical power a character has. This stat is the primary make up of all men of war. As such, it determines the damage a character will inflict when he connects in a physical attack. It also determines the amount of weight a character can lift and carry.

Strength's physical damage bonus is applied ONLY when a physical melee movement of a character affects a target. Bows and crossbows have a limitation as they are only able to use the bonuses at which they are constructed for. Hand to hand combat, thrown weapons, and melee weapons are assumed to have the damage bonus applied. A character receives a bonus of 1 for every 5 points. This +1 bonus is applied to any melee damage.

Ex: Krystal has a STR of 23. Using the function below, she has a +4 NDAM (M). She won't gain another +1 until she reaches 25 STR as fractions and non-whole numbers are not included.

[Function; Character's strength divided by five = Natural Damage for Melee (NDAM (M)]

Encumbrance or the amount a character can carry is based off strength. The general rule is a character can carry twenty times the amount of strength he has WITHOUT being affected negatively. This number is the character’s “Carrying Capacity”. This means that the character can carry up to this number and still function with no minuses. Any more weight than this load causes the character to be encumbered and does not gain any bonuses to strike, parry, or dodge, nor can he run, and his SPD is reduced by half until the excess weight is lost. A character can lift an object over his head equal to his maximum carry. Note: ANY weapon that weighs more than half the character’s carry cannot be used by that character. A character can push/pull an object equal to his carrying capacity times one and a half.

Ex: Joe’s character has a STR of 10. His Carry is from 0-200.

[Function; Character's strength times twenty = Carrying Capacity (Carry)]

Skills are directly affected by strength. A character receives a bonus to skills that use strength as it's primary attribute that equals a rate of 5 points of strength for a +1 bonus.

Ex: Chrissi's character has a STR of 24. She has a +4 skill bonus to any skill she decides to use strength with.

[Function; Character's strength divided by five = Skill Bonus (SSKL)]

[edit] Agility (AGI)

Agility defines how graceful, accurate, and light of foot a character is. this stat is used to determine reflex bonus, movement, agility based skills, and the maximum attacks a character can have in one round. This stat is the workhorse of craftsman, and the unruly thief.

Agility's reflex bonus is applied in two ways; the first is to a defense of an attack in the form of a dodge and/or parry. The second is a bonus to damage with missile weapons such as crossbows and bows. To dodge means to completely avoid the effects of a attack, however, it is very hard to dodge completely. The bonus for a dodge is the same as the bonus for agility based skills (see below). Parry is deflecting a blow into a much less lethal strike. This bonus is calculated by adding in the character's weapon skill being used as well as the bonus for ability based skills (Dodge and parry are both described in the Combat section). The bonus damage with missile weapons is calculated the same way as the bonus damage for strength.

[Function; Character's agility divided by five = Natural Damage for Ranged (NDAM (R)]

Movement is how many feet a character can move in one 10 second round at a walk. This is found by multiplying the Agility score by 2. Note, on 5'x5' square maps, the character may not be able to move his "full" rate. A character can "walk" this speed in one of the character's turns and still attack, however, the character can also run at *3 his speed however he cannot take any action that turn.

Ex: Garret has a speed of 34. On a 5'x5' square map, he would only be able to move up to 6 spaced and that extra 4 feet would not count until his speed reached 35. However, he could opt to run at a 102 speed that turn (20 squares) but not take any other action that turn.

[Function; Character's agility times two = Walking Speed (SPD), Speed times three = Running distance (RUN)]

Skills can also be affected by agility. A character receives a bonus to skills that use agility as it's primary attribute that equals a rate of 5 points of agility for a +1 bonus.

[Function; Character's agility divided by five = Skill Bonus (ASKL)]

[edit] Constitution (CON)

This attribute defines the general physique of the character, looks, ability to withstand damage, and the ability to resist that damage. Higher levels of constitution gives a bonus amount to skills that use the CON modifier.

Constitution dictates Hit Points (HP). Hit Points are the measure of ability to withstand damage. In game terms, after you have failed to parry, dodge, and resist and attack, you subtract the damage inflicted from this number. HP is calculated by your CON times 3.

[Function; Character's constitution times three = Hit Points (HP)]

Being able to regenerate after a fight is determined by your body's ability to heal itself. Some creatures can do this extremely better than others. Constitution lets characters increase this ability to regenerate hit points. Every 8 hours of sleep, the character gains their CON back to their hit points.

Ex: Philbert lost 10 hit points in a previous battle. He has a CON of 5 and sleeps for a full 8 hours. After he awakes he is healed by +5 points.

[Function; Character's constitution = HP regeneration after full sleep (HGEN)]

You character's stamina to withstand damage in physical form is also brought on by constitution. For every 5 points of CON, the character gains a +1 Defense rating (DEF) against physical attacks like swords, arrows, fists, everything except damage from elements like fire or darkness. When damage is figured, the defender adds in his armor class and his DEF to reduce the damage from physical damage ONLY. Just because a weapon does 1d4 damage and +3 fire damage doesn't mean a character can use their DEF to decrease the +3 fire damage, only the 1d4.

[Function; Character's constitution divided by five = Defense (DEF)]

Skills can also be affected by constitution. A character receives a bonus to skills that use constitution as it's primary attribute that equals a rate of 5 points of constitution for a +1 bonus.

[Function; Character's constitution divided by five = Skill Bonus (SKL)]

[edit] Intelligence (INT)

Intelligence covers the capacity of a brain to hold knowledge. As such this attribute controls how many skills overall you can obtain. This attribute also holds sway over the ability to master skills that are learned.

Skills and abilities are the blood of intelligence. Intelligence however, dictates how much one can learn. Skills are seen as any learn-able skill whether it be astronomy, sword fighting, or a fireball spell. Characters can know up to double their intelligence in different skills or spells.

Ex: A Kobold has an INT of 7, he could know a maximum of 14 different skills, special abilities, or spells.

[Function; Character's intelligence times two = Maximum known skills (KNO)]

Intelligence does have it's limits on the skills that a character knows. A character can only learn a skill so much before he must increase his intelligence to improve on the skill. Because of this, any skill cannot be a higher level than HALF of the character's intelligence. Spells and special ability maximum levels are dictated by their skill type and cannot be higher in level than their skill.

Ex: Lacey's character has a intelligence of 10 which means that she can know 20 different skills or spells however the maximum level they can reach is 5. She has Black Magic at level 3 which means that any black magic spell cannot be higher than level 3.

[Function; Character's intelligence divided by two = Maximum level for skills (LVL)]

Skills can also be affected by intelligence. A character receives a bonus to skills that use intelligence as it's primary attribute that equals a rate of 5 points of intelligence for a +1 bonus.

[Function; Character's intelligence divided by five = Skill Bonus (ISKL)]

[edit] Willpower (WIL)

Willpower is the gauge of how well characters can control themselves mentally. This stat is the mainstay for magic wielders. As such the attribute defines the bonus versus magic and how much potential energy a character starts with. Higher points in this stat also gives a bonus amount of points for skills that are based on willpower.

Willpower is the ability to enforce mind over matter. To show this in game terms, Willpower creates a secondary trait called Potential Energy (PE) in which all mystical forces draws off to power spells and/or abilities. Potential Energy is created by multiplying Willpower by 60.

[Function; Character's Willpower times sixty = Maximum Potential Energy (PE)]

Because Willpower is the ability to enforce mind over matter, it also helps in the defense and creation of it. The stat provides that defense in the way of a damage reduction towards any elemental, psychic, illusional, or super force damage. It creates a sub-stat called Magic Defense (MGD) and works like Defense (DEF) except it only applies to those things. It also applies when casting spells to help reduce the CAST DC of any spell with it. To figure out MGD it is the character's Willpower divided by 5.

[Function; Character's Willpower divided by five = Magic Defense (MGD)]

Being able to regenerate after a fight is determined by your body's ability to absorb the magic of the world. Some creatures can do this extremely better than others. Willpower lets characters increase this ability to regenerate potential energy. Every 8 hours of sleep, the character gains their WIL*30 back to their PE.

Ex: Rice has spent PE in a previous battle. He has a WIL of 5 and sleeps for a full 8 hours. After he awakes he regenerates 100 PE.

[Function; Character's Willpower times twenty = PE regeneration after full sleep (PGEN)]

Skills can also be affected by Willpower. A character receives a bonus to skills that use Willpower as it's primary attribute that equals a rate of 5 points of Willpower for a +1 bonus.

[Function; Character's Willpower divided by five = Skill Bonus (WSKL)]

[edit] Starting Skill Points

Every player is allotted 250 skill points that are used to create their character. The first thing characters must do is spend these skill points on their Ability Scores (also called Stats). Remember, these skill points are required for everything about your character; from skills, spells, and abilities, not just stats. Also remember, every character starts out with 5 in each stat. These cannot be lowered less than 5.

To increase your character’s ability score by +1 point, it costs 10 Skill Points (known as SP from now on).

Ex: Krystle, a player, wants to increase her WIL from a base of 5 to a 7. To do this, she minuses 20 SP from her total, leaving her with 230 SP left.

Average stats for beginning characters: 7 in each. Take 100 SP and divide 10 points up between your ability scores.

[edit] Awarding SP

The skill points that are given at the start are not the only skill points characters will receive. The DM awards SP at the end of a gaming session. A typical session runs from 4-8 hours long and in that time, characters should be awarded, on average, 60-100 SP for the total session. A DM should award more points for characters who stay focused and in character the whole session. Here’s a list of general awards and the amount of SP they are worth.

SP Award/Task
1-6 Defeating a minor encounter
3-18 Defeating a equal encounter
5-30 Defeating a major encounter
1 Rolling a 20 on a 1d20
1-4 Using skills in succession and succeeding
3-18 Saving a character’s life
4-24 Sacrificing oneself for a greater purpose
1-2 Coming up with a good idea
1-6 Playing in character, being smart
1-4 Using a combination of skills/attacks/spells
2-8 Using skills in succession and failing

This is a general list. DM’s can add things if they wish. The DM can roll or pre-generate SP values for each. But be generous. Whenever a character rolls a 20, award the 1 SP that instant. Minor encounters are classified as something characters have no problem overcoming and use little, if no, resources available to them (potions, spells, etc..). Equal encounters are what would be classified as a fight with monsters in equal level of spells, skills, etc. (a fight that would reduce a party’s resources by ¼ to ½). A Major encounter is one that nearly kills a party (draining their resources from ½ to all). This is done so that there are no set SP awards for fights. If a DM has planned an exceptionally hard battle for a party and the characters breeze through it, they should be awarded by how difficult it was.

[edit] Using awarded Skill Points

There are two ways a DM can allow characters to use SP that they have earned. The first option is to award SP at the end of a session and allow characters to upgrade their skills, spells, and stats in between games only. This option allows the games to flow more smoothly with less breaks due to increasing numbers. It also allows a DM to prepare a session based on the current set up.

The second option, which I use in conjunction with the first option (I switch back and forth depending on my mood or the game type), is to allow players to spend earned SP when the characters have “down time” from adventuring. Such downtime occurs when a town is visited and characters wish to spend a few days training and learning more about their current spells and skills. This can add time to the story but lets characters “prepare” themselves for the coming encounters instead of just buying potions and items.

[edit] Unused SP

Just because a character has used up all his SP doesn’t mean he is stronger that someone who has saved a few extra. Extra SP can be used in game to do a couple of things. A character can minus 3 SP and reroll one dice, this can be a 1d20 to strike, parry, or dodge, or it can be any other ONE dice (if a weapon does 2d4 points of damage, a character could only reroll 1 of those 2d4 with this rule).

A character can also use SP to call upon inner strength to replenish lost PE. To do this, the character expends 2 SP for 5 PE that the character suddenly gains to his current PE total. This is especially useful when characters need to use a particular spell but don’t have any potions, or items to normally replenish their reserves of PE.

A character can also channel in SP to perform a particular task with a skill without having to increase the skill’s level. A character spends 1 SP to give any one particular skill a +1 bonus to use that skill for the task at hand. After that task is completed, the bonus disappears. With this option, a character cannot go higher than the ranks he has currently in the skill. For example if a character has 3 ranks in a skill, he could only have a maximum of a +3 bonus by using this method.

[edit] Resistances

Resistances can be increased through magical aptitude and training just like an increase in an attribute. One subjects themselves to a slight regiment of training to increase the specific type of resistance. A normal character is required to spend 20 SP for any one point of resistance.

Resistances are split up into 10 different groups. One for each element: Ice, Earth, Electric, Fire, Dark, Light, Cosmic, and Nature. As well as one for Psychic and one for Super Force.

Each one reduces the specific damage if it is taken. To apply a resistance, you first reduce the damage with your MGD, then apply your resistance. For example: Krystle takes 4 points of fire damage. She has a MGD of 1 so she takes only 3 points of fire damage. But she also has a Fire resistance of 2 which means she only takes one point.

But, resistances only apply to their specific type. So if a character takes 4 points of fire damage, 2 of dark, and 3 of psychic, they would first apply their MGD then their specific resistances for each type.

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