Character Stats
Your character's stats are vitally important when it comes to roleplaying and combat. You have 6 Primary Stats:
- Strength
This is a physical stat. This is what determines your character's raw strength involving your body. The ability to push, pull, lift, and manipulate heavy objects is based upon your character's Strength. Some items will require a specific Strength requirement in order to wield -- this is primarily for heavier weapons, armor, and equipment. - Spoiler:
Main Stat For: Primarily Melee-Range combat Specializations. Primarily involving weapons. This stat also dictates the ability to perform actions that cause crowd control using weapons. This will check the user's Strength against the target(s)' Strength. Key Points01 Strength: The user is capable of wielding Light-weight weapons and armor 05 Strength: The user is capable of wielding Medium-weight weapons and armor 10 Strength: The user is capable of wielding Heavy-weight weapons and armor 15 Strength: If the user is able to dual-wield, they can dual-wield 2 Heavy-weight weapons. 20 Strength: Heavy weapons and Heavy armor no longer incur penalties.
- Dexterity
This is a physical stat. This is what determines your character's hand-eye coordination, over-all dexterity, weapon speed (swinging/thrusting of hand/leg speed or speed of stringing an arrow and pulling back the bow string). This also influences your capability of performing acrobatic feats and using stealth. - Spoiler:
Main Stat For: Ranged weapon Specializations. Primarily involving ranged weapon accuracy. This stat also dictates your weapon speed, coordination, and stealth capabilities. Dexterity may be used in place of Strength to deal with Crowd Control and binds. This also affects the hand-movement speed for Somatic Component Spells. Key Points01 Dexterity: -- 05 Dexterity: The user is capable of dual-wielding two Light-weight weapons 10 Dexterity: The user is capable of dual-wielding any combination of Light-weight and Medium-weight weapons. 15 Dexterity: The user is capable of dual-wielding any combination of Light-weight, Medium-weight, and Heavy-weight weapons. The user must have 15 Strength to dual-wield 2 Heavy-weight weapons.
- Constitution
This is a physical stat. This is what determines your character's toughness and capability of warding off physical status effects such as bleeding, paralysis, poisons, etc. Your Constitution also serves as your body's 'hardness' and capability of warding off dismemberment - Spoiler:
Main Stat For: Defending against physical status ailments that affect the body such as bleeding, paralysis, and poisons (to name a few). The user is required to have equal or higher Constitution than the DC of the effect to ignore it. Constitution also involves muscle and bone hardness. The user's Constitution must be equal or higher than the average of the attacker's Strength and Dexterity to avoid dismemberment -- whether of a limb or decapitation. Successfully warding off dismemberment will not make you immune to damage as the damage will still be significant if you are struck in the wrong place. Key PointsHP: The user gains 2 HP per point into their Constitution stat. Every 2 HP lost will reduce the user's Constitution by 1 Point for the remainder of the thread. Healing every 2 HP will regain 1 point of Constitution. Losing HP will also lower Constitution -- which will also make the user vulnerable to physical status ailments. Damage of Attacks: The following are the damage of attacks. Rank 1: [Weapon Deals 1 HP damage] | [Spell Deals 2 HP damage] Rank 2: [Weapon Deals 2 HP damage] | [Spell Deals 4 HP damage] Rank 3: [Weapon Deals 3 HP damage] | [Spell Deals 6 HP damage] Rank 4: [Weapon Deals 4 HP damage] | [Spell Deals 8 HP damage] Rank 5: [Weapon Deals 5 HP damage] | [Spell Deals 10 HP damage] All of this is primarily moot if the attacker has higher Strength and Dexterity average than the user's Constitution as all of their attacks have the capacity to dismember or decapitate.
- Intelligence
This is a mental stat. This is what determines your character's mental acuity and capability of warding off mental status effects such as confusion, etc, as well as mental damage. This is also the stat that determines your ability to weave illusions and other mental-based skills such as telepathy and telekinesis. - Spoiler:
Main Stat For: This will be your DC for performing illusionary magic, dealing mental effects, and whether or not your mental skills can deal mental damage. May only perform mental damage to a target (if you have intelligence higher than your target and if you have an Intelligence based Skill Library). This stat is also used as your save against illusions, mental damage, and other mental effects. This will also affect the amount of Outsider Skills you can learn. Key PointsFor every 1 point into Intelligence, the user is capable of learning 1 Outsider Skill.
05 Intelligence: The minimum Intelligence required to attune to a magical item.
- Wisdom
This is a mental stat. This stat determines your character's spatial awareness, common sense, and the ability to attune to the Weave. The higher your Wisdom is, the higher your spell-casting pool is. - Spoiler:
Main Stat For: Magic Points (MP). This also serves as your Perception -- capable of seeing and discerning things such as stealth, discerning if clones are clones and which one is the real person, and tracking. Key PointsThe user gains 3 MP per point into Wisdom.
- Charisma
This is a mental stat. Charisma is useful for manipulating PCs, NPCs, and pets. Useful for charm-based actions. This can also allow you to control pets and even get discounts at stores. Charisma is also primarily used for controlling your opponent's emotions as well as defense against charm-based actions and alteration of emotions. - Spoiler:
Main Stat For: Charm-based actions, charm-based action saves, emotion-based actions, emotion-based action saves. Key Points05 Charisma: Minimum stat required to control 1 pet. Pets may have up to a maximum of 20 stat raises 10 Charisma: Minimum stat required to control 2 pets. Pets may have up to a maximum of 40 stat raises. The minimum stat to gain discounts from NPC shops. The user will gain +5% for everyone 1 point over 10 in Charisma. 15 Charisma: Minimum stat required to control 3 pets. Pets may have up to a maximum of 55 stat raises. 20 Charisma: Minimum stat required to control 4 pets. Pets may have up to a maximum of 75 stat raises. Starting StatsAt Character Creation, all of your stats will begin at 1 in each stat. No stat will go under 1. Increasing StatsSince everyone starts with 1 in stats, there's gotta be a way to increase your stats right? That is correct! However, in order to increase your stats, you must expend XPC (Experience Coins). For more information on XPC, read the EXP Rules. When increasing stats, the amount of XPC shown is cumulative and must go in order from the lower number to the higher number.001 - 002 in a single stat: 003 EXP 002 - 003 in a single stat: 006 EXP 003 - 004 in a single stat: 009 EXP 004 - 005 in a single stat: 012 EXP 005 - 006 in a single stat: 015 EXP 006 - 007 in a single stat: 018 EXP 007 - 008 in a single stat: 021 EXP 008 - 009 in a single stat: 024 EXP 009 - 010 in a single stat: 027 EXP 010 - 011 in a single stat: 030 EXP 011 - 012 in a single stat: 033 EXP 012 - 013 in a single stat: 036 EXP 013 - 014 in a single stat: 039 EXP 014 - 015 in a single stat: 042 EXP 015 - 016 in a single stat: 045 EXP 016 - 017 in a single stat: 048 EXP 017 - 018 in a single stat: 051 EXP 018 - 019 in a single stat: 054 EXP 019 - 020 in a single stat: 057 EXP Every point after 20 in a single stat: 060 EXP per stat Stat CapThere is a stat-cap. You will have a maximum of 90 points into stats which will leave you with a total of 84 stat raises. Stat RelativityAll stats are considered "relative" to one another in terms of combat. Someone with a 5 Strength is weaker than someone with 10 Strength -- usually resulting in the person with 10 Strength overpowering the person with 5 Strength. SavesSaves are what is used to protect a target from certain effects. Everything that has an effect will have a Difficulty Rating (DR) and the stat associated with it. Generally, for weapon based Crowd Control, this will check the attacker's Strength vs the target's Strength. If someone with 15 strength shoves you, you are required to have 15 or higher strength to avoid the shove. If you have 14 or lower strength, you will get shoved. This will also affect other effects like poisons, burns, etc etc where the Saving Throw will have to make sense for the effect. For Saves, matching the DR will result in a win for the one being affected. Speed TiersEveryone will be able to sprint at a speed of 30 feet per second. All spells and projectiles will also move at this speed for the sake of balance. However, there are ways to alter your speed whether via buffs or debuffs. The Speed Tiers are: -2 Speed Tier: 10 feet per second sprint speed (6.8 mph) -1 Speed Tier: 20 feet per second sprint speed (13.6 mph) Base Speed Tier: 30 feet per second sprint speed (20.4 mph) +1 Speed Tier: 40 feet per second sprint speed (27.2 mph) +2 Speed Tier: 50 feet per second sprint speed (34 mph) |