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How to Perform Actions in Game

In order for a character to have a notable impact in the game this often involves rolling some dice. In most cases this will be during sessions where people will be able to help you out should you be confused on what you need to roll. However there are times when you need to roll some dice for a goal you are doing in a solo scene, or it just came up in casual, some crafting, or just for giggles.

This should hopefully provide an idea on to help determine on what to roll when needed.

Above the dice roller for your character under the post boxes, are images that you can click to preload some of the more commonly rolled actions for the game.

Related Resources: Terminology Reference ; Stats


General Rules

These are basic rules of which you are familiar with you should be able to have a good idea what to roll and when, especially once you are familiar with the Stats

Most actions will use two traits/stats, 1 dice roll for each.

END, STR, DEX are considered physical stats. They are used to perform physical tasks/actions by the character.
Examples: punching, kicking, pushing a heavy object, Taking a punch, performing a backflip, running.

INT, SPIR, CHA are considered mental stats. They are used to perform mental tasks as well as cast spells.
Examples: Negotiating, solving a puzzle, casting a spell, persuade someone, command.


The Basics of Rolling for Actions

Which stats used will depend on the type of action being performed. Additionally for nearly every action there is a non magical and magical way to do those actions. So there is no advantage in doing it one way or another, this is to allow any theme of character to be able to thrive and perform well in the game. See the very end of this page for a chart with some of the most commonly used actions and their associated stats.

Actions have what is called a difficulty, which is a value that determines how hard (or difficult) it is to pull that action off. The most basic actions will start with a difficult of 25, however obstacles, environmental factors, or trying to achieve a more complex action will result in raising the difficulty making it harder to over come.

  • A difficulty of 25: actions/obstacles that are average, the basics, normal, baseline.
  • A difficulty of 40: actions/obstacles that are more complicated, above average, professional, skilled.
  • A difficulty of 70: actions/obstacles that require a high mastery, extremely complex.

When trying to do an action against something that has mights then those mights become the difficulty for the action.

The character's stats and skills create a value which determines how good of chance they have of overcoming a difficulty. This chance is translated into a percent on how well they might succeed at a task. Since the game uses a 100 sided dice this chance directly translate into what the character needs to roll to succeed.

  • If your character's might is equal to the difficulty, you have a 50% chance to succeed. Meaning you have to roll a 51 or higher in order to succeed.
  • If your character's might is double the difficulty, you have an 80% chance to succeed. Meaning you have to roll a 21 or higher to succeed.
  • If your character's might is half the difficulty, you have a 17% chance to succeed. Meaning you have to roll a 83 or higher to succeed.

You may not always know what kind of difficulty you may be up against so look for clues in the narration and perform actions or coordinate with other player characters to help increase your character's chances of success.

It is possible to also perform Multiple Actions in a single turn, however you receive a penalty when you do. It reduces your mights making it harder to succeed and it increases for each additional action attempted as well. So be careful you don't try too much and get into trouble.

  • 2 actions in a turn is a -20 to the character's mights
  • 3 actions in a turn is a -40 to the character's mights
  • 4 actions in a turn is a -60 to the character's mights

To perform an action with rolls is simple. First determine what action you want your character to do. Then in your post you describe the basics of what your character is going to be doing to achieve this action. Be sure though to make the intended action clear for the SH. Then you select the associated stats and any skill that as an aspect to help the character perform that action. Hit post and the built in dice roller will produce random numbers just like rolling a dice.


Combat Actions

Magic/Psi and Physical actions in combat have similar functions even though they use different stats.

For combat the basic actions are:

    Offensive:
    • Attack (trying to hit a target and deal damage)
    Defensive
      Standard:
      • Block (trying to absorb the damage another person is dealing to you)
      • Dodge (trying to avoid the damage another person is dealing to you)
      • Parry/Counter (trying to divert the damage another person is dealing to you)
      Special: (these actions are all or nothing, meaning you must make as much pp or more to succeed on the action)
      • Redirect/Reflect (avoid damage and redirect/reflect that damage to a different target)
      • Disarm (remove a target's weapon from use)
      • Interrupt (prevent any type of action from being done)

"Attack" here refers to any type of attack, whether it's a stab, a swing, a throw, chucking a fireball or launching a lightning bolt,etc. They're all ruled the same. Skills with a damage aspect allow that skill to be used to attack a target.

"Block" is about just soaking up incoming damage. This can be done in many ways in game both physically or with magic/psi. Blocking is also one of the defensive that either stat type can be used to soak any kind of incoming damage. Shields and Wards are also counted as part of one's defense when they are actively blocking.

"Dodge" is the other defensive which can be used to avoid any type of incoming damage. Though this tends to work mostly for actions that target the body or area. Magic/Psi and Physical versions both use the same exact stats.

"Parry" or "Counter" actions is about diverting damage. They do not require weapons, just the proper stat rolls.

"Redirect", "Disarm" and "Interrupt" are the most difficult, because you have to produce as many points as your opponent did to succeed. You can't partially succeed on these actions the way you can partially block an attack, so be careful if you choose to try and use these actions.

Each of these type of defensive do not require an independent avoid/defense aspect to be used. They all are considered to be part of what is referred to as the Standard Defense Aspect, which is an avoid aspect that is assigned to a skill with an intent to be able to defend from attacks be it magical or physical.

You can also chose to do multiple combat actions in a single turn. This enables you to attack and defend (or even do multiple types of defends) in the same turn. However doing so will impose a multi-action penalty, which reduces your chance to succeed and the damage you deal. When your first starting out, it's usually best to only attempt one combat action per round to increase your chances of success.

Additionally, when you try to hit multiple targets, that counts as multiple "attack" actions, so be wary before trying to cleave across a row of opponents - it may make it difficult to hit any of them at all.

More details on combat are available under the Combat Ruling section of the wiki.



This table will be undergoing some changes due to the removal of derived stats from the game. This is not an all inclusive list, but should still give a general idea.

Most common base actions and associated stats rolled

Doing any kind of physical action or attack to a target | STR and DEX
Casting any kind of spell or attacking with Magic/Psi | INT and SPIR
To block or resist soak an attack |
|
END and STR
CHA and SPIR
To dodge any attack | DEX and INT
To parry/counter |
|
END and DEX
INT and CHA
To redirect an attack |
|
STR and DEX
INT and SPIR
To disarm a target |
|
STR and DEX
INT and SPIR
To interrupt an action |
|
STR and DEX
INT and SPIR
To persuade/charm a target | CHA and SPIR
To command, direct a companion | INT and CHA
To perform to manipulate a crowd | INT and CHA
To do a technical technique performance | INT and DEX
To use/work with technology | INT and DEX
To pilot a drone or vehicle | INT and DEX
To non magically craft something |
|
INT and DEX
INT and STR
When trying to stealth/sneak
Pickpocketing, etc
|
|
INT and DEX
When trying to be observant
To find something hidden
|
|
INT and SPIR
When trying to be intimidating
Assert personality
Command/inspire through personality alone
|
|
|
CHA and SPIR
When trying to resist infections or toxins
Withstand conditions hazardous to health
|
|
STR and END
When trying keep standing after being knocked unconscious
Resist toxins as well
|
|
STR and END
When trying to perform outstanding difficulty athletic feats
Advance acrobatics for non performing related tasks
|
|
STR and DEX
Categories

Spirits and Elementals Stats Guide

Sample Companions

Elemental Construct
LIF 10
END 20
STR 20
DEX 20
INT 0
SPI 40
CHA 0
Elemental Magic 40 - The ability to conjure, throw, and shield itself using its element

---

Spirit Warrior
LIF 20
END 20
DEX 35
STR 25
INT 5
SPI 5
CHA 0

Unarmed Combat 40 - Use of its natural limbs in combat

---

Spirit Spy
LIF 20
END 5
DEX 35
STR 10
INT 25
SPI 15
CHA 0

Enhanced senses 40 - Heightened vision and hearing

---

Spirit Animal
(Use relevant animal stats)

Categories

Mechanical Drones

Sample Companions

Combat Drone
LIF 20
END 30
STR 15
DEX 35
INT 10
SPI 0
CHA 0

Pistol Use 40 - Using a mounted pistol in combat
[Pistol sold separately :) ]

---

Scout Drone
LIF 15
END 10
STR 5
DEX 35
INT 25
SPI 0
CHA 0

Stealth 35 - Avoiding notice through mundane means, using natural shadows or cover to help avoid detection

Comm Shielding 25 - Defense against disruption of its communication relays to ensure clear signal even under bad conditions. Ruled as a Tech skill.

---

Surveillance Drone
LIF 15
END 15
STR 5
DEX 10
INT 40
SPI 0
CHA 0

Sensor Shielding 25 - Defense against disruption of its sensory functions to ensure clear signal even under bad conditions. Ruled as a Tech skill.

Enhanced Detection 40 - Increased awareness of motion and unusual heat signatures within range of its sensors.

---

Mining Drone
LIF 20
END 20
STR 40
DEX 30
INT 0
SPI 0
CHA 0

Clubbing 40 - Using powerful arms and piston drills to either pulverize rock or, say, the drone pilot's enemies.

Categories

Flying Animals

Sample Companions

Hawk
LIF 20
END 5
DEX 35
STR 10
INT 25
SPI 15
CHA 0

Enhanced senses 40 - Heightened vision and hearing

---

Falcon
LIF 15
END 10
STR 10
DEX 35
INT 10
SPI 10
CHA 5

Scouting 20 - Can scout ahead for its master, using its vantage point to reveal enemies, buildings or other points of interest

Aerial Strike 35 - Can strike at an enemy of its choosing, diving at it with claws to damage or distract

---

Parrot/Bird of paradise
LIF 10
END 15
DEX 25
STR 5
INT 20
SPI 5
CHR 30

Eavesdropper 20 - When sent by his master, the bird of paradise can spy on the conversation of others, and relay the information back

Mimicry 20 - The bird of paradise can imitate the voice of his master to distract others or mislead them

---

Bat
LIF 15
END 10
STR 5
DEX 30
INT 10
SPI 0
CHA 0

Way of the Bat (40) - The ability to echolocate, using sound to outline objects in the dark and detect their shape and nature

Itty Bitty Shadow (40) - Ability to fly acrobatically, remain quiet (even while echolocating), and squeeze through small spaces

---

Magnificent Frigatebird
LIF 15
END 10
STR 30
DEX 30
INT 10
SPI 0
CHA 0

High Altitude Surveillance 20 - Able to follow a target for long periods of time and distance, soaring at high altitudes with minimal effort

Air Raid 35 - Strikes at enemies with powerful beak, either to cause damage or to steal small items.

Categories

Large Land Animals Stats Guide

Sample Companions

Bear
LIF 30
END 30
STR 20
DEX 15
INT 10
SPI 5
CHA 0

Unarmed Combat 40 - Use of teeth and claws in combat

---

Race Horse
LIF 20
END 20
STR 30
DEX 35
INT 5
SPI 0
CHA 0

Racing 40 - Agile movement through crowded or rough terrain, avoiding obstacles to maintain speed

---

War Horse (Fighter)
LIF 25
END 20
STR 35
DEX 25
INT 5
SPI 0
CHA 0

Hoof and Kick 40 - Use of its natural limbs in combat
[Barding to improve END recommended, as an item]

---

War Horse (Defender)
LIF 30
END 30
STR 25
DEX 25
INT 5
SPI 15
CHA 0

Stability 20 - Strength of will, both to avoid getting spooked or distracted in combat and to fight past where most would fall unconscious
[Barding to improve END recommended, as an item]

---

Bison/Buffalo
LIF 30
END 30
STR 25
DEX 10
INT 5
SPI 0
CHA 0

Tough (30) - Bison have extremely tough skin and can take quite a bit of punishment, absorbing damage and weathering the elements

Charge (20) - Bison are conditioned to charge straight at their foes. They will hunker down and blast through anything to get to their target. (Treated as unarmed combat)

Categories

Small Land Animals Stats Guide

Sample Companions

Wolf
LIF 20
END 20
DEX 35
STR 25
INT 5
SPI 5
CHA 0

Unarmed Combat 40 - Use of teeth and claws in combat

---

Fox
LIF 15
END 15
STR 15
DEX 30
INT 5
SPI 5
CHA 0

Unarmed combat 35 - Fighting using teeth and claws

Animal senses 30 - Sensing dangers based on loud noises or scents

---

Dog
LIF 20
END 25
DEX 20
STR 20
INT 5
SPI 0
CHA 10

Tooth and Nail: (25) - Use of teeth and claws in combat.

Canine Senses: (25) - Possession of acute hearing and smell.

---

Cat
LIF 20
END 10
DEX 20
STR 5
INT 5
SPI 10
CHA 0

Tooth and Nail: (20) - Cats have sharp claws and teeth, making them ferocious for their size.

Natural Athlete: (20) - Cats are adept at climbing, balancing and sprinting.

Supernatural Senses: (20) - Cats are sometimes strangely in tune with the unseen and able to detect spirits and magic, acting strange in their presence.

Lil' Predator: (20) - Cats can see well in the dark and are adept at detecting the motions and smells of creatures

---

Rat swarm
LIF 40
END 5
STR 5
DEX 40
INT 20
SPI 0
CHA 0

Stealth 40 - The ability to move about unnoticed through deft and careful movements
[A swarm acts collectively, so if the rats split up to do more than one thing at a time, it counts as Multiple Actions as normal]

---

Squirrel/Chipmunk
LIF 15
END 10
STR 5
DEX 30
INT 10
SPI 0
CHA 5

Sneaking through the Shadows (30) - The chipmunk/squirrel is able to climb and sneak around in order to remain unseen by most eyes. Due to it's small size it is adept at hiding. As normal tree climbing creatures can, it is good at climbing and jumping in order to reach it's destination.

Chitter Chitter (30) - Due to it's time spent with it's owner, it has a basic (minimal) understanding of common speech. It is able to listen to conversations and return to the player, where through a series of short clicks it can attempt to explain what it has heard.

Chomp (15) - If scared or attacked the chipmunk/squirrel is able to defend itself with a sharp bite from its tiny pointy teeth.

---

Monkey
LIF 15
END 15
STR 10
DEX 30
INT 15
SPI 0
CHA 5

Thief! (20) - Monkeys tend to have 'sticky fingers,' they can steal small items without being caught

Agile (20) - Monkeys are agile creatures, they move jump and climb with skill

Throwing (20) - Monkeys are competent at throwing small objects in and out of combat

---

Snake
LIF 20
END 15
STR 25
DEX 20
INT 0
SPI 0
CHA 0

Strike (30) - The snake is adept at using its fangs in combat or slithering out of the way of a strike to keep itself from harm.

Venom (20) - The snake's venom can damage, slow or weaken its opponents. The difficulty to resist the poison is the same as the points in this skill (20). A snake can choose to inflict venom on any opponent it successfully bites, dealing 3 LIF, DEX or STR damage for 3 rounds unless resisted. The snake must choose one and only one effect of the poison per application (damage, slow, weaken) - additional effects require additional bites.

Slither (20) - The snake's form means it can work its way through small openings. They are also skilled climbers.

Categories

Stats

Stats are numerical values which help determine in game play how strong or weak a character is at performing certain tasks.
For the most part they determine how your character should be played (are they frail, nimble, clever, gruff, etc).

Skills also have numerical values which help boots the chances a character will be successful at certain actions. and help reflect how proficient the character may be at certain tasks and professions in the game world.

The combination of using a stat with a skill is known as mights.

Which Stats a player may use on their character is largely determined by what kind of action they want to succeed at or situation they are reacting to..


Most actions will make use of these stats often using two trait rolls, though sometimes a one trait roll may be requested.

    Life: Has two functions - Hit Points and Mental Points.
    • Hit Points are how much damage a character can take.
    • Mental Points are how a measure of how long a character can withstand non-damaging mental or phantasm effects.

    The others can be grouped into two broad categories:

      Physical Stats: These are most often used for actions that make use of one’s physical capabilities.
      Examples: Running, Punching, Kicking, Hand to Hand Combat.


      • Endurance (END): Physical Resistance; Fortitude
      • Strength (STR): Physical Power; Toughness
      • Dexterity (DEX): Physical Coordination; Deftness

      Mental Stats: These are most often used for actions that make use of one’s mental capabilities, includes all flavors of Magic and Psi actions.
      Examples: Casting a spell, trying to convince someone of something, solving a puzzle

      • Intellect (INT): Mental Acuity; Reasoning
      • Spirit (SPIR): Mental Power; Wisdom
      • Charisma (CHA): Mental Resistance; Influence

In order to improve a character one must invest XP into its stats and skills.

How much XP it costs is tied to how high the stat already is: the higher it is currently, the more XP it will take to raise it even higher.

To raise a stat it costs 10% of their value, rounded down.
Example: When your INT is at 20, it takes 2 XP to raise it to 21. It will stay that 2:1 ratio until you get it to 30, when it becomes 3:1, and so on.

Skills, on the other hand, are cheaper to raise. Raising a skill costs 7.5% of its current level, rounded down.
Example If your skill is at 10, then it takes .75 xp to raise it to 11. Then when it is at 20 it will then take 1.5 XP to raise it to 21. The only exception is when you're raising a skill from 0-10, which also costs .75 XP per point.

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