Stats

The base mental and physical attributes of a character arerepresented by 10 statistics (called stats): 5 “primary” stats and 5 “development” stats. Each character has two numerical values on a scale of 1 to 101 (normally) for each stat.

    The value of a stat indicates how it rates relative to the same stat of other characters. The lower the value of a stat, the weaker it is relative to the same stat of other characters. Relatively high stats give bonuses which apply to attempts to accomplish certain activities and actions.

  An individual’s stats represent prowess in various areas in comparison to the average man. John Smith, the townsman, might be theoretically assumed to have stats of 50 across the board. In the primitive society favored for most role playing games, however, it is quite likely that those with stats below 10 will be the first claimed by nature and survivors might tend to have a set of stats that are above the “average” (assume that John Smith has stats of 55). Those with access to better health care (the rich) might tend to live even if weak in critical areas, however. So Noble John Smith’s stats might well average 50.

  Adventurers are likely to be superior to the general population. Adventurers are presumed to start with no stat below 20, though the rigors they face may reduce their stats below this level. This is to reflect the fact that weak characters are unlikely to leave the safety of their homes and go out in the world to make their fortunes.

  Higher level non-player characters (NPCs) are also likely to be superior to the general population. It is a fact of life that in attempting to increase one’s experience level one has an excellent chance of dying. Superior characters are more likely to survive; thus, in creating and running NPCs, the Gamemaster is urged to consider their experience level when determining their stats.

 

TEMPORARY AND POTENTIAL STATS



  Each stat has two values: a potential value and a temporary value. The potential value reflects the highest value that the character’s stat can attain (i.e., due to genetics and/or early childhood environment). The temporary value represents the stat’s current value. Thus, each character has a set of “temporary” stats and a set of “potentials.”

  During play, the temporary stats can rise due to character advancement and other factors and fall due to injury, old age, etc. However, potentials rarely change. Of course, the temporary value for a given stat may never be higher than its potential. Note that a character’s stats do not always increase beyond their starting level: two months of adventuring does not necessarily accomplish what eighteen or more years of youthful exuberance failed to do.

 

PRIMARY STATS

The characteristics have an influence on direct play, but do not aid in character development.

Empathy (Em) — The relationship of the character to the all-pervading force that is common to all things natural and is the basis of most things supernatural. Also referred to as: emotional capacity, judgement, alignment, wisdom, mana, magical prowess, etc.
  Intuition (In) — A combination of luck, genius, precognition, ESP, and the favor of the gods is embodied in this stat. Also referred to as: wisdom, luck, talent, reactive ability (mental), guessing ability, psychic ability, insight, clairvoyance, inspiration, perception, pre-sentiment, etc.
  Presence (Pr) — Control of one’s own mind, courage, bearing, self esteem, charisma, outward appearance and the ability to use these to affect and control others are the principal elements of a character’s presence. Also referred to as: appearance, level-headedness, panic resistance, mental affinity, morale, psychic ability, self control, vanity, perceived power, mental discipline, charisma, etc.
  Quickness (Qu) — A measure of raw speed, reflexes, and reaction time, this stat is often lumped with several others as dexterity. Also referred to as: speed, agility, dexterity, reaction ability, readiness, dodging ability, litheness, etc.
  Strength (St) — Not brute musculature, but the ability to use existing muscles to their greatest advantage. Also referred to as: power, might, force, physical strength, stamina, endurance, conditioning, physique, etc.


DEVELOPMENT STATS

In addition to affecting play, some stats affect the character development process. Agility, Constitution, Memory, Reasoning, and Self Discipline are relevant in determining how many skills a character can learn (development points are equal to the average of these five stats). Note that the five stats above will often be referred to as Development Stats.

We will be using a set number of development points acording to my House Rules.

Agility (Ag) — Manual dexterity and litheness are the prime components of this characteristic. Also referred to as: dexterity, deftness, physical prowess, manual skill, adroitness, maneuverability, stealth, dodging ability, litheness, etc.

Constitution (Co) — General health and well-being, resistance to disease, and the ability to absorb more damage are all reflected in a character’s Constitution. Also referred to as: health, stamina, endurance, physical resistance, physical endurance, physique, damage resistance, etc.

Memory (Me) — The ability to retain what has previously been encountered and learned. Note that in many instances it may be necessary for the character to rely on the player’s memory, since that tends to be used whenever it is advantageous anyway. Memory provides a good basis for determining how much is retained of the pre-adult period that the Gamemaster doesn’t have time to devise and describe in absolute detail to each player. Also referred to as: intelligence, wisdom, information capacity, mental capacity, I.Q., recall, retention, recognition, etc.

Reasoning (Re) — Similar to intelligence: the ability to absorb, comprehend, and categorize data for future use. It also reflects the ability to take available information and draw logical conclusions. Also referred to as: intelligence, learning ability, study ability, analysis rating, mental quickness, logic, deductive capacity, wit, judgement, I.Q., etc.


Self Discipline (SD) — The control of mind over body, the ability to push harder in pursuit of some goal, or to draw upon the inner reserves of strength. Also referred to as: will, alignment, physical endurance, faith, mental strength, concentration, self control, determination, zeal, etc.

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