Stats
Hit Points (HP):Used to calculate:
Overall Health
Strength:
Used to calculate:
Physical Attack Damage
Some Physical Resistance x.5
Carry Weight
Natural athleticism and bodily power type rolls
Siel :
Used to calculate:
Mental acuity, information recall and analytical skill
Magic Power - Offense and Defense are separate
Intelligence based rolls
Perception :
Used to calculate:Awareness rolls
Critical damage multipliers
Dungeoneering Rolls (Lockpicking, Disarming traps, etc.)
Willpower:
Used to calculate:
Health modifiers
Stamina
All defensive rolls
Armor modifiers
Luck:
Used to calculate:
Critical roll modifiers
Battle spoil modifiers
Agility:
Used to calculate:
Stealth rolls
Battle order
Acrobatics rolls
Reflexes, balance and poise
Personality:
Used to calculate:
Confidence, eloquence, leadership
Bartering price modifiers
Diplomatic rolls
Rolling your stats
Stat Rolls:For Hit Points: Each class has a standard HP Dice. The highest value of this die is your starting HP. Your maximum HP is calculated by taking this number plus your willpower stat value. Example: as a mage your characters HP dice is a d8. You roll a willpower of 12. Your starting Max HP is 20.
For all other stats characters will roll 4d6 and add the highest 3 together and record.
orUse the base standard scores of 16, 14, 13, 12, 9, 7, and 6.
Ability Scores and Modifiers1 −5
2–3 −4
4–5 −3
6–7 −2
8–9 −1
10–11 +0
12–13 +1
14–15 +2
16–17 +3
18–19 +4
20–21 +5
22–23 +6
24–25 +7
26–27 +8
28–29 +9
30 +10
These are your modifiers per roll based on your stat score.
Miscellaneous Stat Rolls
Your
carry capacity is equal to your strength stat times 10.
Your
armor score (ArS) is calculated by taking your agility modifier plus 10 if you have no armor or shield. If you wear armor, carry a shield or both, calculate the the AS based on the equipment stats. Wearing armor or carrying a shield that you are not proficient with will have a negative impact on your other rolled stats.
Negative Stat Modifiers for not being proficient with armors:
Light armor: - 2 perception, can't cast siels
Medium armor: - 2 perception and agility, can't cast siels
Heavy armor: - 2 perception, agility and luck, can't cast siels
When you attack your have two rolls.
Your first is your
hit score (HS) and your second is your
attack score. Your HS is calculated by taking your proficiency with the weapon + a d20 roll + perception modifier + any skill modifiers. The enemy will roll an evasion d20.
Example: proficiency of 1 + d20 roll of 13 + 2 perception modifier (stat score of 14) + 0 skill modifiers = 16. Enemy must roll a natural 17 or higher to dodge.
Your
attack score (AtS) is calculated by taking your equipped weapons with calculated attack powers (your proficiency score + your weapon stat modifier) plus the damage of the weapon.
Example: proficiency of 2 + a strength modifier of 3 (using above table) + 1d8 roll of 6 = 11 damage. If enemy ArS is more than total than no damage is done; if enemy ArS is more than half total damage than AtS x .5.
Melee modifier - strength
Ranged modifier - agility
For melee weapons, use your strength modifier for hit and attack score rolls. Some weapons are denoted as agility based melee weapons.
Example: Rapiers, daggers, shivs
For ranged weapons, use your agility modifier for hit and attack score rolls. Some weapons are denoted as strength based ranged weapons.
Example: Throwing axe, spear