Character Statistics
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Every creature has six Statistics, or Stats, which measure its most basic abilities. Stats affect nearly every aspect of your character, including certain racial powers, combat prowess, magical ability, saving throws and skills. A creature’s stats do not change conditionally (such as from poisons or magic). The only time a statistic will change is when a creature dies and is subsequently resurrected. It is also possible to have negative Stats, particularly for tiny creatures.
Strength (Str)
Strength measures how physically strong a character is and determines how much he can move or carry. Strength affects three Class Skills including Athletics, Combat and Conditioning. An average adult human has a strength of 10, but creatures larger and smaller will have proportionally less or greater average strength scores; for example, a fairy is a tiny creature, and would have an average strength score of zero. An ant would have an average strength score of -20. They might be strong for their size (considering that ants can carry many times their own weight), but the system is only concerned about how strong they are in relation to humanoid creatures or monsters.
Lifting, Carry and Dragging
Medium-sized Characters can lift 25x their strength stat; that means a character with a 15 strength could lift 300 lbs.; Large creatures can lift 50x their strength stat, giant creatures 75x, and colossal creatures 100x. Characters can carry less than 5x their strength and walk as a light activity, between x5 and x10 would be moderate, x10 to x15 strenuous, and x15 to x20 would be an extreme action.
Characters can drag up twice what they can lift at the same relative rates of exhaustion as carrying. Keep in mind, these are walking modifiers. Increasing the movement rate increases the category too, so for example jogging and carrying x5 your strength would be a strenuous activity.
| Table: Size Modifiers | |||||||
|---|---|---|---|---|---|---|---|
| Height | Reach | Pace | HP Size | Base | Base | Reach Length | |
| (rounded) | Mod | Multiplier | Strength | Dexterity | Size | ||
| 25 | 4 | 40 | 5 | 30 | 2 | Colossal | 13 |
| 24 | 3 | 38 | 4 | 29 | 3 | Giant | 12 |
| 23 | 3 | 36 | 4 | 28 | 3 | Giant | 12 |
| 22 | 3 | 34 | 4 | 27 | 3 | Giant | 11 |
| 21 | 3 | 32 | 4 | 26 | 3 | Giant | 11 |
| 20 | 3 | 30 | 4 | 25 | 4 | Giant | 10 |
| 19 | 2 | 28 | 3 | 24 | 5 | Huge | 10 |
| 18 | 2 | 26 | 3 | 23 | 5 | Huge | 9 |
| 17 | 2 | 24 | 3 | 22 | 5 | Huge | 9 |
| 16 | 2 | 22 | 3 | 21 | 5 | Huge | 8 |
| 15 | 2 | 20 | 3 | 20 | 5 | Huge | 8 |
| 14 | 1 | 18 | 2 | 19 | 6 | Large | 7 |
| 13 | 1 | 16 | 2 | 18 | 6 | Large | 7 |
| 12 | 1 | 14 | 2 | 17 | 6 | Large | 6 |
| 11 | 1 | 12 | 2 | 16 | 6 | Large | 6 |
| 10 | 1 | 10 | 2 | 15 | 6 | Large | 5 |
| 9 | 0 | 8 | 1 | 14 | 6 | Medium | 5 |
| 8 | 0 | 6 | 1 | 13 | 7 | Medium | 4 |
| 7 | 0 | 4 | 1 | 12 | 8 | Medium | 4 |
| 6 | 0 | 2 | 1 | 11 | 9 | Medium | 3 |
| 5 | 0 | 0 | 1 | 10 | 10 | Medium | 3 |
| 4 | -1 | -2 | 0.5 | 8 | 12 | Small | 2 |
| 3 | -1 | -4 | 0.5 | 6 | 14 | Small | 2 |
| 2 | -2 | -6 | 0.5 | 4 | 16 | Small | 1 |
| 1 | -2 | -8 | 0.25 | 2 | 18 | Tiny | 1 |
| 11" | -2 | -10 | 0.25 | 0 | 20 | Tiny | 1 |
| 10" | -2 | -12 | 0.25 | -2 | 22 | Tiny | 1 |
| 9" | -2 | -14 | 0.25 | -4 | 24 | Tiny | 1 |
| 8" | -2 | -16 | 0.25 | -6 | 26 | Tiny | 1 |
| 7" | -2 | -18 | 0.25 | -8 | 28 | Tiny | 1 |
| 6" | -2 | -20 | 0.1 | -10 | 30 | Minute | 1 |
Dexterity (Dex)
Dexterity measures speed, agility, reflexes, hand-eye coordination, and balance. Dexterity is a character's Defense Bonus, or DB. Dexterity affects ten different Class Skills, including Athletics, Artistry, Combat, Craft, Medicine, Perform, Trade Skills, Spell Craft, Subterfuge and Survival. Dexterity is the only other stat affected by size. Whereas a human has an average dexterity of 10, a fairy would have an average dexterity of 20, and a large sized ogre would have an average dexterity of 5. Smaller creatures are much quicker than larger creatures.
- Defense Bonus = Dexterity + Armor
Constitution (Con)
Constitution measures your character's vitality and endurance. The only skill that constitution affects is the conditioning skill. A character's Health Points ARE his constitution stat. Some creatures, such as undead and constructs, use constitution to represent their physical durability and not their health, but for the purpose of Health Points it is mechanically the same.
Health Points = Constitution Stat x Size multiplier. For example, large creatures have a size multiplier of 2, so a horse with a 15 constitution would have 30 HP, whereas a human would have 15.
Constitution and Death
If a creature dies and is later resurrected, that creature’s constitution stat is reduced by 1 permanently. If a creature’s constitution ever becomes one, and they die, they are permanently dead and cannot be brought back to life in that body. It is not possible to have a negative constitution score.
Intelligence (INT)
Intelligence is a measure of a character’s ability to learn and apply knowledge; it includes the ability to reason and remember information. Intelligence is applied to eight Class Skills including the five knowledge groups, Craft, Linguistics and Spellcraft.
Magic = Intelligence Stat.
Non-Sentience, Sentience and Sapience
When comparing intelligence, for game purposes, there are three broad classifications of life.
Non-sentient creatures are those that do not possess a central nervous system or brain, or a magical facsimile of such. Any non-sentient creature has an intelligence of zero. Non-sentient creatures include plants and trees, oozes, fungi, and extremely basic forms of life such as bacteria.
Sentient creatures can think, perceive, and respond to the world around them. Nearly every animal in the world is sentient, but there is a wide range of intelligence among them. Sentient creatures can communicate at different levels but lack true language. Some can use simple tools, and can learn patterns, some can be taught skills, and some establish attachments to each other or to other creatures.
Sentient creatures do not create language, or fabricate complex tools, or build upon their experience to increase their knowledge. When applying an intelligence score to a sentient, non-sapient creature, the value is a comparative number to other such creatures.
A non-sapient creature with an intelligence of 12 could be quite clever, but ultimately it will not be as intelligence as a sapient creature with the same Stat. The most intelligent animals in the world, such as Dolphins or Chimpanzees or the like could have up to an 18 intelligence. Animals in this category can learn tricks, have pattern recognition, use simple tools, recognize humans, solve simple puzzles, among other skills - but even these creatures are not much smarter than a sapient child.
Sapient creatures are sentient creatures with more advanced brains. Sapient creatures learn from their experiences and then apply what they learn to gain new understanding. They can create languages using written shapes or spoken sounds that symbolize objects and concepts in the world around them and convey these concepts to each other. They use their knowledge to build progressively more advanced tools and structures, and band together in complex societies. All races in the world are sapient creatures. Sapience does not guarantee intelligence. An “average” intelligence is 10, anyone with a 6 or higher is considered to be “high functioning”, meaning they are not mentally impaired. A character with a 6 intelligence could live on their own with minor difficulties and perform menial labor jobs. At a 5 and below, characters enter degrees of mental retardation. With a 4 they can dress and bathe themselves, learn the most basic of skills, but have limited ability to work independently. At a 2, they can do some simple self-help skills and simple communication but would have limited academic ability and require constant care. At a 0, a character has no ability for self-care and very limited ability to communicate.
Characters with a 12 intelligence are above average and would have comparative knowledge to a college graduate. A 14 intelligence would represent the equivalent of a higher education degree (such as a doctorate in the real world). Characters with a 16 intelligence are very intelligent, and can understand complex subjects, including advanced forms of magic. Intelligence scores of 18 to 20 represent ranges of great genius and would include the revered minds of modern society.
Wisdom (Wis)
Wisdom is a measure of a character’s awareness of the world around them, their intuition, empathy, and in the case of non-sapient creatures, their instincts. Wisdom affects ten Class Skills including Artistry, Influence, Handle Animal, Linguistics, Medicine, Perception, Trade Skills, Spellcraft, Subterfuge and Survival.
Creatures with animal-level intelligence use their wisdom score to measure the complexity of their instincts and awareness.
Wisdom also determines a character's ability to harness their inner power, or chi, to perform super-human abilities. See Adept Powers in the Skills section. 
Power = The Wisdom Stat.
Charisma (Cha)
Charisma measures a character's attractiveness, charm, personality, and the ability to lead or influence others. Every sentient creature has a charisma score. Charisma is applied to four Class Skills including Influence, Mysticism, Handle Animal and Perform.
Charisma does not measure physical beauty; for game purposes, physical beauty can be a descriptor that a player chooses, but there is not a numerical value to rate one’s appearance. The adage that ‘beauty is in the eye of the beholder’ truly applies in a world with a myriad number of sapient races. What any one character finds appealing is impossible to quantify with a flat scale.
What charisma does is quantify the abstract nature of attractiveness, sometimes called personal magnetism. Characters with a high charisma may find themselves at the center of attention, more easily drawing the eye of others, and characters interested in any type of performance skills should have a high charisma.
Charisma also determines a character's strength of spirit or "soul". The greater a person's charisma, the greater their inner light so to speak.
Spirit = The Charisma Stat.
Luck
Luck is a measure of how much a character can be affected by chance, and their own ability to bend chance to their benefit. Each character has a base score of 10 Luck points. Luck, though being a stat, cannot be lowered to raise another stat - however, at character creation, players can spend some of their stat points to raise their starting luck at the expense of other stats. There are no skills based upon luck, nor does luck have a stat bonus. Instead, over the course of play, characters can spend points of luck to gain Edge on skill checks or attack rolls. This choice must be declared before rolling. More than one point of luck can be spent to add Edge to a roll. Additionally, Luck can be used to raise a defense BEFORE an attack is made against them. It can be used to raise their Defense Bonus or their Mind, Body, or Spirit defenses. The player must declare the use of Luck before the attack roll. Using a point of Luck adds +5 to the defense. A player can choose to raise the defense another +5 points by spending an additional two Luck - so 3 points of Luck will raise the defense +10. Each additional bonus increases the Luck cost proportionally - spending a third +5 bonus would cost 3 Luck, a fourth +5 bonus would cost 4 Luck, etc.
Luck Checks
During play the Gamemaster may call for Luck checks to determine randomly which character is targeted or affected by an attack or chosen by an NPC for some other purpose. It could also be who is using a rope when it breaks, or a floor collapses, or any number of things a GM comes up with. A Luck check is simply a D20 roll plus a character's remaining Luck.
Regaining Luck
When characters gain a level, they roll a d6 and add the result back to their available Luck - but doing this will not increase beyond their current stat. Luck can only be increased when characters roll a 6 on the d6, at which point they can choose to either replenish 6 Luck points, or permanently raise their Luck by 1 and replenish their Luck by 1 point; there may also be magic items that raise a character's Luck. 
Generating Stats
Characters start with a value of 10 in each of their Stats. They then get 20 points to increase their scores on a one-to-one basis. If you reduce a Stat below 10, you do gain points to spend on other Stats. Characters cannot have greater than 20 or less than 5 in any stat (before size modifiers) at first level. Luck is the only unique stat, in that you can increase it, but you cannot decrease it below 10.
Stat adjustments for size
A character’s strength and dexterity scores may be adjusted after point allocation by his height (see Table: Size Modifiers).
Determine Bonuses
Each stat has a stat bonus based upon the value. Table: Stat Bonuses shows the bonus for each stat. The stat bonus is the number you apply to your skill totals.
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