Statistics, Milestones, & Primary Characteristics

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Statistics, Milestones, & Primary Characteristics

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Post by Tony »

Statistics, Statistic Milestones, & Primary Characteristics

The base of any character, "statistics" or "stats" refer to a character's base attributes -- their health, awareness, dexterity, strength, spirit, and luck. These six attributes determine many, many different things about a character at its core, giving them a baseline of reference for nearly anything that will arise during play.

Once a character reaches a certain level of growth, they'll reach a "statistic milestone," or a point where one of their defining traits is empowered through a speciality. Perhaps two characters have high health, but one has a better functioning immune system and resists status effects while the other is more resistant to abuse and has a higher damage soak. These milestones are recurring, choosing an additional milestone every 50 EXP placed into that statistic.

While each character can attain these milestones, each character has specialities that sets them apart from every other character; these are their "primary characteristics" and grant them specific abilities that characters without that emphasis won't benefit from. Two statistics are tagged as primary characteristics, and a player then chooses one ability for each characteristic for the character to possess.

Below are some brief descriptions of each statistic, its milestones, and its primary characteristics associated with selecting that statistic as a primary.
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Skill Points are determined by a character's overall EXP.
Skill Points = EXP * 2.

Health
Reflects your characters’ physical health and well being. The healthier they are, the more fit they are for combat - the more they can take a punch, the less a punch will slow them down. It determines how well adjusted your senses are, and also how well your body resists ailments.
Affects: HP, Health Roll, Roll to Survive, and 'Endurance Tests'
Primary Characteristic: Health as a Primary Characteristic boosts these functions, and also gives the character a much higher chance to ward off physical status effects.
Derivative Statistics: HP, Natural Soak (both physical and magical), Health Bonus

Statistic Milestones
• [Improved HP: +500 Max HP]
• [Improved Soak: +25 Phys/Mag Soak]
• [Improved Resistance: 5% resistance to negative Status Effects] (This caps at 50%)
• [Implacable: +500 HP Death Threshold]
• [Endure: +1% chance (1d100) that an attack that would KO instead leaves the character at 1 HP]
• [Improved Survival: +10 to final result of a Survival roll.]

Primary Characteristics:

Swift Recovery
Description: Some people heal faster than others when injured. A character that takes this characteristic tends to bounce back more quickly from toxins, tears, and broken bones.
Effect: Reduces status ailment durations by 1 round(down to a minimum of 1 round). When the character is affected by a long-term status ailment, recovery time is halved.

Doctor's Favorite Patient
Description: Your body is unique already naturally. With the aid of a doctor even the most gruesome of injuries isnt so bad so long as you seek help.
Effect: An item, skill, or spell that is generally unable to remove an effect due to a higher severity instead halves its duration(or reduces it to 3 if it had no duration). If the effect is terminal, an opportunity is given to allow it to be downgraded one severity level.

Supple Resilience
Associated Statistic: Health
Description: Your body has a uniquely tensile toughness that allows you to effectively tense at a moment’s notice, even mid-motion. You have learned to use this to your advantage..
Effect: On a failed dodge/block, the holder of this Feat is allowed a half-Brace, lowering the physical damage they take by 25%. This effect does not take place if the character has another source that would reduce damage by more than 25%, such as Mild or Moderate Defense, or an elemental barrier.

Resolve of Ages
Description: The strength of your body is that of legend. Its not a matter of training but sheer strength that comes from genetics playing god.
Effect: Enviornmental endurance rolls may be rolled twice, with the greater roll of the two being the one taken in any given situation. When wearing no armor, this character's natural soak is doubled. If armor is worn, even if it is damaged or destroyed, the natural soak bonus will not take.

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Awareness
How well you can hit with anything, whether it's melee, magic, guns, psionics, etc.
Affects: All attack rolls, “Perception” tests
Primary Characteristic: Awareness as a primary characteristic boosts a character's battlefield presence and their perception of the world around them.
Derivative Statistics: Initiative

Statistic Milestones
• [Improved Melee: Character benefits from +5 Awareness roll bonus on melee attacks]
• [Improved Ranged: Character benefits from +5 Awareness roll bonus on ranged attacks]
• [Improved Magic: Character benefits from +5 Awareness roll bonus on magic attacks]
• [True Sight: -10 to Illusion or Invisibility detection DCs]
• [Combat Reflexes: Reduces DC for Grenade-like weapons by -10]
• [Eyes in the Back: Reduces the final to-hit of Sneak Attacks by -10.]

Primary Characteristics

Sharpened Senses
Description: There are some people who can truly master their environment, having a general feel for their surroundings, whether braving the wilds, or simply appreciating the subtle flavors of a well-cooked meal.
Effect: Perception rolls can be made twice, and you can keep the higher roll.

Precision Blow
Description: The honed senses of a well-trained warrior guide the blade, the bow, the bullet to find its target and strike true.
Effect: On a physical attack, you may spend 5 LP prior to rolling, allowing you to roll your attack twice and take the higher of the two rolls. This must be declared before attacking, and cannot be used after the attack roll is made.

Pinpoint Spellcasting
Description: There's a force in the universe that makes things happen. For the arcanist, that thing is you, growing in tune with the environment and its inner workings, striking the foe with precision spells.
Effect: On a magical or psionic attack, you may spend 5 LP prior to rolling, allowing you to roll your attack twice and take the higher of the two rolls. This must be declared before attacking, and cannot be used after the attack roll is made.

Ambush
Associated Statistic: Awareness
Description: When this character attacks a target that has not yet acted in initiative yet, this character rolls one "step" higher than it normally would.

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Dexterity
How quickly your character can move and how quickly they respond, both in quick bursts and during long tasks. The more dextrous a character, the more nimble and athletic they become, and the faster they can react.
Affects: Dodge, Athletics Checks, Speed Tests, Reaction Tests
Primary Characteristic:
Derivative Statistics: Style Points

Statistic Milestones
• [Improved Block: Character benefits from +5 Dexterity roll bonus on blocking a melee attack]
• [Improved Dodge: Character benefits from +5 Dexterity roll bonus when dodging an attack]
• [Improved Agility: Character benefits from +5 Dexterity roll bonus when performing skill checks]
• [Improved Reaction: Character benefits from +5 Dexterity roll bonus when performing Flat Foot or Reaction-based dodges]
• [Stylish: +25 Style Points]
• [Improved Maneuvers: Character benefits from +5 Dexterity roll bonus when resisting Combat Maneuvers (does not include Stances).]

Primary Characteristics

Defensive Weapon Training
Description: Your character is uniquely skilled at defending themselves against weapons they are familiar with.
Effect: When facing opponents who wield a weapon you are skilled in, add +2 to your block/dodge roll for each level you have in that weapon proficiency.

Evasive Action
Associated Statistic: Dexterity
Description: Your presence in combat is ephemeral, a natural dancer to the rhythm of battle. To attack you, the enemy must first catch up.
Effect: On a Dodge or a Block, this character may spend 5 LP before making their roll, allowing them to roll twice and take the higher of the two rolls. This must be declared before rolling, and cannot be used after the dodge/block roll is made. This cannot be used with DC checks, will resists, or Royal Guard.

Counter Force
Associated Statistic: Dexterity
Description: You’re so quick that, while others may not be able to make the dash, you can clear a gap between a character you normally wouldn’t be able to counterattack in time to do so.
Effect: Allows a character to dodge a ranged attack and counter it (no bonuses to either) with a single strike from a melee weapon. Only works if the target is within melee range of the attacker and vice versa. Character must have purchased “Reaction: Counter Strike” advanced skill.

Go With The Flow
Description: Moving through the ebb and flow of battle is essential for the quick-witted warrior.
Effect: When you successfully dodge/block an attack (not will resist/royal guard/DC reaction), this character has the option of moving away or towards the attacker by one area as a free action.
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Strength
A measure of your characters muscle. The stronger you are, the more you can carry, the more you can lift, and the more you can hurt things physically.
Affects: Inventory Size, Physical Damage, Strength Test, Certain Athletics Tests
Primary Characteristic: Strength as a primary characteristic enables the character to wield physically taxing weapons effectively, such as axes and shotguns, and unlocks the 'special ability' of medium weapons like clubs, maces, flails, and swords. It also provides a boost to functions.
Derivative Statistics: Damage, Inventory Size

Statistic Milestones
• [Improved Physical Damage: +100 damage]
• [Improved Slots: +2 Inventory Slots]
• [Improved Momentum: +5 Strength roll bonus when performing skill checks]
• [Improved Item Effect: +100 damage when using one-use items]
• [Pierce: 50 of character’s physical damage ignores armor]
• [Juggernaut: -100 damage reduction when Bracing an attack]

Primary Characteristics

Monkey Grip
Description: The character has freakish upper body strength, allowing them to use heavier weapons with greater ease than the average warrior.
Effect: This character may dual wield 6-, 7-, and 8-slot weapons at the penalty of 4- and 5-slot weapons(-20), 4- and 5-slot weapons at the penalty of 2- and 3-slot weapons(-15), and 3-slot weapons or smaller without penalty.

Freight Train
Associated Statistic: Strength
Description: This character is able to tear through things like walls, trees, and the environment, reducing its effectiveness as cover for other characters.
Effect: Allows melee attacks by this character to reduce the severity of the “Concealment” status by -1 with each attack against a particular character. When that character is being attacked, it must defend against the “Freight Train” character with the Concealment status already reduced by -1. An attack by the “Freight Train” character can be declared against the object(s) offering “Concealment” status specifically and reduce its severity by -2 as an unopposed action.

Iron Fist
Description: The bare hands and arms of a fierce fighter, over time, become cracked, calloused...and strong.
Effect: Lifting rolls may be rolled twice, with the greater roll of the two being the one taken in any given situation. When using no weapon, this character's natural damage is doubled. This bonus does not take effect when a weapon is equipped, even if damaged or destroyed.

Unrivaled Strength
Description: Legends speak of warriors who, in moments of focus, had no rival, none able to withstand their clarion call and mighty swings.
Effect: May be declared when attacking. If you strike, add your strength damage into your damage a second time. If you miss, you take your strength bonus as a penalty to all actions till your next turn.

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Spirit
Affects your character’s soul, which in turn is the source of their creativity and their magical prowess. The more spiritual a character, the more powerful their magic becomes, the more magic they can learn, more likely they can resist hostile magic.
Affects: Magic Damage, Magic Defense, Spell Points, MP, Knowledge, and Creativity
Primary Characteristic: Someone who chooses Spirit as a Primary Characteristic is innately soulful. They gain access to higher magical and psionic prowess, and their crafts are the stuff of legend.
Derivative Statistics: Magic Damage, Magic Defense, Spell Points, MP

Statistic Milestones
• [Improved Spell Points: +25 Spell Points]
• [Improved MP: +200 Max MP]
• [Improved Crafting: +5 Spirit roll bonus when crafting]
• [Improved Magic Damage: +250 magic damage]
• [Improved Magic Defense: +5 Spirit roll bonus when resisting magic]
• [Improved Item Use: Raises DCs to avoid one-use items by +10.]

Primary Characteristics

Iron Will
Description: A talented mage seeks to exert their will upon the universe, made manifest by their talents, and their imposition when another seeks to do the same.
Effect: On a magic defense or Royal Guard roll, you may spend 5 LP prior to rolling, allowing you to roll twice and take the higher of the two rolls. This must be declared before defending, and cannot be used after the roll is made.

Ease of Efficiency
Associated Statistic: Spirit
Description: You are very good at making use of the time you have, and your work ethic gives you a refreshing boost of energy upon completion of a project.
Effect: When completing an Artisan or Repair check, the 'overflow' past the DC can be immediately passed on to another project, whether new or in progress. If use of this feat completes the project that inherits this overflow, it will NOT trigger again however.

Deny Death
Associated Statistic: Spirit
Description: Even if this character's physical body may fall, the spirit -- sheer drive, determination, willpower, stubbornness, whatever you want to call it -- can act as a natural defibrillator for it, jarring the character back to life... sometimes, whether it likes it or not.
Effect: Allows a character to substitute his/her Spirit for the normal Strength roll when rolling against a "to-live" check. This may only be used once per mission.

Area Control
Associated Statistic: Spirit
Description: Allows a character to select targets that are not affected by an Area of Effect spell such as Comet and Ash Storm. For twice the MP it requires to cast the spell normally, the character may choose a number of targets equal to the caster's Mage Level of the spell that is cast to be immune to the spell's effect. This can be used with spells that have been affected by Metamagic, but the Area Control MP price is still double the cost after Metamagic.

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Luck
Luck is a vague "measurement" of how much the universe smiles down on the character -- or frowns. A user's Luck can affect a variety of things both in and out of combat. If you have a low Luck stat, avoid breaking mirrors or walking under ladders -- it could end up poorly for you.
Affects: Luck rolls
Primary Characteristic: Someone who chooses Luck as a Primary Characteristic tends to catch all the breaks. Sometimes they hit just the right spot, stumble upon good fortune, or squeeze through a tight space in the clutch.
Derivative Statistics: Luck Points

Statistic Milestones
• [Improved Critical: +500 damage when inflicting a critical hit]
• [Improved Luck: +5 luck roll result]
• [Improved Luck Points: +1 Luck Point]
• [Draw!: +2% chance to draw a second Critical card]
• [Critical Defense: -500 damage when struck by a Critical hit.]
• [No-Sell: +2% chance to nullify an opponent’s Critical card when struck]

Primary Characteristics

Windfall
Description: Some people are more resourceful than others, and some just manage to stumble into good fortunes.
Effect: At the beginning of a mission or a hunt, the character with Windfall rolls luck. If the roll passes a DC of 751, the following happens.
Roll 1d7.
1 - +(1d25+25)% XP for the character.(If this is a hunt, reroll.)
2 - +(1d10+10)% XP for the party.(If this is a hunt, reroll.)
3 - +(1d50+50)% mission money earnings for the character. Does not apply to sold items.(If there is no mission money earnings, reroll.)
4 - +(1d25+25)% mission money earnings for the party. Does not apply to sold items.(If there is no mission money earnings, reroll.)
5 - +3 items at mission's end.
6 - +10 luck points for use during the mission by the character.
7 - +3 luck points for use by every character in the mission.

The Edge
Description: For some people, finding any edge is paramount in the heat of combat. Some people just have all the devil's luck.
Effect: At the beginning of a battle, the character with The Edge rolls luck. If the roll passes a DC of 751, the following happens.
Roll 1d3.
1 - +1 item after battle.
2 - A status ailment an enemy is ordinarily immune to now has a 25% change of taking. Excludes Death.
3 - A random enemy suffers a random status ailment at Mild severity at the beginning of battle. Roll 1d7. Duration is 1d3 rounds except for Off-Guard and Bleeding.
(1)Blind
(2)Silence
(3)Slow
(4)Sprain
(5)Bleeding
(6)Fatigue
(7)Off-Guard

Scavenger
Description: With just the right touch, someone can get lucky and find priceless treasure, the diamond in the rough.
Effect: When stealing or procuring loot, the Scavenger can spend 5 luck points to roll for loot twice and take the higher of the two rolls.

Avert Disaster
Associated Statistic: Luck
Description: Once per battle, this character may spend 5 LP to negate one critical hit against itself, reducing it to a normal attack regardless of its roll.
Last edited by Strato on July 17th, 2023, 5:38 pm, edited 5 times in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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