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stats [2026/04/11 21:43] – created moodystats [2026/04/23 23:14] (current) moody
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-The stats used in this setting are Health PointsSkill pointsMana PointsStrengthEnduranceAgilityDexterity, Magicka, and (magicalResistance.+===== Summary ===== 
 +The six primary stats are strength ([[stats#STR]])endurance ([[stats#END]])agility ([[stats#AGI]])dexterity ([[stats#DEX]])magicka ([[stats#MAG]])and magical resistance ([[stats#RES]]).  Secondary stats include health points ([[stats#HP]])mana points ([[stats#MP]]), and skill points ([[stats#SP]]).  With the exception of MP, all stats can be assigned and grown in a similar manner—by using them.  The base stats for a human are 10 each for the primary stats.  Base HP value is 20, and SP value is based on a knowledge and use of active skills.  Except for in children, any primary stat below the averages listed above are considered deficient.
  
-Most humans not involved in lifestyles that alter their stats will have 10 points to each stat that isn't HPSP, or MPHP is usually 20, while SP is based more on if a person knows and uses skills. MP is determined based roughly on MAG and RES by averaging them and then dividing by three.+==== STR ==== 
 +Strength is a measure of how much force a being can exert with their muscles.  It can be raised by performing activities such as lifting weightsstriking objects or people with force, or doing intense physical labor An example of a person with high strength might be a farm hand or a porter.
  
-Except for in childrenany stat (not HPMP, or SP) below the averages listed above are considered deficient.+==== END ==== 
 +Endurance measures an individual's stamina.  To raise endurancea person should work long hourspush past their exhaustion, or take damage repeatedly.  Office workers and those who enjoy marathons have very high endurance.
  
-A human's level is determined by quests they've completed that require entering the dungeon. Ten dungeon quests will bring a person to their second level. Thirty on top of that will bring a person to 3rd level. For level 4fifty more quests are neededThere are higher levels, but they are uncommon.+==== AGI ==== 
 +Speed and flexibility can increase by performing feats of acrobaticsrunning races, or challenging one's balance Dance and martial arts are common among those who focus on their agility.
  
-Levels are given to humans in a ritual from the guildEach level-up grants higher stats (multiplied by 1.2), and a higher stat cap (multiplied by 1.3 and rounded to the next multiple of 5).+==== DEX ==== 
 +Dexterity is akin to accuracy Most craftsmen have high dexterity, as it is easily raised by working with one's hands on tasks that require precision Drawing, smithing, and carpentry can all increase person's dexterity.
  
-=== Stat Caps === +==== MAG ==== 
-  * Level 1: 50 +Magicka is the ability to manipulate mana.  Everyone is born with it, but not everyone chooses to learn how to use it.  Since most technology has some magic in it, MAG affects the ability of a person to utilize technology and items.  To raise one's magicka, one must use magic either through spells or items.
-  * Level 2: 65 +
-  * Level 3: 85 +
-  * Level 4: 110 +
-  * Level 5: 145+
  
-Letter grades listed beside the stats indicate overall strengthnot determined by caps.+==== RES ==== 
 +Magical resistance will reduce the efficiency of magic on a personfor good or for ill.  For example, healing someone with high RES via magic will be more difficult.  To raise this stat, one must be subjected to the effects of mana or magic.  Raising RES can be done by venturing deeply into the dungeon, where the atmospheric mana is dense, or by being targeted by many spells.
  
-  * Grade F<10 +==== HP ==== 
-  Grade E10-15 +Health points are a measure of a person's ability to take damage.  Unlike endurance, HP is raised primarily by having a healthy lifestyle.  A good diet, exercise, and proper self-care are vital to having high HP.  To restore lost HP, a person must heal and recover from the damage they have taken.  When HP reaches 0, a person is on the brink of death and unable to move. 
-  * Grade D16-40 + 
-  * Grade C41-115 +==== MP ==== 
-  * Grade B116-365 +Unlike other stats, mana points are calculated.  To do so, find the average of MAG and RES, then divide by three and round up to the nearest whole number.  MP is spent any time a person casts a spell, but is not spent by using a magical item.  To raise it, one must raise MAG and RES.  Resting can regain lost MP.  Once a person's MP reaches 0, they can no longer use magic or magical items. 
-  * Grade A: 366-999 + 
-  * Grade S: 1000++==== SP ==== 
 +Skill points are a measure of a person's ability to concentrate on a given task.  Each time a person uses their skill points, they have a small chance of gaining one skill point (approximately a 1/20 chance). Skill points are regained by rest.  When a person has 0 skill points remaining, means that person is unable to concentrate on a task. 
 + 
 +==== Altering Stats ==== 
 +Aside from practicing as a method to alter one's stats, there are other methods that can be primarily found in the dungeon.  These methods include, but are not limited to, [[items|consumable items]], [[curse|curses]] and [[magic|spells]], [[treasures]] and [[boons]], and [[monster:start|monster]] activity.  These can raise or lower stats either temporarily or permanently, and should be recorded separately on the character sheet, especially in the case of MP changes for ease of calculation. 
 + 
 +===== Stat Caps ===== 
 +Stats can be increased to a cap based on the human's level, regardless of how the stat points were acquired.  These caps cannot be overcome without leveling up. 
 + 
 +^ Level ^ Cap ^ 
 +| 1 | 50 | 
 +| 2 | 65 | 
 +| 3 | 85 | 
 +| 4 | 110 | 
 +| 5 | 145 | 
 + 
 +===== Leveling Up ===== 
 +Once a human reaches the stat cap for their level, they must level up if they want to increase that stat higher.  A human cannot level up on their own, but must complete [[dungeon]] quests for the [[guild]] in order to gain trust and reputation before the guild will allow them to undergo a magical ritual.  After this ritual, a human's stats will increase by a factor of 1.2 and their stat cap will be multiplied by 1.3 and rounded up to the nearest multiple of five. 
 + 
 +^ Level ^ Required Quests ^ 
 +| 1 | n/a | 
 +| 2 | 10 
 +| 3 | 25 | 
 +| 4 | 50 | 
 +| 5 | 100 | 
 + 
 +===== Grades ===== 
 +Letter grades listed beside the stats indicate overall ability not determined by level caps.  These are intended to help the [[DMing|DM]] grasp appropriate difficulty levels for challenges, but they are also used as flavor, since most [[character|characters]] will not know their direct stat values, but instead the grade. 
 + 
 +Grade ^ Value ^ 
 +| F | <10 | 
 +10-15 | 
 +16-40 | 
 +41-115 | 
 +116-365 | 
 +| 365-999 | 
 +| >1,000 |
stats.1775943787.txt.gz · Last modified: by moody

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