Stats & Rolls
Stats & Rolls
Stats are a feature that are most relevant to group roleplays during rolls, unless you want them to be a part of your private roleplays, then go ahead!
There are seven stats; You don't have to put any points into a stat if you don't want to. Maybe you want a more even character, or a specialized character that's really good in one or two things! You don't even have to use all the points we allow at first (74), though if you want them later on you'll have to earn them.
A single stat cannot exceed 15 in the beginning.
A single stat will not likely be under 4, unless a good reason is provided. (Luck excluded)
The stat "Luck" will be locked from level up stat bonuses, and will only be able to be changed with special items and circumstances.
ADDITIONALLY, your character may get bonuses to certain rolls based on their build, especially where strength is concerned.
Strength
Affects rolls to do with physical attacks, lifting and throwing, as well as climbing.
Dexterity
Affects rolls to do with ranged attacks, stealth, reflexes, hand-eye coordination, sleight of hand, and acrobatics.
Knowledge
Affects rolls to do with knowledge, nature, religion, history, and the arcane.
(it'll be rolling for plot hints, essentially, we'll connect some things FOR them and give you the information for the epiphany- that they can do whatever you want with)
Wisdom
Affects rolls to do with perception, insight, animal handling, medicine and survival. It also rolls to do with the power of spells. If someone is lying to you, a high wisdom may grant you that insight.
Charisma
Affects rolls to do with bluffing, intimidation, diplomacy, performances and other interpersonal things. Those with high charisma make make good leaders, performers, and intense personalities.
Constitution
Affects your HP and ability to fight off poisons and illnesses, as well as your endurance in some situations.
Luck
Affects the chances of hitting critically, which is usually only applicable if a nat 20 is rolled. it also affects saving throws (to not pass out), and other rolls at the dms discretion.
Roll Modifier
Whenever a check is performed for an action that requires it, a d20 is rolled. What your stats are going to do is add, subtract, or not effect the final number of the roll.
Below is a guide to see how much you have to put into a stat to get bonuses on your rolls (the modifier!).
the second is a brief guide on how luck will affect your crit chance on rolls
HP, Defence and Mental Fortitude
That's right, we have three more stats for you! These are determined by short questions you'll answer in the character application. Some of the main modifiers will apply to these as well.
HP
Hit points measure health. You get a set amount (10 is average) + your constitution modifier.
Defense
Defense will make it harder to hurt or hit you. You get a set amount (10 is average) + your dexterity OR strength modifier.
Mental Fortitude
Will come into play during really intense scenarios, and you can think of it like a stress meter. It will take a significant hit if their fears or traumas are involved. You can read more about the mechanic here.
The importance of personal Skills and Fears: Advantage and Disadvantage
They're not JUST there to add character, they can play a part in the campaign if they're relevant. They can add an advantage or disadvantage to your roll. (personal skills are something your character practices, like archery, identifying plants, etc.)
An advantage roll will have you roll twice and keep the higher roll.
A disadvantage roll will have you roll twice and keep the lower roll.
You can read about all of the mechanics available to you here.