Drac Cavalls have a set of 6 stats that define their strengths and weaknesses. All of these stats can be increased through art, literature or items available in the group shop (items TBA). Players also have the option of completely ignoring these stats as they have been implemented most importantly for our new Battle System.
It is important to note however that stats are inheritable, meaning that foals have the potential to be born with higher stats thanks to what their parents have.
Our stat system is based off the classic DND systems, where base stats (or abilities) determine how much of a bonus (or hindrance) is applied to a regular 20 sided dice roll. These bonuses/hindrances are referred to as modifiers as it modifies the roll of the 20 sided die.
Strength:
The measure of athletic skill. Strength determines how effective a Drac is at applying brute physical force. Strength is involved when climbing, swimming, or jumping (both broad and high jumps). It also involves doing things like breaking free from bonds, tipping over large objects or pulling heavy things.
Agility:
The measure of speed and dexterity. How nimble a Drac is and how quick they are on their feet. Agility is involved when balancing in precarious situations as well as how quickly one can run. Agile characters also tend to be naturally stealthy and able to perform acrobatic feats.
This stat impacts acrobatic and stealth checks
Stamina:
The measure a Dracs physique, toughness, health and resistance to disease and poison. A Drac with high stamina finds it easy to pass fatigue-based checks and long tests of endurance. Be it running at a steady pace for a long time or carrying a heavy load for miles. Stamina is a unique stat as it is closely connected to both Strength and Agility.
This stat impacts endurance checks
Charisma:
A measure of how commanding, charming or intimidating a Drac is. Dracs with high charisma can be very kind and friendly or just exude an intimidating aura. High charisma lends Dracs bonuses to any sort of performance they may put on whether it's to frighten a foe or woo another Drac.
This stat impacts performance and intimidation checks
Intelligence:
A measure of how clever your Drac is, how much they recall about a familiar area and their ability to use reasoning. Dracs with high intelligence will be capable of recalling their steps, and won't struggle to remember important information or obscure details. Dracs with higher intelligence also receive a bonus to tracking as they have a better scent memory.
This stat impacts perception, investigation and history checks
Health:
The amount of imaginary hit points a Drac has. Health determines how hard of a blow a Drac can take before suffering serious bodily injury and even death. When a Drac loses a certain amount of health they will receive either a minor, moderate or severe injury. A loss of ¼ of their base health earns them a minor injury, ½ gives them a moderate injury and ¾ gives them a severe injury. The time it takes to recover from these wounds vary and are further explained in our Battle System section.
Armor Class (AC):
Represents a Drac’s natural defense from attacks. For an attack to hit it must first exceed or meet a target's AC. Tamed Dracs are capable of having higher a AC by the aid of armors and special tacks. Wild creature’s on the other hand will have an AC based on how tough its hide is.
Each of a Drac’s stats has a score, a number that defines the magnitude of that ability (IE Strength, Agility etc). An ability score is not just a measure of innate capabilities, but also encompasses a Drac’s training and competence in activities related to that ability.
A score of 10 or 11 is the average, but these scores can be improved on by training, exploring and showing. Each ability also has a modifier, derived from the score and ranging from −5 (for an ability score of 1) to +10 (for a score of 30+).
Some Drac's have ability caps, meaning some stats can not be raised above a certain level. This is to emulate realistic limitations that these creatures would face. It's the same as saying a Thoroughbred can outrun a Clydesdale. But a Clydesdale would easily out power a Miniature Pony.
Abilities can be raised to a max of 50 points (barring any build caps) but the modifier can never be more than -5 or +10. However the higher an ability score, the higher the chance is that the Drac's resulting foals will also have a high score!
All Dracs will now have stat blocks included in their import information when uploaded. Depending on the body type, some Dracs may receive higher or lower scores in certain skills to reflect their body types.
These Drac's are average in everything! They all begin with 10 pts in each stat. Traditional and Woodlands Dracs have build caps on their strength and agility stats.
Strength: 10 (+0) [Build Cap: 40 points max]
Agility: 10 (+0) [Build Cap: 40 points max]
Stamina: 10 (+0)
Charisma: 10 (+0)
Intelligence: 10 (+0)
Health: 20
AC:15
The speedsters of the Drac world, these horses receive bonuses to their Agility and Stamina. However their light nature does come with drawbacks as their strength takes a penalty.
Strength: 7 (-2) [Build Cap: 21 points max]
Agility: 14 (+2)
Stamina: 14 (+2)
Charisma: 10 (+0)
Intelligence: 10 (+0)
Health: 20
AC:15
The tanks of the Drac world, these Drac receive bonuses to their strength and health. However their heavy nature does come with drawbacks as their agility takes a penalty.
Strength: 14 (+2)
Agility: 7 (-2) [Build Cap: 21 points max]
Stamina: 10 (+0)
Charisma: 10 (+0)
Intelligence: 10 (+0)
Health: 30
AC:15
Gaining points is fairly easy to do. Players who draw or write about their Dracs simply need to keep in mind what exactly their character is doing in the piece. Does your Drac help you move aside a fallen tree? They would earn Strength! Or maybe you misplace an important piece of equipment and your Drac locates it. They would earn Intelligence! Here are some more general examples:
To gain Strength:
Move or lift something heavy or cumbersome, general training
Battle another creature
Climb a steep cliff or swim through rough waters
Bringing down a powerful prey item
To gain Agility:
Sprint, Race, RUN
Chase down speedy prey
Leap from fallen tree to fallen tree
Sneak past a large foe
To gain Stamina:
Trot for extended periods of time (an hour to more)
Swim steadily against a strong current
Mention of carrying a heavy load for long periods of time
Mention of a Drac pushing through a minor illness or sickness to continue on a mission
To gain Charisma:
Making friends with other Dracs
Scaring away a foe or potential threat
Winning a battle against a foe
Wooing a wild drac
To gain Intelligence:
Helping a Rider find their way
Aiding in the tracking of a Wild Drac
Pulling practical jokes (A drac learns how to remove their tack for example)
Training and showing (learning advanced tricks or movements)
The following guide indicates how many stat points a submission will earn the Drac. To count, the piece needs to clearly describe or illustrate something that would earn the appropriate stat point. For example, if you draw an image of your Drac napping it wouldn't earn any stats but one of the same Drac galloping through a field could earn it either agility or stamina.
Literature Submissions:
400-999 words = 1 pt
1000-1999 words = 2 pts
2000+ words = 3 pts
Literature submissions of a hostile fight and the player Drac wins:
400-999 words = 2 pts
1000-1999 words = 3 pts
2000+ words = 4 pts
Art Submissions:
Fullbody, headshot and partial body images all count so long as they are colored and include a background. For images to count for skill points it should SHOW the skill being used.
Art earns a Drac 1pt towards a shown skill.
- Sharing stories about past exercises
- Standing around thinking about things that could earn stats
- Dreaming about fighting, swimming or exploring
- Breeding
- Recalling a previous training routine or excursion
As mentioned before, the stats your Drac earns through it's life does impact its offspring. Physical stats such as strength, agility and stamina are inherited by adding both the parents physical traits together and averaging them. Learned stats such as charisma and intelligence are handled a little differently. The foals inherited charisma and intelligence will be rng'd between the two parents scores.
Color Mutations and Anomalies also play a role in stats and effect rolls. Keep in mind, just because a color or anomaly may affect a stat negatively, doesn’t mean it's inherently bad. Beautifully colored Dracs may find themselves at disadvantage simply because they don’t blend well with their environment. These effects do not need to be listed on Drac refs, they are things mods will consider when rolling interactions and such but have been made available for players to view and take into consideration.
Color mutations:
Albino: -2 to charisma checks, disadvantage on stealth checks
Brindle striping: No affect
Eye Spot: +5 to charisma checks, advantage on intimidation checks
Dart: Advantage on stealth checks if matches environment, disadvantage if not.
Platinum: +2 charisma checks, -2 to stealth
Shaman: +2 charisma checks
Wind striping: +2 charisma checks
Thylacine: +3 charisma checks, advantage on stealth checks
Valasis: Disadvantage on stealth checks
Siam: +2 charisma checks
Siam Dun: +2 charisma checks
Mock Chimera: Advantage on stealth checks if matches environment, disadvantage if not.
Civet: +3 charisma checks, advantage on stealth
Biolum: +5 to charisma checks, advantage on intimidation checks (only at night)
Nyala: +3 to charisma checks, advantage on stealth checks (only in the grasslands)
Peregrine: +3 to charisma checks, advantage on intimidation checks (only in the mtns)
Anomalies:
Chimera - Advantage on stealth checks if it matches the environment, disadvantage if not.
Heterochromia eyes - Disadvantage on perception checks
Fused horns- Gore attack becomes +1 to hit and damage is reduced to 1(d8) + 5
Elongated Sabers- Bite attack becomes 3(d6)+3 and bleed damage increases to 2(d6)
Somatic- Advantage on stealth checks if it matches the environment, disadvantage if not.
Cloven Hooves- Disadvantage on checks involving balance
Wingless- Inability to take flight in combat
Dwarfism- Strength can not be higher than 5, disadvantage on all strength checks.
Firelight Glow- +3 to Charisma checks, disadvantage on stealth checks at night