Elysium unicorns have a set of 6 stats that define their strengths and weaknesses. These stats can be increased through successful combat, adventuring or items available in the group shop. Players also have the option of completely ignoring these stats as they have been implemented most importantly for our Adventuring System and to resolve combat situations.
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 character 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 character 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 character's physique, toughness, health and resistance to disease and poison. A character 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. Stamina may also be involved when a character is trying to push through a difficult task or is being pushed to their extremes when resisting a magical effect or condition.
This stat impacts endurance checks
Charisma:
A measure of how commanding, charming and confident a character is naturally. Characters with high charisma are often well liked and easy to get along with. They tend to be the best ones to go to for the latest gossip or news. They also tend to effortlessly blend into crowds and easily join conversation. Characters with high charisma can often convince others to side with them with ease or perhaps intimidate someone to avoid a fight. Herd Leaders tend to have high natural Charisma (receive a leadership bonus to this stat).
This stat impacts performance and intimidation checks
Intelligence:
A measure of how clever your character is, how much they know, and their ability to use logic and reasoning. Characters with high intelligence will be capable of recalling details about history or the natural world with ease. They won’t struggle to remember important information or obscure details. Characters who unlock and wish to primarily fight with magic will unlock more powerful magics and the ability to cast more spells with higher intelligence.
This stat impacts perception, investigation and history checks
Health:
The amount of imaginary hit points a character can have. Health determines how hard of a blow a character can take before suffering serious bodily injury and even death. When a character 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. Should a character hit 0 health (or HP) they are 'incapacitated' and begin making what we call 'Death Saving Throws'. To pass a death save, a character has to roll a 10 or higher. If they roll below a 10 it's considered a fail. Three passes and the character stabilizes but is left at 0 hp. They will require some sort of healing to fully recover. Should they fail three times then they are declared deceased.
Armor Class (AC):
Represents a character's natural defense from attacks. For an attack to hit it must first exceed or meet a character's AC number. For characters, their AC can only be raised by finding items or armors hidden across the world. Certain spells and magical abilities may also raise a characters AC temporarily in battle. A monster's AC depends on how tough its hide is or if they have any sort of magical effect making them harder to damage.
Each characters’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 the character’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 character'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 character's resulting foals will also have a high score!
Depending on the body type characters begin their adventures with related starter stats. Additionally, certain body builds are subject to what we call build caps. A unicorn built like a heavy set Ardennais would only be able to raise their Agility to a set level compared to say a unicorn built more like a Thoroughbred. These build caps are intended to make our system a little more true to real life limitations characters would face.
Light body unicorns tend to be weaker physically and have less health but have higher than average agility. Their stealth receives a bonus when rolled because their small size allows them to hide easily in plain sight.
Strength: 7 (-2) [Build Cap: 21 points max]
Agility: 14 (+2)
Stamina: 14 (+2)
Charisma: 10 (+0)
Intelligence: 10 (+0)
Health: 10
AC:15
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
Heavy body unicorns are the ‘thic’ boys of Elysium and thus receive bonuses to their strength and health. However their heavy nature does come with drawbacks. Their agility receives a cap and their stealth rolls are at disadvantage.
Strength: 14 (+2)
Agility: 7 (-2) [Build Cap: 21 points max]
Stamina: 10 (+0)
Charisma: 10 (+0)
Intelligence: 10 (+0)
Health: 30
AC:15
Stat points can be earned in several ways. Characters may engage in combat, they may take on a daring adventure or they may have their stats boosted with items from the Elysium Shoppe.
Unicorns who opt to take on threats head on will earn stat points whether or not they actually win the fight. In addition to earning stats Unicorns who walk away victorious will also earn experience points (EXP). Like most video games and other stat systems, EXP is used to determine what level a character is! Leveling in important to strengthening your character as it not only provides additional stat points but also health for your characters!
EXP earned is determined by the strength and difficulty of the enemy faced by a character. Curious to learn more? Well all the foes of Elysium have been given stats! These monsters and enemies can be reviewed on the Elysium Monster Manual to learn of their armor class and base health. Before engaging in combat its advised you check out these beasties to know just how challenging a foe you may be facing. After all, injury and even death are always a risk when battling.
Winning a battle will earn your Unicorn 2 stat points to be put into the stat of your choosing plus EXP.
Losing a battle will earn your Unicorn 1 stat point.
Leveling
Leveling up a character grants them several benefits and bonuses. Arguably the most important thing it does is it increases your characters general health! Depending on the build they have will determine the range of health they may earn upon leveling.
Light Build characters see their health increase by 1 (d8) per level up.
Standard Build characters see their health increase by 1 (d10) per level up.
Heavy Build characters see their health increase by 1 (d12) per level up.
Leveling up characters also increases our magic users spell casting modifier! Being a higher level means your spells have a higher chance of hitting their targets which is always a good thing.
Character's level up when a set amount of XP is earned, these amounts can be seen HERE
As mentioned before, the stats your character 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.
Herd Leaders also receive a Charisma bonus for being a leader! This is a +2 to their Charisma which, should a character be removed from their leadership position, would then be removed. The opposite could be said for an exiled character or a character who is made a leader with an Additional Leader Unlock.
Special Items such as armors or decorative items may also lend characters equipped with them bonuses to various stats or checks. Be sure to double check when seeking them out or applying them to characters!