Detailed explanation of our stat mechanics! Stats are handled by a spreadsheet. The math is here for your personal enjoyment, and you are not required to understand or calculate it.
Flux Score: The total amount of Flux your character posesses. Represents their progress, similar to levels would.
Flux Modifier (FluxMod): Flux Score / 10 rounded down. Minimum 1
Energy: Energy = Flux Score
Slayer, Sentry, and Survivalist: Energy = Flux Score
Specter: Energy = Flux Score + 5 per 20 Flux (starting at 1)
eg. 5 Flux Specter has 10 energy (5 + 5). 20 Flux Specter has 30 energy (20 + 10)
Save Modifier (SavMod): Flux / 25 rounded down. Minimum 0
Players will utilize the Stat Calculator to keep track of their characters stat. You will need to fill the highlighted fields with your character's Flux Score, Species, Profession, and Height. The Calculator will then give you all the information you need to play your character. It can be updated at any time as your gain levels, upgrades, equipment, and buffs/debuffs that affect your stats.
Below, you will find the details for the substats listed. This will help you understand how your character choices affect their stats, but you are not required to calculate anything by hand.
Substats include Vigor, Damage Bonus, Attack Score, Precision, Evasion, and Saves.
Vigor (Vig): Base Health + FluxMod *ProfessionVigor
Base health is determined by your height.
Towering: 15
Tall: 12
Average: 10
Short: 8
Small: 5
Health is boosted once every 10 flux, by an amount determined by your profession.
Slayer: 5
Sentry: 3
Specter: 2
Survivalist: 1
Standard: 1
Multi-Attack: 1 + (Flux Score / 25)
The number of strikes able to be performed on multi-attack.
eg. A Sentry with 60 Flux can perform 3 full attacks in one standard action.
Damage Bonus (DMG): Base + Height (+ Weapon Bonus if applicable)
Your basic damage score you deal without any powers.
Damage can be increased by using weapons of receiving buffs from powers and brews.
Height Modifier: [Towering (+2), Tall (+1), Average (0), Short (-1), Small (-2)]
Base Damage:
Base damage is determined by profession
Slayer: +6
Sentry: +4
Specter: +2
Survivalist: +2
Standard: +0
eg. A towering Slayer deals 8 base damage
An average Sentry deals 4 base damage.
A small Survivalist would deal 0 base damage.
**0 Damage is defaulted to 1, but cannot improve past 1 until actual score is 2 or higher.
Precision and Evasion both increase every time you gain flux, but uniquely scale over time for each profession. Input your Flux, Profession, and Height into the Stat Calculator to determine your precision and evasion.
Precision and evasion grows with Fluxmod, at a different rate for each profession.
Slayers: Good at melee precision, worst at ranged precision. Poor evasion.
Sentries: Best at melee precision, good at ranged precision. Poor evasion.
Specters: Best at ranged precision, worst at melee precision. Decent evasion.
Survivalists: Poor at ranged and melee precision. Best at evasion.
Height Modifier
Your character's size will affect their evasion stat as follows
Towering: -20%
Tall: -10%
Average: +0%
Short: +10%
Small: +20%
Chance to hit: Attacker's Precision - Target's Evasion
Chance to hit is rolled via a 1d100
To hit your diceroll has to be equal or below the total hit chance.
eg. Winston (Tall Sentry) with 12 Flux has a melee precision of 52.
He is attacking Baldur (Average Specter) with 15 Flux. His evasion is 35.
Chance to Hit: 52 - 35 = 17 -> Winston needs to roll between 1 - 17 to hit.
Typically you will not know your enemy's evasion. The DM will tell you whether or not you hit.
All Saves: All saves are equal to the SavMod + Professional Bonus
eg. Slayer with 60 Flux has a +2 SavMod and a +3 SvPh from profession, for a total of a +5 to Save vs Physical
Save Modifier (SavMod): Flux / 25 rounded down. Minimum 0
Professional Bonuses:
Slayer
Save vs Physical (SvPh): + 3
Save vs Mental (SvM): - 1
Save vs Environmental: + 1
Save vs Poison (SvPs): + 2
Save vs Warp (SvW): + 2
Sentry
Save vs Physical (SvPh): +1
Save vs Mental (SvM): +3
Save vs Environmental: -1
Save vs Poison (SvPs): +1
Save vs Warp (SvW): -3
Specter
Save vs Physical (SvPh): -1
Save vs Mental (SvM): +1
Save vs Environmental: -2
Save vs Poison (SvPs): -1
Save vs Warp (SvW): +3
Survivalist
Save vs Physical (SvPh): -2
Save vs Mental (SvM): +1
Save vs Environmental: +4
Save vs Poison (SvPs): +2
Save vs Warp (SvW): -1
Standard
Save vs Physical (SvPh): -2
Save vs Mental (SvM): -2
Save vs Environmental: 0
Save vs Poison (SvPs): -2
Save vs Warp (SvW): -1
Skills can be used in all kinds of crazy situations, combat or otherwise. Every character comes with starting skill bonuses that can be influenced by history, profession, build, species, and training.
Skill training and history bonuses are not available yet.
View a summary of all profession, build, and species skill bonuses here