PSG uses dice values to represent stats. A standard starting stat in a given area is equal to a D6. This represents the ‘average’ of a given stat on a bell curve. It provides a potential for a given stat, in this case, a 1-6 value, where 1 is very poor, and a 6 is very good. Lower dice values, such as a D4, will have a lower potential while higher dice values (D12) will have a greater potential. PSG does not use static stat ratings. The nine stats (three per each group, Physical, Mental, and Social/Spiritual) are described below in detail.
Strength (Str., Physical): the Strength stat measures an individual’s physical power and brute force. Characters with high Strength can wield heavier weapons, carry more gear, and deal significant damage in combat. They excel in melee attacks, smashing through enemy defenses and performing feats of physical prowess like lifting heavy objects or breaking down barriers. Strength also influences the ability to perform certain actions, such as climbing, swimming, or grappling. A character's muscle mass and endurance are reflected in this stat, making them formidable in face-to-face confrontations and physically demanding tasks. It’s the go-to stat for warriors and other combat-focused classes.
Strength gauges a character’s physical strength potential, muscle mass, and physical force. High strength scores also increase the base physical damage rolled in melee and hand-to-hand combat. Strength scores generally do not apply to damage caused by propelled ranged weapons or guns. As a general rule, a character with a D4 strength can lift half his body weight. D6 strength is 85% of his body weight, and a D8 is 105% body weight. Individuals with D10 strength can lift 145% of their body weight, and those with a D12 200% of their body weight. Each “+1” adds a bonus 10% to lift weight.
When considering magical applications, the strength stat is closely associated with the magical school of Earth.
Example: A character that weighs 200 lbs. (with nothing on) and has a D10+1 Strength rating could lift 290 lbs. (145%) + 20 lbs. (10%) for a total of 310 lbs. Note that lift weight and encumbrance are not the same value.
Encumbrance (Optional) - is defined as a burden or impediment. This refers not only to the weight carried but also to impediments and movement restrictions that are not based on weight. Often, encumbrance is a function of both factors. To determine the Encumbrance of a given character and how fast they can move, use the following charts. Some GMs choose to totally ignore encumbrance so long as the PCs adhere to common sense when carrying items. The tables provided here are designed to give some common ground.
Dexterity (Dex., Physical): Dexterity governs how swiftly and smoothly a character can move. Whether it's performing acrobatic flips, sliding under obstacles, or executing tight, evasive maneuvers, high Dexterity ensures that every action is fluid and flawless. In the heat of combat, the character’s keen eye tracks the slightest motion, and their hands respond with lightning speed. Be it nocking an arrow, picking a lock, or throwing a dagger with pinpoint accuracy, Dexterity ensures precision and quick reaction times. Each leap, twist, and roll is executed with perfect balance and speed, making the character a blur of motion. Dexterity is more than just a stat; it defines the character’s ability to adapt and react with finesse. It’s the difference between a clumsy stumble and a breathtaking display of ability.
This stat encompasses several physical attributes, including hand-eye coordination, agility, reaction speed, reflexes, and balance. Dexterity affects a character’s reaction to threat or surprise, his accuracy in combat, and his defensive rating to avoid getting hit. It is a prime requisite of stealthy characters such as rogues. High dexterity increases a character’s Armor Class (AC) and skills that require a soft touch (like lock picking). Higher dexterity stats increase chances of hitting both with melee and ranged attacks.
Dexterity is closely associated with the magical school of Dimensions and Distance.
Constitution (Con., Physical): Constitution is a reflection of a character’s stamina and physical well-being. Those with high Constitution rarely fall ill, recover quickly from injuries, and can withstand the harshest of environments. Their bodies are a fortress against the elements and diseases. Higher constitution dice rating can grant bonus hit points and physical resistance rolls. allowing them to shake off poisons, resist fatigue, and withstand magical assaults that target their physical form.
A character’s constitution rating equates to his physique, fitness, overall health, his ability to endure physical hardship, and ability to overcome injury and disease. Constitution is also key when resisting physical shock to the body, such as from an electrical attack. It is also helpful in overcoming the effects of poison, toxins, drugs, radiation, and hazardous wastes. Constitution is important because it is the measure of how long a person can accomplish heavy labor, sustain combat, and run/swim long distances. Constitution can be used to determine how many times a character can be pulled out from a coma or brought back from death.
Constitution is closely associated with the magical School of Life.
Intelligence (Int., Mental): Intelligence reflects the character's ability to learn, recall, and apply information. Those with high Intelligence can unravel complex puzzles, master multitask, and recall obscure facts at will. Their minds are a repository of knowledge, enabling them to strategize and outwit their foes. In the heat of battle, a keen mind can be as valuable as a sharp blade. Characters with high Intelligence excel in devising strategies, predicting enemy movements, and exploiting weaknesses.
This stat represents the character’s memory, reasoning, and learning ability. Intelligence is the prime stat for wizards, scientists, and scholarly characters. This stat provides a general indication of a character’s mental acuity. Semi-intelligent (Lower than a D4) creatures/animals may be able to speak or understand simple verbal commands but often react to situations instinctively or impulsively. Moving up the scale, individuals with higher ratings pick up new concepts more easily and with greater speed. Individuals with a D10 intelligence are seen as highly intelligent, while those with a D12 rating are in the genius category. Those with high ratings are able to process a larger amount of information and multi-task with greater ease.
It is not surprising that intelligence is closely linked to two magical schools: Primal Essence and Power/Forces.
Learning Slots/Multi-tasking (Optional): Because training should be a key part of any campaign, it is important to determine how many things a given character can accomplish in a given span of time. It is assumed that player characters (PCs) are capable of multitasking. They can juggle, manage, and accomplish more than one thing at a time. The number of things a given PC can manage is based on the intelligence stats.
Example: A character with a D10 intelligence Stat wants to learn Spellcraft (D4) (tier-6 Skill) and Small Weapons Group (D4) (tier-7 Skill). Because he has 3 learning slots, he can learn these two things at the same time 10% faster than the standard rate while adventuring (which takes up his last learning slot). Therefore he learns the Spellcraft-D4 in 5 days and weapon skill (D4) in 6 days.
Example: A character with a D4 intelligence Stat wants to boost his Animal Lore skill from D6 to D8 (tier-3 Skill). He must stop adventuring because he can only do one thing at a time and devote his full attention to boosting his skill. It will take him 35% longer than normal to accomplish this, or a total of 12 days.
Wisdom (Wis., Mental): This stat is a composite of a character’s enlightenment, judgment, guile, common sense, and, most importantly, willpower. It is a prime requisite for priests, mentalists, and monks. Characters with low wisdom stats are brash, prone to bloodlust, impulsive, and easily motivated by external emotional stimuli. Those with lower wisdom stats may have difficulty staying on task and pushing forward under great resistance. Wisdom is closely associated with the priestly school of Faith.
Perception (Per., Mental): embodies a character's acute mental awareness and keen physical senses. Mentally, it sharpens their intuition, enabling them to discern hidden motives and sense magical auras. Physically, it heightens their ability to see, hear, and feel subtle changes in the environment, such as spotting distant movement, detecting faint sounds, and sensing minute vibrations. A high Perception stat allows characters to remain ever-vigilant, expertly navigating through shadowed forests and bustling marketplaces alike, always a step ahead of lurking threats and hidden treasures.
A character with a good perception rating is keenly aware of his surroundings. In a physical sense, this stat covers eyesight, hearing, tactile senses, smell, and taste. In a mental view, individuals with elevated stats are able to distinguish between acute color changes, pick out an individual hiding in a crowd, judge distances more accurately, or identify an individual by smell. This stat can be used to identify temperature variations or possibly identify a poison by smell or taste. Those who possess lower perception stats can justify flaws such as bad eyesight, hard of hearing, or similar disadvantages.
This stat is closely associated with the magical school of Thought.
Charisma (Cha., Social): in a fantasy game embodies a character's innate ability to influence, inspire, and lead others through sheer force of personality. It represents their social prowess, allowing them to captivate audiences with their words, charm allies into loyalty, and negotiate with even the most stubborn of opponents. With high Charisma, characters can sway public opinion, forge powerful alliances, and resolve conflicts with a few well-chosen words. This stat reflects the essence of their interpersonal skills, making them a beacon of confidence and a master of persuasion in the intricate dance of social interaction. Characters with high charisma ratings are hard for NPCs to forget.
This stat measures a character’s persuasiveness, personal magnetism, and leadership ability. It is not a reflection of physical attractiveness (see Appearance for attractiveness). Charisma determines how the creatures interact with the character, how much they trust him/her, and if they are willing to follow/agree with the character. Charisma serves an important function in the game because it helps to determine Non-Player Character (NPC) reactions, interactions/limitations on hirelings and retainers. It may also be useful in bargaining and diplomatic negotiations. On the battlefield charisma can be a factor in the number and range of troops that can be commanded. This stat is vitally important to paladins, politicians, and diplomats.
Charisma is closely associated with the magical school of Spirit.
Appearance (App., Social): Also called comeliness, is the measure of physical beauty/attractiveness. Some aspects include but are not limited to, smooth skin, silky hair, bright eye color, and sexual appeal. In some cultures, appearance is also a measure of vitality. Individuals who have elevated appearance dice have an easier time getting what they want simply by displaying their assets effectively. This stat is often overlooked in role-play situations, and some GMs place little importance upon it, but if used effectively, it can be a very powerful persuasion/seduction tool.
Appearance is closely associated with the magical school of Time.
Luck (Luck, Social): This stat is very difficult to define from a character’s perspective. It is commonly an unidentifiable quality that allows chance to favor the character. Individuals with high luck stats are often quick-witted and know how and when to capitalize upon opportunities. A lucky person MAY be able to avoid unpleasantness or, when such is unavoidable, overcome such situations more easily. Luck cannot change reality, the world, death, or damage. It only affects the character. It can affect games of chance, some resistance rolls, or allow a character to miraculously survive things that individuals with lower luck stats cannot. Luck is also applied to determine initiative; those with higher ratings often react quickly.
Luck is closely associated with the magical school of Probability.
Raw Luck Roll (single dice; these rolls should be very rare): This is always under the preview of the GM; however, there are some guidelines. The TD of a Luck Roll should ALWAYS be determined before the dice are rolled. If the dice roll cannot achieve the TD, there is no chance of a lucky event – it is simply beyond the realm of possibility for that character. The STANDARD progression is a TD:5 for simple luck events, 10 for major luck events, and 15 for impossible luck events. This is the reason the LUCK stat is important. There are NO ‘CRITICAL LUCK ROLLS’; the effect of a luck roll is based on TD when a raw luck dice is rolled.
Standard Luck Rolls (always involve 2 or more dice and are often more common than raw luck rolls): Often rolled in conjunction with a skill (and rarely with other stats); these rolls limit the area in which a person can get lucky. A Luck + Dodge focuses on the availability of cover in the local area that may be helpful to a PC. It can be used instead of the standard Dexterity + Dodge if the TD for a normal dodge is too high or if environmental events can be more useful. A Luck + Perception roll can be used to notice something out of the ordinary when someone is NOT looking for it. A Luck + Ranged Weapon Attack skill can be used when a person is providing cover fire rather than targeting a specific creature. These examples often take into account that the player or the GM is looking for a non-standard application of the mechanics (a legal way to grant a bonus or another option without using the standard rules). Such uses should be requested and/or applied when standard options are beyond reach – and should be justified by role play. It should be noted that Critical rolls can be applied to Standard Luck Rolls at the whim of the GM and would be luckier than a standard success.
Things to Consider: Luck is a function of dice rolling in the first place (see critical rolls above). Winning a fight by pure luck (luck rolls stated above) cheapens the victory. However, it should also be stated that the PCs are a cut above the normal and have a destiny to walk. The balance between these aspects is a narrow road for the GM, which is often not clear till the day after the event transpires. Luck should never totally remove the element of risk, though it can reduce the impact/severity of some occurrences.