The best place to start out with the Game System is defining the character Stats. The standard way the starting value of a stat is determined is to roll a 1d10 and that is the starting value, plus you start out with 2 Stat Points to put into any of your Stats. The standard increase of a Stat upon Leveling up is 1d4, plus any Stat Points you add which increase the stat by 1. Important Note: All of the stats that determine some other value their exact scores is that value
. Each Character has # Stats and they are:
This Sub Stat is also a Base Stat that represents the physical health of your character. This shows how much damage they can take before collapsing (essentially how tough they are).
This stat starts out at 1d100 and increases by 1d10 every time you Level up. Applying Stat Points increases your max Health by 1d4 for every point you put into your Health.
When you take Damage your Health is decreased, and when it gets to 0 your character Faints and is in danger of Dying (see Health and Death section for details). There are also no Stat Roll Checks for this stat.
Constitution is how tough your character is and determines their resistance to bodily harming affects. All Stat Roll checks for this Stat are used whenever you need to resist a bodily harming affect like Poison or Paralysis.
Your Constitution score is also added on to your max Health.
This Stat's starting value and method of Level up are both the standard way.
Strength is how strong your character is. Stat Roll Checks for this stat are used whenever you need to show your strength in a tough spot either to escape from any sort of Grapple or move something incredibly heavy.
This Stat's score determines your Melee Attack which you add to the damage done with any melee weapon or when unarmed (which unless you have the Improved Unarmed Attack Skill it is 1d4). Your Melee Attack can be increased by Skills that you use when attacking or by Attributes you have.
Will is how strong your character's mind is. It determines your Mental Health and Magic Defense.
Mental Health is essentially how stable your Mind is at the current moment. This starts out as 10 (base Mental Health) + Will Score. Your Base Mental Health increases by 1d6 whenever you Level up. If this ever gets to 0 then your character will snap and go insane. The way it goes down is if you ever receive a mental shock or mental damage from seeing something horrifying or whenever a mental power corrupts your thoughts or weakens your mind. There are ways to restore mental health. You can restore it by either sleeping, not every sleep does this, (see Resting for more details) or by either drinking a calming drink like Oolong Tea or using Calming Incense and relaxing while breathing it in slowly (see the items listed there in the Item section for info).
Will also determines Magic Defense. In old times a strong mind was always said to be what could ward off Magic. When you get hit by a Spell that deals Damage, you reduce the amount by your Magic Defense. Some equipment may increase this.
Will also determines Magic Power. This is the numeral value that is added on to other numeral values of the Spells you cast (what this value is added on to is listed by the Spell)
Will Stat Checks are used to resist mind harming affects. This Stat's starting value and method of Level up are both the standard way.
Intelligence is how smart your character is. This stat is only used for its Stat Checks when your character needs to show their knowledge and understanding of things. This Stat's starting value and method of Level up are both the standard way.
Your Dexterity is your character's reflexes and coordination. All Stat Checks for Dexterity are used whenever you need coordination to solve a problem. This Stat's Score determines your Reflexes and Accuracy.
Reflexes are added onto your Dodge Rating whenever you need to roll to dodge either an attack or other form of hazard.
Accuracy is your chance to hit an opponent (see Combat for more details) and your Dexterity increases your Weapon's Accuracy (for Unarmed your Weapon Accuracy is your Agility). This Stat's starting value and method of Level up are both the standard way.
Agility is how fast your character is. Stat checks for Agility are used when you need to move fast to get out of a tough spot (like outrunning a monster for instance).
Agility is also added to your Reflexes to determine your Dodge Rating (see Combat button for details) and is your Weapon Accuracy for fighting unarmed or with a weapon that goes on your fist (like Brass Knuckles for instance). This Stat's starting value and method of Level up are both the standard way.
Charisma is how persuasive you are. All this stat is used for are the Stat checks to talk yourself out of a tight spot. There are several Charisma based skills that increase your chances of success when using words to get out of a tight place. This Stat's starting value and method of Level up are both the standard way.