Your Ability Statistics

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Here you'll find a chart and descriptions for your Ability Statistics. 

This is also the first place you'll need to learn how to use dice.  If you don't know how to use two d10 as a d100, (or what those numbers mean), go here.  You'll find a link back to this page when you're done.

The system uses a three-tiered 1-10 scale, giving us a total range of 1-30.  For young children, most scores will be in the 1-10 range.  For the average adult, most scores will be in the 11-20 range.  And people who are naturally talented or exceptional in their statistics can achieve the 21-30 range.

Following you will find a listing of ability statistics with the average adult range possible for characters after each one.  Although the statistics range from 0-30, nearly all adults will fall under the guidelines listed below. 

Higher scores indicate more of that particular attribute. The biggest effect of ability scores is organic -- your ST should use them to indicate how you interact with the world.  For instance, if you have a high perception, the ST will give you more details of what's in your environment. 

The scale used is roughly applicable to animals as well as humans, and so you might find references to it in descriptions of creatures. A mouse, for instance, would have a strength of 1, while a child might have a strength of 7, a young woman a strength of 12, and a grown man a strength of 19. A massive Troll, however, might have a superhuman strength of 31 or 32.  Some animals will be vastly out of the human statistical range, such as a large dragon which might have a strength of 200 or more!

As a level 0 character, you cannot place any score above 25 except for Attractiveness, unless, of course, you okay it with your Storyteller. The reason for the 25 cap is that most characters begin their playing a bit younger in life and aren’t overly developed yet.

Strength, Agility, Dexterity, Willpower, Perception, Attractiveness, and Magical Perception are called your Ability Statistics. You get to place your own scores on each of them, with the number of points you have to spend determined by the following chart. As a character, you'll have mostly above-average scores.  Roll on the chart below and then divide your points between the characteristics, which are described below.

Ability Statistic Point Chart-- Roll a d100 to determine your points.

1-50   – 130

51-75 – 135

76-86 – 140

87-93 – 145

94-98 – 150

99-00 – 155

Strength -- A measure of how physically strong you are. Normal possible ranges are from 12 to 28, with 12 being a very slight, weak person, and 28 being a person able to lift full-grown men and throw them about like dolls. The average is 15 to 16 for a female, and 18 to19 for a male. 25 would indicate a huge, powerful man, and scores over 25 in strength are exceedingly rare (perhaps one person in an entire province will be a 30).  The strength score will also enhance the damage you do with a weapon.

Agility -- A measure of your body's ability to move with swift, efficient motion and balance. Ranges from 12 to 28, with 18 the average for a female and 17 the average for a male. Scores over 25 are almost non-existent without practice and extensive training.  Your agility also makes you more difficult to strike in combat and adds to your percentage for some skills.

Dexterity -- A measure of your hand-eye coordination and ability to manipulate objects with your hands. Ranges from 12 to 28, with 18 being average for both men and women. Scores above 25 are rare, but not exceedingly so.  Dexterity will also make it easier for you to hit things in combat, as well as add to your percentage for performing many skills.

Willpower -- A measure of your strength of mind, patience, and ability to resist magic.  Ranges from 12 to 25, with 18 being average. Scores cannot exceed 25 without special training.

Perception -- Your ability to sense things. This will tell the ST how much information to give you about your surroundings. Ranges from 12 to 30, with average scores being 17 for both males and females. Scores over 25 are rare, but not impossible.

Attractiveness -- A measure of your physical beauty, grace, and general attractiveness. Ranges from 12 to 30, with 15-17 being average and lower scores only occurring with disfigurement or poor hygiene. High scores can be more trouble than they're worth, because you'll tend to get predictable reactions from most people, who will either be amazed and taken with your good looks or jealous and unfriendly. Scores over 25 are rare but not impossible.

Magical Perception -- A measure of your ability to sense magic. High scores indicate natural magical talent, while low scores indicate an inability to sense or use it at all. Ranges from 12 to 30, with 17 being average for both sexes. Scores above 25 are quite rare.

To complete your character's statistics, you must also determine their rolled and compiled statistics.

Your Combat Statistics

Here are your Combat Statistics -- you'll find a description of each one and how to determine your score below. Determine them as told below, but realize that they may be modified by your Ability Statistics scores. (See Ability Score Bonuses Chart)

Reaction -- A measure of the speed with which you can react to an attack. Roll a d10 twice and take the best score.

Defense -- This is your ability to dodge or parry attacks.  Each time you are aware of an attack and the opponent scores a hit, you will attempt to roll your defense.  If you are successful, you have successfully avoided all damage.  Look at your Agility Score. If it is 12, you have a defense of 0. For every one point above twelve, add 4%. Thus an agility of 15 would give a Defense score of 12%, and an agility of 22 would give 40%. (Your Agility Score -12 X 4= Your Defense %)

# of Attacks -- This will be 1, unless you are ambidextrous, in which case it will be 1:2. (You get two attacks if you are using a weapon in each hand.) If your dexterity score is 23 or over, you will have a score of 2. If you have a dexterity score of 24, you are ambidextrous, and will have the highest number of attacks possible at 2:4. (Two with one weapon, four with two weapons)

Hand -- You are either right handed, left handed, or ambidextrous. Roll a d10 and a d6. If the d10 is higher, you are right. If the d6 is higher, you are left. If the roll is equal, you are ambidextrous.

Vitality -- A measure of your health, your body's ability to heal, and your ability to resist poison. Roll a 1d10 twice and take the best score.

Damage Points -- This is your body's ability to absorb damage. It is a combination of your evasion abilities, your training, and your natural toughness. Roll a d20 and a d10 and add them. Your roll must be above 15, or take it over.  There is a maximum number of damage points that your character can achieve.  To find your max damage points, add your strength to your vitality and multiply by two.  For instance, if your strength is 20 and your vitality is 8, take 20+8=28x2=56.  Because the maximum strength is 30 and the highest vitality is 10, the maximum number of damage points any character can have is 80.

Endurance -- This is the same score as you rolled for Damage Points. It is your body's ability to withstand prolonged demands. Very strenuous actions or spell casting will exhaust your Endurance at the ST’s discretion. Sleep must be taken to regain lost points.  Your maximum number of Endurance possible is equal to 2x your max Damage Points.  (Thus the maximum Endurance any character can have is 160.)

Inactive Will -- This is your ability to resist magic or mind control when you are asleep or not expecting the attack. It is equal to your Willpower.  Used as a %.

Conscious Will -- This is your ability to resist magic or mind control when you are actively resisting. It is equal to your Willpower multiplied by 2.  Used as a %.

Field Statistics

These are statistics you might use in the field if you are sneaking around a bandit's camp, or if you need to handle a spooked horse, outrun a wild boar, climb a ruined castle wall, or swim in murky water.

Stealth -- This is your ability to walk quietly or sneak by people who might see you. Add your Agility to your Perception.  Use as a % during each situation which entails risk. 

Speed Rating -- This is a measure of your top running speed as measured against other people and creatures.

If your Agility is --

 Your Speed Rating is --

                12

                8

                13

                9

                15

               10

                17

               11

                19

               12

                21

               13

                23

               14

                25

               15

                27

               16

                28

               17

Some Average Speed Ratings --

The Average --

 Has a Speed Rating of --

Man

 10 or 11

Horse

 20

Horse and Cart

 18

Dog

 17

You can envision this as the number of feet each creature could cover in a given amount of time.  17 is the maximum possible by a human.

Riding Ability -- Add your Dexterity to your Agility. This is your ability to stay on a horse if it spooks, bolts, gallops, or otherwise misbehaves. (Most Caradorians know how to ride a well-behaved horse in a walk, trot, or canter.)  Rolled as a % each time a horse gives you a challenge.  Failure can indicate anything from losing control (roll again to regain control) to falling off.

Climbing -- (Agility + Dexterity) +6%/rank. With rope and grapple -- Add Dexterity again. This percentage should be rolled every 10 feet. A failure indicates a fall. The percentage is based on a rough stone surface with 1/2 to 1 inch handholds. If the climbing surface is more difficult or easier, the ST should modify the percentage.

Swimming -- (Agility + Strength) +6%/rank.  Most characters can swim at 96% (even it it's only dogpaddling) if they are wearing little or no clothes and are in calm waters.  Roll the percentage for every 10 ft. that must be travelled if the character is wearing bulky clothes, is in strong currents, etc.  High waves/armour will negatively impact the percentage, while hanging onto something bouyant will give most characters a 96% chance of staying afloat per hour.  Because a failure at this role can indicate drowning, allow some leniency in most circumstances (for instance, a failure of 10-30% over the target % might simply indicate that the swimmer is driven off course or loses their sense of direction, perhaps becoming separated from companions).

You should write each score into the appropriate place on your Character Sheet.  Now you need to determine what those scores mean for your character. 

To do this, go to the Ability Score Bonuses chart.

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