Stats
All characters have eight base stats: Prowess, Athleticism, Strength, Awareness, Willpower, Presence, Stealth, Essence. Every stat may have substats, more specific stats that fall under the main stat. All stats are on a scale of 1 to 22 for most characters, with more powerful mortal beings going up to 42 in very rare cases, and inmortal beings going well beyond that. Your character's stats will fall between 5 and 22, usually.
| Score |
Description |
| 1 |
Infantile |
| 2-4 |
Childlike |
| 5-7 |
Below average |
| 8-10 |
Average |
| 11-13 |
Professional |
| 14-16 |
Elite |
| 17-19 |
Superlative |
| 20-22 |
Record-breaking |
| 23-42 |
Beyond mortal |
| 42-90 |
Inmortal |
| 90+ |
Divine |
Prowess (PRO)
Prowess is the ability of the character to fight, but it also includes fine motor control, proprioception, dexterity, and other combat abilities. Many characters will have a specific substat here for the melee weapons they use. Missile weapons are a skill, not a default prowess substat. This is the default skill for blocking or parrying an attack, or for attacking someone. Characters whose main focus is fighting may use PRO for their reaction score.
Common PRO substats: primary melee weapon, dexterity, parry, block, wrestling, martial arts, fine motor control, throwing, proprioception, reaction
Athleticism (ATH)
Athleticism is the ability of the character to move. It includes agility, endurance, climbing, swimming, sports, speed, jumping, and other athletic abilities. This is the default stat for dodging an attack. Any character who can fly defaults their flight ability here.
As speed is part of ATH, ATH determines movement. In combat, a character with average ATH (8-10) can move 30' walking. Anything more than 10, their movement increases 5' per point. Below 8, their movement is 15' between 5 and 7. At 4, their movement is 10', at 3 it is 5', and at 2, they move less than a foot without assistance. At a 1, they cannot move at all without assistance. Flight is double if unimpeded in air; swimming or climbing is a third if unimpeded in water. However, certain species are adapted to swimming or climbing and this is reversed. Dashing, running, or jumping increases movement but requires an ATH roll (failure means tiring out or missing the mark on a jump). Some species can tunnel or dig to move, and the movement rules for that should be discussed with the GM.
Common ATH substats: dodge, agility, acrobatics, endurance, climbing, swimming, jumping, speed, sports, flight, balance, movement
Strength (STR)
Strength is the physical power of the character. It includes lifting, pushing, pulling, and anything that is a matter of raw strength. This stat is also rolled for damage when attacking someone (for both stun and wound), and for toughness and defense when being attacked (for both stun and wound). It is also where constitution and physical resistances are.
Common STR substats: damage, toughness, constitution, physical resistances (disease, poison, heat, cold, etc.), push, lift, pull, kick, punch
Awareness (AWA)
Awareness is the character's ability to notice things, to understand things, and to put two and two together. This includes perception (all five main senses, any magical senses), memory, and insight. This is also the default stat for reaction, which is what the character rolls for initiative at the start of a battle.
As perception is part of AWA, the perceptive range of a person is determined by this stat. An average human can see up to three miles away at sea level due to the curve of the horizon if unimpeded by obstacles, though clarity of vision fades before that. While the horizon becomes an immutable obstacle for most no matter how high their vision, perception, or AWA is, the clarity within that range increases as the scores do. Thus, someone with a vision of 8 to 10 can see clearly for 50'. Below 8, their visual range reduces by 5' per point below. Above 10, it increases by 5' per point above. Elevation, obstacles, light, and other factors affect this greatly.
Hearing is also affected, but hearing is dependant partly on distance and mostly on volume and frequency. Smell is similarly affected by the type of odor and intensity of it. Consult the GM for details on ranges.
Common AWA substats: perception (vision, hearing, smell, taste, tactile), memory, insight, reason, understanding, investigation, analysis
Willpower (WIL)
Willpower is the mental strength of the character. This is the stat for discipline, resisting mental attacks, resisting temptations, and for matters of conviction. This would be rolled to maintain a disciplined routine, to resist psionic attacks, to push past limitations and conditions like exhaustion or hunger, and to focus on specific.
Common WIL substats: discipline, mental resistances (vs. mental magical effects, vs. temptation, vs. confusion, vs. exhaustion, etc.), faith, belief, conviction, self-control, mental endurance
Presence (PRS)
Presence is the social abilities of the character, the force of their personality. This is the stat for persuasion, for reading people's demeanor or mood, for reading the room, and the default stat for any kind of performance or social deception. This stat does not necessarily correlate to charisma or charm. Some people may have a high PRS while having a personality that is abrasive, forceful, or even awkward because they are skilled with language, have a dominant presence, or intimidate people.
Common PRS substats: persuasion, deception, intimidation, read people (haptics), body language, seduction, social acuity, emotional intelligence, nonchalance, performance, distraction, charisma
Stealth (STH)
Stealth is the ability of the character to sneak and hide, to go unnoticed. This includes direct hiding and sneaking and smaller actions, like sleight-of-hand. This also includes things like avoiding leaving fingerprints or other evidence behind.
Common STH substats: sneak, hide, sleight-of-hand, conceal object, cover tracks
Essence (ESS)
Essence is the magical power of the soul of the character. This is usually relevant to their magical abilities and powers, to attacks that target souls, and to luck.
Common ESS substats: soul defense, magical attack, magical defense, luck, faith