Stats and the Basics of Role Playing Games

Role Playing Games (RPGs) are a game of story telling, but they are also a game of numbers. The story telling makes it fun, weaving together stories of distant times and places. The numbers though make it a game, a game of strategy and tactics. where the numbers try to express the nature of the world of the story. These numbers are called stats and everything in the game world has stats. The stats quantify everything in the system to allow a simple way to compare the nature of things. In your every day life you encounter stats all the time, how much does something weigh, how much does something cost, how high can I drop it from before it breaks, how fast can it move, how many can be made in a day. These are all stats. The system tries to keep things down to the key stats that describe the nature of the characters and the universe around them in broad terms so at to keep things simple. So while a table could be destroyed and an animal could be killed and the physics of damage is a complicated set the system just stores this as a stat called hit points that shows how much damage an item can take before it loses its primary function. But we will cover all of this later. Most of the rules are written in relation to a character. This could be a main character controlled by a player or a supporting or hostile character controlled by the GM. It doesn't matter the rules are the same. As you are probably a player let's assume that this character is your character and you are creating one to play.

Ability Scores

A character's first stats are the ability scores these are 8 values that represent the character's basic abilities. These can be further focus and specialized with skills.


Ability Score Table
Type SubType Ability Score Description
Body Brawn Strength How much physical force the character can muster. Used for power of attacks/lift mod.
Endurance How physically resistant the character is. Used for damage resistance/hold breath.
Nimbleness Dexterity This is a level of manual dexterity the character has. Used for attacks/piloting.
Agility The character's general flexibility and athleticism. Used for dodge/run/tumble ability.
Mind Cool Presence How well the character presents himself. Used for seduction/bluff/leadership.
Willpower How mentally resistant the character is. Used for resist mind control/pain.
Intellect Knowledge How smart the character is. Used for science/technology/trivia.
Cunning How aware the character is. Used for notice/initiative/hide.

Skills

There are many ways that the above stats may be specialized. A character may be better at running rather then dodging attacks. In the system, this is represented with skills. A character that is better at something has more ranks in that skill than other skills. This leads to the two basic rolls required to perform an action, the skill roll to determine success and the effect roll to determine extent of outcome.

The classic combat example of these rolls is the attack roll (which is a skill roll) and the damage roll (which is an effect roll).

Other Character Statistics

Size Level
How big the character is, roughly.
Level
A representation of how powerful the character is.
Karma
A representation of how well the character's actions align with his goals, the story goals and the mental state that accompanies that
Improvement Points
As a character advances they accrue points to get better at the things they have done
Psi
The amount of psychic energy the character can tap.
PSI = Wil + Spirit + Improved Spirit
Hit Points
How much damage the character can take.
1 per level + (Toughness including End Adj) + (Improved Toughness including End Adj)

: :

or (Epic Fantasy System)
(End - 2.5) x Level + 2 x [Toughness(Skill Only) + Improved Toughness(Skill Only) + 1]

: :

or (Cinematic HP System)
Base TDP = 2 x End
TDP per level = 1
SDP = 3 x (Toughness including End + Improved Toughness including End - 10)

Weights and Measures

This is a collection of unit conversion approximations used in this game.

Mass

Distance

Area

Volume

Time

Speed

Money

Size

Size Table
Size Height Weight Space(Radius) Reach Attack Damage Grapple Stealth Rugged Str/End Dex/Agi Slam Bite Claw Gore
-10 1/16 5g 1/512 0 +10 -10 -20 +20 0 -5 +5 -8 -7 -8 -7
-9 1/12 15g 1/256 0 +9 -9 -18 +18 0 -4 +4 -7 -6 -7 -6
-8 1/8 40g 1/128 0 +8 -8 -16 +16 0 -4 +4 -6 -5 -6 -5
-7 1/6 120g 1/64 0 +7 -7 -14 +14 0 -3 +4 -5 -4 -5 -4
-6 1/4 320g 1/32 0 +6 -6 -12 +12 0 -3 +3 -4 -3 -4 -3
-5 1/3 900g 1/16 0 +5 -5 -10 +10 0 -2 +2 -3 -2 -3 -2
-4 1/2 2.5k 1/8 0 +4 -4 -8 +8 0 -2 +2 -2 -1 -2 -1
-3 2/3 7k 1/4 1 +3 -3 -6 +6 0 -1 +1 -1 0 -1 0
-2 1 20k 1/2 1 +2 -2 -4 +4 0 -1 +1 0 1 0 1
-1 1.5 60k 1/1 2 +1 -1 -2 +2 0 0 0 1 2 1 2
0 2 160k 1 2 0 0 0 0 0 0 0 2 3 2 3
+1 3 450k 1 3 -1 +1 +2 -2 1 0 0 3 4 3 4
+2 4 1.3t 2 4 -2 +2 +4 -4 2 +1 -1 4 5 4 5
+3 6 4t 3 6 -3 +3 +6 -6 4 +1 -1 5 6 5 6
+4 8 10t 4 8 -4 +4 +8 -8 6 +2 -2 6 7 6 7
+5 12 30t 6 12 -5 +5 +10 -10 8 +2 -2 7 8 7 8
+6 16 80t 8 16 -6 +6 +12 -12 10 +3 -3 8 9 8 9
+7 24 240t 12 24 -7 +7 +14 -14 12 +3 -3 9 10 9 10
+8 32 640t 16 32 -8 +8 +16 -16 14 +4 -4 10 11 10 11
+9 48 2Kt 24 48 -9 +9 +18 -18 16 +4 -4 11 12 11 12
+10 64 5Kt 32 64 -10 +10 +20 -20 18 +5 -5 12 13 12 13
+11 96 16Kt 48 96 -11 +11 +22 -22 20 +5 -5 13 14 13 14
+12 130 40Kt 65 130 -12 +12 +24 -24 22 +6 -6 14 15 14 15
+13 200 130Kt 100 200 -13 +13 +26 -26 24 +6 -6 15 16 15 16
+14 250 320Kt 125 250 -14 +14 +28 -28 26 +7 -7 16 17 16 17
+15 400 1Mt 200 400 -15 +15 +30 -30 28 +7 -7 17 18 17 18
+16 500 2.5Mt 250 500 -16 +16 +32 -32 30 +8 -8 18 19 18 19
+17 800 8Mt 400 800 -17 +17 +34 -34 32 +8 -8 19 20 19 20
+18 1000 23Mt 500 1000 -18 +18 +36 -36 34 +9 -9 20 21 20 21
+19 1600 64Mt 800 1600 -19 +19 +38 -38 36 +9 -9 21 22 21 22
+20 2000 180Mt 1000 2000 -20 +20 +40 -40 38 +10 -10 22 23 22 23
Size
The size category and base modifier
Height
Approximate maximum for longest dimension
Weight
Approximate weight/mass
Space
Radius (in yards of occupied space) (thus a character with a radius 1 would occupy a 2 yards diameter space, a character with 2 would occupy 3 hexes or 4 squares). For fractional entries of the form 1/X, X denotes number of characters that can chare a space 1 yard in radius.
Reach
Distance out the characters melee range extends, if humanoid or has a long body type. In practice many creatures are half this. A reach of 0 indicates they can only attach into there own space.
Attack
Attack and defense modifier
Damage
Damage and Natural DR modifier, This should already be factored into appropriately sized weapon damages. A negative DR means the character takes
extra damage from attacks.
Grapple
Grapple/Overrun/BullRush check modifiers
Stealth
Stealth/Notice check modifiers
Rugged
Minimum number of times a character of this size should have the Rugged Feat.
Str/End
Str/End ability score modifiers (applied after stat buy)
Dex/Agi
Dex/Agi ability score modifiers (applied after stat buy)
Slam
Slam or tentacle attack CD
Bite
Bite attack CD/BD
Claw
Claw or sting attack BD
Gore
Gore or tail attack CD