Stats

Stats are how we determine what characters can and can’t do, and how good they are at doing the things that they can do. They are numerical representations of your character’s physical and mental abilities and range from 1 to 101. On this page you will find explanations of what each stat represents, how to interpret stats in freeform RP, and charts to calculate your bonuses to hit and damage.

STAT OVERVIEW

Even in freeform RP, stats can be used to interpret your character’s abilities without having to use rolls. Below you will find a rough guideline, but know that this is not gospel.

Stat Rating

Description

1 - 10

Below average; character has an impairment of some kind

11 - 20

An average person without training

21 - 40

Normal human ranges; trained athletes

41 - 60

High end of human; olympic athletes

61 - 80

Beyond normal human physiology; enhanced humans

81 - 100

High-end superhuman

101+

Nearly godlike

Characters have 7 Primary Stats and 3 Secondary Stats. Primary stats can be increased directly, by allocating stat points when a character levels up. Secondary stats are not increased directly; they are tied to their respective primary stats and increase in relation to the primary.

Characters have 105 initial stat points to distribute. No single stat may exceed 25 at character creation. They also have 150 points to divide between the secondary stats of HP and MP. This is only to set the base levels of the stats, and there will be no further points to distribute for HP and MP.

Characters gain 5 points per level to increase their stats.

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PRIMARY STATS

Strength (STR)

A measure of your character’s physical power and muscular fitness. It is how hard they can hit with melee weapons or fists, and how much weight they can lift or carry. Strength determines damage with melee and unarmed attacks as well as bonuses to roll for those attacks.

Strength Rating

Damage Rating

Bonus to Roll

1 - 10

+10

-1

11 - 20

+15

0

21 - 30

+20

+1

31 - 40

+25

+2

41 - 50

+30

+3

51 - 60

+35

+4

61 - 70

+40

+5

71 - 80

+45

+6

81 - 90

+50

+7

91 - 100

+55

+8

101 +

+60

+9

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Dexterity (DEX)

A measure of your character’s speed, agility, and reflexes. It is how fast they can run, how quick they can react, how much coordination they have. It also governs fine motor skills and so is used for sleight of hand, pickpocketing, lockpicking, and other such rolls. Dexterity adds to your character’s Evasion rating.

Dexterity Rating

Bonus to Evasion

Bonus to Roll

1 - 10

0

-1

11 - 20

0

0

21 - 30

+1

+1

31 - 40

+1

+2

41 - 50

+2

+3

51 - 60

+2

+4

61 - 70

+3

+5

71 - 80

+3

+6

81 - 90

+4

+7

91 - 100

+4

+8

101 +

+5

+9

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Perception (PER)

A measure of your character’s senses, particularly eyesight. It is also how well your character can aim a ranged weapon. Perception is used to determine base damage and bonuses to roll for ranged attacks, as well as spot checks.

Perception Rating

Damage Rating

Bonus to Roll

1 - 10

+10

-1

11 - 20

+15

0

21 - 30

+20

+1

31 - 40

+25

+2

41 - 50

+30

+3

51 - 60

+35

+4

61 - 70

+40

+5

71 - 80

+45

+6

81 - 90

+50

+7

91 - 100

+55

+8

101 +

+60

+9

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Endurance (END)

Your character’s physical resilience, how healthy they are and how well they can tolerate pain. Endurance determines your character’s Hit Points (HP). Increases to HP are calculated before a character’s stat points are allocated. So if you put points into endurance to bring it to the next tier, you have to wait until your next level up to receive your new HP bonus.

Endurance Rating

HP Gained per Level

Bonus to Roll

1 - 10

+20

-1

11 - 20

+30

0

21 - 30

+35

+1

31 - 40

+40

+2

41 - 50

+45

+3

51 - 60

+50

+4

61 - 70

+55

+5

71 - 80

+60

+6

81 - 90

+65

+7

91 - 100

+70

+8

101 +

+75

+9

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Intelligence (INT)

Your character’s ability to solve complex logical problems, their aptitude for technology, and their overall ‘book smarts’. Intelligence governs hacking rolls, the construction of explosives, and the operation and repair of various machines. A hacker’s IP is based on their Intelligence (see Hacking rules).

Intelligence Rating

IP Damage Rating

Bonus to Roll

IP Rating

1 - 10

+0

-1

0

11 - 20

+5

0

20

21 - 30

+10

+1

40

31 - 40

+15

+2

60

41 - 50

+20

+3

80

51 - 60

+25

+4

100

61 - 70

+30

+5

120

71 - 80

+35

+6

140

81 - 90

+40

+7

160

91 - 100

+45

+8

180

101 +

+50

+9

200

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Willpower (WIL)

Your character’s mental and spiritual fortitude. It represents their ability to understand, channel, and control magical energy. Willpower determines base damage and bonuses to roll for spells. It also determines a character’s Mana Points (MP)

Willpower Rating

Damage Rating

Bonus to Roll

MP Gained per Level

1 - 10

+10

-1

0

11 - 20

+15

0

15

21 - 30

+20

+1

20

31 - 40

+25

+2

25

41 - 50

+30

+3

30

51 - 60

+35

+4

35

61 - 70

+40

+5

40

71 - 80

+45

+6

45

81 - 90

+50

+7

50

91 - 100

+55

+8

55

101 +

+60

+9

60

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Charisma (CHA)

Your character’s social intelligence, persuasiveness, and a certain je ne sais quoi that can make them appealing to other people. It is used to read people, to bluff, and to command summoned minions. It is not a measure of physical attractiveness.

Charisma Rating

Bonus to Roll

1 - 10

-1

11 - 20

0

21 - 30

+1

31 - 40

+2

41 - 50

+3

51 - 60

+4

61 - 70

+5

71 - 80

+6

81 - 90

+7

91 - 100

+8

101 +

+9

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SECONDARY STATS

Hit Points (HP)

Hit Point are tied to Endurance. They represent your character’s physical fortitude and determine how much damage your character can sustain. When a character reaches 0 HP they are considered Mortally Wounded and must be given medical attention. Mortally Wounded characters must also roll for injury (see Combat rules). If they do not receive medical attention within 2 rounds, they are dead.

Mana Points (MP)

Mana Points are tied to Willpower and represents the amount of spiritual energy your character possesses. They are the currency of magic; each spell cast will cost a certain amount of MP. When a character’s MP reaches zero, they can no longer cast magic and will suffer various fatigue effects. MP can be restored by items in combat, or a character can rest out of combat.

Evasion (EVA)

Evasion is a measure of how difficult it is to cleanly hit your character. All characters have a base Evasion rating that is increased by Dexterity and certain types of armour. Evasion can be interpreted as anything your character does to avoid damage - whether that be dodging, rolling with punches, blocking, or deflecting blows. Evasion is the number that must be rolled over in order to hit your character.

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LEVEL BONUSES

In addition to the bonuses provided by stats, characters will also receive a bonus based on their level. This bonus is factored into all rolls unless a GM states otherwise, and represents your character’s accumulated experience and street smarts. The more seasoned a character is, the better able they are to tackle new challenges.

Character Level

Bonus to Roll

1 - 3

+0

4 - 6

+1

7 - 9

+2

10 - 12

+3

13 - 15

+4

16 - 18

+5

19 - 20

+6

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Currently Online:  

guest

rez rez  Jan 04, 2020 / 2:02 PM
art added to the races pages

guest guest  May 06, 2019 / 6:36 AM
MTU1NzEzODk2OA'"`

rez rez  Feb 24, 2019 / 12:03 PM
hacking/theft rules and driving/vehicle combat rules are up! now on to crafting

rez rez  Apr 25, 2018 / 8:09 AM
Assorted updates have been posted. Check the forum for details!

Boone Boone  Aug 25, 2017 / 7:25 AM
shiny new sidebar!

rez rez  Aug 16, 2017 / 10:01 PM
duel rules done wheeee

rez rez  Aug 13, 2017 / 1:37 AM
added 2 new classes, operative and street preacher

rez rez  Aug 08, 2017 / 11:19 PM
combat rules are done (mostly). paladin class name changed to defender. paladin group description done. itshappening.gif

rez rez  Jul 30, 2017 / 1:00 PM
doing a big overhaul of combat rules. basically using D&D 5e as the framework and changing where necessary. much simpler than trying to start from scratch -__-

Boone Boone  Jul 23, 2017 / 1:23 PM
doot doot

chadamas chadamas  May 28, 2017 / 12:22 AM
Glad you had a good time! (And good bread and cheese.) Hope to hear more about it soon.

guest guest  May 26, 2017 / 2:03 PM
europe was excellent and so very full of bread and cheese

guest guest  May 09, 2017 / 11:27 PM
Have fun in Europe! -Chad

guest guest  May 07, 2017 / 12:56 AM
in europe atm. work begins again when i return -rez

Boone Boone  Apr 02, 2017 / 11:19 AM
he lives!

guest guest  Apr 02, 2017 / 1:41 AM
Yeah, this is Chad, btw :)

guest guest  Apr 02, 2017 / 1:41 AM
I'm still alive and am still working on this when I can! Promise to have more for you soon.

Boone Boone  Mar 29, 2017 / 8:23 PM
Slowly but surely picking away at the groups

Boone Boone  Mar 15, 2017 / 11:58 PM
No worries! Hope things settle down for you soon.

chadamas chadamas  Mar 15, 2017 / 9:41 PM
Nice! Wanted to pop in here and say that I haven't forgotten about this...just a hectic time right now. I'm still working when I can, though, and am hoping to push a few new things live as soon as possible.

Boone Boone  Mar 13, 2017 / 3:04 PM
started on the engineer skill tree

Boone Boone  Mar 11, 2017 / 10:55 PM
got channels registered on darkmyst, #vancity for IC and #2277 for OOC

Boone Boone  Mar 05, 2017 / 10:50 PM
awesome. I'm mainly working on organization and posting up all the rest of the stuff from the docs right now. I think maybe next weekend I'll see about getting the rooms set up. Should be enough info up to do some test RP.

chadamas chadamas  Mar 05, 2017 / 10:01 PM
Yeah, absolutely! I didn't really have any time this weekend to work on stuff, but should have time to dig back in probably around the middle of next week.

Boone Boone  Mar 03, 2017 / 1:53 PM
question: would it be possible to have a notification/link that shows up to unregistered users and directs them to the newbie/starter guide that I haven't written yet? sort of a "Hey, it looks like you're new, please go here instead of stumbling around in confusion" thing

Boone Boone  Mar 02, 2017 / 9:41 PM
haha, I was going to ask you how I could tweak the css for the blockquotes, but it looks perfect now. also I haven't finished the udemy course yet, still kind of getting through all the stuff I already know since it starts from the ground up, but it's really well structured so far. I signed up for a bunch of other ones to do after it. JS, Python, SQL

chadamas chadamas  Mar 02, 2017 / 8:22 PM
Also: I like the new dice page! Made a quick change to the blockquotes so your examples are more visible.

chadamas chadamas  Mar 02, 2017 / 8:20 PM
Btw, how was the udemy course?

chadamas chadamas  Mar 02, 2017 / 8:18 PM
OK, cool. Really, any time you want to should be fine. If you want to wait a little longer until more of the game-related stuff is ready, though, I'm good with that. I've been paying for this website forever and there has been practically nothing on it for years, so it's not hurting me any to keep it here as long as we need, haha.

Boone Boone  Mar 02, 2017 / 12:40 PM
btw, let me know when it's time to set up the real hosting and buy the domain and all that. i do have a free year of hosting that came with a web dev course on udemy, but i think it'll be a little pricier (to renew) than bluehost and also doesn't come with a domain.

Boone Boone  Mar 02, 2017 / 9:21 AM
ooo, shiny

chadamas chadamas  Mar 02, 2017 / 12:02 AM
Oh, by the way, there is another admin theme installed for Processwire if you want to check it out. When you're in there, click your name in the top-right corner, go to Profile, and then switch to Reno. If you don't like it you can always switch back, but I much prefer it :)

chadamas chadamas  Mar 01, 2017 / 11:56 PM
Thank you--I like the work you've been doing too! I went ahead and added a profile switcher in the sidebar as well. I could see scenarios where it would be annoying to navigate to an entirely separate page to switch accounts and then try to find your way back to where you were. This should switch you right there on whatever page you're viewing.

rez rez  Mar 01, 2017 / 11:53 AM
this profile switcher is snazzy

Boone Boone  Mar 01, 2017 / 12:19 AM
no worries! The game system isn't even finished yet, lol, so it's not like anything's being held up

chadamas chadamas  Mar 01, 2017 / 12:13 AM
One more thing that just occurred to me to mention: I know I'm spending a lot of time on the interface/player front, but I promise I haven't forgotten about the game itself. I am working on character generation, level-up functionality, shops, etc. as well...am just trying to get a solid foundation here to build on as we progress.

chadamas chadamas  Mar 01, 2017 / 12:04 AM
Oh, the changes might require a hard refresh or cache clearing again.

chadamas chadamas  Mar 01, 2017 / 12:04 AM
Went ahead and uploaded some new stuff--mostly account page-related. You should be able to select your active profile directly from there now. Edit functionality is still in the works but should be coming soon. Also, if you're seeing the Admin Dashboard link in the nav next to Processwire, the Site Setting portion should actually allow you to change the site title and the homepage text for now.

chadamas chadamas  Feb 28, 2017 / 7:25 PM
Sounds good and should be fine. Anything and everything here will be exportable. Page looks good, by the way! Going to try to finish up a couple of things in the next day or so and then will push some more updates live.

Boone Boone  Feb 28, 2017 / 8:38 AM
google drive is blocked at work so I'm doing some updates to the race descriptions directly on here >.>

chadamas chadamas  Feb 22, 2017 / 11:33 PM
Cool...shoutbox still works :)

chadamas chadamas  Feb 22, 2017 / 11:33 PM
Just a test after some updates

Boone Boone  Feb 18, 2017 / 9:17 AM
Oooh, I really like that level up indicator! Also like the changes to the navigation

chadamas chadamas  Feb 18, 2017 / 12:05 AM
Haven't pushed a whole lot more live yet, but there are a few new UI-related things ready for review. Might require a hard refresh or cache clearing. Mostly just in relation to heading and form label fonts, subtle navigation menu changes, and sidebar updates. The sidebar shows one idea of how to show that a character has earned enough XP to level up and is ready to upgrade stats.

chadamas chadamas  Feb 15, 2017 / 10:30 PM
Yeah, I'm liking it too. Good suggestion! I've done some more work locally but haven't uploaded it yet. Working back and forth between an admin editor so that you can create/edit pages and a more robust character generator with stats included. Hopefully have more for you to see this weekend.

Boone Boone  Feb 15, 2017 / 10:11 PM
really digging the greyscale sidebar

Boone Boone  Feb 14, 2017 / 9:35 PM
sounds good. I can do something in Illustrator and scale as needed

chadamas chadamas  Feb 14, 2017 / 9:31 PM
For the logo size, not sure off the top of my head what would work best, but I'd go large initially if you decide to go ahead and start working on something. Much easier to scale down than up. To work in the menu for this layout, probably something with a greater width than height would work best.

chadamas chadamas  Feb 14, 2017 / 9:28 PM
Glad you're liking it and glad to see that you were able to successfully create a character account! Edit functionality is coming soon. I like the idea of the grayscale pattern with a thin blue border. I will give that a try!

Boone Boone  Feb 14, 2017 / 9:24 PM
this is so cool. also re: logo, let me know the size and I'll whip something up. As for the sidebar, maybe just a grayscale of that techy pattern with a thin blue border?

blah blah  Feb 13, 2017 / 11:13 PM
Also just discovered that there was a problem with sub-profile creation related to avatars. You should now be able to create new characters from the account page with or without a profile picture.

chadamas chadamas  Feb 13, 2017 / 10:20 PM
Think the navigation is looking a little better now. A nice logo to replace the "Vancity" text would probably bring the whole thing together. Wondering about that blue in the sidebar now too, though...not sure it's needed with a cityscape background in the header.

rez rez  Feb 13, 2017 / 3:35 PM
testing

chadamas chadamas  Feb 13, 2017 / 1:13 AM
Oh yeah, and the navigation menu looks pretty bad right now. That's on my radar and will be pretty high on my to-do list.

asdf asdf  Feb 13, 2017 / 12:58 AM
It's all extremely rough, the stuff in the sidebar is static and non-functional (just as a placeholder) for now, but I think we're building on a solid foundation here. And hopefully having a live example that we can play with will let us collaborate more quickly and efficiently. See something wrong or have an idea? Shout it!

chadamas chadamas  Feb 13, 2017 / 12:53 AM
Eventually, many, many things (like this shoutbox) will load asynchronously, so that the entire page doesn't have to be reloaded.

chadamas chadamas  Feb 13, 2017 / 12:51 AM
Just here testing a shout.

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