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.

Table of Contents

STAT OVERVIEW

PRIMARY STATS

SECONDARY STATS

LEVEL BONUSES

STAT OVERVIEW

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.

APPLYING STATS TO RP

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. This isn't gospel, and as Midnight City is a rule of cool game, view this guideline through a lens of Hollywood action movies.

Stat Rating

Description

1 - 10

Below average

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

PRIMARY STATS

Strength (STR)

Strength (STR) is 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.

Minimum Maximum To-Hit Bonus Bonuses
1 10 -1

Damage: Melee: 10

11 20 0

Damage: Melee: 15

21 30 1

Damage: Melee: 20

31 40 2

Damage: Melee: 25

41 50 3

Damage: Melee: 30

51 60 4

Damage: Melee: 35

61 70 5

Damage: Melee: 40

71 80 6

Damage: Melee: 45

81 90 7

Damage: Melee: 50

91 100 8

Damage: Melee: 55

101 9

Damage: Melee: 60

Dexterity (DEX)

Dexterity (DEX) is 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 Defense rating.

Minimum Maximum To-Hit Bonus Bonuses
1 10 -1

11 20 0

21 30 1

Evasion: 1

31 40 2

Evasion: 1

41 50 3

Evasion: 2

51 60 4

Evasion: 2

61 70 5

Evasion: 3

71 80 6

Evasion: 3

81 90 7

Evasion: 4

91 100 8

Evasion: 4

101 9

Evasion: 5

Perception (PER)

Perception (PER) is a measure of your character’s senses and their ability to notice details around them. 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.

Minimum Maximum To-Hit Bonus Bonuses
1 10 -1

Damage: Ranged: 10

11 20 0

Damage: Ranged: 15

21 30 1

Damage: Ranged: 20

31 40 2

Damage: Ranged: 25

41 50 3

Damage: Ranged: 30

51 60 4

Damage: Ranged: 35

61 70 5

Damage: Ranged: 40

71 80 6

Damage: Ranged: 45

81 90 7

Damage: Ranged: 50

91 100 8

Damage: Ranged: 55

101 9

Damage: Ranged: 60

Endurance (END)

Endurance (END) is 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.

Minimum Maximum To-Hit Bonus Bonuses
1 10 -1

Hit Points: 20

11 20 0

Hit Points: 30

21 30 1

Hit Points: 35

31 40 2

Hit Points: 40

41 50 3

Hit Points: 45

51 60 4

Hit Points: 50

61 70 5

Hit Points: 55

71 80 6

Hit Points: 60

81 90 7

Hit Points: 65

91 100 8

Hit Points: 70

101 9

Hit Points: 75

Intelligence (INT)

Intelligence (INT) is 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 Technician’s IP is based on their Intelligence (see Hacking rules).

Minimum Maximum To-Hit Bonus Bonuses
1 10 -1

11 20 0

Damage: IP: 5
IP Rating: 20

21 30 1

Damage: IP: 10
IP Rating: 40

31 40 2

Damage: IP: 15
IP Rating: 60

41 50 3

Damage: IP: 20
IP Rating: 80

51 60 4

Damage: IP: 25
IP Rating: 100

61 70 5

Damage: IP: 30
IP Rating: 120

71 80 6

Damage: IP: 35
IP Rating: 140

81 90 7

Damage: IP: 40
IP Rating: 160

91 100 8

Damage: IP: 45
IP Rating: 180

101 9

Damage: IP: 50
IP Rating: 200

Willpower (WIL)

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

Minimum Maximum To-Hit Bonus Bonuses
1 10 -1

Damage: Magic: 10

11 20 0

Damage: Magic: 20
Mana Points: 15

21 30 1

Damage: Magic: 25
Mana Points: 20

31 40 2

Damage: Magic: 30
Mana Points: 25

41 50 3

Damage: Magic: 35
Mana Points: 30

51 60 4

Damage: Magic: 40
Mana Points: 35

61 70 5

Damage: Magic: 45
Mana Points: 40

71 80 6

Damage: Magic: 50
Mana Points: 45

81 90 7

Damage: Magic: 55
Mana Points: 50

91 100 8

Damage: Magic: 60
Mana Points: 55

101 9

Damage: Magic: 65
Mana Points: 60

Charisma (CHA)

Charisma (CHA) is 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.

Minimum Maximum To-Hit Bonus Bonuses
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

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.

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

Footer