Combat · Metaphysics

Stats

A statistic (or stat) serves to represent a particular aspect of an individual. Stats serve to help communities to determine what skills someone might be good at, what job someone is suited for, what class adventurers could be, etc.

History

During the Golden Age of Adventure, city-states, towns and villages became places where tasks were posted for traveling adventurers to take on quests for hire. With more and more individuals and groups of varying quality taking on these tasks, civilizations had to calculate how well they would do at various different tasks. They established the base attributes that adventurers are judged by their natural, in-born characteristics: Strength, Vitality, Dexterity, Intelligence, Wisdom, Agility and Charisma. Later even non-combat related jobs, would be held to similar parameters to determine relative skill.

Most adventurers came together in groups often referred to as a party to work together on a specific shared goal. Those individuals would often have different level of skill in certain areas like stealth or magic power that gives them a unique role in the group. These archetypes became popular enough to become the equivalent to careers for adventurers, later called classes.

Soon the military of empires were held up to these statistics,  along with stats specific to combat derived from them. Regiments were developed to increase certain stats over time and those naturally gifted in certain areas where usually put into special roles in combat, similar to adventure classes. These roles were expanded by increasing technology and spellcraft during the Ghulat Wars. After their end and the construction of guilds,  individual statistics came back into popular use again with even more derived stats tailored for service jobs, and modern combat. With the hobbyist activity dungeoneering emulating the quests of the distant past, those in modern cities get into the role of once used classes and judged based on stats.

 Stat Types

 

Attributes

Derived

Racial Traits

 

 

Attributes


An attribute describes to what extent an individual possesses a natural, in-born physical and mental characteristics characteristic common to all sapient beings in the world. They are the governing force behind derived stats, often used in specific situations like combat. Although they can be fixed, a person can train to gain more of a particular attribute.

Health Power (HP): Health Power is representative of how much damage the body can receive before falling. Damage taken reduces your current HP. Before the era of electronics, spells could be cast that represented this concept as numerical symbols on reflective surfaces like glass or crystals known as Hit Points. Electronic devices can monitor this as either as hit points or as a visual colored bar called a Life Meter.

If the points or bar drops to zero, you lose consciousness, whilst if more than twice your total HP is taken in damage, death is possible. HP can be recovered by eating, sleeping, photosynthesis for plants, absorbing mana or PK for spirits, or using items.

Mana Power (MP): Mana Power is the spiritual fuel that makes magic work and is used up as the person casts spells or performs other magical acts. Generally a being can use only a limited amount of mana before running out, thus restricting the number and strength of magic that can be done consecutively. Depending on the nature of the magic used, the being has a store of mana on or inside his person (in which case this limit is caused by having a finite supply to work with), or draws it from the background mana on demand (in which case this limit is caused by the strain that gathering it places on their body).

Before the era of electronics, spells could be cast that represented this concept as numerical symbols on reflective surfaces like glass or crystals known as Mana Points. Electronic devices can monitor this as either as hit points or as a visual colored bar called a Mana Meter.

Stamina Power (SP): Stamina Power represents how much a being can perform grand actions like running, climbing, parkour, martial arts, etc. Once used up, the being must either take a moment to catch their breath or be unable to move quickly until it is recovered over time. Before the era of electronics, spells could be cast that represented this concept as numerical symbols on reflective surfaces like glass or crystals known as Stamina Points. Electronic devices can monitor this as either as hit points or as a visual colored bar called a Stamina Meter.

Strength (STR)

Strength determines how physically strong your body is. This corresponds to how hard a weapon can be swung or how much weight can be lifted. This is usually broken down into two levels: how much a character can lift/carry/push/pull, and how damaging a blow from this character is.  An individual’s physical strength is determined by two factors; the cross-sectional area of muscle fibers recruited to generate force and the intensity of the recruitment. Not only muscles but bone density, tendon and ligament strength and toughness, and joint function comprise effective strength. Outside of battle, strength is useful for tasks where one needs to exert on a physical object like lifting a load or pushing a cart and also determines the maximum amount of weight someone can carry.

Vitality (VIT)

This is the stat that determines just how healthy, fit, active and ultimately tough an individual is. While not a measure of strength, it’s a measure of just how much stress and damage they can take. A secondary function is  used to determine how well a character can shrug off poisons, illnesses, and other things which attack the body. Important to mention it is rooted in life force, thus it governs the rate of metabolism and stamina regeneration.

 

Dexterity (DEX)
This is the stat that determines the coordination of small muscles, in movements—usually involving the synchronization of hands and fingers—with the eyes. While it does not provide any out-and-out fighting ability, the fine motor control of Dexterity generally lends itself well to the use of ranged weapons or tools that require finesse rather than brute force to wield. As such, Dex is also involved in smaller movements that occur in the wrists, hands, fingers, and the feet and toes such as picking up objects between the thumb and finger, writing carefully, and even provide coordination needed to engage in stealthy activities such as lock-picking or pick-pocketing.

 

Intelligence (INT)

This is the stat that determines how much a character can learn and remember as knowledge, along with their ability to reason within an environment or context. Intelligence is the go-to measuring stick for completing puzzles, understanding complicated incantations, constructing marvels of science and technology, and one’s capacity for logic, understanding, self-awareness, emotional knowledge, planning, creativity and problem solving. Higher intelligence also translates into being able to better understand the complex calculations and maintain the focus and intent important for most of the rituals that allow for magic like spellcraft.

Wisdom (WIS)

This is the stat that determines perceptiveness in general, but also involves an understanding of people, objects, events, situations, and the willingness as well as the ability to apply perception, judgement, and action in keeping with the understanding of what is the optimal course of action. A sense of intuition is an important component as it affects the ability to understand complicated moral quandaries and make sound judgments free from personal bias, as well as an affinity for innate magic like sorcery or conjuring. It also serves as a measure of the character’s mental resistance (against pain, fear etc.) when falling victim to mind-altering magic, torture, or insanity. The ability to understand divine revelations or connect to forces of nature is also often attributed to Wisdom.

Agility (AGI)
This is the stat that determines how nimble someone is, usually also affecting their reaction times accordingly. It governs the ability to to change the direction of the body in an efficient and effective manner and to achieve this requires a combination of balance and speed. Agility is the go to ability for evading an enemy’s attack or landing their own, moving more quickly, or to navigate uneven terrain.

Charisma (CHA)

This is the stat that determines someone’s ability to influence others. This influence can take the form of anything from inspiring loyalty to intimidating others by speeches, diplomacy, fear, lying, etc and finds it’s natural home when involving social interactions. Excelling in this attribute is a talent for evoking emotion in others, through speeches, artistic works or possibly just idle taunts.

Derived Stats


These are the stats that are governed by an individual’s personal attributes. Some apply to specific areas of life, a few others my cross over. These measure one’s ability in practical areas of life whether that is fighting, vocations, etc.

 Health Power Regeneration (HPR): This is how fast you passively recover HP. Governed by VIT

Stamina Point Regeneration (SPR): This is how fast you passively recover SP. Governed by VIT and AGI

Mana Point Regeneration (MPR): This is how fast you passively recover AP. Governed by WIS

Combat

 

These are the stats important to combat that are derived from base attributes.

Attack -determines how much damage a physical technique will do. Governed by STR

Defense-determines how much damage one resists from physical damage. Governed by VIT

Special Attack – determines how much damage a special technique (magic, pressure strikes, chi blasts, psychic force, breath weapons) will do. Governed by INT

Special Defense – determines how much damage one resists from special damage. Governed by WIS

Speed – determines how quickly one can act in battle. Governed by AGI

Accuracy – determines how well an attack can hit. Governed by DEX

Evasion – determines how well an attack can be avoided. Governed by AGI and DEX

Team Coordination – how well executed and powerful a technique between teammates will be. Governed by CHA

Summon Affinity– how much of an effect a summon will have. Governed by CHA and WIS

Resistance– how well one can resist an abnormal infliction. Governed by VIT

Influence – how well one can cause an abnormal infliction. Governed by INT

Critical Hit Ratio– The chance that one can strike the foes weak points. Governed by DEX

Healing Potency– How well one can heal damage and infliction. Governed by WIS

 

Racial Affinities

Mankind


Homins- AGI DEX WIS

Amazoness- STR VIT CHA

Lunarians- INT WIS DEX

Munchkins- VIT DEX INT

Spirits


Djinn- INT STR WIS

Elementals- VIT STR WIS

Dryads- WIS VIT CHA

Yukionna- CHA WIS INT

Devils- CHA DEX WIS

Divinity-WIS INT CHA

Faye


Fairies- INT CHA DEX

Lamia- STR AGI CHA

Merfolk- VIT AGI WIS

Harpies- AGI DEX CHA

Giants- STR VIT WIS

Elves- INT AGI WIS

Henge

Jiuweihu- CHA AGI WIS

Okurinu- VIT STR CHA

Bakeneko- WIS INT AGI

Gykuto- AGI WIS CHA

Drakaina- INT STR WIS

Tanuki- CHA DEX VIT

Jorogumo- DEX AGI CHA

Synthetic

Anthroid- INT DEX STR

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