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TTRPG Stats

Aug 24th, 2022 (edited)
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  1. The Derived Stats
  2. Health Points (HP)
  3. Health Points (HP) are a measure of your character’s overall durability. That is, how much damage they can take before they are at risk of death. They are calculated as [Your Vitality Core Stat/2, rounded down minimum 1].
  4.  
  5. Mana Points (MP)
  6. Mana Points (MP) are a measure of your character’s Mana Reserves. These are used to cast Spells and perform Martial Perks. They are calculated as [Your Casting Core Stat/5, rounded down minimum 1]. If you do not have a Casting Stat, you instead use your Vitality. If you later gain a Casting Stat, you replace your Vitality with your Casting Stat and re-calculate your MP.
  7.  
  8. Movement Speed (MS)
  9. Your Movement Speed (MS) is how many Units (see page [page]) you can move when you take the Movement Action (see page [page]). It is calculated as [Your Speed Core Stat/6, rounded down minimum 1]. Your Swimming Speed, Jumping Height, and Jumping Distance are half of this value, rounded down.
  10.  
  11. Effective Range (ER)
  12. Your Effective Range is the distance you can make Ranged Attacks without taking a Penalty. Each Unit beyond this value incurs a -1 penalty to your Attack Pool. It is calculated as [Your Intellect Core Stat/10, rounded down minimum 1] + [Your Perception Skill Ranks/10, rounded down minimum 0]. Attacks using Melee Weapons that have the [Thrown] Tag use half of this (rounded up, minimum 2 Units), and Spells replace Intellect with the Class’s Spellcasting Attack Stat. Weapons and Modifications can add a bonus to this value.
  13.  
  14. Maximum Range (MR)
  15. Your Maximum Range is the furthest distance you can make Ranged Attacks. You cannot land Ranged Attacks beyond this value. It is calculated as [Your Intellect Core Stat/5, rounded down minimum 1] + [Your Perception Skill Ranks/5, rounded up minimum 1]. Attacks using Melee Weapons that have the [Thrown] Tag use half of this (rounded up, minimum 2 Units), and Spells replace Intellect with the Class’s Spellcasting Attack Stat. Attacks made beyond this value automatically miss. Weapons and Modifications can add a bonus to this value.
  16.  
  17. Magical Potency (EFP)
  18. The potency of any Effects you apply via Spells or certain Perks. It is calculated as [Your Spellcasting Core Stat/20].
  19.  
  20. Carrying Capacity (CW)
  21. Your Carrying Capacity is how much your character can carry before becoming over-encumbered (see page [page]). It is equal to [3 x Your Strength Core Stat] + [ 2 x Your Athleticism Skill Ranks]. If you have the Athleticism (Might) Specialization, you multiply your Athleticism Skill Ranks by 5 instead.
  22.  
  23. Attack
  24. You make an Attack. Each Attack beyond the first costs +1 AP. Here is how to calculate your Attack Pools:
  25.  
  26. Unarmed Attack
  27. [Strength Core Stat/10, Rounded Down, Minimum 1] + [Vitality Core Stat/10, Rounded Down, Minimum 1]
  28.  
  29. Unarmed Damage (UD)
  30. This is how much damage you deal when you’re using any weapon with the [Unarmed] Tag or your bare fists. You roll it as a D6 pool when you land a blow with an Unarmed Attack. It is calculated as [Your Strength Core Stat/10, rounded down minimum 1] + [Your Vitality Core Stat/20, rounded down minimum 1].
  31.  
  32.  
  33. Melee Weapon Attack
  34. [Strength Core Stat/10, Rounded Down, Minimum 1] + [Speed Core Stat/10, Rounded Down, Minimum 1]
  35.  
  36. Melee Damage (MD)
  37. This is how much damage you deal when you’re using any Weapon with the [Melee] tag. You roll it as a D6 pool when you land a blow with a Melee Attack. It is calculated as [Your Strength Core Stat/10, rounded down minimum 1] + [Your Speed Core Stat/20, rounded down minimum 1].
  38.  
  39.  
  40. Ranged Weapon Attack
  41. [Speed Core Stat/10, Rounded Down, Minimum 1] + [Luck Core Stat/10, Rounded Down, Minimum 1]
  42.  
  43. Ranged Damage (RD)
  44. This is how much damage you deal when you’re using any Weapon with the [Ranged] tag. You roll it as a D6 pool when you land a blow with a Ranged Attack. It is calculated as [Your Speed Core Stat/10, rounded down minimum 1] + [Your Luck Core Stat/20, rounded down minimum 1].
  45.  
  46. Melee Spell Attack
  47. [Spellcasting Core Stat/10, Rounded Down, Minimum 1] + [Speed Core Stat/10, Rounded Down, Minimum 1]
  48.  
  49.  
  50. Spell Damage (SD)
  51. This is how much damage you deal when you’re using any Spell with the [Damage] tag. You roll it as a D6 pool when you land a blow with a Spell. It is calculated as [Your Class’s Spellcasting Core Stat/10, rounded down minimum 1] + [Your Speed (Melee) or Luck (Ranged) Core Stat/20, rounded down minimum 1].
  52.  
  53. Ranged Spell Attack
  54. [Spellcasting Core Stat/10, Rounded Down, Minimum 1] + [Luck Core Stat/10, Rounded Down, Minimum 1]
  55.  
  56.  
  57. Spell Damage (SD)
  58. This is how much damage you deal when you’re using any Spell with the [Damage] tag. You roll it as a D6 pool when you land a blow with a Spell. It is calculated as [Your Class’s Spellcasting Core Stat/10, rounded down minimum 1] + [Your Speed Core Stat/20, rounded down minimum 1].
  59.  
  60. Dodge
  61. Usable Against: Any Attack
  62. Success Bonus: Move 1 Unit to an unoccupied Unit adjacent to your current location.
  63. [Speed/10, Rounded down minimum 1] + [Luck/10, rounded down minimum 1]
  64.  
  65. Endure
  66. Usable Against: Any Attack
  67. Success Bonus: Make a Vitality + Intimidation (Mental) Skill Check against the Attacker’s Wisdom + Endure (Mental) Skill Check. If they fail, they suffer a penalty to Attack Pools made against you until the end of their next turn equal to your Magical Potency+1..
  68. [Vitality/10, Rounded down minimum 1] + [Luck/10, rounded down minimum 1]
  69.  
  70. Parry
  71. Usable Against: Melee Attacks
  72. Success Bonus: Deal your Strength/30 (rounded down, minimum 1) to the Attacker’s HP.
  73. [Speed/10, Rounded down minimum 1] + [Strength/10, rounded down minimum 1]
  74.  
  75. Deflect
  76. Usable Against: Ranged Attacks
  77. Success Bonus: Roll your Spellcasting Stat/30 (rounded down, minimum 1) as a D6 pool to deal damage to one viable target within your Effective Range.
  78. [Speed/10, Rounded down minimum 1] + [Your Spellcasting Stat*/10, rounded down minimum 1]
  79. *If you lack a Casting Stat, use your Vitality.
  80.  
  81. Block
  82. Usable Against: Melee Attacks
  83. Success Bonus: Shove the Attack back in a straight line equal to your Magical Potency x 2 Units. This becomes x 3 if you are wearing a Shield.
  84. [Vitality/10, Rounded down minimum 1] + [Strength/10, rounded down minimum 1]
  85.  
  86. Barrier
  87. Usable Against: Ranged Attacks
  88. Success Bonus: Recover MP equal to your Magical Potency. This becomes Magical Potency + 1 if you are wearing a Shield.
  89. [Vitality/10, Rounded down minimum 1] + [Your Spellcasting Stat*/10, rounded down minimum 1]
  90. *If you lack a Casting Stat, use your Intellect.
  91.  
  92. Resistance (RES)
  93. Resistance (RES) is your ability to shrug off damage using your body’s natural resistances. You roll it as a D6 pool (see page [page] for more information) whenever you would take damage, with each success reducing the damage taken by 1 point (minimum 1 damage). It is calculated as [Your Vitality Core Stat/10, rounded down minimum 1]+[Your Luck Core Stat/20, rounded down minimum 1], and Any Armor you wear will confer a bonus to this D6 pool.
  94.  
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