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Physical Attributes (Stats)

 

Overview

It is important to consider, when choosing ones statistics, what exactly the numbers mean. As characters are given 56 points to use at first level, it seems quite clear that the average statistic in each attribute is between 11 and 12. As such, as your statistics range away from this value do you see penalties or bonuses applied. [Obviously, humanity is being used as the baseline (in terms of averages), for the point of comparison and clarity...]

 

Strength

Your character's strength is a measure of their raw physical power. Strength directly controls how much you can carry. Low strength creates a damage penalty in all non-missile weapons, while high strength yields a damage bonus. The strength statistic is somewhat proportionate, assuming humanity as a baseline, where a Troll would require a higher strength to perform the same feat, and a Sprite could do it with less strength.

A character with low strength below 10 has difficulty lifting their own body weight. A strength score of 20 is that of an athlete, and a score of 30 represents the ultimate human norm. 

 

Intelligence

Intelligence represents your character's ability to comprehend complex structures, visualize the abstract, as well as your general perception of the world around you. Therefore, intelligence influences your ability to search for hidden creatures and objects. Your affinity and ability in magic is strongly correlated to your intelligence. High intelligence increases the mana available to all non-faith magic classes, and grants a bonus to most magical spells.

A statistic under 10 would indicate a slow learner, likely someone who has difficulty reading and conceptualizing. Someone within the average range (11-15) possesses fair mathematical skills, is a skilled reader, a decent problem-solver, and could become a decent spell-caster with proper training. An intelligence of 20 or more represents an individual beyond the norm. Persons in this range are often accomplished linguists, able to speak several tongues, or mathematicians able to fully understand even the more complex spell formulae in their spell-books. People with this level of intelligence are usually quite learned, as well, and able to recite passages from favorite books or plays from memory. An intelligence of 30 (or beyond) is possessed only by those truly rare individuals who are capable of visualizing the most complex of concepts and formulae mentally, and solve equations involving more variables than known quantity.

 

Dexterity

Dexterity represents your character's agility. Things such as your sense of balance, the grace and fluidity of your movements, hand-to-eye coordination, speed of movement, flexibility and sometimes, just plain luck, all are considered in your dexterity. As such, dexterity plays a major role in your physical defense. Low dexterity creates a penalty to hit with all weapons, while high dexterity yields a bonus. The time to recover from stumbles, fumbles, and movement is based upon your dexterity.

Characters with a statistic below 10 would be considered accident prone, or the traditional "bull in a glassware shoppe", should they be members of races larger than the "human-sized" norm. Characters with average dexterity (11-12) have a decent sense of balance, hand-eye coordination, and grace. Characters approaching a 20 dexterity are usually excellent dancers, and the mischievous amongst them turn to sleight of hand. A character with a dexterity over 20 is has high flexibility, balance and grace, many of who become clowns, dancers, sleight-of-hand illusionists, cat-burglars or, at least, the darts champion at their local pub. The rare few individuals who attain 30 (or more) dexterity are a wonder to behold, as even the simplest motion is infused with a delicate grace. Someone with this amount of agility can walk tight-ropes with relative ease, and often dodge or escape things that would be impossible for others.

 

Constitution

Constitution is the overall heartiness of your character, which is to say, their relative state of health against the ideal. Constitution factors in things like endurance, tolerances, and plain old toughness. As such, a high constitution results in health bonuses, while low constitution results in penalties. One's ability to resist poison, disease and alcohols is based upon their constitution. Constitution also affects the amount your body heals at each interval. The time to recover from some forms of physical attack is based upon your constitution. A low constitution causes you to take additional damage from each blow, as your body is incapable of absorbing the punishment. 

Characters with a constitution below 10 easily catch cold, cannot hold their liquor, and become out of breath performing simple tasks. An average constitution (11-15) represents that the individual is in good, but not excellent, shape and will still be winded after running up stairs and likely becomes ill 2-4 times a year. A constitution of 20 belongs to someone who can either run a marathon, or is simply of large build, and thereby able to better cope with physical punishment. These people can usually drink most anyone under the table, are almost never sick, and heal faster than most people. A constitution of 30 (or above) is a truly legendary thing, belonging to the heartiest of individuals whose physical tolerances are almost legendary. People with such monstrous constitutions are able to hold their breaths for minutes, drink alcohol as if it were water, are all but immune to natural diseases and can stomach almost anything.

 

Piety

Piety represents several factors: the strength of the individual's will, the strength of the individual's faith, and the amount of divine favor an individual holds. As such, all forms of faith magic are based upon your piety as is the Turning of undead. The rate at which you heal is greatly based upon your piety (using your strong will to clear your mind and rest). Any access to the magical Weave can be improved with greater piety, this includes spells, songs, and other magical abilities. Natural fear is resisted by one's piety, the measure of will-power to resist and comfort one takes in their faith.

A character with a piety less than 10 is no longer a puppet to the will of others, however, lacks the will-power to face their fears, and has no true links to their faith. Many such people view stubbornness as will-power, or as a defense against their lack of will-power. A character with average piety (11-15) is a well-adjusted individual, capable of finding solace in their beliefs. A person with 20 piety has remarkable self-control in the face of adversity, and a deep rooted sense of spirituality. Such people often lead churches, and feel that their deity is at least listening to their prayers (if not granting them). An individual with 30 (or more) piety is a truly remarkable one, obviously favored by the gods, and possessing an iron will.

One thing that piety is not is a direct relationship to how much faith a person has in the gods. It is more accurate to say it is how much it is possible for them to believe. It represents the character's capacity for believing in the gods much like strength represents your capacity for lifting and carrying items. Piety in this sense is more of an inner strength.