Each Stat starts at a base scoreof 8. Your race, sex and background can alter these values. Your maximum stat bonus is 12 + starting bonus. This includes all bonuses gained later on, even those from equipment. So a human with no background can raise all stats to 20, while a Half-Ogres with no backgroundcan raise strength to 24 but could only raise intelligence to 16. Each Stat grants a special bonus if raised to level 20.
Sometimes you may have to make a stat check, usually when resisting a spell or effect. When you make a stat check you will roll a D20 and try to get less than your strength, potentially modified by spell or effect (for instance if you have a dexterity of 8 and need to make a Stat check at -2 you need to roll under a 6 to succeed. A 20 is always a failure on a stat check while a 1 is always a success.
|Strength||Carrying Capacity||Damage Bonus|
|For every +1 over 20||+500||+2|
Hit Points: Every point of strength increases your maximum hit points by 2.
Carrying Capacity: This is your maximum carry weight in stones. You are at light encumbrance at 1/4 your max weight, medium at 1/2, and heavy at 3/4 your maximum weight. At your maximum weight you suffer all the penalties of heavy weight and you cannot move.
Light Encumbrance: At light encumbrance your speed is reduced by 2 and your strength for determining which weapons you may wield effectively is reduced by 2.
Medium Encumbrance: At medium encumbrance your speed is reduced by 5 and your strength for determining which weapons you may wield effectively is reduced by 4.
Heavy Encumbrance: At heavy encumbrance your speed is reduced by 10 and your strength for determining which weapons you may wield effectively is reduced by 7.
Damage Bonus: This is your bonus (or penalty) to damage with melee and non-explosive throwing weapons to damage.
20 Point Bonus: The bonus for investing strength to a score of at least 20 is that the damage bonus is multiplied by 2.
|Constitution||Healing Rate||Poison Resistance|
|For every +1 over 20||+4||-|
Fatigue: Every point of constitution increases your maximum fatigue by 2.
Recovery Rate: This is the amount of fatigue you recover after one, or several encounters depending on their size and GM discretion. This is also the amount of hit points you recover with a full nights rest. If you get at least half a nights rest you recover half this amount.
Poison Resistance: When hit with a poison effect you reduce the number of poisons by this percentage. At a constitution 20 you become immune to poison.
20 Point Bonus: At 20 points of constitution you gain immunity to poison.
|Dexterity||Speed||Armor Class Adjustment|
|For every +1 over 20||+1||+1|
Speed: This is when you act in initiative and the number of action points you receive in a round.
Armor Class Adjustment: This is the modifier to your armor class.
20 Point Bonus: At 20 dexterity you gain +5 to your speed.
|For every +1 over 20||Love||+10|
Reaction Modifier: This directly affects your ability to buy and sell goods. You subtract half this value from you purchases price and multiply this value vs your selling price. See Haggle under skills for more information on how this works.
Faction: This is people’s starting attitude towards you. You can raise and lower this through your words and actions, but starting high is always helpful.
20 Point Bonus: You gain a +35% bonus on your reaction modifier.