The following is an explanation of character stats, the 12 pieces that make you what you are. You have 4 exceptional traits, 4 average, and 4 flaws. A rather well-rounded individual, one might say. The following are general definitions of each, as portrayed in this RPG, and rolling procedures and examples. Please note that the examples do not limit your roleplaying: They are for basic ideas and provided that no godmoding occurs, and that a GM is present, these stats may be used with the following dicerolls.

Superior Stat: On a roll of d35, a roll of 30 or less would indicate success of the action.

Average Stat: On a roll of d35, a roll of 20 or less would indicate success.

Flawed Stat: On a roll of d35, a roll of 10 or less would indicate success.

1. STRENGTH: Strength is physical and/or emotional, depending on how you choose to portray it. If strength is a weakness, you may be perhaps frail of body or unsteady of mind, but you still have a chance of shining at strength. An example of strength tests are:


*Responding to physical danger and getting others out of harm's way: Say a horse topples on someone. Could you use brute strength and lift it enough to get the person out?

*Attacking by provocation or retaliation: Example: the Dwarf threw a drink in Lord-Scott's face. Can Lord-Scott lift the heavy table and slam it onto the dwarf, causing serious injury?

*Making it through times of crises. Drawing on one's own strengths couples this stat with survival, and can be done purely in rp, with no dice roll necessary. Example: To get through grief after a loved one's death.

2. DEXTERITY: Dexterity is a test of limberness. How supple the muscles are. This differs from agility. Agility is explained more below. Dexterity entails tapping your skills in the following exampled situations: Lady-Caroline extends her arm almost to a breaking point, trying to grasp the pixie out of the candle's dangerously flickering flame. Sir-Michael bends backward, practically touching his skull to his ankles in an awkward effort to avoid the Giant's scythe. Anywhere where an almost breaking of limbs would be imminent, and muscles would have to take over, would try one's dexterity.

3. STAMINA: Simply, your endurance. Fighting battle sequences sometimes depends on more than rolling endless inits. If it's 120* on a sweltering day during a drought, and you are in full plate..how much can you take? Or if you've been fighting awhile, blow for blow, hp somewhat stable but you tire? This is stamina, seeing just how long you can last.

4. AGILITY: Agility is your coordination. Evading while unarmed, or sprinting successfully through a crowded Pleasuredome by navigating a clear shot rather than tripping on endless people. Or balancing your 2 handed weapon while trying to adjust your slipping chainmail. Anything requiring coordination falls into this category.

5. CONSTITUTION: Your immune system, ability to fight off sickness and diseases as well as poisons. Example: Plague sweeps the island. Who will be left. One slips a potentially fatal dose of Lithium in your drink. Will you survive? Can you stabilize for a short time between being bitten by a snake and being seen to by a healer? Constitution is an enormous factor.

6: WISDOM: What you've learned along the way..what shapes your decisions..your insight and foresight. The Giant smiles at Becker and tells him "Trust me, I won't harm you" as he tries to lure Becker away from the party. This is something Becker might've seen in the past. Did he learn from it? Wisdom comes not only with age but experience.

7. INTELLIGENCE: Intelligent people are sometimes but not always predisposed to above-average wisdom, but this is not always the case. Intelligence is a mixture of common sense, schooling, as well as open-mindedness and an ability to learn. The shark spouts off a riddle: Does the dense ogrelette pirate answer it correctly, or does the learned elven Bard/Mage have a better shot at it? Depends on their mind, what they've devoted to learning, and how well they can comprehend concepts.

8. BEAUTY: Beauty is one's appearance, be they gorgeous, average or homely. (What one might call "interior beauty" falls under "Charisma"). A woman could hae a face that's launched a thousand ships, a man could seduce almost all the women on the isle merely by smiling gently. One susceptible to being attracted to beauty might lament that they were put under a "Spell", when in fact it was their own reactions to a beautiful person gaging what occurs. Beauty can work for or against the ones possessing superiority in this stat, depending on the situation.

9. CHARISMA: Charisma is a natural born air about someone, although others can culture this. Those possessing high charisma tend to gain much notice and can become influential in the court of public opinion, either by garnering support for themselves or their causes. One wishing to start a guild might find more success if they are a charismatic leader. One may find that they can woo people very easily to do their bidding, or adore them, or do whatever they please and come out smelling like a rose, if they possess an abundance of Charisma.

10. CHARM: Charm is a way of treating people when interacting, a fine skill, some perfecting it to an art; more of a learned stat than Charisma. Charm is particularly important in bards, to gain attention by foes when trying to enrapt one in a song or tale, a congeniality of sorts. Roguish charm falls more into the "Bad yet cute" ones, who can excuse almost any behavior with nothing but a sheepish grin. Charm can bring suitors to even the homeliest. It is an exercise in manners and likability.

11. SLEIGHT OF HAND: Thieves and Mages in particular should be exceptional in this if they wish truly measurable success. Illusions and taking someone's possessions with little chance of detection are rather successful by this practiced and honed stat.

12. SURVIVAL: The ability to not only adapt to unforeseen conditions, but thrive in them. By continuing to live, maintaining a reasonable level of sanity and regularity, even siring or birthing children, during times of flood, drought, famine, etc. Survival also entails how long one has managed thus far to stay alive.

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