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PostSubject: Stat Rules   Sun Apr 30, 2017 10:47 pm

Stats



Strength: Measures physical power

-Athletics: Your Strength (Athletics) check covers difficult situations you encounter while climbing, Jumping, or swimming.

Dexterity: Measures Agility outside of combat or when traps are triggered.

-Acrobatics: Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck.

-Sleight of Hand: Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a wallet off another person or slip something out of another person’s pocket.

-Stealth: Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

Constitution: Measures Endurance and health totals

Intelligence: Measures reasoning, memory, and skill with magic
-Arcana: our Intelligence (Arcana) check measures your ability to recall lore about Spells, Magic Items,magical traditions, The Planes of Existence, and the inhabitants of those planes.

-Investigation: When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in Search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.

-History: Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

Wisdom: Measures perception and insight

-Insight: Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body Language, Speech habits, and changes in mannerisms.

-Medicine: A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.

-Perception:  Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses.

Charisma: Measures force of personality

-Deception: Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast- talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.

-Persuasion:When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette.

-Intimidation: When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.

Fighting: Measures skill when fighting in close combat without magic and also how hard it is to be hit.

-Agility: Your ability to avoid taking hits while in combat. Your agility helps determine whether or not you can avoid attacks.

-Martial Arts: Your skill and ability when trying to deal damage in close combat.[/u]


Last edited by Game Admin on Mon May 01, 2017 6:36 pm; edited 1 time in total
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Health:
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Mana:
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PostSubject: Re: Stat Rules   Mon May 01, 2017 6:35 pm

Stats work on a point based system. Every level including level 1 will give you 9 points to distribute among your stats. Max Level will be level 20 and as such the maximum amount of points that will be rewarded is 180. In order to balance online with offline play you must get enough points to rank up to the next letter tier (ex: D-C) in order to increase your modifier. Your modifier will be used strictly for when playing online as it allows you to display your skill when rolling dice, this is similar to other game such as Dungeons and Dragons.

When it comes to your stats in offline play the person with the higher rank in a stat is more easily broken down to display how much more powerful they are. This is the reason why nearly each letter has 4 tiers before ranking up. When comparing to other peoples stats offline simply remember the following.

No Difference: You and another are equally matched in that one skill and as such neither one of you has an edge over the other in that skill.

One Tier Difference: This is when you and another have only a single tier difference in stats such as B-1 and B-2. In this case the person with the higher stat will have only a slight advantage.

Two Tier Difference: This is when you and another have only a two tier difference in stats such as B-1 and B-3. In this case the person with the higher stat will have a noticeable advantage and would overpower the weaker person within a couple rounds of posting.

Three Tier Difference:This is when you and another have a three tier difference in stats such as A and A-3. In this case the person with the higher stat will easily outclass the other person. While not impossible for the weaker person to compete they would fall off within a single round of competition.

Four Tier Difference: This is when you and another have a stat difference of an entire rank such as A and S. The person with the higher stat will have an advantage nearly impossible to compete with and it is better to use another stat entirely.


Increasing Stats
D ~> D-1= 1 Point
D-1 ~> D-2= 1 point
D-2 ~> D-3= 1 point
D-3 ~> C= 1 point

C ~> C-1= 2 points
C-1 ~> C-2= 2 points
C-2 ~> C-3= 2 points
C-3 ~> B= 2 points

B ~> B-1= 3 points
B-1 ~> B-2= 3 points
B-2 ~> B-3= 3 points
B-3 ~> A= 3 points

A ~> A-1= 4 points
A-1 ~> A-2= 4 Points
A-2 ~> A-3= 4 points
A-3 ~> S= 4 points

S ~> S-1= 5 points
S-1 ~> S-2= 5 points
S-2 ~> S-3= 5 points
S-3 ~> SS= 5 points

Modifier
D= +0
C= +1
B= +2
A= +3
S= +4
SS= +5
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Health:
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Mana:
1000000/1000000  (1000000/1000000)

PostSubject: Re: Stat Rules   Tue May 02, 2017 9:11 pm

Saving Throws


Saving throws are separate skills for each of your 7 skills. Saving throws cannot be learned and you only become proficient as part of your background and race.

Saving throws get the modifier of that skill and if you are proficient in it you add your proficiency bonus as well.
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