<hr/><div align="center"><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 12pt;"><em>Statistics</em></span></span></div><hr/><br/>Your character's physical and mental powers are summarized into six statistics. Whenever your character attempts an action that has a chance of failure, the statistic most closely related to the attempted action has a large influence on the chance of success. Regular mortals have statistics that range from 1 (very weak) to 10 (very strong). Other creatures might have statistics higher than 10.<br/><br/><strong>Health</strong>:<br/><ul class="bbc_list"><li>Health determines how physically resistant and enduring your body is.</li><li>A higher health allows you to take more blows before falling unconsciousness.</li><li>A higher health reduces the chance of alcohol, diseases and poison affecting you.</li><li>A higher health reduces the chance of alteration magic affecting your body, assuming you are trying to resist the alteration magic. You can always decide to willingly accept the magic effect.</li></ul><br/><strong>Will</strong>:<br/><ul class="bbc_list"><li>Will determines how mentally resistant and enduring your character's mind is.</li><li>A higher will increases the time you are able to stay awake.</li><li>A higher will reduces the chance of enchantment magic affecting your mind, assuming you are trying to resist the enchantment magic. You can always decide to willingly accept the magic effect.</li><li>When you are captured in a magic circle, a higher will increases the chance you are able to negate it's effects.</li><li>When you have established a Demon's Pact, a higher will increases the chance that you resist your partner Demon's Command ability.</li></ul><br/><strong>Charm</strong>:<br/><ul class="bbc_list"><li>Charm determines your character's ability to draw attention, as well as fooling other characters.</li><li>A higher charm increases the chance a creature will listen to what you have to say.</li><li>A higher charm reduces the chance your lies will go unnoticed.</li><li>A higher charm increases the chance of your enchantment spells affecting the target.</li><li>When you have captured a Demon in a magic circle, a higher charm reduces the chance it is able to negate it's effects.</li><li>When you have established a Demon's Pact, a higher charm reduces the chance that your partner Sorcerer or Witch resists your Command ability.</li></ul><br/><strong>Strength</strong>:<br/><ul class="bbc_list"><li>Strength determines your physical power, and how effective your physical moves are.</li><li>A higher strength increases your chance of to touch the enemy, grab the enemy, or hit the enemy with melee weapons.</li><li>A higher strength increases your chance of success when trying to force something by pure strength.</li><li>A higher strength increases the time you can spend on stenuous activity.</li></ul><br/><strong>Perception</strong>:<br/><ul class="bbc_list"><li>Perception determines how good your character is at striking blows, and how good your character can notice things.</li><li>A higher perception increases your chance to hit the enemy with ranged weapons or evocation spells.</li><li>A higher perception increases your chance to spot hidden objects or characters trying to stealth.</li><li>A higher perception increases your chance of success when performing delicate actions.</li></ul><br/><strong>Agility</strong>:<br/><ul class="bbc_list"><li>Agility affects how good your character is at avoiding enemy blows, and how fast and stealthy your character is.</li><li>A higher agility reduces the chance of enemies touching you, grabbing you, or hitting you with melee or ranged weapons.</li><li>A higher agility reduces the chance of you being hit by traps or evocation spells.</li><li>A higher agility reduces the chance of you being noticed while trying to stealth.</li><li>A higher agility increases the your movement and reaction speed.</li></ul><br/><strong>Magic Energy</strong>:<br/><ul class="bbc_list"><li>Magic energy determines how much taxing magic you can channel before you need to rest.</li><li>Only Demons and mortals that are able to channel magic by their own power have the Magic Energy statistic. Other creatures, including Sorcerers and Witches, are assumed to have a Magic Energy of 0.</li><li>You start with an amount of energy equal to your Magic Energy score. Each time you or your partner Sorcerer or Witch channels taxing magic, you expend one energy.</li><li>When you are depleted of energy, you and your partner Sorcerer and Witch can no longer channel magic, even if that magic would not be taxing.</li><li>Resting slowly regains energy. A full night's rest regains all energy.</li></ul><br/><hr/><div align="center"><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 12pt;"><em>Rules and examples</em></span></span></div><hr/><br/>For those that are interested in how these stats will work out exactly, I've included a description of how I plan to use them. Keep in mind that I will do all the rolling, and determining the outcome of such actions, so there's no need to know. This is only here for the interested people:<br/><br/><strong>Solo check</strong>:<br/>When your character is trying something difficult that is not affecting another character, I determine the most relevant statistic and take it's score. I determine the difficulty of success and take the required value from the list below. I roll one (sixsided) die, and add it to the statistic's score. If the result equals or exceeds the required value, the action is a success. Otherwise, the action fails.<br/><ul class="bbc_list"><li>4 - Very easy.</li><li>6 - Easy.</li><li>8 - Somewhat easy.</li><li>10 - Somewhat hard.</li><li>12 - Hard.</li><li>14 - Very hard.</li><li>16 - Practically impossible.</li></ul>For example: Your character is trying to open a lock to a sealed door. This would go by Perception, as it's a delicate task. Let's say your character has a Perception of 6. The lock is of moderate quality, so I set the difficulty to "Hard". However, your character brought some pins with her, and she's using them, so that shifts the difficulty to "Somewhat hard". The required number becomes 10. I roll a die for you, and add that die to the Perception skill of 6. If I roll a 4 or more, your character manages to unlock the door. If I roll a 3 or lower, your character fails to unlock the door.<br/><br/><strong>Opposed check</strong>:<br/>When your character is trying something difficult that is affecting another character, I determine the most relevant statistic and take it's score. I determine the most relevant statistic of the target character and take it's score as the required number. I determine which character has the advantage, if any, and add the related value to the required value. I roll one (sixsided) die, and add it to the active character's statistic's score. If the result equals or exceeds the required value, the action is a success. Otherwise, the action fails.<br/><ul class="bbc_list"><li>+0 - Active character has a large advantage.</li><li>+2 - Active character has a small advantage.</li><li>+4 - Neither side had an advantage.</li><li>+6 - Target character has a small advantage.</li><li>+8 - Target character has a large advantage.</li></ul>For example: Your character is trying to sneak past a watchman. This would go by your Agility and his Perception. Let's say your character has an Agility of 5. The watchman has a perception of 6. It is dark, giving you the advantage, but the watchman has an oil lamp, making it only a small advantage. The required number becomes 8. I roll a die for you, and add that die to the Agility skill of 5. If I roll a 3 or more, your character manags to pass unnoticed. If I roll a 1 or 2, the watchman will notice your character.