The QuestFRP Player's Handbook

HOW TO CREATE A CHARACTER

STATISTICS


[4.2.5]

Overview of QuestFRP Statistics

The statistics are the center of a character. They indicate what the character does or does not do well well, and gives a framework for determining what these things are. Statistics, when well used, should indicate to a player how a character should be role-played - the use of the statistics are not just limited to the wrote rules given below.

There are many ways in which statistics are used in QuestFRP (refer to appropriate sections for in-depth discussion). These include determining special skills, or calculated statistics (such as cast chance or extra damage from great strength). Learning rates for disciplines are also based on statistics, as are many saving throws for getting through difficult situations. If you choose an extremely low or high value for a statistic there are likely to be effects. In QuestFRP the average adventurer has a 14, and the average person a 12 in their statistics. Species do have different highs and lows, but the averages are the same between species.

For an in-depth discussion of how to choose statistics for your character see the creating a character section.

[4.2.10]

Strength

This Statistic represents the Character's ability to lift, carry and to impart force to a physical attack.

Damage Bonus: for every two points above 15 (round down) a damage bonus is gained. Damage bonuses transform into extra dice which are added to weapon based damage rolls. One damage bonus gives a character an extra d4, two an extra d6, three an extra d8, four an extra d10, and five an extra d10 + d4 (and continue in a like manner cycling the d4 up through the dice). So, a 16-17 Strength gives a d4 damage bonus, 18-19 gives d6, 20-21 gives d8, 22-23 gives d10, and 24-25 gives d10 + d4.

Damage Penalty: for every two points below 10 (round up) a Character suffers a damage penalty. Damage penalties transform into extra dice which are subtracted from weapon based damage rolls. One damage penalty causes a character to subtract d4, two to subtract d6, three to subtract d8, and four to subtract d10. So, a 9-8 Strength gives a d4 damage penalty, 7-6 gives d6, 5-4 gives d8, 3 gives d10 damage penalty.

In addition, every weapon has a minimum Strength needed to wield the weapon. If a Character's Strength is less than the minimum needed to wield the weapon, the Character loses one CR and one dice of damage for every point he or she is below that minimum. For example, a longsword requires an 11 Strength to wield normally, and it does a 3d6. A Character with a 10 Strength would suffer a -1 CR penalty and do a 2d6 for damage. A Character with a 17 Strength gains no CR bonus but does 3d6 plus d4 damage with a longsword.

Low Strength: if a character has a strength of less than three he or she is not able to move their naked body.

[4.2.20]

Dexterity

Dexterity represents the Character's hand-eye coordination, nimbleness of hands and fingers, and reaction time. It is the Statistic used to determine all manual activities such as drawing weapons and retrieving fallen objects from the ground.

Equip time modifiers: below are the modifiers to the time it takes to equip (become ready to strike with) a weapon for combat based on dexterity. These modifiers are also applied in the rules governing picking up a dropped weapon.

[4.2.25]

EQUIP TIME MODIFIERS
DexterityModifier
3+20
4+15
5+12
6+9
7+7
8+5
9+3
10+1
11-12+0
13-14-1
15-16-2
17-3
18-4
19-5
20-6

[4.2.30]

Agility

This Statistic represents foot speed, dodging ability, and quickness. Having an agility below 3 means that the Character is incapable of movement on their own power.

Agility determines movement speeds in combat (see Movement in GMG). It also determines movement speeds overland, though in general a person does not move at full walking speed on long journeys.

[4.2.35]

OVERLAND MOVEMENT
AgilitySpeed on Road
3-41 km/hr
5-62 km/hr
7-93 km/hr
10-124 km/hr
13-155 km/hr
16-186 km/hr
19+7 km/hr

[4.2.40]

Constitution

Constitution represents the hardiness of a Character. In concert with the Character's Will, it is used to generate the Character's Base Hit Points. It also determines how well a Character stands up to disease, fatigue, and injuries. A Character with a Constitution below 3 must live their lives in a bubble because exposure to the outside world is too dangerous to their health.

A Character's Constitution determines how long they are able to move above a walking speed in combat (see Movement in GMG). It also effects how many hours a day a character may walk (table below). For every hour a Character overwalks their max travel time the following day they travel and make Saving Throws as if they had 1 point less of Constitution.

[4.2.45]

MAX TRAVELING TIME
ConstitutionMax Traveling Time
31 hr
42 hr
53 hr
6-74 hr
8-95 hr
10-116 hr
12-137 hr
14-158 hr
16-179 hr
18-1910 hr
20+11 hr

[4.2.50]

Intellect

This Statistic represents the Character's IQ and problem solving ability as well as their instinctual abilities. Intellect determines the Assessment Statistic, of vital importance in combat, and is very important in calculating Cast Chance for Mages. More than anything else Intellect needs to be kept in mind while role-playing a Character. A Character with a 16 Intelligence is much more likely to come up with those great ideas, while one with an 8 Intelligence might be a bit on the slow side to make connections (even if you, as the Player, would make them). Try to make the Intellect roughly equal to some conception of the Character that you have so that it is not completely off base. If the GM feels a Player is overplaying a Character's Intellect a good way to curb the behavior is to enforce Intelligence saves.

In terms of concrete penalties a person with a 6 or 7 Intellect would be known as the "village idiot" and can only be told directly what to do (if it is not something they've practiced an Intelligence Save is needed). A person with an 8 or 9 Intellect can never learn to read well and is unlikely to come up with complex connections on their own. Having an Intellect of 5 makes you as smart as an average Bear or other large mammal, while something less than that puts you on par with a large mammalian grazer or a reptile. Such people may not be taken adventuring except as "pets" to be blindly loosed upon an enemy and can only understand simple queues and commands in the same way that a dog or cat might.

[4.2.60]

Magic Talent

This is the Character's ability to manipulate magical energy. It is used to generate initial SPP for Mage Spells, determines how many SPP the Mage receives per DoM of Mystic Theory, and is of great importance in determining Mage Discipline Check Rolls. For non-magic users it is important in a number of Saving Throws against various spells and other magical effects.

[4.2.70]

Faith

Faith is a measure of both the Character's devotion to a chosen god or goddess, and the strength of his or her link with the chosen deity. Faith is used to generate initial SPP for Clerics, determine how many SPP the Cleric receives per DoM of Theology, and is of great importance in determining Clerical Discipline Check Rolls. For Characters who are not Clerics, Faith is important in defending against Clerical attacks. Faith is also important in a number of resurrection methods, and having a Faith below 6 may stop such attempts altogether - after all, why should a god care whether or not you're alive?

[4.2.80]

Will

This Statistic represents the Character's willpower and mental strength. It is of prime importance in determining a Character's Base Hit Points. It is also often a constituent in Mage and Clerical Check Rolls. A Will Saving Throw is usually needed to avoid the more dire consequences of injury (unconsciousness versus death). Furthermore Will plays into how capable a Mage is in regaining their SPP. Will is also often a component in Learning Rates, and as such having an especially low Will generally causes a character to be a slow learner.

[4.2.100]

Calculated Statistics

Calculated Statistics are all based upon the core Statistics outlined above. Calculated statistics that appear at the top of the Character Sheet such as Base Hit Points, Damage Bonus, and Poison Adjustment are explained in the Glossary and detailed for in-game use in the Game Master's Guide.