Post by Mari on Jan 4, 2017 12:26:01 GMT -8
If you're having trouble deciding where exactly your characters stats should fall or you don't understand how exactly these stats translate into the logical world, this is the guide for you! Not all characters can be perfectly represented, especially if you're playing superhuman characters that are known for being really good at pretty much anything they do, but using this guide and some good judgment you should be able to preserve the most iconic aspects of your character and come to a compromise in the process.
For starters, here is a general summary of what these raw stat numbers mean in terms of your character's skill in a given stat.
General Summary
And here is a general rundown of what each amount of each stat might represent in practice:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
For starters, here is a general summary of what these raw stat numbers mean in terms of your character's skill in a given stat.
General Summary
- 1 (–5): Your character is so awful at what they're doing that trying to find someone worse than them becomes a trial. If there is anyone worse than them, it's likely hard to tell the difference. Your character may defy even the most basic expectations in this field.
- 2-5 (–4 to -3): Your character is incredibly, comically bad at what they're doing. If they succeed, there's a good chance it was a fluke. They may be disabled in some way and if they're on the higher end of this range that may indicate that they have learned to compensate for it somewhat.
- 6-15 (–2 to +2): This encompasses what the "average joe" is theoretically capable of. Truly average is of course +0, but average joes have strengths and weaknesses too and they likely fall within this range, with -2 representing someone of average incompetence and +2 representing someone of average expertise.
- 16-19 (+3 to +4): This range encompasses the maximum extent of what even the most gifted or skilled humans are capable of. While your average athlete likely falls into the previous range, Olympic level athletes likely rise here for example. These people may not have hit the stat cap, but they're titans at what they do.
- 20 (5): Your character is unparalleled at what they do. There is a fair chance they have no equal in their parent series and an even greater chance that they have no betters. They are often supernaturally good at what they do, baffling your average joe and intimidating their peers.
And here is a general rundown of what each amount of each stat might represent in practice:
Strength
- 1 (–5): May have trouble carrying their own weight in anything but ideal circumstances, for example being unable to pull themselves over a ledge.
- 2-3 (–4): Unable lift objects near their own weight without either getting assistance or risking hurting themselves
- 4-5 (–3): Noticeably weak. Unable to carry particularly heavy things for long distances without hurting themselves
- 6-7 (–2): Can visibly pass as an average joe. Unable to carry even smaller characters without heavily encumbering themselves
- 8-9 (–1): May have difficulty carrying a character of their own size without heavily encumbering themselves
- 10-11 (+0): Average Joe. Is at minimal risk of hurting themselves lifting heavy things. Can perform athletics while carrying things and people if the object is wieldy enough
- 12-13 (+1): Can visibly pass as an average joe. Can easily carry most wieldy heavy objects with one arm. Tosses small objects for long distances
- 14-15 (+2): Visibly toned. Can reliably catch falling characters of their own weight and perform acrobatics such as jumping while carrying other characters of their own weight
- 16-17 (+3): Able to use their body as a physical weapon without any fear of hurting themselves in the process
- 18-19 (+4): Able to reliably shatter reinforced metal with their blows
- 20 (+5): Able to out-lift several people. Borderline or actual supernatural levels of strength. Very few limits, physically
Dexterity
- 1 (–5): Movements may be heavily telegraphed and easy to predict and/or their reaction speed may be entirely unsuitable for dodging
- 2-3 (–4): Juking attacks may be very difficult due to a difficulty in quickly switching directions while moving
- 4-5 (–3): Movements may be moderately telegraphed and only moderately difficult to predict. Alternatively, they may have a sluggish reaction speed
- 6-7 (–2): May have difficulty catching things thrown to them and/or be very clumsy. When shooting a gun, they rarely hit dead center of their target
- 8-9 (–1): Movements may be mildly telegraphed. Alternatively, they may be a little bit clumsy
- 10-11 (+0): Average Joe. Capable of semi-reliably tracking and catching objects that are thrown to them. A semi-reliable shot with a gun
- 12-13 (+1): Quick on their feet. Difficult to read and predict their movements most of the time
- 14-15 (+2): A good marksman. Almost never misses still targets, even small ones
- 16-17 (+3): Capable of attempting to juke most attacks semi-reliably. May be a great dancer
- 18-19 (+4): A deadly marksman. Capable of tracking and hitting moving targets semi-reliably, regardless of size
- 20-21 (+5): Moves like water with grace. Predicting their movements is dangerously unreliable. When using a gun, they can usually semi-reliably pick out and hit weak points on an enemy
Constitution
- 1 (–5): Frequently gets sick. May have some rather inconvenient allergies. Alternatively, may not have a bone structure or any form of armoring to resist blows
- 2-3 (–4): Frequently suffers severe injuries when hit by powerful attacks such as broken bones
- 4-5 (–3): Bruises very easily. May get sick more often than most people
- 6-7 (–2): Winded easily. Has a low pain threshold. May be prone to crying
- 8-9 (–1): Cannot complete a full day's hard labour without several breaks
- 10-11 (+0): Average joe. Can go a full day's hard labour with minimal breaks, but won't do it gracefully
- 12-13 (+1): An efficient worker. Rarely tires out when allowed to take things at their own pace
- 14-15 (+2): Doesn't get sick very often. Has a strong immune system
- 16-17 (+3): Has a very high pain threshold. Doesn't flinch or let wounds keep them down
- 18-19 (+4): May be able to go sleepless for days without a noticeable impact on their energy
- 20-21 (+5): Fatigue is a foreign feeling to them. They rarely get sick, even to the most virulent diseases
Intelligence
- 1 (–5): Very animalistic in nature. Their actions are often just reactions to stimuli, rather than complicated thoughts
- 2-3 (–4): Often has difficulty finding the words to describe things or has difficulty being understood due to a very poor understanding of the language
- 4-5 (–3): Easily frustrated by any puzzle that isn't immediately obvious to your average joe. Prone to occasionally misunderstanding others, regardless of their clarity
- 6-7 (–2): Has difficulty grasping puzzles without hints or clues. Easily swayed by the words or opinions of others
- 8-9 (–1): Sometimes has trouble following people's train of thought. Might have struggled a bit in school
- 10-11 (+0): Average joe. Likely has a high school education
- 12-13 (+1): May be a hobbyist in certain areas on top of their education, giving them an edge
- 14-15 (+2): Has well-developed critical thinking skills. Able to adapt to situations more quickly than most
- 16-17 (+3): May be a professional in certain areas, having extensive knowledge of that area. Might also be a jack of all trades, being proficient but not amazing in every area
- 18-19 (+4): One of the best in their field. May be an inventor of some sort, creating entirely new things or processes
- 20-21 (+5): Able to make Holmesian leaps in logic, giving the impression of an almost supernatural intellect. Might be some variety of super genius
Wisdom
- 1 (–5): Comically oblivious. May require reminders of why they're here at times
- 2-3 (–4): Often absorbed in their own world. Tunnel visions in on specific things a lot. Spells are prone to whiffing before they're fired
- 4-5 (–3): Tends to tunnel vision in on threats or specific goals. May be somewhat aloof towards their mission. Their magic spells are often telegraphed and clumsy
- 6-7 (–2): Might space out or tunnel vision in on things occasionally or be just be somewhat unobservant of their surroundings.
- 8-9 (–1): Mildly aloof or clumsy with magic
- 10-11 (+0): Makes reasoned decisions most of the time. Their magical potency is semi-reliable
- 12-13 (+1): Able to get hints as to a person's feelings or thoughts based on their body language
- 14-15 (+2): Reliable at casting magic spells. Normally never tunnel visions, or if they do it's very situational
- 16-17 (+3): Reads people very well. Their intuition is rarely inaccurate, though they may only be able to read so much at any given time
- 18-19 (+4): Often revered as a source of wisdom and decider of actions. A very experienced wizard whose spells can dazzle audiences and fell giant enemies semi-reliably
- 20-21 (+5): Has an almost supernatural intuition, able to find logic where most see none. May be the creator of brand new spells
Charisma
- 1 (–5): Probably acts in a very 'alien' fashion or openly and overtly sociopathic. Alternatively, may be so repulsive to look at or be around that others sometimes become ill in their presence
- 2-3 (–4): Often comes across as being somewhat untrustworthy or threatening to others. People tend to be uncomfortable in their presence
- 4-5 (–3): Has trouble thinking of others as people. Others often pick up on this. Might be rather uncomfortable to look at
- 6-7 (–2): Has difficulty telling people what they want to hear or telling people things in a way they want to hear it
- 8-9 (–1): Sometimes rather rude towards others. It might not even be malicious
- 10-11 (+0): Can usually be relied upon to be polite, so long as they are not provoked
- 12-13 (+1): Mildly interesting, knows what to say to the right people. Might be somewhat good looking
- 14-15 (+2): Reasonably good at telling people what they want to hear or telling people things in a way they want to hear it
- 16-17 (+3): Popular. May have built up a decent reputation for their wit, personality or looks
- 18-19 (+4): Immediately likable by almost everyone
- 20-21 (+5): Famous. A natural born leader. Renowned for wit, personality or beauty
Last Edit:
Sept 5, 2019 19:02:39 GMT -8 by Mari