Hit Points: How much damage something can take before it dies
Stamina: Used to swing swords, when it reaches 100 you pass out and you will be unable to use defense skills
Protection: Total armor value
Magic Resistance: Think of this as Protection, only against magic. Not all spells have to penetrate Magic Resistance though.
Strength: Used when calculating damage
Dexterity: Quick hands can certainly help the criminally inclined
Constitution: Doesn't affect your Hit Points, but if you want to resist poisoning or being knocked out this is for you.
Intelligence: Some, not all, spells can benefit from this. High Int is just raw brain power.
Wisdom: Having experience, knowledge, and good judgment.
Charisma: Having high Cha making talking your way out of things easier.
Attack Skill: How good you are at hitting things
Defence Skill: How good you are at not getting hit by things
Precision: Used when shooting an arrow or spell also used for perception checks
Encumbrance: You will incur a Stamina cost equal to your Encumbrance on each turn you attack. Moving by itself does not incur this.
+++++
Each Primary stat listed below starts at 8, you start with 30 points to distribute
+++++
Weapon proficiency gives +1 to attack and defense rolls when using that weapon
+++++
STR
Climb: Those rocks don't look so hard.
Swim: "Water is just an alternate path" - Jesus, year -15 or something.
Jump: If you can't climb a tree you can always reach for a branch.
DEX
Open Lock: As opposed to breaking the goddamn door down.
Hide: Crouching and wearing a hood can only get you so far.
Slight of Hand: Pickpocketing or impressing people with card tricks.
CON
Concentration: Can you stay awake during your night-watching turn?
INT
Appraise: "Is this worth the 500 gold you're charging me?"
Craft: This goes here, that goes there.
Knowledge(Points put to Schools): Schools of magic require study, but knowledge for the common man isn't a bad thing. Having less than 1 Knowledge means you are illiterate.
Linguistics: Being able to tell what language this carving on a tomb door is threatening you with.
Spell Casting(Points put to paths): Investing time into magic paths increases your options.
WIS
Heal: How well can you bandage that wound?
Profession: Can well can you do your job?
Survival: Knowing if that berry will make you trip or feed you.
CHA
Bluff: Lying with style.
Diplomacy: Truthing with style.
Intimidate: Chest-Thumping with style.
Magic Paths: Death, Fire, Blood, Nature...to name a few.
Magic Schools: Evocation, Conjuration...to name a few.
Memorized Spells: Having spells memorized won't incur the stamina penalty.
Stamina: Used to swing swords, when it reaches 100 you pass out and you will be unable to use defense skills
Protection: Total armor value
Magic Resistance: Think of this as Protection, only against magic. Not all spells have to penetrate Magic Resistance though.
Strength: Used when calculating damage
Dexterity: Quick hands can certainly help the criminally inclined
Constitution: Doesn't affect your Hit Points, but if you want to resist poisoning or being knocked out this is for you.
Intelligence: Some, not all, spells can benefit from this. High Int is just raw brain power.
Wisdom: Having experience, knowledge, and good judgment.
Charisma: Having high Cha making talking your way out of things easier.
Attack Skill: How good you are at hitting things
Defence Skill: How good you are at not getting hit by things
Precision: Used when shooting an arrow or spell also used for perception checks
Encumbrance: You will incur a Stamina cost equal to your Encumbrance on each turn you attack. Moving by itself does not incur this.
+++++
Each Primary stat listed below starts at 8, you start with 30 points to distribute
Primary Value | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
Point Cost | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 3 | 3 |
Total | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 10 | 13 | 16 |
Weapon proficiency gives +1 to attack and defense rolls when using that weapon
+++++
STR
Climb: Those rocks don't look so hard.
Swim: "Water is just an alternate path" - Jesus, year -15 or something.
Jump: If you can't climb a tree you can always reach for a branch.
DEX
Open Lock: As opposed to breaking the goddamn door down.
Hide: Crouching and wearing a hood can only get you so far.
Slight of Hand: Pickpocketing or impressing people with card tricks.
CON
Concentration: Can you stay awake during your night-watching turn?
INT
Appraise: "Is this worth the 500 gold you're charging me?"
Craft: This goes here, that goes there.
Knowledge(Points put to Schools): Schools of magic require study, but knowledge for the common man isn't a bad thing. Having less than 1 Knowledge means you are illiterate.
Linguistics: Being able to tell what language this carving on a tomb door is threatening you with.
Spell Casting(Points put to paths): Investing time into magic paths increases your options.
WIS
Heal: How well can you bandage that wound?
Profession: Can well can you do your job?
Survival: Knowing if that berry will make you trip or feed you.
CHA
Bluff: Lying with style.
Diplomacy: Truthing with style.
Intimidate: Chest-Thumping with style.
Magic Paths: Death, Fire, Blood, Nature...to name a few.
Magic Schools: Evocation, Conjuration...to name a few.
Memorized Spells: Having spells memorized won't incur the stamina penalty.