Stats

Stats, or statistics, are the physical or mental attributes that define a character and their skills.

Statistics effect three seperate points of a character or NPC

Statistics activly effect skills, a "stat roll" which is used to simulate challenges for the player, such as peforming a trick with his/her/it's hands or lifting something heavy. For the appropriate task, the appropriate stat is required this is often dictated by the G.M

The statistic roll's difficulty table goes as such:

Very Easy task: such as hopping over a fence or pulling up another person, anything easier does not require a stat roll, this roll is for tasks that are very easy but there is a tiny margin of error. The player rolls double his/her/its affected stat, if the player gets double his/her/its stat or under they succeed the roll

Easy Task: Tasks that without the appropriate strength, dexterity or agility, there is still a posative chance of the player suceeding.

Such as throwing an object, carrying a person who isnt insanly heavy. The player rolls the affected stat, if the player get's the affected stat or under, the player succeeds the roll.

Difficult Task: Something that is a challenge even to a person who is skilled in the affected stat. This would be lifting something extreamly heavy, peforming a knife trick, solving a very hard puzzle or managing to get a hardass to like your charasmatic vibe.

The player is required to roll 1/2 their affected stat, if they roll 1/2 their stat or under they succeed the roll.

Very Hard task: (Please fill this here)

The player is required to roll 1/4 their affected stat if they roll 1/4 their stat or under they succeed the roll.

Impossible Task:  (Fill me like one of your french women)

The player is required to roll 1/8 their affected stat, if they roll 1/8 of their stat or under they succeed the roll.

Strength (STR)
Strength is the physical power of a character.

Carry capacity is directly determined by this stat.

Dexterity (DEX)
The nimbleness and slight of hand a character possesses.

Speed (SPD)
How fast one can move.

Agility (AGL)
How nimble one is and how flexible.

Intelligence (INT)
The intellect of a character and the ability to grasp new ideas.

Willpower (WIL)
How well one can mentally endure difficult situations.

Pain Threshold (PTH)
Used only to determine the level of pain a character can be subjected to before passing out.

Endurance (END)
The stamina and physical resistance of a character.

Charisma (CHR)
A characters ability to manipulate and persuade others as well as to get others to like them.

Constitution (CON)
Directly determines overall health and resistance to diseases and drugs.

1 CON = 3HP

Perception (PER)
Determines how observant a character is. This also assists in ranged weapon skills.

Sanity (SAN)
The sanity of the player, describing how sane the character is