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Core: Dice and Stats V3

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Dice

Wanderers uses a d10 system to judge the success of your actions. The amount of dice you can use at any given moment is decided by the combination of the stat involved and the skill involved, For example doing something involving using your Strength (Stat: 2) while using a Sword (Skill: 3) would roll (2 + 3) or 5 dice.

When rolling the dice must sur a certain value called the “Difficulty” and every die that equals or es this value is called a “Success” the more of these you get the better the result. If the die gets a 10 then it becomes a critical success and gets rerolled for a potential 2 successes. You can critical a critical if you get a 10 on a critical. This is called a critical chain and is rare. However if you get a 1 it will cancel a critical or remove a success if you didn’t get a critical. The difficulty is equal to 6 unless otherwise specified.

If you manage to roll over 10 dice at once then for every die you'd need over 10 you get 2 points to up any of your dice results by 1 per point. Upping dice does not result in critical chains.

Stats

Overall Explanation

Character Statistics or simply called stats are the numbers you use the most as they define your character's capabilities. Knowing what your character can and can't do is the first step to getting creative with them.

There are 6 core stats Strength, Durability, Finesse, Charisma, Intelligence, and Perception however there's a few other stats to keep in mind. Agility, Initiative, Attack, Defence, Hit Points and Mind Points

Numbers

Of course you can't have the stats without numbers. The core stats range from 0 to 5. 1 being the average amount to start with. The secondary stats technically lack a cap.

Short Forms

Hit Points: HP

Mind Points: MP

Strength: STR

Durability: DUR

Finesse: FIN

Charisma: CHA

Intelligence: INT

Perception: PER

Attack: ATK

Defence: DEF

Agility: AGI

Initiative: INI

Secondary Stats

The secondary stats are calculated using your main stats. Here are the calculations.

STR or FIN or INT or PER + Weapon ATK =  ATK

DUR + DEF = DEF

STR + FIN = Agility

AGI + PER = Initiative

Detailed Explanation

Main

Strength

Used for hitting, lifting, and generally using your muscles to exert some force upon another object.

Durability

Used for enduring physical pain, reducing physical damage taken, and having Hit Points. HP is equal to (DUR x 20) if at 0 HP equals 1.

Finesse

Used for precise movements with your body and generally physical control of yourself.

Charisma

Used for showing how good your character looks, how persuasive their voice is, and generally how much people are naturally influenced by them.

Intelligence

Used for investigating things, recalling knowledge your character may have, reducing mental damage by knowing better, the power of your magic, and how much MP you have. MP is equal to (INT x10) if at 0 MP equals 1.

Perception

Used for detecting things using your senses. This can be things in the environment to what people say.

Secondary

Initiative

This is your place in the turn order when a battle starts. This is equal to your AGI + PER. If somehow your initiative is the same as someone else you'll roll your FIN or PER against eachother and whoever gets higher goes first.

Agility

This is simply how fast you move. Your strength and finesse come together to create this. Multiply this by 10 for how many metres your character can travel per turn. If your AGI is 0 you can move 5 metres per turn.

Attack

This is your attack value. It is the base value used for damage.

Offence

This is the secondary attack value used to add extra damage based on how well you roll adding the value per success over the requirement. The value of your weapon, spell, or whatever you're using's Offence is multiplied by the weapon's main stat. STR for forceful weapons like swords, hammers, boomerangs, fire magic, and bows. FIN for rapiers, knives, whips, electric and wind magic. CHA for talking and dream magic. INT for ESP, light and water magic. PER for guns and chi.

Damage Reduction

This is a defence value used specifically as the base reduction. It reduces damage by the value.

Defence

Defence is the stat used to protect you against damage. This is based on your DUR for your entire body while each part of your body can be protected by armour that adds additional DEF specifically to that part of the body.

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