In this week’s discussion we will learn how the generation of attributes in the game of Phantasm Adventures: 4th edition have changed. We make some rather big moves in generation of the scores in the game.
STATISTICS
There are two sets of numbers that outline the character’s physical and mental capabilities. The numbers in general are referred to as statistics, but individually are called Racial and Personal scores. There are nine statistics as follows:
Attribute Abbreviations
- Strength: Str
- Endurance: End
- Coordination: Cor
- Courage: Cur
- Intelligence: Int
- Ego: Ego
- Visual: Vis
- Olfactory: Olf
- Auditory: Aud
Racial Statistics
The first set of attributes that define a character in Phantasm Adventures is called racial statistics. This number correlates directly with personal statistics that will be discussed later. The combination of racial and personal values will generate most the scores in the game such as for hit points, skill success chance, combat effectivness, and spell power. Racial statistics have a range value of 1 through 10. Racial scores outline the creature’s genetic quality in each stat. A statistic of 1 represent a minor capability, while a 10 is the highest and most robust value a player character can achieve. Refer to the Race Section of this booklet to learn the values of all the creatures that players can play.
For example, an orc has a 5 Strength, 7 Endurance, 2 Courage, 4 Coordination, 1 Intelligence, 5 Ego, 3 Visual, 3 Auditory, and an 8 Olfactory score.
A character has nine racial statistics as follows Strength, Endurance, Courage, Coordination, intelligence, Ego, Visual, Auditory, and Olfactory. The following table outlines the basic ranking of racial statistics.
Racial Statistic Values
- 1 Pathetic
- 2 Weak
- 3 Poor
- 4 Below Average
- 5 Average
- 6 Above Average
- 7 Considerable
- 8 Excellent
- 9 Incredible
- 10 Extraordinary
A 1 represents a considerable deficiency in that statistic; A 10 represents superior ability.
For example a racial intelligence for an elf shows great prowess, while the elven character’s racial strength statistic is ghastly puny!
Basic Skill Chance
All skills have a basic success chance equal to the appropriate racial score rolled on a twenty-sided die. further modification of the skill by the GM may increase or decrease the chance of success for the specific attempt. A player can spend experience points (XP) to develop additional proficiency in the skill. By referring to the Profession chapter, the player can determine the cost of each level for the skill and by paying that, may learn additional levels of proficiency.
For example: A ratman has a racial intelligence of 2 and therefore will have a basic chance to succeed in any Intelligence categorized skill on 2 or less on a roll of a d20. The ratman is also of the paladin profession and pays 3 XP for academic skills. Thus, he could increase any skill in Academics by 1 level for each 3XP spent.
Base Skill Score = Racial Statistic
Personal Statistics
The second set of numbers are called personal statistics, which are derived from rolling a series three six-sided dice for each value. Personal statistics have a direct correlation to racial statistics. A character is comprised of nine personal statistics, each in direct correlation with it’s racial counterpart: Strength, Endurance, Courage, Coordination, Intelligence, Ego, Visual, Auditory, and Olfactory. Notice that a character has both a Racial and Personal Statistic for each of the nine attributes. Statistics have a significant role in developing one or more of the following character aspects: hit points [HP], shock, skill success, power points [PP], spell success, weapon damage bonus [WDB], and initiative [PSN], to name just a few.
Skill Development
Each time a character trains in a skill, he attains a skill level and a bonus to success equal to 1/10th the character’s personal statistic that is associated with the skill, to succeed. When a character gains a skill for the first time, the skill starts at level 1 and has a basic chance equal to his racial statistic as outlined in the skill’s description.
Each time the skill is increased, either through experience, magic, or special abilities, the level is increased by 1 and the skill gains 1/10th the personal statistic of the governing stat.
For example: A pesky ratman has a personal intelligence of 8. Each time he develops an Intelligence skill he adds +.8 to the skill.
Skill Bonus = Personal Statistic
Rolling Personal Statistics
To determine a character’s starting score for each Personal Statistic, a player rolls 3d6 for each statistic using two of the dice for the starting score, and the third for the total potential of the statistic.
For example: Wade rolls 3d6 for Strength, getting a 4, 3, and a 6. He selects the 4 and 6, for a total of 10 for the character’s strength, noting that he could later increase the strength to a total of 13 with the 3 die roll.
A character can never have less than 2 for a starting Personal Statistic after all modifications, including adjustments, background picks, and modifiers.
While in play, a character score can be reduced to no less than -10. For each point over the potential of an attribute, the player gains 1 experience point to spend on talents, skills, and specials.
Continued example: Wade’s character has a potential of 3 points in his Strength. He selects Chak Pak as his kingdom of orgin [+2], Country [+2], and Military faction [+2] for a total of +6, but can only use +3 because of his potential. The other three points are converted to Experience Points [EP].
Visual, Auditory, and Olfactory statistics are not modified via Origin, Early Development, or Faction.