Category:Stats

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RPS uses seven different stats in its character sheet, 4 base stats and 3 protection stats. Each is listed below.

Your character will begin play with a base value in all seven of these stats and will be able to increase each stat through leveling, training in certain skills, or both.

Stats are a representation of a character's natural traits and talents. A character with a high Mental score can be considered to be very wise or highly intelligent. A character with a high Physical score is thought of as powerfully strong or capable of great feats of endurance. Each stat represents one part of the make up of a character and should be used in helping to develop that character's persona. A character with a very high Mental stat but very low Social stat may be very intelligent, but unable to effectively relay their ideas to others. Conversely, a character with a very low Mental stat but very high Social stat may be quite dim, but either very adept at survival on the streets (as Social governs roguish skills) or very congenial and well-liked (as Social also governs general charisma).

Each stat is made up of five governing components, explained below.

Max Value: The maximum value of a stat is simply the highest point value it may hold. Over time, this value will increase as characters level and/or spend points on certain skills. The max value of a stat is used to help determine the final result of relevant dice rolls, to determine whether or not a character is permitted to train further in relevant skills, and to determine how many relevant actions a character may perform before becoming fatigued or otherwise hindered.

Regeneration Percentage: The regeneration percentage of a stat represents how much of that stat naturally regenerates over time, without external assistance. Most stats allow for 100% natural regeneration (regeneration up to max value) over time. However, the Health stat is generally set to a level below 100% (requiring injured players to acquire some form of external healing before returning to max value). If a stat has a regeneration rate of 30% and a stat score of 100, a character will not naturally regenerate that stat unless it is brought to a level below 30 (which is 30% of 100) and then will only regenerate naturally until the stat is again at a point value of 30 or greater. Any additional regeneration of such a stat must be acquired through alternative/external means.

Regeneration Rate: The regeneration rate of a stat represents the time delay in seconds between 'ticks' of regeneration. If a stat is set at a rate of 5, a character will regain x points (determined by regeneration amount below) of stat every 5 seconds until the stat returns to its max regeneration value (based on regeneration percentage). If a different stat is set at a rate of 3, then the character will regain points in that stat once every three seconds.

Regeneration Amount: The regeneration amount of a stat represents how many points are regenerated during each 'tick' of regeneration. If a character's regeneration amount of a stat is greater than 1, they will gain more than 1 point in a stat every regeneration tick. For instance, if a character has a stat with a regeneration amount of 3 and a regeneration rate of 5, the character will regain points in said stat at a rate of 3 points every 5 seconds. Some items and effects can even set a character's regeneration amount to a negative value, causing them to lose stat every 'tick' rather than gain until the effect wears off or is healed.

Resistance: The resistance of a stat represents how many points of damage to the stat are naturally resisted. Most stats have a resistance value of zero. If a resistance value is greater than zero, than any action that reduces the value of the stat (such as damage or an action that can cause fatigue), the reduction of stat value is reduced by the character's resistance value. For example: if a character had a Physical resistance of 2 and used a weapon that would normally cost 6 points of Physical for each use, each use would cost the character only 4 points (6 - 2 = 4). Conversely, if the same character had a -1 resistance, then each action with the weapon will cost 7 points of Physical.

Pages in category "Stats"

The following 7 pages are in this category, out of 7 total.

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