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STATS: Explanation.

Posted by The GMFor group 0
The GM
GM, 3 posts
Mon 2 Dec 2019
at 22:53
  • msg #1

STATS: Explanation

You have 6 stats:

Forceful, Hidey, Charming, Agile, Insightful, Scary/Weird.

And here's what they mean!

Forceful: Go Big! This is what you use when you are trying to break something, damage something, hurt something physically.

Hidey: Go Small! This is what you use when you are trying to hide or otherwise not get noticed nor draw attention EDIT: or make someone think you're small and unimportant and not worth their time to bother nor destroy.

Charming: Go Charm! This is what you use when you are trying to charm someone with warm emotions that make them want to like you!

Agile: Go Agile! This is what you use when you are trying to physically dodge stuff or anything else involving agility or maybe dexterity (using a weapon to blast something from a distance still counts as Forceful, though)

Insightful: Go Smart! This is what you use when you are trying to figure something out and/or use technology.

Scary/Weird: Go Freaky! This is what you use when you want to intimidate someone or something... or to do something that's just bizarre that doesn't fit into another category.

Everyone distributes these scores, however they want (although many playbooks have suggestions on what a character with that playbook might normally be good at):

+2, +1, +1, 0, 0, -1.
This message was last edited by the GM at 14:10, Mon 09 Dec 2019.
The GM
GM, 15 posts
Wed 4 Dec 2019
at 13:38
  • msg #2

STATS: Explanation

When you want to do something, you roll 2d6 and if you have any + or - modifiers to doing that thing in that way, you add the result. (Example: Try to dodge lasers. If you have a +1 to Agile, you would roll 2d6 and add 1 to the result.)

If your final result is 10 or higher, you succeed perfectly well. (If your final result is higher than 12, sometimes the GM will state that not only did you succeed perfectly well, something extra good (for you) will happen.

If your final result is 7, 8, or 9, you succeed, but with a (smallish? medium-ish?) complication.

If your final result is 6 or lower, you do not succeed.

EXAMPLE: Rolling Agile to dodge lasers: Jonn is running across a large open room from one doorway to another (there's a computer terminal there that he hopes to use to turn off the turret so his friends can enter the room safely), and he's trying to dodge laser fire from a turret in the ceiling.

10 or higher: Jonn manages to figure out the timing of the turret (it re-calculates where to shoot every 4 seconds), and moves at the right moments so as to fool its targeting systems, and he gets to the other doorway without a scratch.

7, 8, or 9: Jonn manages to figure out the timing of the turret, but actually standing still and then running forward and then stopping suddenly again at all the right moments is tricky. While he does make it to the other doorway, he takes a little damage on the way.

6 or lower: Jonn gets shot by the laser turret, in his right leg, and he falls, and rolls, screaming, until he is behind a large steel support pillar. Now he's trapped there, pinned down by the turret, barely able to get up and walk (and therefore certainly unable to run effectively), until one of his friends tries to help him...

The exception is Polymorphs. Polymorphs rearrange their stats constantly (or they're allowed to, anyway, each time they change their form). To do something, characters using the Polymorph playbook may roll twice: once to change their form to something appropriate to what they want to do, and then roll again normally to do it.

Leveling up: All PCs start at Level 1. Every time a character fails a roll by rolling 6 or lower, they get 1 XP. When their amount of stored XP is equal to 9 + their Level, they may remove all their XP, and increase one of their scores by one.

Again, the exception is Polymorphs, because they get to roll twice as often as other people. Polymorphs may level up when their amount of stored XP is equal to 19 + their Level.
This message was last edited by the GM at 17:31, Thu 05 Dec 2019.
The GM
GM, 18 posts
Wed 4 Dec 2019
at 19:48
  • msg #3

STATS: Explanation


There are 6 levels of Health:

--Full health

--Somewhat wounded (you could really use a number of stitches, or you bruised a rib, or wrenched something a bit, or are right on the edge of being shaky and/or lightheaded and/or nauseated... if it were any worse it would impair your performance, but you're okay to function for this moment)

--Wounded (like the above but worse, and you could use a couple of days of medical care-- but you can push through for now)

--In Bad Shape (you wouldn't mind a week or two of medical care, but you can still see and walk and fight if you have to, you're not literally about to die)

--Really Bad Shape (you can maybe do a few more things but then seriously you need to rest somewhere very soon)


When you roll a 7-9, in some circumstances, the GM might say that your Health Level decreases by 1.

When you roll a 6 or lower, in some circumstances, the GM might say that your Health Level decreases by 1 level or more.

There are all sorts of amazing ways of healing yourself... The important thing is 1. having the time to use them, 2. they might need time to work, and 3. not running out of them, and, one supposes 4. finding more.
This message was last edited by the GM at 19:49, Wed 04 Dec 2019.
The GM
GM, 254 posts
Wed 2 Dec 2020
at 15:31
  • msg #4

STATS: Explanation


When you rest for some peaceful hours (at least 8), and get at least a little food and beverage into you, you may roll 2d6 plus your Forceful modifier.
--Higher than 12: You get 3 health levels back.
--10 to 12: You get 2 health levels back.
--7-9: You get 1 health level back.
--6 or lower: you get no health levels back.
This message was last edited by the GM at 15:32, Wed 02 Dec 2020.
The GM
GM, 302 posts
Sun 7 Mar 2021
at 17:57
  • msg #5

STATS: Explanation


--When you attempt to help another character, say how, and roll ONE d6. The character you're attempting to help can use this roll in lieu of one of their own roll's dice. (If more than one player helps them, they can only keep the best 1 die from amongst all dice rolled). By using Aid, you will be exposed to any risks, consequences, or costs of their move, even if they didn’t use your die.

--If you roll a 1, the GM will probably put you at risk, make trouble for you, or make things worse in general, even if the GM can't think of any way for you to share the same problems as the character you tried to help.
The GM
GM, 673 posts
Mon 24 Jul 2023
at 17:39
  • msg #6

STATS: Explanation


--If you have any ARMOR that gives you ARMOR POINTS (wearing Class 1 Armor means you have 1 ARMOR POINT), it means that for each Armor Point you have, when combat/danger starts, you can spend an Armor Point, 1-for-1, to protect you-- or someone RIGHT NEXT TO you-- from losing 1 health level. You can do this the first time you take damage, or save it to use at any point after that.

When the combat/danger is over, your Armor Points immediately refill again.

If the GM ever says "you take 1 damage" you can UNDO that with your armor (as long as it's not psychic damage or poison or something, obviously). But you have to say so.
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