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Game Stats

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Mythological Creatures
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Game Statistics

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If you play a fantasy Role playing Game, then creature stats are of some significance to you. I have provided basic stats on Mythological Creatures according to what I perceive them to be, so of course you can vary them as you wish if the creature in your world doesn't fit the description given. For comparison, the statistics for humans are provided below with the description of each statistic.

Natural Habitat

Where you are most likely to find this creature, such as Woods, Plains, Ocean, etc. Note that this doesn't mean you will necessarily find a 'Caverns' animal if you venture into any cave system. Some of the creatures are extremely rare and of course many magical creatures in particular have learned to stay away from humans and other "civilized" societies.

Movement Rates

Running, flying, swimming speeds. That is, the fastest the thing can move when it is going at full speed. Related to Agility. How long it can keep top speed is obviously limited by Fatigue level, weight being carried, more difficult terrain, etc.

Strength

An ordinary human averages around 10 strength. An extremely strong human can be 18 strength (and can only exceed that by application of magic to them). Fighting adventurers would be expected to have at least a 13 strength as you need a minimum strength to effectively weild a weapon like a sword or axe. It is not enough just to be able to pick up a weapon, to use it means swinging (throwing, firing, whatever) with control. Having more strength than required makes no difference unless one pushes one's strength, (which will increase damage done through sheer force, but reduces initial accuracy). Strength is also the basis for anything requiring brute force, such as barging down a locked door. A human with less than 5 strength would have trouble getting out of bed in the morning.

Dexterity

The ability to use one's hands. Also relevant for skill with weapons, but even more important to those for whom finger ability is crucial, like thieves. Less than 8 indicates a clumsy person. A professional thief would probably have Dex of at least 15, which is also a good figure for a fighter. Humans have a max of 18, but an especially dexterous Hobbit could potentially be as much as 23, which is of course why they make the best thie- .. err... lockpickers on your team.

Agility

Ability to move the body effectively! Normal humans are around 10. Active adventurers really could do to be more as one's agility in a fight is crucial in not getting hit so often. Animals tend to move faster though and some creatures are extremely quick. Having a superb natural agility of 18 really helps the fighter wearing heavy armour (as that reduces actual agility of the moment). One's agility is also relevant in climbing walls, staying on narrow ledges, jumping things, etc.

Magical Aptitude

The ability to learn magic rather than inherent natural magical skills. A creature (or person) with Magical Aptitude of 0 cannot learn any magical spells for example, but may still have an inate magical skill. The vast majority of humans have an MA of about 5 and most other sentient races are not far off that. Only certain individuals have a high magical aptitude and the magic colleges try to find these people when young for training in the Magic Arts. You wouldn't expect any competent mage to have an MA of less than 15 - the risk of spells backfiring wth potentially very serious consequences has a tendency to weed out the less competent.

Endurance

This affects how much physical strain the body can take. Whether it be serious damage from weapons, carrying heavy loads over long distances, drinking fifteen pints of ale, etc. Fighters better have above average endurance or live short lives. Mages and other lightweights may think they can get away with less, but out in the dangerous world it is unwise for the wimpy to venture. Loss of Endurance happens with serious injury and is slow to recover. A very serious injury may reduce maximum Endurance permanently.

Fatigue

Initial Fatigue is directly linked to initial Endurance. Fatigue is used when taking ordinary hits in a fight, when casting spells, when doing any strenuous activity... But unlike Endurance, is fairly quick to recover.

Willpower

Strength of mind. Mages really need to have good willpower and Beastmasters should have very high WP. High willpower in a fighter on the other hand is simply unnecessary. (Except in military commanders.) Less than 5 though indicates a person likely to do whatever anyone tells them to do (within reason).

Perception

Your normal human is not particularly perceptive at spotting hidden things or tiny details compared to most other creatures. Most humans wander around their entire lives with a perception of around 3 to 8.

Physical Beauty

This is a stat that is from a human's point of view. One orc may well think another is rather stunning, but the human will still think it is a scummy orc, hence a low PB value. Humans range from an exceptionally ugly (and possibly disfigured) 4 to an exceptionally beautiful 20 with an average of 12. It is absolutely not possible for a human being to have PB more than 20 and even that is an extreme rarity.

TMR

Movement Rate (hex values where a hex = 6 feet)

Natural Armour

The human skin is not particularly good at absorbing blows from sharp weapons, nor resisting the teeth of a fierce creature. Hence the human's natural armour is zero! Some animals though have thick hides and some creatures have even touger scales. These absorb some of the damage inflicted every time, just like the leather armour a human might wear. (Leather is animal skin after all.)

 

Note: The above is a very quick and rough guide at present. I will add a lot more details when I revisit this page. As suggested at the top, the details and specifics used in a game are up to the Gamesmaster. If you wish to use the above as is, that's great, but make your own world how you wish it.





 

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