Help:Fundamental Statistics

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Getting Started
  1. What is a Tabletop RPG?
  2. Fundamental Statistics
  3. Creating a Character
  4. Adventuring Groups
Foundational Play
  1. Using Skills
  2. Basic Combat
  3. Core Magic Mechanics
  4. Leveling Up
Advanced Play
  1. Character Building
  2. Advanced Combat Techniques
  3. Interacting With the World

Legends of Cphera has a vast array of statistics and numbers that help to define a character. Initially, this plethora of values can be confusing and can present a newcomer with what seems to be an impenetrable wall of number crunching. Here, we try to remove some of the confusion and break down the most important statistics behind a character.


A character's Ability Scores represent the most basic aspects of his or her strengths and weaknesses. There are eight different Abilities:

  • Strength (Str) — The raw physical power behind a character.
  • Endurance (Enu) — The amount of physical punishment a character can withstand.
  • Agility (Agl) — How graceful and precise a character's movements are.
  • Speed (Spd) — How quick a character is to act.
  • Intellect (Int) — A character's fluid intelligence, how clever she is.
  • Willpower (Wil) — The strength of a character's resolve, his mental fortitude.
  • Intuition (Inu) — How innately aware a character is of his surroundings.
  • Charisma (Cha) — How well a character can relate to others, and to herself.

The eight Abilities are divided up into physical and mental categories. The physical abilities — Strength, Endurance, Agility, and Speed — determine a character's physical strengths and weaknesses, while the mental abilities — Intellect, Willpower, Intuition, and Charisma — determine a character's mental strengths and weaknesses.

Primary Abilities and Ability Features

Characters can have one to three Primary Abilities, or Abilities that a character puts the most amount of focus on. Each Ability has a series of Ability Features that grant characters new skills and powers as they increase their Ability Scores. Characters are able to access even more Features from their Primary Abilities. For more information on the features offered, see each Ability's section on the Abilities page.

Abilities are the most stable and constant of a character's statistics. Though they are increased when a character levels up, they do not fluctuate over the course of play. However, abilities can be damaged through special abilities or magic, and the healing process for such damage is quite lengthy.

Wellness Statistics

Characters have two numbers that denote their current health and stamina, and they are closely related.

Hit Points

Hit Points, commonly referred to as "HP," represents how much physical trauma a character can take before he falls dead or dying. Whenever a character takes damage, the amount of damage dealt is taken away from the character's Hit Points. Once a character's HP is reduced below 0 - his Endurance score, the character is dead.

Sublethal Damage

To represent damage that isn't immediately life-threatening, Sublethal Damage is used. Sublethal damage starts at zero and goes up. Sublethal damage can be incurred from fatigue due to overexertion, spending more Action Points than a character's Endurance in combat, or from any attack designed to deal Sublethal, or non-lethal, damage. Once a character's Sublethal Damage goes over his current Hit Point value, the character must make a Fortitude Save every round of combat to remain conscious. See the page on Sublethal Damage for more information.

Combat Statistics

The most statistic-heavy aspect of Legends of Cphera is the combat system. As such, there are a variety of very important numbers at play in combat.

Combat Ability

Combat Ability is perhaps the most important number in combat. It represents the overall combat skill of a character. The bonus it represents is split up into four separate divisions: Base Attack Bonus, Base Defense Bonus, Counter Bonus, and Combat Speed. How a character's Combat Ability is divided up between those four sections is entirely up to the player. For more information on the divisions, see the page on Combat Ability.

Armor Class

Armor Class, sometimes called Defense, represents how difficult it is to hit a character. In order for an attack to land on a character, the attacker's Attack value must meet or exceed the defender's Armor Class. See the page on Armor Class for more information.

Action Points

Action Points, referred to as AP, represent units of exertion within combat. All actions within combat have an AP cost, and every character has a maximum number of AP that can be spent in a round. Every character is guaranteed their Speed value in Action Points every round. Usually, spending more than that in a round will incur penalties. See the Action Points page for more details.


There are sixteen unique skills. Skills define how capable characters are at various specific tasks. In order to succeed in, for example, climbing up a wall, a character would use his Athletics skill.


Most of the skills are further broken down into specializations. In the case of the Athletics example above, the character would be specifically using the Climbing specialization of Athletics.

Family and Specialization Modifiers

Skills deal with two primary modifiers: Family modifiers and Specialization modifiers. Family modifiers apply to an entire skill, while Specialization modifiers apply only to specific areas of a skill. When a character wants to perform an action, both the Family Modifier of the skill and the Specialization modifier of the specific action get added together.

For more information, see the Skills page.