1.0 Stats

Every creature has a set of basic stats, also called ability scores (strength, dexterity, toughness, intelligence, armour, speed), and two derived stats (hit points, defence). For player characters, strength, dexterity, toughness and intelligence all have a value from 0 to 10. These numbers are not absolute but relative. Having 0 strength doesn’t mean you have no strength at all; it means you’re as strong as an unathletic human, while 10 means you’re near the human peak in terms of strength.

Each stat’s uses and the way to calculate them (if applicable) are listed below. (If multiple stats are stated to be added to a single ability check, you only apply the highest one, never both.)

Strength
You add your strength to melee attack rolls and to the damage you deal with a successful melee or ranged attack. You also add it to ability checks such as climbing, jumping and swimming. A sufficient strength score is required to wear armour.

Dexterity
You add your dexterity score to ranged attack rolls and to melee attack rolls with finesse weapons, and you add half your dexterity to your defence. You also add it to ability checks such as climbing, balance and stealth.

Toughness
You gain 3 extra HP for every point of toughness you have. You also add it to checks to resist effects such as poison, disease and fatigue.

Intelligence
You add your intelligence stat to initiative rolls and to checks to resist psychological attacks. You also add it to ability checks such as perception, recalling knowledge, lock picking and disabling traps.

Armour
You add your armour score to your defence. Armour is unlike the other basic stats in that you don’t buy it using stat points: it comes from the Equipment you wear.

Speed
Speed is the distance you can move with a single action, expressed in squares. The default speed for player characters is 6.

Hit points
A player character’s hit points are equal to 12 + 3 x toughness. They represent your ability to survive injuries. See Injury and recovery.

Defence
Your defence is equal to 10 + dexterity/2 + armour. It represents your ability to avoid being hit by attacks, whether by dodging them or deflecting them off your armour and/or shield. Attacks have to equal or surpass your defence score with their attack roll in order to harm you. Wearing armour may limit your dexterity bonus to defence.