Stats, Attributes & Derivatives
Characters in Mythmaster are defined by many different numbers that describe them compared to a statistical norm, and determine how capable they are of performing any given task. The most important numbers that describe a character in Mythmaster are their stats (short for 'statistics') and their attributes. These numbers are the foundation of your character, and they are used to determine everything else about your character from how fast they can run to how likely they are to strike a blow with a sword, to how many spells they can cast before they collapse from mental exhaustion.
Stats
Every character has nine stats. Stats are the defining traits of a character, describing their general capability and fitness in physical, mental and social terms. Stats run on a scale from 3-18, with the precise average being 10.5.
For any given stat, about two-thirds of the population will have a value in the 8 to 13 range, and this is considered average. Even a low stat of 6 or 7, or a high stat of 14 or 15 is considered totally normal, and because everyone has nine stats, the odds of having at least one stat outside this range remain significant. About one person in twenty will have a given stat of 5 or lower, and another one in twenty will have it at 16 or higher - which still represents 10% of the population, and so is far from being uncommon.
Even stats of 3 or 18 are not that rare; out of any group of 12 individuals, there is a 50% chance that one of them will have either a 3 or an 18 for one of their stats.
- The nine stats in Mythmaster are:
- Strength: your character's physical strength: ability to lift weight, carry things, and hit hard.
- Agility: your character's physical dexterity, reflexes, and hand-eye co-ordination.
- Vitality: your character's toughness, endurance, and general constitution.
- Intelligence: how naturally smart your character is, and how high their IQ.
- Alertness: how keen and finely attuned your character's senses are.
- Will: how disciplined, focused, attentive and determined your character is.
- Confidence: your character's general self-assuredness and poise.
- Cunning: how sharp-witted and socially adaptable your character is.
- Conviction: how committed, faithful and unwavering your character is.
Attributes
Attributes are categories, or groupings of stats, and they are principally used to calculate your character's derivatives (see below) and skills. Attributes are determined by taking the average of a group stats. For example, the Physical Attribute is calculated by taking the average of the Strength, Agility and Vitality Stats.
By aggregating and averaging groups of stats, attributes both reflect the concept that most skills rely on several different competencies, and also virtually eliminate the possibility of rolling a wildly unbalanced character. While the odds of a character having an 18 for one of their stats is about one in twenty-four, the odds of a character having an 18 for one of their attributes is less than one in ten million.
- The six attributes in Mythmaster are:
- Physical: an overall measure of your character's general physical fitness.
- Mental: an overall measure of your character's general mental capacity.
- Social: a measure of the quality and overall appeal of your character's personality.
- Intensity: a general measure of how imposing or impressive your character is.
- Adaptability: a measure of how able your character is to adapt to different situations.
- Stability: a measure of how grounded and resilient your character is.
Derivatives
Derivatives are so called because they are derived from your character's other stats and attributes. The maximum value for each of your derivatives will change frequently during the character creation process, either as a result of changes to your stats or attributes, or as a result of Life Events that directly affect the derivatives themselves. During character creation, be sure to keep careful track of the total change to each derivative, and make sure to recalculate the max values for your Ddrivatives before you start playing your character.
- The six drivatives in Mythmaster are:
- Health: the amount of damage you can take before succumbing to injury.
- Stamina: the amount you can exert yourself before succumbing to physical exhaustion..
- Concentration: the amount of mental energy you can expend before succumbing to mental exhaustion.
- Composure: the amount of social energy can invest before becoming socially and or emotionally drained.
- Resolve: the amount of extra effort you can summon when it matters most.
- Base Move: how fast you can move.
Rolling Your Starting Stats
The very first step in the character creation process involves rolling dice to determine your initial stats, and allocating the die rolls into the stats & attributes grid on the character sheet.
- To determine your character's initial stats, use the following process:
- Roll 3d6 six times, and record the results.
- For your seventh roll, first add the results of the first six rolls.
- If the result is 58 or lower, roll 4d6, count only the three highest dice, and record the result.
- If the result is 68 or higher, roll 4d6, count only the three lowest dice, and record the result.
- For your eighth roll, first add the results of the first seven rolls.
- If the result is 66 or lower, roll 4d6, count only the three highest dice, and record the result.
- If the result is 81 or higher, roll 4d6, count only the three lowest dice, and record the result.
- For your ninth and final roll, first add the results of the first eight rolls.
- If the result is 73 or lower, roll 4d6, count only the three highest dice, and record the result.
- If the result is 95 or higher, roll 4d6, count only the three lowest dice, and record the result.
Allocating Your Stats
Having now generated nine values between 3 and 18, you may allocate them however you wish to your stats. Your stats will be shown on your character sheet in the stats & attributes grid which allows you to easily understand the relationship between your stats and the attributes they make up.
STATS & ATTRIBUTES | INTENSITY | ADAPTABILITY | STABILITY | ||||
---|---|---|---|---|---|---|---|
PHYSICAL | STRENGTH | AGILITY | VITALITY | ||||
MENTAL | INTELLIGENCE | ALERTNESS | WILL | ||||
SOCIAL | CONFIDENCE | CUNNING | CONVICTION |
Choosing Your Species
Having allocated your stats, before calculating your attributes and deriviates, you will need to choose your species. Your choice of species will adjust your initial stats and will have an impact on both your attributes and derivatives.
Calculating Your Starting Attributes
After choosing the species for your character and applying the stat adjustments, it is now time to calculate your attributes. To do this, simply calculate the average for all three Stats in each row and column of the stats & attributes grid. For example, to calculate your Physical Attribute, simply add the values for your Strength, Agility and Vitality Stats, and divide the total by three, and round to the nearest whole number. To calculate your Intensity Attribute, add the values for your Strength, Intelligence and Confidence Stats, and divide the total by three, and round to the nearest whole number.
Because your stats may change during the course of character creation or during play, you should always recalculate your attributes any time one of your stats changes, as it may cause an attribute to go up or down.
Derivatives
Derivatives are so called because they are derived from your character's other stats and attributes. The maximum value for each of your derivatives will change frequently during the character creation process, either as a result of changes to your stats or attributes, or as a result of Life Events that directly affect the derivatives themselves. During character creation, be sure to keep careful track of the total change to each derivative, and make sure to recalculate the max values for your derivatives before you start playing your character.
Like stats and attributes, the maximum value of your derivatives will not change much during play, but unlike stats or attributes, the current value of your derivatives will change constantly. They can be lowered by exertion or by damage, and they can be raised by rest or healing. You must keep the current values for your derivatives constantly up to date and accurate on your character sheet.
Most derivatives function mainly as 'counters' keeping track of your character's overall capacity to continue performing basic actions like fighting or casting spells. Resolve is a derivative you can 'spend' when you want to commit intensely to an action or a task. Your base move defines how fast you can move and is modified by the bulk of everything you are carrying. Your base move is also used to calculate your sprint move and your daily travel distance.
Health
Health represents how many points of physical damage a character can take in combat before they are at risk of losing consciousness. Damage done from weapons in combat reduces health, and the protection value for armour reduces that damage before it is applied to health. Your character's health is equal to their Stability Attribute, modified by various bonuses due to your species, to the effects of various Life Events, or by improvement through mastery in different skill fields, or progression up the ranks of a faction.
Stamina
Stamina represents how long a character can exert themselves before succumbing to exhaustion. Your character will lose stamina when physically exerting themselves either by using different skills, or when engaging in combat. Stamina is equal to the Physical Attribute, modified by various bonuses due to your species, to the effects of various Life Events, or by improvement through mastery in different skill fields, or progression up the ranks of a faction.
Concentration
Concentration is a character's ability to focus and to channel their mental energy. Mental exertions, such as using certain skills or the casting of spells, will drain your concentration, and eventually lead to mental exhaustion. Concentration is equal to the Mental Attribute, modified by various bonuses due to your species, to the effects of various Life Events, or by improvement through mastery in different skill fields, or progression up the ranks of a faction.
Composure
Composure represents a character's capacity to engage in challenging social interactions such as haggling over prices, debating or arguing, trying to convince others of your point or view, or attempting to conceal or trap someone in a lie. Composure also represents a characters morale and can be damaged in combat. Loss of composure can lead to a range of different forms of social exhaustion, and a need for isolation. Composure is equal to the Social Attribute, modified by various bonuses due to your species, to the effects of various Life Events, or by improvement through mastery in different skill fields, or progression up the ranks of a faction.
Resolve
Resolve represents a character's capacity to push themselves to the limit, dedicating additional effort to performing a task. Resolve cannot be 'damaged' like the above derivatives; it is spent intentionally to increase a character's chances of success. Resolve can go to zero without consequence, but it cannot go negative. Your character's resolve is equal to their Intensity Attribute divided by four, minus one, and rounded to the nearest whole number. Resolve is modified by various bonuses due to your species, to the effects of various Life Events, by improvement through mastery in different skill fields, or progression up the ranks of a faction.
Base Move
Your base move is your character's normal walk speed in (h/t). This value is used along with your bulk factor to determine your movement speed in various contexts.