ARCANA has a stat system. It's not meant for player vs. player encounters but rather to facilitate the Storyteller system. It's meant to be used by STs to gauge how successful your characters may (or may not) be at a certain action. It may be used in combat if you wish, and STs are encouraged to use it for combat situations where the players fight faceless mooks, ie battles they're meant to win and without huge dramatic tension. Combat at ARCANA is otherwise intended to be freeform and open-ended.
For example, if a character is investigating one of the gates and would like to see if they detect any unusual activity, the ST would assess how much information they can glean based on their INT score.
If a Storyteller would like chance to take part in certain events, they are welcome to roll dice or use
other randomizers, but that's all up to ST discretion.
All stats run 1-10. Superhuman and high level characters may exceed a score of 10, but no starting characters are currently allowed a score over 10.
STAMINA (STA) - Stamina is primarily your health pool. It is the number of hits you can take before you fall over; your ability to sustain physical duress and resist debilitating effects.
EX: A character with 9 Stamina can take 9 debilitating effects before falling unconscious. These debilitating effects may be attacks, exhaustion, exposure to elements, etc whatever is appropriate.
IN COMBAT: A character with 5/5 Stamina enters battle. They may take 5 hits before falling unconscious. If damaged to below max STA, hey regain 1 STA for every IC day spent at rest. Their STA cannot exceed 5 unless they level up and invest in their STA stat.
FOR SPELLS: You get +1 spellcast per thread for every 3 STA.
POWER (POW) - Power is a measure of your character's strength and skill therewith. It's your chance of hitting physical attacks; your character's ability to leverage their brute force to their advantage.
EX: A character with 3 POW may not be able to break down a particular door, but perhaps a character with 6 Strength can. A character with 10 POW does not need lockpicks when they have their fists.
IN COMBAT: A character with 7 POW can accurately hit any target with 1-6 AGI to inflict 1 STA of physical damage. The same character will miss a character with 7+ AGI. Dramatic combat is not meant to utilize this system.
MAGIC (MAG) - Magic is a measure of your character's aptitude for and/or knowledge of the arcane. It is your chance of hitting magical attacks and the frequency your character may cast their spells.
EX: A character with 6 MAG may be able to detect spells such as blessings or shields. A character with 9 MAG may be able to even detect hidden spells or scrying spells. A character with 1 MAG has no clue.
IN COMBAT: A character with 7 MAG can accurately hit any target with 1-6 AGI to inflict magical damage. The same character will miss a character with 7+ AGI. Dramatic combat is not meant to utilize this system.
AGILITY (AGI) - Agility represents how nimble and dexterous your character may be. It is your ability to dodge both physical and magical attacks; your skill at stealth and balance, at being nimble and quick.
EX: If your party is caught in a pit trap, a character with 6+ AGI may be able to leap to safety. A character with 3 AGI is probably standing at the bottom of the pit awaiting rescue or ingenuous escape.
IN COMBAT: A character with high AGI can dodge incoming attacks. A character with 5 AGI can dodge any attack that uses a base 5 POW/MAG or less. Dramatic combat is not meant to utilize this system.
INTELLIGENCE (INT) - Intelligence is your character's wit, wisdom, and reason. It is your character's knowledge of the world and its practices; how likely you are to know relevant information to a new area.
EX: If a party is in a foreign city, a character with 5+ INT will quickly learn simple phrases. A character with 6+ INT may be able to discern the local customs. A character with 9+ INT may already be fluent and well-versed in local practices.
IN COMBAT: A character with 6 INT gains 3 spells per power instead of 2. A character with 9 INT gains 4 spells per power instead of 2. A character with 12 INT gains 5 spells per power instead of 2, and so on by products of three.
PERCEPTION (PER) - Perception is your character's awareness and intuition, the keenness of their senses. It is your ability to notice what happens around you; your ability detect lies and motivation.
EX: An NPC lies to the party; they are a skilled liar. A character with 6 PER may feel ill at ease, but a character with 9 PER knows for a fact that they are being lied to. A character with 5 PER is none the wiser.
IN COMBAT: A character with 6 PER may have a guaranteed hit once per thread. A character with 9 PER may have two guaranteed hits per thread. A character with 12 PER may have three guaranteed hits per thread, and so on by products of three.
YOU MAY ALWAYS ELECT TO FAIL A CHECK. For example, you may play an anti-social ranger with excellent PER, but you may not want him to be as perceptive in social situations. In that case, even if the ST says you succeed to knowing that so-and-so's lying, you can elect to have no clue what's going on.
THERE IS NO CHARISMA SCORE. Your character's charisma is reflected by your rping.
A starting character has 36 points to invest into their six stats however they wish. All human scores should be 1-10; starting scores of 0 are disallowed.
For every level gained after the first, a character gains ONE point to spend on their stats.