Statistics and Attributes

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The following section goes over the common statistics found in the Unbound system. These statistics have more detailed explanations in their respective areas, this just acts as a primer for what to look for.

Attributes

Attributes are the building blocks of your character and almost every aspect of your character is influenced by an Attribute in some way. Many abilities call for an Attributes modifier or mod to be used for a calculation, to calculate an Attributes modifier you take the Attribute and subtract ten from it before dividing by two and rounding down. There are nine different Attributes broken up into the following three categories. 

Body Attributes

These attributes represents your physical capabilities such as how strong or agile you are. The Body Attributes are Strength, Dexterity, and Constitution.

  • Strength (Str): Strength represents your raw strength and your ability to do various physical actions. Some examples of what Strength is used for is Carrying Capacity, moving heavy objects, melee attacks, melee damage, thrown damage, bow damage, and appropriate Strength-based skills.
  • Dexterity (Dex): Dexterity represents your agility and skill in fine physical manipulation. Some examples of what Dexterity is used for is base Armor Class, Initiative, ranged attacks, finesse damage, and appropriate Dexterity-based skills.
  • Constitution (Con): Constitution represents your overall health and endurance. Some examples of what Constitution is used for is Stamina, Hit Points, part of your negative Hit Points, and is called for checks related to endurance.
Mind Attributes

These attributes represents your mental capabilities such as how smart or charismatic you are. The Mind Attributes are Intellect, Fellowship, and Thaumaturgy.

  • Intellect (Int): Intellect represents your overall intelligence and ability to learn. Some examples of what Intellect is used for are starting skill points, some abilities, and is used for a variety of skills such as Profession, Craft and Knowledge.
  • Fellowship (Fel): Fellowship represents your charismatic skill and force of will. Some examples of what Fellowship is used for are social skills, starting attitudes (not always), is used in opposed rolls vs Possession/Item Ego. A high Fellowship score has benefits for followers and cohorts.
  • Thaumaturgy (Thm): Thaumaturgy represents your magical knowledge and skill in complex magical formulas. Some examples of what Thaumaturgy is used for are some magic skills, Spell Points, spell save DC’s, and identifying magic.
Soul Attributes

These Attributes represents how strong your soul and its capabilities, such as how strong your magic is and how lucky you are. The Soul Attributes are Magic, Spirit, and Luck.

  • Magic (Mag): Magic represents your raw magical potential and the strength of many magical effects. Some examples of what Magic is used for are some magic skills, scaling spell effects, and calculating your Mana pool.
  • Spirit (Spr): Spirit represents how strong your soul is and how many soul-bound connections you can have. Some examples of what Spirit is used for are Attunement slots, bound companion strength, negative Hit Points, and summoning contracts.
  • Luck (Lck): Luck represents how lucky you are or if fate is on your side. The primary use Luck serves is giving you a daily Luck Pool, though it does influence other abilities occasionally. For full details on what luck does and how it’s used go to Luck and Luck Pool. 
Attribute Score Caps

Each individual Attribute has a maximum score cap that normally cannot be exceeded. This cap is equal to 18 + Lineage Attribute Bonuses + Permanent Size Modifiers + Highest Rank Bonus + Other Bonuses. If a creature has an Attribute that would exceed this cap, their Attribute is reduced to their Attribute cap until such time that they can benefit from the excess Attributes. These excess Attributes are treated as not existing. Some very rare items and effects, such as certain Elixirs, can increase your Attribute score cap. 

Basic Statistics

The following are basic statistics that shape your capabilities.

AC

AC or Armor class is broken down into 4 basic categories. Armor Class, Touch Armor Class, Flat-Footed Armor Class, and Flat-Footed Touch Armor Class. Armor class defends against most weapon attacks, Touch Armor class defends against special touch attacks such as from some spells. While Flat-Footed armor class defends against attacks you are unaware of. For more information see Armor Class

Combat Maneuver (CMD)

Your Combat Maneuver Defense or CMD, is your ability to defend against Combat Maneuvers and abilities that may physically move you, the most common of which being the Maneuver skills. CMD is the combined total of your Strength Modifier, Dexterity Modifier, Dodge AC, Deflection AC, plus any other miscellaneous modifiers. If you are Flat-Footed, you lose your Dexterity and Dodge AC modifiers to CMD. For more information see Armor Class

Hit Points and HP Multiplier

Your Hit Points or HP, dictates how much damage you can take before taking penalties and ultimately going Unconscious or Dying. Your HP Multiplier is the primary way of increasing Hit Points. For a more in-depth explanation please see Hit Points and Injuries.

Mana Pool and Mana Multiplier

Your Mana pool represents how many spells you are able to cast on a daily basis. Your Mana is based on your Magic score multiplied by your Mana Multiplier, plus your Spirit score. For more information go to the Unbound Magic article.

Saving Throws

Saving Throws or simply Saves are your ability to defend against effects that do not directly attack you, such as dodging a fireball or resisting a poison. Making a Save is typically a passive reaction that happens automatically; however, you can choose to not resist an effect and automatically fail a Save. Saves are broken up into three different general categories Body, Mind, and Soul, these Saves are based on the Attributes used to calculate them and what they defend against. When calculating you take either the middle modifier of the three Attributes in that group or the average of all three Attributes rounded down, whichever is higher. Then you add any other modifiers such as bonuses from Save bonuses in the XP Shop, Talents, Lineages, spells, and so on.

  • Body Saves: Body saves represent your ability to resist effects that target your body; everything from dodging an explosion to your body’s ability to resist poison and disease. The Attributes used at base to calculate your Body Save are Strength, Dexterity, and Constitution.
  • Mind Saves: Mind saves represent your ability to resist effects that target your mind; everything from resisting a fear effect from a monster to fighting a mind control effect. The Attributes used at base to calculate your Mind Save are Intellect, Fellowship, and Thaumaturgy.
  • Soul Saves: Soul saves represent your ability to resist effects that target your soul; everything from resisting an ability that targets your luck to soul destruction. The Attributes used at base to calculate your Soul Save are Magic, Spirit, and Luck.
Stamina

Your Stamina pool represents your ability to push yourself beyond your normal abilities and perform exerted actions. Your Stamina pool can be used to activate various abilities that can be gained through talents in addition to abilities from things such as Martial Traditions. At base, you have an amount of Stamina equal to your combined Constitution and Spirit modifiers plus your Vitality score and has the following two exerted actions you may use Stamina on at base.

  • Swift Draw: You may spend 1 Stamina to draw a stowed item as a Quick Action.
  • Sprint: You may spend 2 Stamina to perform a Move with a Quick Action.

If you run out of Stamina, you gain 1 Fatigue step for each round of exerted actions until you have at least 1 Stamina. You regain half of your Constitution modifier in Stamina on a Short Rest and refill your entire pool of Stamina on a Long Rest. For more information on what Stamina can be used for, see the Character Creation rules.

Overexertion

You can attempt to push yourself beyond what you could normally achieve, at the expense of risking exhaustion and life. This can only be done in combat, or in a particularly stressful situation in-session as approved by the GM. Whenever you would overexert yourself, you can choose to gain the benefits of one of the Exertion Boon’s listed below, if you do so, you must make a Vitality check, with a DC of what is listed by the chosen effect + 1 per overexertion made in the past minute, if you succeed this check the boon is gained, if you fail, the boon is not achieved.

Either success or fail, at the end the combat or scene wherein overexertion was used you must make a Vitality check for each time this feature was used in that combat or scene with a DC of 10, with each additional use of overexertion increasing the DC of the following vitality check by one, resetting to 10 after you complete a Long Rest. Failing this Vitality check results in you permanently losing 1 max Stamina. If you ever reach 0 maximum Stamina you die. This lost Stamina can be restored with abilities that restore Mortal Wounds.

Exertion Boons

  • DC (10): You can move twice your base speed with this action.
  • DC (12): You double your Attribute modifier on the relevant Attribute check, Save, or attack roll.
  • DC (12): You can reroll any dice used in this action, if you do so, you must take the new result, even if it is lower.
  • DC (14): You can take an additional action for 1 round. You can attempt this boon multiple times on a turn, extending its duration by 1 round with each successful attempt. The DC to achieve this boon increases by 1 for every two attempts to gain this boon.
  • DC (14): You may make an additional Stage 1 attack as a Free Action. You can attempt this boon multiple times on a turn. The DC to achieve this boon increases by 1 for every attempt to gain this boon.

Secondary Statistics

These statistics are minor characteristics that influence you in subtle or passive ways but are still important. 

Carrying Capacity

Your Carrying Capacity represents how much you are able to carry without suffering penalties. There are different levels of carrying capacity in order of Base Carrying Capacity, Lift and Overhead Carrying Capacity, Maximum Carrying Capacity, and Dragging Carrying Capacity.

  • Base Carrying Capacity: At base you have the ability to carry an amount of weight equal to your Strength score plus your Constitution modifier, then multiplied by ten pounds. If you go over this amount, you have your movement speed lowered by 50 percent, to a minimum of 5 feet, due to being over encumbered.
  • Lift and Overheard Carrying Capacity: You are able to lift up to quadruple your base Carrying Capacity; however, you gain the Staggered condition while lifting anything over double your base Carrying Capacity. These lift capacities are halved if you are lifting over your own head.
  • Maximum Carrying Capacity: Your maximum Carrying Capacity is six times your base Carrying Capacity. If you are carrying quadruple your base capacity, you gain the Staggered condition and if you reach your six times limit, you cannot move and must make an DC 15+1 per round Vitality check every round or increase your Fatigue track by 1 for each failed check and must lower the weight or fall Prone.
  • Dragging Carrying Capacity: You typically have the ability to push or drag up to ten times your base Carrying Capacity. Depending on conditions this amount can range from a quarter of this amount or up to double as appropriate.
  • Carrying Capacity Modifiers: Various modifiers from items to your body type can influence your base Carrying Capacity. The most common of these is your Size Category and body type such as extra limbs.
    • Size: Your size modifies your base Carrying Capacity; for every size category above Medium, your Carrying Capacity is doubled; while every size category below Medium, your Carrying Capacity is reduced by 25 percent.
    • Body Type and Limbs: Your body type and any extra limbs can also influence your base Carrying Capacity. If you have four legs, your base Carrying Capacity is quadrupled. This is further increased for every additional pair of legs you possess, increasing this multiplier by 1 for each instance.
Initiative Score

Your Initiative score helps determine in what order you act in combat. At base your Initiative score is the higher modifier between your Dexterity and Intellect, that is then added to a d20 roll to determine your Initiative in a combat. For the full Initiative rules go to Initiative. 

Size

Your size can influence various things such as reach and may give bonuses or negatives to certain skills and Attributes. Most creatures are on average either Small, Medium, or Large though many other sizes exist, as a character, you are most likely of Medium or Small size. For a full list of sizes and their effects see Size Categories. 

Soul Bindings

You can have a number of bound creatures, and abilities such as Supernatural Ties equal to 1 + your Spirit modifier. This number may be increased by various abilities and talents. 

Spell Resistance

Spell Resistance or SR is a representation of your ability to naturally resist magic. If you possess Spell Resistance, whenever you would potentially be effected by a spell, you may make a Spell Resistance check to resist. This is done by rolling a d20 and adding your Spell Resistance score to the results. This check is opposed by the spellcaster with a Spellcasting check relating to the magic cast upon you, plus any bonuses they may have to penetrate Spell Resistance. If your Spell Resistance check is higher than the opposed check, you are unaffected by the spell, if it is lower the spell resolves normally. 

Vitality

You have a Vitality score equal to the score purchased within Vitality, as found in the XP, plus any other bonuses to Vitality from abilities. Your Vitality score is used to resist the effects of Fatigue during Forced Marching and similar situations along with resisting the negatives of exerted actions. A Vitality check is made by rolling a d20 and adding your Vitality score, plus any other bonuses to Vitality related to the given check.

Additionally, every point of Vitality that you have grants you an amount of bonus Hit Points equal to your Constitution modifier. Any endurance-based Vitality check such as hustling or forced march also adds the highest of your Constitution or Spirit modifier to the check.

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