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A Beginners Guide to our Stat System

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HollowWorld

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Welcome! You may have just started out on Hollowworld, or you are a returning player.

You may have noticed in the first few days in Altera a system that we use to help elevate Roleplay, enhance character development, and have a useful effect for events.



What is it? It is our stats system!


It is a method to help represent a character’s developed skills over the course of their life.
It is not a perfect representation but it is a step to providing an accurate estimation of a character’s strengths and weaknesses.​
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So, where do we begin?
The first thing is to create yourself a character card in-game. This card lets people know about who your character is, and begins the journey of setting skills and stats for yourself.​
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This is your character card.​
This is what other players see when they roleplay with you!​
To get your card setup properly (description, race, height and weight), head to this thread {HERE} for the list of all the commands needed.​
Once you have your card setup and active, you can now begin gaining EXP through Roleplay to grow your character and their abilities and skills!​

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So, what do we do when we get that EXP?
We spend it! Quite literally, your EXP is spent in leveling up different stats and abilities.​
There are three unique categories that you can spend on:​
- Attributes -
These are broad traits that encompass a general aspect of a character. Every roll made will use one of these attributes as a base depending on which is most appropriate to the situation. Each point in an attribute adds +1 to a roll. There are three Attributes:​
Body: A character’s general physicality. Specific traits such as strength or swiftness are individual skills, this can be considered more as general athleticism.​
Mind: A measure of a character’s mental acuity and skills learned through academic study. This generally governs skills that apply what you know.​
Soul: A measure of ‘force of character’ and general ability to influence others and resist such influences themselves.​
- Skills -
These are specific skills that represent ability in that particular area. Each point of skill adds +1 to a roll. Skills cap at 5, outside circumstances like race and passive bonuses. The skills here are listed with what attribute they generally utilize, but they aren’t bound to any.​
  • Awareness (Mind): A character's sense of area around them, and ability to notice subtle details in the environment.
  • Ranged (Body): Skill with projectiles, such as bows and thrown weaponry.
  • Handling (Soul): Skill in controlling animals and vehicles, such as a horse or ship.
  • Resilience (Any): A character's general toughness and ability to withstand adversity.
  • Medicine (Mind): Knowledge of mundane healing and how to apply it.
  • Athletics (Body): A character's ability to apply their physicality to general tasks, such as climbing or lifting something heavy.
  • Dexterity (Body): A character's ability to perform graceful actions, such as dodging or catching a thrown item.
  • Deception (Body): A character's affinity for moving unseen and getting to places they shouldn't be.
  • Unarmed (Body): Familiarity with fighting unarmed, both striking and wrestling.
  • Melee (Body): Familiarity with melee weaponry, and skill with their use.
  • Charisma (Soul): A character's Ability to make friends and influence people.
  • Lore (Mind): A character's familiarity with scholarly pursuits, and likelihood of having some specific knowledge about the world.
  • Crafting (Mind): A character's knack for learning crafting skills and making things on the fly.

- Focus -
Focus is a further specialization in a particular skill, represented through a 1d4 addition to relevant rolls.​
Awareness
  • Passive: How likely a character is to notice details in their environment without actively looking for them.
  • Investigation: How likely a character is to find specific details about something they're inspecting.
  • Insight: Intuition in identifying something that has hidden motives.
  • Tracking: Ability to identify tracks and follow them to their source.
Ranged
  • Bows: Affinity for bows, crossbows and similar ranged weaponry.
  • Thrown: Affinity for javelins, throwing knives, and similar ranged weaponry.
  • Arcane: Affinity for aiming ranged spells.
Handling
  • Vehicles: Affinity for piloting vehicles.
  • Animals: Affinity for calming, riding, and managing animals.
  • Summons: Affinity for directing summoned creatures.
Resilience
  • Mental: Mental toughness and affinity for enduring psychological conditions.
  • Endurance: Physical toughness and ability to push on through long periods of physical exertion.
  • Malaise: Inherent ability to resist conditions such as poison, disease, and similar effects of an environmental or magical nature.
Medicine
  • Healing: A character's affinity for the healing arts.
  • Anatomy: A character's academic familiarity with anatomy, human and otherwise.
Athletics
  • Might: A character's affinity for acts of raw strength.
  • Climbing: A character's affinity for climbing things.
Dexterity
  • Evasion: A character's affinity for dodging incoming attacks.
  • Speed: A measure of a character's sprinting speed over short distances.
  • Reflex: A character's general reflex speed, for actions like catching a thrown object.
Deception
  • Stealth: A character's ability to move and hide without being detected.
  • Disguise: A character's ability to conceal their true identity.
  • Thievery: A character's affinity for lockpicking, pickpocketing, and similar deeds of ill repute.
Unarmed
  • Striking: A character's affinity for punching, kicking, and the like.
  • Grappling: A character's affinity for wrestling, grappling, and the like.
Melee
  • Blades: Affinity for bladed weapons, such as swords and daggers.
  • Polearms: Affinity for polearms, such as spears and halberds.
  • Short Weapons: Affinity for singlehanded weapons, such as maces and axes.
  • Shields: Affinity for using shields and blocking.
Charisma
  • Persuasion: A character's ability to convince others to see things their way.
  • Intimidation: A character's ability to frighten others by their presence.
  • Guile: A character's ability to convince others that a lie is the truth.
Lore
  • History: Specialized familiarity with history and events of the past.
  • Nature: Specialized familiarity with academic details about wild animals and the wilderness.
  • Arcana: Specialized familiarity with the esoteric, including magic and magical phenomena.
Crafting
  • Engineering: Affinity for designing something to build to address a specific problem.
  • Repair: Affinity for applying a quick repair to get something working again.
Skills, Focus and Attributes are bought using experience, which is earned passively by RPing.​
You start off with 60 EXP at character creation.​
You can then earn up to 1 EXP per 30 minutes of RPing, to a maximum total of 20 EXP per month.​
Additionally, some Sorrows mobs show up with a nameplate and special attacks. They have a mix of vanilla and custom loot drops. Killing around 20 of these named mobs grants 1 EXP. Characters cap at 240 EXP.​

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How do I spend my points?
To begin, use /menu to see your main menu on the stats system.​
From left to right, there is “Character List”, “Character Sheet”, “Level Up”, “Roll”, and “Mailbox.”​
Character List opens up the list of all character cards that you have on your account, and allows you to switch between them.​
Each account can have a total of five separate character cards represented on it, to showcase alt or side characters.​
Character Sheet allows you to view your current active character, and their skills, attributes, and focuses.​
Level Up opens up your window to specifically spend your XP points in certain areas. The following image shows each, and how to level them up:​
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The Red circles represent your Attributes - Body, Mind, and Soul. The Green circles represent your skills. The Blue circles represent your focus. To level up any of these areas, simply click on one to spend a point on it. To save, simply click compass to save your points. The Yellow circle takes you to the next page, with more skills and focus.​
We know this can feel a little overwhelming, so we put together a Stat Calculator so you can begin planning out your character and their stats! You can find a link to this {Here}!​
With all that, now the next question is… how do we apply these skills in RP?​
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Skills and RP
Skills in RP are a great way to enhance the overall experience for players, events, and DMs! We will break down two different scenarios in which one may use your skills to “roll”.​
You are in a combat based RP with a friend - you both are fighting differently with great emotes, but want to see who the winner would be for each specific move. This is a situation where one would use the skills system to determine a roll.​
You are in a Staff or Player Led Event, and the DM has asked you to roll for a specific scenario - for example, moving out of the way of a fireball heading towards you. This is a situation you would roll for.​
However, not all rolls are combat oriented. Some are for medical scenarios, discovering things in an event, captaining a ship, and more! Most of the rolls are determined by the DM of the scenario, or agreed upon by the people RPing together.​
Here are some core principles to remember when rolling:​
  • Rolls do not dictate how a player character thinks, feels, or reacts to something. These are for use in CRP, events, and situations generally outside the realm of normal interaction.
  • Skills should feel rarely reliable in how they reflect character ability.
  • The outcome of rolls still fall within the realm of what’s plausible, and remain contingent on what’s being emoted. A high roll doesn’t allow a sword to cut through a breastplate, and RP should remain the focus with rolls as a tool to ease the decision of outcomes.
So, how does rolling work with skills?
A great question! In our set of rolling, we have a d20 dice system (like DnD).​
You roll by using the command /roll followed by the appropriate attribute, then skill, as seen below:​
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The modifier you have for a specific roll is determined by the amount of points you have in a certain Skill and Attribute.​
Every point you add to a skill or attribute adds another +1 onto your roll. You can buy a maximum of +10 by maxing out your skills.​
Where does focus come into play? When rolling, there may be a scenario in which your character specializes.​
For example, they may be really great at fighting with a mace. In a combat scenario, you would use a focus roll to help out with this, as shown below:
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We know this may seem confusing, but the big things to remember are:​
  • The amount of points you have in a specific skill or attribute dictates how many dice you have when rolling for that skill and attribute.
  • Focus is used for a specialization in different scenarios.

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Those are the general basics to our Stats System here on HW, for any questions please feel free
to ask in our Discord, or take a look at the in-depth threats in the Stats Section posted {Here}

Happy rolling!
 
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