A character’s stats are broken into three main categories: Mental, Spiritual, and Physical. Each of these Stat Categories also contains a series of sub-stats that are directly associated with the Stat Category. And then there’s the General Stats such as REP, CC, AP, LIFE, IMPACT, LIFT, etc. Each of these stats contributes to the overall definition of the character, and each plays a vital and important role in playing the game.
Rolling for Stats
• Hero Table
Types of Stats
Mental Stat Category (Overall Intelligence)
• INT (Natural Intelligence)
• EDU (Natural Inclination Towards Education)
• LEARN (Natural Ability to Learn)
• COMM (Natural Ability to Communicate)
• DED (Natural Ability of Deduction)
• TECH (Natural Technical Ability)
• M. END (Natural Mental Endurance)
Spiritual Stat Category (Overall Spirituality)
• WILL (Natural Willpower)
• EMP (Natural Empathy)
• REL (Natural Religious Inclination)
• CALM (Natural Calm)
• PRES (Natural Presence)
• LUCK (Innate Luck)
• S. END (Natural Spiritual Endurance)
Physical Stat Category (Overall Physicality)
• STR (Natural Physical Strength)
• CON (Natural Constitution)
• ATT (Natural Attractiveness)
• DEX (Natural Dexterity)
• MOVE (Rate of Movement)
• HEAL (The Natural Healing Modifier)
• P. END (Natural Physical Endurance)
CC (Creative Currency)
AP (Advancement Points)
CONC % (Consciousness)
LIFE (Life Points)
IMPACT (Available Impact Points)
LIFT (How much weight your character can deadlift)
CARRY (How much weight your character can reasonably carry)
OVERHEAD (How much weight your character can reasonably lift in an overhead press)
RUN (Natural Running Distance)
SPRINT (Natural Sprinting Distance)
V. JUMP (Natural Vertical Jump Height)
H. JUMP (Natural Horizontal Jump Distance)
PUSH/PULL (Amount of Weight the Character can Push or Pull)
Rolling For Stats
The REALITYbites® System uses three kinds of die to determine random results; the d100, the d10, and the d6. There are three methods for rolling stats and your GM will inform you of the one that they’ll be using within their game, so make sure you’re communicating.
Method 1 – Individual Roll
Roll the designated die type for each stat, sub-stat, and general stat subsequently, accepting the roll and moving on. Once all stats have been rolled for, you can swap a total of three (3) stats to further customize your character’s abilities.
Method 2 – Averages
Roll the designated die type three times for each stat, sub-stat, and general stat. Average the three die rolls and that’s your score. Always round down.
Method 3 – Pool
Roll 1d10 a total of times as indicated on the Hero Table depending on the GM’s established Hero Level to generate a pool of points to distribute amongst the total stats, sub-stats, and general stats.
Types of Stats
There are three types of stats you need to be aware of. Category Stats, Sub-Stats, and General Stats.
Category Stats are used to denote the overall ability of a major character attribute. Each of the three stats (Mental, Spiritual, and Physical) encompasses an average of all of the sub-stats associated with that category and are used as a defining stat for your character. Think of these stats as the rounding view of the category. If something calls for a general mental check (such as a memory recall, or something along those lines), you’d use the Mental Category Stat as your base for the roll. If your character is required to perform a physical act that isn’t directly associated with either the sub-stats or the general stats, then you’d use the Physical Category Stat as the base for the roll. In addition to that, you can use the Category Stat score get a general idea of the character’s overall description for that category.
Sub-Stats are the stats listed to the right of the Category Stats that break the character’s abilities in these areas down into specifics. Some of these Sub-Stat scores are on a scale from 1-10 and others are percentages or modifiers. Each Sub-Stat is important to the character’s overall performance through skill, talent, and consideration associations and checks.
General Stats are exactly that; the general stats used to denote even further breakdown of Category Stats or portions of the character that don’t fit into the categories specifically. These are those to the right of the vertical separator.
Use this scale as a way to determine where your character stands in each category: Average in any category would be between 4-5, so anything below a 4 would indicate a deficiency whereas anything above a 5 would indicate a surplus.
We are separated from the animals due primarily to our intellect. This stat defines this separation in a numerical fashion that helps you understand your character’s mental capacity. An average of a number of the Mental Category Sub-Stats, this score will be your guide into character logic.
To generate the Mental Category Stat, use the following formula: (INT+EDU+LEARN+COMM+DED+TECH)/6
The spirit is an all-encompassing term we’re using to designate the psyche, religiosity, and will-power of the character. When you hear stories about captives whose spirits could not be broken, shipwreck survivors who were so determined and hopeful that these strengths alone kept them alive, and the determination and single-mindedness of leaders like Joan of Arc, King Arthur, and Napolean, we’re talking about their spirit (at least in great part).
To generate the Spiritual Category Stat, use the following formula: (WILL+EMP+REL+CALM+PRES)/5
If you’ve ever seen a sickly-looking victim of starvation, you’d understand the overall physicality concept. The same thing goes for those monstrous bodybuilders. You can gain a general idea of their physical well-being through their appearance and actions. That’s what this score is used for. To help you understand your character’s overall physical strengths and weaknesses in one glance.
To generate the Physical Category Stat, use the following formula: (STR+CON+DEX+MOVE)/4
Mental Category Sub-Stats
This stat represents the character’s innate intellectual prowess. We’re all born with a certain natural intelligence. This intelligence is augmented throughout the course of our lives by education (a skill) and, potentially, accidents (which can reduce our intelligence). What’s referred to as a “dumb animal” would likely have an INT score of a 1 (a 0 is not possible as that represents brain death). These would be your untrainable, instinct driven creatures. A trainable, what some scientists refer to as “intelligent animal” would likely have an INT score of a 2. These would be dogs, horses, chimps, dolphins, etc. The average human would show a score between 4-5 whereas a MENSA-level intelligence would be rated an 8-10.
While this sub-stat may be reduced through damage to the brain, it may not be naturally increased, and unless otherwise stated in a race description, the maximum score for this sub-stat is a 10. Your character may not have a score lower than a 3.
Everyone has a natural inclination towards, or against, education in general—our willingness to seek out knowledge and training, to engage in educational practices, and to be motivated in the advancement of our mental health. That’s EDU. EDU stands for Education, but it is not meant to denote your character’s education level. This sub-stat is used for a number of reasons from helping you understand your character’s desire for more education to how well your character performs in educational situations.
An average score would be a 4-5 while someone who might be suffering from ADHD would be in the 1-3 range and the individual who is seeking multiple Ph.d’s or educational opportunities around every corner would be an 8-10. A character must have at least a 1 in this sub-stat, and may not have more than a 10 as a natural score.
Just as everyone has a natural inclination towards/against education, so too do they have a natural ability to learn. Some people pick up on things much faster than others and that’s what LEARN represents. This sub-stat will affect the character’s ability to accrue AP and advance in skills, even their ability to pick some skills up at all to begin with.
An average score would be the 4-5 range. Someone with a 1, 2, or 3 might experience comprehension issues that will negatively impact their ability to pick up skills, or advance in them, while a character with a 6-10 would have an easier time picking up new skills and advancing in skills that they already have. A character must have at least a 1 in this sub-stat, and may not have more than a 10 as a natural score.
This sub-stat is all about your character’s ability to communicate. Your character may be sharp as a whip, but can’t communicate with another human being worth what’s on the underside of their shoe. As communication is a two-way street, this sub-stat also represents how well your character can interpret the being’s message that they’re interacting with.
An average score is 4-5. Lower than the 4 would indicate a deficiency in the character’s ability to communicate well, whereas characters in the high range could potentially be the equivalent of the great historical orators like Lincoln, Pericles, Reagan, Kennedy, and others. A character must have at least a 1 in this sub-stat, and may not have a natural score higher than a 10.
Better known as Deduction, this sub-stat represents your character’s ability to use logic to deduce fact and truth in any given situation. When combined with deduction-specific skills, talents, and considerations, a character with a high DED score could be the next Sherlock Holmes.
An average score is actually less than you’d expect, ranging from a 3-4. This score may not drop below a 1, nor may it increase above a 10 naturally.
Don’t think of this sub-stat as a score that just effects technology like computers, electronics, and other high-tech devices. This is the character’s natural technical ability and it affects many a skill, talent, and consideration. Even changing a tire falls under the domain of TECH.
The average score would depend on the setting your GM is running the game in. For example, in the TECHnophile World® setting, it would be a 4-6 while in the Arowthos game setting it would be a 2-3. A character cannot have lower than a 1 in this sub-stat, and they may not naturally have higher than a 10.
Mental Endurance is the character’s ability to withstand mental stress, and there are all kinds of mental stress that the character could become subject to in any game setting. For example, the GM may require a Mental Endurance check if the character is trying to perform a task requiring a mental skill check in the middle of combat before the character can proceed with the action. If the character is put under a near impossible deadline, the GM may require a Mental Endurance Check to see how the character holds up.
Unlike the other sub-stats in this category, M. END is determined by using the following formula and is actually a percentage score: (INT+EDU+LEARN)/3×100
Spiritual Category Sub-Stats
Willpower, determination, stubbornness, these all fall into this sub-stat’s wheelhouse. WILL is the character’s mettle, the character’s grit, and it is with this skill that the character will either succumb to, or overcome, many a situation in whatever game setting is being used. If you’re familiar with Louis “Louie” Zamperini and his story, you’ve been witness to what this sub-stat can accomplish.
An average WILL score would range between a 5-6 unless otherwise denoted by the racial description. A character may not have a WILL score less than a 1, and may not naturally have a score higher than a 10.