[Hider=wip] Endurance- Every turn or post a player can do only two actions. These two actions cost a average healthy descendant 1 endurance point. Training can unlock further actions before costing endurance. For odd numbers like 3 damage the extra 1 will be applied to the next 1 point of damage. The remaining 1 will not apply a minus to endurance until so. If you go beyond your limits you will begin "rushing". This is a phase of the game where your endurance point cost is higher and you will pay for each move. This cost keeps growing each attack by 2. For example. 2 action = 1. 3 action = 3. 4 action = 5. 5 actions = 7. Rest for a turn and regain +3 endurance. But if badly injured you will gain +1 and if severely injured you gain none. Sleeping after being healed will restore endurance to max. Skills cost no endurance unless it says otherwise. Unless if it's a physical action which costs endurance points period. Speed- Rolls for velocity and other speed contests are determined by your height & weight. BMI is the simplest form of calculating speed. BMI between 18.5 and 24.7 is an average persons BMI. Above or lower is underweight or over weight. Within the average range one's speed is a 4+d6. Every point lower than 18 it goes up by 1. Every point above 24 it goes down by 1. Example 17 BMI = 5+d5 BMI 25 = 3+d7 Accuracy- Actions that require precision are given to the dexterity roll. After rolling your result will be a percentage. For example 1 = 10% & 5 = 50%. After finidng your % number of accuracy you will then roll a d10. If the number is below or equal your % number you hit. If above you miss. Sneaking- Actions that require stealth require dexterity rolls. These rolls will be simple. If your sneak attempt is lower than the intelligence of those attempting to find you then your sneaking is nullified. If you successfully attack during sneaking your damage outcome is x2. Defending - To defend one will refer to their defensive stat rolls. Damage outcomes are subtracted by defensive roll outcomes. For example a damage total of 8 with a defense total of 5 will equal to 3 points of damage. If not defending your damage will be subtracted by your natural defense booster. A defensive block that overcomes the damage results in a "reflect". This reflection takes the difference between the damage and the defensive overrage and applies it to the attacker. For example a defending roll of 8 vs damage of 5 results in 3 damage for the attacker. Charming - To persuade someone or something. This is simply done by utilizing your charm rolls. If your charm is over the wisdom roll of the target then you will succeed in charming someone. Keep in mind many things can prevent a successful charm and often an attempt at charming that fails can make a npc hostile or immune to your charm attempts.[/hider]