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The Six Stats

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The six typical stats of a character. Dating all the way back to Dungeons & Dragons, the granddaddy of all RPGs, they have been passed on into other gaming systems (either wholesale or with minor variations), and even farther into non-RPG media.
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Divinity: Original Sin II uses five of the six: Strength for large melee weapon damage and carrying capacity; Finesse for light weapon and bow damage; Constitution for Hit Points; Intelligence for spell damage; and Wits for perceptiveness, Initiative, and Critical Hit chance. Charisma is replaced by a "Memory" attribute; the closest equivalents are the "Persuasion" and "Bargaining" Civil Abilities, which are optional and have a separate Point Build pool.
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Might and Magic uses different terms (might, accuracy, endurance, intellect, personality, luck) and adds a seventh "speed" stat.
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Its predecessor made by the same company, The Age of Decadence, also make use of the same stats.
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Mazes and Minotaurs: Strength, Dexterity, and Charisma are respectively renamed to Might, Skill, and Grace. Wisdom gets separated into Wits (alertness and cleverness) and Will (resolve and self-discipline). Constitution and Intelligence are replaced by Luck.
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Star Trek Adventures: Characters' and ships' stats are given in two groups of six. These are combined one each at GM discretion to create the target range for a Task roll, for example, Fitness + Medicine to hold down an unruly patient for treatment, or Daring + Medicine to try a novel procedure.
Characters have the Attributes (ranges from about 6 to a cap of 12) of Control, Fitness, Presence, Daring, Insight, and Reason, and the Disciplines (ranges from 1 to 5) of Command, Security, Science, Conn, Engineering, and Medicine.
Ships have the Systems of Comms, Engines, Structure, Computers, Sensors, and Weapons, and the Departments of Command, Security, Science, Conn, Engineering, and Medicine.
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Pillars of Eternity Attributes are loosely based on Dungeons and Dragons as a baseline, but decoupled from skills (a check will refer to either an Attribute or a skill, so a character can have a high Might score but be useless at Athletics, or vice versa) and expands and shuffles the roles of the stats in question to make them all useful to all characters, preventing any from being a Dump Stat:
Might, the Strength analog, represents power in both the physical and mystical sense and so determines the numerical values of all attacks, including spell attacks and healing abilities, in addition to the Fortitude defense.
Constitution is largely the same, determining Hit Point maximum and contributing to the Fortitude defense.
Dexterity determines action speed (cast time) of abilities and contributes to the Reflex defense, but unlike Dungeons and Dragons does not influence accuracy.
Perception, which is roughly similar to Wisdom in that it governs spacial awareness, influences accuracy, the Reflex defense, and the ability to interrupt enemy actions.
Intellect, the Intelligence analog, governs the size of Area of Effect abilities, the duration of continuous effects, and contributes to the Will defense.
Resolve, a combination of Charisma Wisdom as it relates to Willpower, governs resistance to having abilities disrupted, enemy effect duration, and the Deflection and Will defences.
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Warhammer Fantasy Roleplay includes the six stats in the core Characteristics that are tied to specific Skill Scores and affect secondary abilities: Strength (encumbrance and melee damage), Toughness (Damage Reduction), Agility (Action Initiative in 2nd Edition; named Dexterity in 1e), Intelligence, Willpower (intuition and mental fortitude), and Fellowship (social skills). Characteristics also include Weapon Skill, Ballistic Skill, and other edition-specific additions. In all cases, they're ranked from 1% to 100%, indicating the chance of succeeding on a challenge of average difficulty, with an average score of 30% for a human with no special training.
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Lionheart: Legacy of the Crusader also uses the SPECIAL system, although the game is in real-time rather than turned-based.
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The Marvel Super Heroes RPG has the FASERIP system: Fighting, Agility, Strength, Endurance, Reason, Intuition, Psyche. Fighting is your melee stat, Agility is basically Dexterity, Strength determines how much you can lift and how hard you can hit, Reason is basically Intelligence, and Wisdom is divided into Intuition and Psyche, which determine awareness and willpower respectively.
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Betrayal at House on the Hill combines Strength and Constitution into "Might", Intelligence and Wisdom into "Knowledge", and renames Dexterity "Speed". Charisma is replaced with a Sanity Meter.
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The Marvel Universe has its Power Grid, which lists str, dex, con, int, fighting ability, and energy projection. It has a seven-point scale, which by its description maps to 1-8 (1), 9-11 (2), 12-15 (3), 16-19 (4), 20-23 (5), 24-30 (6), and 30+ (7).
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Pathfinder, being a spin-off of the above.
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Mutants & Masterminds: A superhero variant set of eight basic abilities: Strength (Str), Stamina (Sta), Dexterity (Dex), Agility (Agl), Fighting (Ftg), Intellect (Int), Awareness (Awe), and Presence (Pre).
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Dungeons & Dragons, the Trope Maker. Early editions commonly house-ruled in two additional stats, i.e. perception and appearance. Although the scale of the stats depends heavily on the edition:
In the first and second editions, starting characters rank from 2 (minimum on the die roll and racial penalty) to 19 (maximum roll and racial bonus). Top-level characters can theoretically go up to 25, although increasing stats is pretty hard and unlikely. Everything in the whole world has a cap of 25.
In the third and 3.5th editions, starting characters rank from 5 (minimum point buy and racial penalty) to 22 (maximum point buy and racial bonus). Top-level characters commonly reach 36 (easily, using standard magical items) and with enough optimization, they can get above 60.
In the fourth edition, starting characters rank from 8 (minimum point buy; racial penalties don't exist) to 20 (maximum point buy and racial bonus). Top-level characters reach around 26 normally, or up to 30 if optimized.
In the fifth edition, starting characters rank from 3 (minimum die roll; racial penalties don't exist) to 20 (maximum die roll and racial bonus). Characters have a hard cap of 20, so it's entirely possible to start at this cap and never improve.
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Played with in The World of Darkness, which uses these six, but adds wits, manipulation, and appearance.
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New Horizons, has many stats, most of which are rather unconventional. Depending on player’s settings, they can either be increased by doing them (like Skyrim), or by distributing skill points after level ups. There are also skillbooks available that increase certain stats when bought.
Leadership: Determines which tier-ships you can sail without receiving stat-penalties. It unlocks fleets at level 5. Increases by paying your crew their monthly salary.
Melee: Determines damage infliged during hand-to-hand combat. Increases by doing damage.
Sailing: How fast ships move and turn, as well as how quickly sails are opened or closed. Increased by sailing a ship.
Accuracy: How accurate gunners are. Increased by hitting enemy ships and forts.
Cannons: Influences cannon-reload speed. Increased by finishing reloads.
Grappling: Determines the speed and angle at which boardings can be initiated. Increased by successful boarding-actions.
Repair: How well a crew can repair a ship when out at sea, provided there are planks and sailcloth in cargo hold.
Defence: Reduces damage taken during ship combat. Increased by getting hit by enemy cannons.
Commerce: Influences purchasing- and selling prices at vendors. Increased by trading goods.
Luck: Determines the quality and amount of loot found. Increased by gambling.
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Wasteland 2 and Wasteland 3 got their inspiration from Fallout and implemented the CLASSIC system: Coordination, Luck, Awareness, Strength, Speed, Intelligence, Charisma.
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Fallout uses the SPECIAL system, which is likewise these six stats plus a luck stat.note Strength, Perception (Wisdom), Endurance, Charisma, Intelligence, Agility (Dexterity), Luck
Lionheart: Legacy of the Crusader also uses the SPECIAL system, although the game is in real-time rather than turned-based.
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Arcanum: Of Steamworks & Magick Obscura has expanded on the stats into eight and evenly divided them into two subgroups: physical and mental.
Strength (Physical) and Intelligence (Mental) are the power stats.
Constitution (Physical) and Willpower (Mental) are the resistance stats.
Dexterity (Physical) and Perception (Mental) are the prowess stats
Beauty (Physical) and Charisma (Mental) are the appearance stats.
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Monster Prom: Boldness, Fun, Smarts, Charm, Creativity, and Money. Each Love Interest requires different stat sets to be dated. Also, some stats early on increase the player's chances of randomly encountering a potential prom date. Other than leveling them up, the gameplay affects the stats by, for instance, getting them to zero if you eat a Poison Mushroom or lowering them a bit if you fail stat checks or purchase certain items from the store.
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The very first thing you do in the 70s dnd game is to randomly determine your Strength, Intelligence, Wisdom, Dexterity, and "Hits" (or HP) of your character. Each stat can be as low as 3 or as high as 18, with the higher number the better and numbers around 10 being the most probable to get. Notably, this stat line-up omits the Charisma from Dungeons & Dragons, probably due to the inability of the game to simulate conversation with NPCs the same way a flesh and blood dungeon-master could.
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The Stands of JoJo's Bizarre Adventure have Destructive Power (str), Speed (dex), Range (how long from its user it can go), Power Persistence (con), Precision (int), and Development Potential (how much it can improve, and the only stat you generally want to see go down).
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The Outer Worlds uses six stats: Strength (affects melee attack power, carry weight, and TTD duration), Dexterity (affects reload speed, melee attack speed, and rate of durability depletion), Intelligence (affects critical damage and unlocks bonus dialogue options at low intelligence), Perception (affects accuracy and weakpoint damage), Charisma (affects Relationship Values with factions), and Temperament (affects health regeneration and companion capabilities).
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The space RPG Colony Ship has six stats: Strength, Constitution, Dexterity, Perception, Intelligence and Charisma.
Its predecessor made by the same company, The Age of Decadence, also make use of the same stats.
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Ragnarok Online has Strength, Dexterity, Intelligence, Agility, Vitality, and Luck.
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Alternity, mostly unrelated to D&D but by the same company,
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Many of the Dungeons and Dragons RPGs (Baldur's Gate, Planescape: Torment, etc), for obvious reasons.
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Most if not all Transformers action figures come with Tech Specs, which consist of Strength, Intelligence, Speed, Endurance, Rank, Courage, Fireblast, and Skill.
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The following is a list of statements referring to the current page from other pages.

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Gaming Stat Tropes
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Role-Playing Game
 Diary of a Hero (Comic Book) / int_8b387569
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 Forged Destiny (Fanfic) / int_8b387569
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 The Death Mage Who Doesn't Want a Fourth Time / int_8b387569
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 Delve / int_8b387569
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 Mind Games / int_8b387569
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 The Death Mage Who Doesn't Want a Fourth Time / int_8b387569
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 The Fabled Lands / int_8b387569
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 AboutRoleplayingGames
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 Otakon LARP (Roleplay) / int_8b387569
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 Age of Aquarius (Tabletop Game) / int_8b387569
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 Betrayal at House on the Hill (Tabletop Game) / int_8b387569
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 Big Eyes, Small Mouth (Tabletop Game) / int_8b387569
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 Bunnies & Burrows (Tabletop Game) / int_8b387569
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 d20 System (Tabletop Game)
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 Mazes and Minotaurs (Tabletop Game) / int_8b387569
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 Mutants & Masterminds (Tabletop Game) / int_8b387569
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 Oko Yrrhedesa (Tabletop Game) / int_8b387569
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 The Witcher (Tabletop Game)
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 Traveller (Tabletop Game) / int_8b387569
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 Warhammer Fantasy Roleplay (Tabletop Game) / int_8b387569
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