Stats:
Force
- Physical strength. Can be used to break things, lift things, preform physical attacks.
Skill
- How good is your technique. Good for dodging, careful manipulating like opening locks, or performing brain surgery. Also used to determine how far you move on the hex grid in maptools during combat. 1 hex for every 10 points here.
Body
- This is your physical endurance. Checks here will resist poison, radiation, hunger/thirst, physical damage. It directly determines how much life force(HP) a character has.
Mind
- Pure Smarts, this would be used to check for information on objects, using things you might not know about right now, and magic attacks. Learning a new ability by study would also fall under this stat.
Spirit
- The relation you have with your semi-divine powers. Checks here are done to defend your power constructs, as well as difficulty of pure power changes. Like the body stat, this will determine how much you can use your powers in a single day(MP).
Charm
- This is a combination of looks and how much other's like you. Checks here go for things like bartering, diplomacy, bluffing, seducing and the like. Don't underestimate how much a pretty looking girl can get from a guy.
To gain your stats, you will each make 6 d100 rolls. To be placed on the stats of your choice. You may re-roll ONCE and only ONCE, but must re-roll all 6. Rolls must be made in maptools at a GM's prompting.
To roll in maptools, copy and paste this:
Stat Roll: [1d100], [1d100], [1d100], [1d100], [1d100], and [1d100]
Each stat can therefor be ranged from 1-100. For each 10 below 50 rounded up, you get a -10 modifier. For each 10 above 50 rounded down, it's a +10. Meaning, a skill score of 27, would cause a skill check to get a -20, and something like a force score of 86 would only give a +30. Only a max skill score of 100, will give a +50 and thus always succeed other than on critical failure.
Rolls will be done as d100's, the base difficulty for anything is 50. Meaning you must roll higher than that to succeed. The GM will also adjust the difficulty as needed, based on the action. Climbing a sheer skyscraper would get a decent +30 difficulty increase, meaning you would have to roll over 80 to not slip, while searching a beach for some sand is probably very easy, and would get a negative bonus, making it much easier to succeed.
Combat:
Combat will be contested rolls, Force vs Body, Skill vs Skill, or Mind vs Spirit, depending on the attack type and defense type. The attacker declares his attack, then the defender rolls the appropriate skill check. Based on the defender's roll, the modifier will be added to the attacker's roll.
Example: Bob the bodybuilder wants to slug this annoying Tree monster that's been bothering him. He says, I'm going to attack that tree right there. The GM, then rolls for the monster's body stat, since the tree is pretty tough, it has a body stat of 67. Giving it a +10 to it's roll, GM rolls and gets a 33(23+10), Since the defense failed, the attack is successful. Base difficulty was 50, so the roll failed by 17(50-33), meaning the attack roll gets +17 to it's roll. The attack is then preformed by Bob, who's Force stat is 89. Giving him a bonus of +30, He rolls at 60, meaning the total of the roll is over 100(60+30+17=107). Bob delivers a crushing blow against the tree creature, doing half the amount of the attack roll's damage to it. (107//2)53 damage! Since the tree's body stat was 67, that's how much stamina(hp) it has in battle. It now only has 14 left.
Combat can be very quick, and very random.
Powers:
Magic attacks and Power useage are two different things. Magic is a learned thing, that you make checks on either mind or body depending on what spell you are trying to cast. Powers are the divine light given to you by the God running the Aglaia. Powers can be used like the Green Lantern does in the comics and other media. It can shape things, then use them for your will.
Using a power is limited, based on your Spirit stat. When you want to do something with your powers, you declare an action, and make a roll. If successful, you will roll a base Spirit check. If you pass the check, the amount of success you acheived in the action roll will be added to your Power reserve(MP). If you fail the check, the amount of success is removed from your power reserve. Failed attempts always consume 10 power reserve.
Example: Larry wants to build a cannon out of his powers, and shoot a tree down over a chasm and make a bridge for everyone to walk over. The GM allows it, setting the difficulty at moderate, meaning a 75. Larry rolls a 92(Larry's Spirit stat is high, giving him a +40 to his roll of 52), This is a success [If he had failed it would have cost him 10mp ]. Larry then rolls again, with no modifier, and difficulty base 50. He rolls at 73, so passes the check. The difference between successs and his roll is +17(92-75), Meaning he would gain 17 power reserve. [ However, if Larry had failed on that 2nd roll, he would have lost 17 power reserve. ]
Equipment and Skills:
Equipment will give a small bonus based on the item used, usually decided upon by the GM when the item is found, or first used.
Skills will be gained with experience or study. Like the forum versions, you need 100 experience to gain a +1 from a skill, and skills will vary widely. Each action you do will have a chance of gaining you skill. You may also declare before an action that you want to gain skill from this. You may only declare one specific action each game session, the rest will be GM choice.