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    <title>characterstats &amp;mdash; Crecki</title>
    <link>https://cavanholi.com/tag:characterstats</link>
    <description>&lt;i&gt;Wellcome to my Rambling Abode&lt;/i&gt;</description>
    <pubDate>Fri, 24 Apr 2026 16:28:07 +0000</pubDate>
    <item>
      <title>My &#34;own&#34; Solo RPG Rules - Reset</title>
      <link>https://cavanholi.com/my-own-solo-rpg-rules-reset?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[I was meant to talk about difficulty.&#xA;But it has been a long time, and it was such a mess, that I decided to kind start over.&#xA;&#xA;I’m using a deck of cards!&#xA;I know, very innovative.&#xA;&#xA;Stats&#xA;&#xA;Still arranged with dice faces - d4, d6, d12… - for convenience, and because I like it.&#xA;&#xA;The stats themselves are simplified, between Physical and Mental actions/activities, which themselves are subdivided into ‘Attack’ and ‘Defence’ equivalents. They are:&#xA;&#xA;Physical:&#xA;&#xA;Prowess: Perform active tasks. Such as lifting objects, attacking an oponent.&#xA;Resilience: Resist hardships. Such as perform long tasks, resisting an attack.&#xA;&#xA;Mental:&#xA;&#xA;Inspiration: E.g.: Convince someone of your words, use magic.&#xA;Willpower: E.g.: Resist being swindled, resistance against magical effects.&#xA;&#xA;Basically yes, Fabula Ultima with different name.&#xA;&#xA;Difficulty&#xA;&#xA;Here is where the deck of cards comes in.&#xA;&#xA;54 cards. Standard deck of 52 plus the two jokers.&#xA;&#xA;Shuffle the deck, pick a card. If the card picked is equal or lower to the attribute being tested - e.g.: drawing a 5 with the relative stat being a d6, it is a success; otherwise, it is a failure.&#xA;&#xA;Ace is always equals to 1.&#xA;&#xA;optional: if the drawn card is exactly equal to the stat - e.g.: 8 vs a d8, it is a critical success.&#xA;There is no critical failure.&#xA;&#xA;If a joker is pulled, then something completely unexpected happen.&#xA;&#xA;optional: draw a second card after the joker, to determine if the unexpected is good or bad for you.&#xA;&#xA;Once the card is used, it goes to the discard pile. The exception being the joker.&#xA;&#xA;The joker card is always returned to the deck, and the deck reshuffled. But only the remaining cards.&#xA;&#xA;The discard pile is reshuffled into the deck only when the deck has run out.&#xA;&#xA;Oracle&#xA;&#xA;By default, an oracle is a simple yes/no against a difficulty value. Something unlikely would be a d10, and only the face cards would mean it happen. While something likely would be a d4.&#xA;&#xA;I understand it is not balanced. It is not meant to be really.&#xA;&#xA;optional: use the colours and suites to have a more granular answer:&#xA;&#xA;Cups &amp; Diamonds: no change.&#xA;Clubs: Yes, but / No, but&#xA;Spades: Yes, and / No, and&#xA;&#xA;Got a joker in the oracle? Go wild!&#xA;&#xA;Make a dragon eat the oracle or something.&#xA;&#xA;Final Thoughts&#xA;&#xA;I don’t think there is much more to add, if anything at all.&#xA;&#xA;Will I actually use it? Probably not, maybe for a single session, a few dozen years from now or something.&#xA;&#xA;But it was fun thinking and writing about it.&#xA;&#xA;#SoloRPG #RPG #Oracle #CharacterStats #PlayerCharacter #Difficulty #CardDeck]]&gt;</description>
      <content:encoded><![CDATA[<p>I was meant to talk about difficulty.
But it has been a long time, and it was such a mess, that I decided to kind start over.</p>

<p>I’m using a deck of cards!
I know, very innovative.</p>

<p><strong>Stats</strong></p>

<p>Still arranged with dice faces – d4, d6, d12… – for convenience, and because I like it.</p>

<p>The stats themselves are simplified, between Physical and Mental actions/activities, which themselves are subdivided into ‘Attack’ and ‘Defence’ equivalents. They are:</p>

<p>Physical:</p>
<ul><li>Prowess: Perform active tasks. Such as lifting objects, attacking an oponent.</li>
<li>Resilience: Resist hardships. Such as perform long tasks, resisting an attack.</li></ul>

<p>Mental:</p>
<ul><li>Inspiration: E.g.: Convince someone of your words, use magic.</li>
<li>Willpower: E.g.: Resist being swindled, resistance against magical effects.</li></ul>

<p>Basically yes, Fabula Ultima with different name.</p>

<p><strong>Difficulty</strong></p>

<p>Here is where the deck of cards comes in.</p>

<p>54 cards. Standard deck of 52 plus the two jokers.</p>

<p>Shuffle the deck, pick a card. If the card picked is equal or lower to the attribute being tested – e.g.: drawing a 5 with the relative stat being a d6, it is a success; otherwise, it is a failure.</p>

<p>Ace is always equals to 1.</p>

<p><strong>optional:</strong> <em>if the drawn card is exactly equal to the stat – e.g.: 8 vs a d8, it is a critical success.
There is no critical failure.</em></p>

<p>If a joker is pulled, then something completely unexpected happen.</p>

<p><strong>optional:</strong> <em>draw a second card after the joker, to determine if the unexpected is good or bad for you.</em></p>

<p>Once the card is used, it goes to the discard pile. The exception being the joker.</p>

<p>The joker card is always returned to the deck, and the deck reshuffled. But only the remaining cards.</p>

<p>The discard pile is reshuffled into the deck only when the deck has run out.</p>

<p><strong>Oracle</strong></p>

<p>By default, an oracle is a simple yes/no against a difficulty value. Something unlikely would be a d10, and only the face cards would mean it happen. While something likely would be a d4.</p>

<p>I understand it is not balanced. It is not meant to be really.</p>

<p><strong>optional</strong>: use the colours and suites to have a more granular answer:</p>
<ul><li>Cups &amp; Diamonds: no change.</li>
<li>Clubs: <em>Yes, but / No, but</em></li>
<li>Spades: <em>Yes, and / No, and</em></li></ul>

<p>Got a joker in the oracle? Go wild!</p>

<p>Make a dragon eat the oracle or something.</p>

<p><strong>Final Thoughts</strong></p>

<p>I don’t think there is much more to add, if anything at all.</p>

<p>Will I actually use it? Probably not, maybe for a single session, a few dozen years from now or something.</p>

<p>But it was fun thinking and writing about it.</p>

<p><a href="https://cavanholi.com/tag:SoloRPG" class="hashtag"><span>#</span><span class="p-category">SoloRPG</span></a> <a href="https://cavanholi.com/tag:RPG" class="hashtag"><span>#</span><span class="p-category">RPG</span></a> <a href="https://cavanholi.com/tag:Oracle" class="hashtag"><span>#</span><span class="p-category">Oracle</span></a> <a href="https://cavanholi.com/tag:CharacterStats" class="hashtag"><span>#</span><span class="p-category">CharacterStats</span></a> <a href="https://cavanholi.com/tag:PlayerCharacter" class="hashtag"><span>#</span><span class="p-category">PlayerCharacter</span></a> <a href="https://cavanholi.com/tag:Difficulty" class="hashtag"><span>#</span><span class="p-category">Difficulty</span></a> <a href="https://cavanholi.com/tag:CardDeck" class="hashtag"><span>#</span><span class="p-category">CardDeck</span></a></p>
]]></content:encoded>
      <guid>https://cavanholi.com/my-own-solo-rpg-rules-reset</guid>
      <pubDate>Wed, 25 Jun 2025 22:10:50 +0000</pubDate>
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    <item>
      <title>My &#34;own&#34; Solo RPG rules - Stats (Main)</title>
      <link>https://cavanholi.com/my-own-solo-rpg-rules-stats-main?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[For the character’s stats, I take heavy inspiration from Fabula Ultima RPG, where you assign dice of particular size to the character&#39;s stats, and when the times come to put them in action, you roll then against a set difficulty to see whether you succeeded or not.&#xA;&#xA;The stats themselves are:&#xA;&#xA;Physical: Which governs any physical activity. &#xA;  This stat could honestly be split in two: &#xA;  \- Prowess: the “strength” aspect of the stat;&#xA;  \- Deftness: the “dexterity” part of it.&#xA;Mental: Should be used for mental tasks, such as analyses, information gathering (as in piecing together clues), etc. &#xA;Social: Used for any interaction with others.&#xA;Spiritual: Basically force of will. &#xA;  I can see this being part of the Social or Mental stats, but I can also see it used alongside Physical stats: how long can the character endure an arduous task.&#xA;  Considering that I take the Fabula Ultima’s approach to challenge test rather than Ironsworn’s (more when I talk about difficulty), I will keep it separated.&#xA;&#xA;The values for the stats, like in Fabula Ultima, are that of dice size used. Ranging from d4 to d12, though d12 is presently unavailable at character creation.&#xA;&#xA;The stat distribution would work on a point buy system, with a total of 8 points to expend:&#xA;&#xA;d4: 1 point&#xA;d6: 2 points&#xA;d8: 3 points&#xA;d10: 5 points&#xA;d12: 8 points&#xA;&#xA;This would give the arrays: balanced: d8, d6, d6, d4; specialised: d8, d8, d4, d4; crippling: d10, d4, d4, d4.&#xA;&#xA;To have a d12 in either stat, the others would need to be zero. It could work for some specific scenarios.&#xA;&#xA;I have not fully settled down on this yet, as there is some interactions when it comes to the difficulty challenges (will be explored in a future post).&#xA;&#xA;An alternative system would be to shift the costs, giving the characters a higher range.&#xA;&#xA;d4: no longer available&#xA;d6: 1 point&#xA;d8: 2 points&#xA;d10: 3 points&#xA;d12: 5 points&#xA;&#xA;Possible arrays being: \[d10, d18, d8, d6\], \[d10, d10, d6, d6\], and \[d12, d6, d6, d6\]&#xA;&#xA;This could also be used as a difference between player characters and random NPCs. As the player character is meant to be a Hero and cut above the rest.&#xA;&#xA;The opposite could also be true, with the lower range used for PC and NPCs alike, while particular NPC, such as villains, would have the higher range.&#xA;&#xA;The possibilities are there, and I have not settle down on any.&#xA;&#xA;The stats themselves would be further improved by Quirks - to be explored in the next post, which is a point for the lower range for PCs.&#xA;&#xA;But there is still the matter of difficulty, which is a point in favour for the higher range.&#xA;&#xA;#RPG #SoloRPG #CharacterStats #PlayerCharacter]]&gt;</description>
      <content:encoded><![CDATA[<p>For the character’s stats, I take heavy inspiration from Fabula Ultima RPG, where you assign dice of particular size to the character&#39;s stats, and when the times come to put them in action, you roll then against a set difficulty to see whether you succeeded or not.</p>

<p>The stats themselves are:</p>
<ul><li>Physical: Which governs any physical activity.
This stat could honestly be split in two:
- Prowess: the “strength” aspect of the stat;
- Deftness: the “dexterity” part of it.</li>
<li>Mental: Should be used for mental tasks, such as analyses, information gathering (as in piecing together clues), etc.</li>
<li>Social: Used for any interaction with others.</li>
<li>Spiritual: Basically force of will.
I can see this being part of the Social or Mental stats, but I can also see it used alongside Physical stats: how long can the character endure an arduous task.
Considering that I take the Fabula Ultima’s approach to challenge test rather than Ironsworn’s (more when I talk about difficulty), I will keep it separated.</li></ul>

<p>The values for the stats, like in Fabula Ultima, are that of dice size used. Ranging from d4 to d12, though d12 is presently unavailable at character creation.</p>

<p>The stat distribution would work on a point buy system, with a total of 8 points to expend:</p>
<ul><li>d4: 1 point</li>
<li>d6: 2 points</li>
<li>d8: 3 points</li>
<li>d10: 5 points</li>
<li>d12: 8 points</li></ul>

<p>This would give the arrays: balanced: d8, d6, d6, d4; specialised: d8, d8, d4, d4; crippling: d10, d4, d4, d4.</p>

<p>To have a d12 in either stat, the others would need to be zero. It could work for some specific scenarios.</p>

<p>I have not fully settled down on this yet, as there is some interactions when it comes to the difficulty challenges (will be explored in a future post).</p>

<p>An alternative system would be to shift the costs, giving the characters a higher range.</p>
<ul><li>d4: no longer available</li>
<li>d6: 1 point</li>
<li>d8: 2 points</li>
<li>d10: 3 points</li>
<li>d12: 5 points</li></ul>

<p>Possible arrays being: [d10, d18, d8, d6], [d10, d10, d6, d6], and [d12, d6, d6, d6]</p>

<p>This could also be used as a difference between player characters and random NPCs. As the player character is meant to be a Hero and cut above the rest.</p>

<p>The opposite could also be true, with the lower range used for PC and NPCs alike, while particular NPC, such as villains, would have the higher range.</p>

<p>The possibilities are there, and I have not settle down on any.</p>

<p>The stats themselves would be further improved by Quirks – to be explored in the next post, which is a point for the lower range for PCs.</p>

<p>But there is still the matter of difficulty, which is a point in favour for the higher range.</p>

<p><a href="https://cavanholi.com/tag:RPG" class="hashtag"><span>#</span><span class="p-category">RPG</span></a> <a href="https://cavanholi.com/tag:SoloRPG" class="hashtag"><span>#</span><span class="p-category">SoloRPG</span></a> <a href="https://cavanholi.com/tag:CharacterStats" class="hashtag"><span>#</span><span class="p-category">CharacterStats</span></a> <a href="https://cavanholi.com/tag:PlayerCharacter" class="hashtag"><span>#</span><span class="p-category">PlayerCharacter</span></a></p>
]]></content:encoded>
      <guid>https://cavanholi.com/my-own-solo-rpg-rules-stats-main</guid>
      <pubDate>Fri, 21 Mar 2025 09:26:58 +0000</pubDate>
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