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Okay, so I understand a lot of these are fairly universal, but it feels important that we explain exactly how everything works. Now that we've got a few characters finalised, I've had a couple of people ask a few questions about specific things, so this is the post to really go into detail on what each of the numbers on your character's stats list means!
HP - The most obvious and universal stat we've got. It's a character's health, their Hit Points, an abstraction of how much damage they can sustain. When they get hit by enemy attacks, the damage of that attack is subtracted from their Maximum HP, and when their current HP reaches 0, they're knocked out and cannot participate in the rest of the battle. Once all your party members are knocked out, you lose. It works the same as HP in every other game. Only potential point of confusion to clear up here is that every character starts every battle with full HP.
ATTACK - This one influences the damage your characters are able to inflict. When a character attacks another character, they roll one D10 and add the result of that dice roll to their Attack score to get their total damage. So having more Attack means you're going to more consistently be doing good damage, and means your peak potential damage will be higher.
DEFENCE - This one is a direct counter to Attack. When a character is hit by another character, their Defence score is a flat modifier subtracted from the incoming damage. So if you took a hit that did 14 damage, but you had a Defence score of 5, then all you'd actually take is 9 damage. Defence cannot over-block things, if the same character with a Defence of 5 took a hit that only had 3 damage they wouldn't bounce 2 back onto their attacker, they just fully negate the attack.
ACCURACY - Accuracy does exactly what it says on the tin, it influences how consistently your character's attacks can land on opponents. The same as with Attack, whenever you're aiming an attack at an opponent you roll a D10 and add your Accuracy to the result. If this combined result is above 5, then bam, your attack connects!
If the dice result is a 10, then you get a Critical Hit, which both automatically connects ,and does 1.5x as much damage. A lot of effects that add status effects onto your basic attacks also only trigger on a Critical Hit.
EVASION - Evasion is a counter to Accuracy. It represents your character's slipperiness and agility, and passively makes everything targeting them have a harder time. The same as how Defence is subtracted from damage, Evasion is subtracted from Accuracy. If your Evasion brings the opponent's attacking result to below 5, then congratulations, their attack completely misses and you take 0 damage! Building a character for high Evasion is potentially more powerful than Defence, as it completely avoids all damage rather than simply reducing incoming damage, but Evasion is notably less reliable; an enemy could still roll really well and land their hit anyway, in which case your Evasion will do absolutely nothing.
Basically, it's a higher risk/reward playstyle than tanking through Defence. You either take all damage, or none of it, whereas with Defence you're constantly mitigating damage.
SPEED - Speed determines the order in which characters take their turns in combat. At the beginning of combat, every character rolls one D10, and adds their Speed to the result of this to determine the order their turns come. In the event of a tied result, the character with the higher Speed takes priority. If the characters have the same Speed, then the player's party will take priority over enemies, and if there's still a tie, then whoever is in charge of the relevant characters (either the player, or the GM) can just choose who goes first.
Higher Speed means acting first, and I don't think I need to explain why the ability to start deleting enemies before they can do anything is useful.
MIND - Mind is the primary stat involved with either casting or resisting status effects. While some of them trigger automatically - generally, those cast whenever you land a Critical Hit, or those passively built into a character's kit - for any ability that exists purely to cast a status effect, you roll a D10 and add your Mind score to the result. Your targets then contest that with the exact same thing, one D10 and their Mind, and if their result exceeds yours, the status effect does not land. If you exceed their result, then congrats, the status effect takes hold!
One final thing, because I know they're not technically a stat, but they're an important thing I've mentioned throughout every character's kit: Skill Points. These are a resource shared between your entire party, and are used whenever you use one of your character's special abilities.
The Skill Point maximum is 5, and using a Basic Attack regenerates one Skill Point, and obviously once you're out of Skill Points, you can't use any Skills. I know pretty much every character wants to use their Skills every turn and their Basic Attacks feel pretty lame and pointless, since all they do is bap something to do damage, but this is their point; they exist to regenerate Skill Points and guarantee your character can do something on their turn.
Your enemies have their own separate pool of Skill Points.
So!
I know the Evasion thing in particular was something a few people weren't sure on, so hopefully this has cleared up some of that confusion ![]()
Introducing Hypnotic Adrenaline
HYPNO WEEK!!
Hypno Quest (CYOA)
Just a little bit of admin stuff happening this week. I don't have any more character art at the ready, but I understand that the fundamental game mechanics, while not as flashy and cool, are also important ![]()
I'm a sick freak who loves to hear about game mechanics. Thanks much for this post.


