Core Stats
There are eight core stats in Outerah for each character’s stat allocation. Whether you’re a speedy Sorcerer or a crit happy Paladin, you can customize the play-style for any class. All stats start at 10 and can be upgraded per Level; each stat caps out at 105 points, but you can achieve up to 110 points using skills or gear. However, the higher your stat point value is, the harder it becomes to top off said stat.
The physical prowess of a character is determined by their Strength score. By training day in and day out, you put the extra oomph in your attacks dealing more damage and you’ll become strong enough to carry more too!
- 0-4 results in you subtracting three(-3) from your total physical damage dealt (-5 total) and a minus one (-1) to your throw range (-2 total). You also have a -5 penalty in Athletic and Coercion Checks. You cannot wear Mid Weight or Heavy Armor no matter what (Void MA and Void HR), and have a 25% chance of dropping your two-handed weapon when trying to attack due to it being too heavy (2H-Oppsie).
- 5-9 results in you subtracting two (-2) from your total physical damage dealt and a minus one (-1) to your throw range. And while you don’t suffer a penalty to Athletic and Coercion Checks, you gain no bonuses either. You cannot wear Heavy Armor no matter what (Void HA).
- Every 1 point increases the carry capacity by 3 lbs.
- Every 5 points increase your melee and ranged (throwing weapon) damage by +1 (+20 at 100)
- Every 10 points adds +1 to Strength based Talent saves and checks (Athletics and Coercion) when calculating the Difficulty Rating.
- Every 20 points increase your Throwing Range by 1 Cell.
- At 30 points your melee and ranged damage increases by +5.
- Every 45 points removes 1 Cell from the Move penalty to those wearing Heavy Armor.
- At 50 points your melee and ranged damage increases by +10.
- At 60 points you can carry a medium creature or smaller on your shoulder with no effort and can lift them over your head a Cell higher.
- At 70 points your melee and ranged damage increases by +10.
- At 80 points, you roll a Plus Charge on damage dealt from melee and ranged attacks.
- At 90 points your melee and ranged damage increases by +15.
- At 100 points, you gain added Plus Charge on Athletic and Coercion Checks.
- At 110 Points, an extra 25 damage is added to melee and ranged attacks. You can carry a Large creature or smaller on your shoulder with no effort and can lift them one Cell space over your head.
- At 120 Points, an extra 25 damage is added to melee and ranged attacks. You can carry a Huge creature or smaller on your shoulder with no effort and can lift them one Cell space over your head. You gain added Super Charge on damage rolls, Athletic and Coercion Checks.
The nimbleness and dexterity of a character revolves around their Agility score. By increasing your Agility, you can dodge melee, range, and magic attacks.
- 0-4 results in you subtracting one(-1) from your Movement and Jump, and -5 from Speed (making it -10 total.) You also suffer a -5 penalty in Acrobatics, Nimble Fingers, and Stealth. The Slow status effect is ‘permanent’ at this range (Endless Slow).
- 5-9 results in you being unable to Dodge any hits; your Speed is also lowered by 5, and while you suffer no penalty to Acrobatics, Nimble Fingers, and Stealth, you also gain no bonuses. At the start of the battle, you are inflicted with Slow-Start which makes you slow for the first 2 Rounds.
- Every 1 point starting at 10 adds an extra 1% Dodge to your character, maxing out at 95% physical attack dodge at 100 points. Roll a 1D100 (D%) to see if you hit the creature.
- Units start off with 5% Dodge. A creature targeting you misses when rolling a 1-5.
- Increased Luck grants a higher critical hit chance, which bypasses miss ratios.
- Each Charisma Point (starting at 10) subtracts 1% from your Dodge.
- Face Direction affects your Dodge. Back Attack adds +10% while a Front Attack subtracts -10%.
- Every 1 point grants you a 1% resist to AGI based effects. [Tier 2: -10%; Tier 3: -20%]
- Tier 1: Divest, Topple and Zero.
- Tier 2: Exploit, Glitter, Locked, Severe Burn, and Stolen
- Every 10 points adds +1 to Agility based Talent saves and checks (Acrobatics, Nimble Fingers, and Stealth) when calculating the Difficulty Rating.
- Every 20 points grants an additional Speed for the Turn Order.
- At 60 points you gain an additional Move and Jump. At 120 you gain another one.
- At 80 points you gain an additional physical melee or ranged attack. You may use a skill for your action and then follow up with extra attack(s). You cannot use skills for an extra attack.
- At 100 points, you gain a Plus Charge on Acrobatics, Nimble Fingers, and Stealth Checks. Also, you gain immunity to Divest, Topple and Zero.
- At 110 points, you also gain permanent Haste (Endless Haste) until your speed is decreased to 109 or lower. Also, you gain immunity to Exploit, Glitter, Locked, Severe Burn, and Stolen.
- At 120 points you gain a Perfect Dodge Trigger Action once per Day. You also gain a Super Charge on Acrobatics, Nimble Fingers, and Stealth Checks.
Your endurance, wellness, and health are measured by your Vitality score. By increasing your score, you can gain additional health as well as lower the damage you take from melee or ranged attacks.
- 0-4 results in you taking an additional three(+3) physical damage from all sources (+5 total.) You also cannot shake off Burns, Poisons, or Diseases (Frail). In addition, you lose 3 Hit Points per level (-3 modifier per Level), and adds 1 hour to break requirement.
- 5-9 results in you taking an additional two (+2) physical Damage from all sources. In addition, you lose 1 Hit Point per level.
- Every 1 point grants you a 1% resist to VIT based effects. [Tier 2: -10%; Tier 3: -20%]
- Tier 1: Bleeding, Bruising, Burn, Disease, Paralyze, and Poison.
- Tier 2: Blind, Deadly Poison, and Stone Curse
- Tier 3: Asphyxiation, Envenomed
- Every 5 points increase your physical melee and range resistance by +1 (+20 at 100), lowering the damage taken.
- Every 10 points adds +1 to Vitality based Talent saves and checks (Endurance) when calculating the Difficulty Rating and allows you to hold your breath for an additional 10 seconds or 1 Round.
- Every 20 points grant you +1 Health Points per Level, maxing out with a +6 modifier.
- Every 25 points removes 30 minutes from the amount of sleep needed to be considered fully rested.
- At 30 points your melee and range resistance increase by +5, lowering damage taken.
- Every 30 points grants 1D10 Hit Points at the end of your Turn.
- At 50 points your melee and range resistance increase by an additional +10.
- At 70 points your melee and range resistance increase by an additional +10.
- At 80 points, Burn, Deadly Poison, Disease, Envenomed, Poison, and Severe Burn are only half as effective in both damage and duration.
- At 90 points your melee and range resistance increase by an additional +15.
- At 100 points, you can resist any attack by 50% once per day per every 10th level; you have one use at Level 10, two at Level 20, and three at Level 30. You also gain a Plus Charge on Endurance checks. Also, you gain immunity to Bleeding, Bruising, Burn, Disease, Paralyze, and Poison.
- At 110 points, increase your melee and range resistance by +25, lowering your damage considerably. Also, you gain immunity to Blind, Deadly Poison, and Stone Curse. Lastly you gain the ability to endure an attack with 1 HP that would have killed you once per week (Death Escape).
- At 120 points, increase your melee and range resistance by +25 with an extra passive 20% cut for all attacks! You gain immunity to Asphyxiation and Envenomed. Endurance checks also become Super Charged!
Magic, problem-solving, and memory factors in your Intelligence score. By increasing your Intelligence, you can enhance your spell potency.
- 0-4 results in you subtracting three(-3) elemental-based damage from any and all attacks (-5 total.). You suffer a -5 penalty in Elemental, History, Investigation, and Technology Checks. Unfortunately, you only can learn, or remember, Common as a language and you are illiterate. In addition, you lose the ability to use skills.
- 5-9 results in you subtracting two(-2) elemental-based damage from any and all attacks. While you suffer no penalty to Athletic and Coercion Checks, you also gain no bonuses. Your Magic Points are also halved.
- Every 1 point grants you a 1% resist to INT based effects. [Tier 2: -10%; Tier 3: -20%]
- Tier 1: Amnesia, Curse, Fear, Hazy, and Sleep
- Tier 2: Charm, Fixation, Panic, and Rage
- Tier 3: Confusion, Hallucination and Hyperventilating
- Every 5 points increase your magic damage by +1 (+20 at 100)
- Every 10 points adds +1 to Intelligence based Talent saves and checks (Elemental, History, Investigation, and Technology) when calculating the Difficulty Rating.
- At 30 points your magical Elemental damage increase by +5.
- Every 40 points grants you an additional 1 Magic Point every level divisible by 5. At 120 points and at Level 40 you will gain an added 24 MP.
- At 50 points your magical Elemental damage increase by +10.
- At 60 points you gain the ability Triple Sensor, which allows you to know what direction is North at all times, forecast the weather, and the elevation.
- At 70 points your magical Elemental damage increase by +10.
- At 80 points you can read books twice as fast (Speed Read), memorize events perfectly within a two day’s time frame (Memory Click), and have a Plus Charge of opening puzzle traps when pertaining to a check that coincides with an Intelligence or Wisdom Stat.
- At 90 points your magical Elemental damage increase by +15.
- At 100 points, you gain a Plus Charge on Elemental Checks, History Checks, Investigation, and Technology Checks. Also, you gain immunity to Amnesia, Curse, Fear, Hazy, and Sleep. You can memorize events perfectly within a week’s time frame.
- At 110 points, increase your magical Elemental damage by +25 and can read at three times the speed. Also, you gain immunity to Charm, Fixation, Panic, and Rage.
- At 120 points, increase your magical Elemental damage by +25 and can read at four times the speed. Also, you gain immunity to Confusion, Hallucination and Hyperventilating. You can memorize events perfectly within a month’s time frame. All Intelligence based talent checks also become Super Charged!
Your street smarts, awareness, and insight such as reading body language and seeing through bluffs are all determined by this stat. By improving your Wisdom, you not only get better at these skills, but you gain resistance to magic-based skills and develop a supernatural level of Perception.
- 0-4 results in you taking three(3) more elemental-based damage from any and all sources (-5 total.) You suffer a -5 penalty in Animal Handling, Insight, Medicine, Perception, and Survival Checks. You turn into a Chicken in any combat situation (literally!) and can only use Movement Action during your Turn to run away.
- 5-9 results in you taking two(2) additional elemental-based damage from any and all sources. While you suffer no penalty to Animal Handling, Insight, Medicine, Perception, and Survival Checks, you also gain no bonuses. In addition, the healing you receive is reduced by 3 Hit Points per your level.
- Every 1 point grants you a 1% resist to WIS based effects. [Tier 2: -10%; Tier 3: -20%]
- Tier 1: Oppressed
- Tier 3: Owned
- Every 5 points increase your elemental resistance by +1 (+20 at 100), lowering the damage taken.
- Every 10 points adds +1 to Wisdom based Talent saves and checks (Animal Handling, Insight, Medicine, Perception, and Survival) when calculating the Difficulty Rating.
- Every 20 points grants you an additional 10 health on all healing spells.
- At 30 points your magic resistance increase by +5, lowering the total damage taken.
- At 40 points you gain the ability Mount Tamer, allowing you to tame and ride a mount at 5% success. Every 20 points thereafter grants you an additional 5% success, maxing out at 20%.
- At 50 points your magic resistance increase by +10, lowering the total damage taken.
- At 60 points you notice around 50% of traps in a given area passively, and gain a Plus Charge when checking specifically for them.
- At 70 points your magic resistance increase by +10, lowering the total damage taken.
- At 80 points, you can not be taken advantage of in battle, alerting you to any sneak attacks.
- At 90 points your magic resistance increase by +15, lowering the total damage taken.
- At 100 points, you gain a Plus Charge on Animal Handling, Insight, Medicine, Perception, and Survival Checks. Also, you gain immunity to Oppressed.
- At 110 points, increase your magic resistance by +25, and can notice 100% of traps in a given area passively.
- At 120 points, increase your magic resistance by +25, and you gain immunity to Owned. All Wisdom based talent checks also become Super Charged!
Your force of personality and cutting words are not only fun to show off, but they can be used as a weapon in battle. Your wit and choice of words can throw off an enemy’s momentum. Out of battle, Charisma helps your social skills and enhances your performance when you’re trying to put on a good show!
- 0-4 results in your Dodge chance being reduced by 5% (10% total). You also suffer a -5 penalty in Bluff, Performance, and Persuasion Checks. Your Difficulty Rating of persuading someone increases by one stage (2 total). Furthermore, in battle you are the primary target of all enemies within 5x5x5 Cell Radius of you (Mortal Enemy).
- 5-9 results in your Dodge chance being reduced by 5%. While you suffer no penalty to Bluff, Performance, and Persuasion Checks, you also gain no bonuses. Your Difficulty Rating of persuading someone increases by one stage.
- Every 1 point starting at 10 subtracts 1% Dodge from agile characters, making them lose their concentration from dodging you. At 110 points, your sharp & clever wit leaves an opponent so shaken and frustrated (regardless of their Dodge) that they can’t Dodge your attacks!
- Every 1 point grants you a 1% resist to CHA based effects. [Tier 2: -10%; Tier 3: -20%]
- Tier 1: Taunt
- Tier 3: Doomed, Marked, and Spotlight
- Every 10 points adds +1 to Charisma based Talent saves and checks (Bluff, Performance, and Persuasion) when calculating the Difficulty Rating.
- Every 30 points grants a 10% discount from vendors and obtain 10% more gold when selling.
- Every 40 points lowers the Difficulty Rating of persuading someone by one stage (-5 DR), a perfect punctuation of just how awesome your personality is.
- At 80 points, if standing next to an ally in battle, an enemy will hit the friendly target instead of you, provided said unit is in range. Otherwise, the enemy is forced to attack you.
- At 100 points, you gain a Plus Charge on Bluff, Performance, and Persuasion Checks. Also, you gain immunity to Taunt.
- At 110 points, an option to take along with you a “Biggest Fan” of you opens up, opening up a use to Specialty Action, effectively having a Pet to command. (See Chapter 9 for Pet information.).
- At 120 points you gain immunity to Doomed, Marked, and Spotlight. Your biggest fan will literally do anything for you, even if it harms them! However, this harm may make you lose your “Biggest Fan” if they receive damage, whether physically or mentally at a 50% chance. All Charisma based talent checks also become Super Charged!
One can be attuned to the afterlife by adding Spirituality into your life. The more you embrace the power of Spirit, the more attuned you become to the otherworldly forces of Outerah!
- 0-4 results in you taking double damage from any and all spirit-based attacks. You also receive (2xYour Level)D10 in damage when touching a Soul Gem (Gem-Zap).
- 5-9 results in you being unable to touch Soul Gems without taking (Level)D6 damage. Due to your low Spirituality, you don’t believe in spirits, and cannot see them either. However, that doesn’t stop them from dealing damage to you!
- Every 1 point grants you a 1% resist to SPT based effects. [Tier 2: -10%; Tier 3: -20%]
- Tier 1: Silence
- Tier 2: Drain and Gasping
- Tier 3: Arged, Banished, Frozen, Seared, and Solid
- Every 10 points adds +1 to Spirituality based Talent saves and checks (Belief and Nature) when calculating the Difficulty Rating.
- Starting at 10 points you begin to see spirits. Starting at 30 points you can access the power of Soul Gems! Starting at 80 you can distinguish Unbounds from other races.
- When you have a Spirituality Score of 50, you become more attuned to Spirit energy and your own soul. During the three Turns you have before the Spirit Release countdown hits zero, your spirit automatically activates Spirit Mode, allowing you to use certain skills in your specialty class tree and battle as a Spirit until your soul returns to its body or departs. These skills are marked as “SM” designating their compatibility within this mode. However, your Move and Jump is 0 and you can only use your Main Hand Action and Chat. Furthermore, you gain the ability to use Legendary Soul Gems.
- At 75 points, you are able to enter Spirit Mode without being on the brink of death, but are only able to move up to 10 cells away from your physical body. While in Spirit Mode, you are able to go through physical objects such as walls. A Spirit Link connects your body to your soul and it’s vital that you don’t go beyond your ten-cell limit. If you do, your soul will be separated from your body and you’ll be vulnerable to monstrosities such as Spirit Consumers. Those who cannot see Spirits will not be able to see you. Furthermore, you are able to link your soul to an additional willing creature if they are within a 2 cell range from your spirit. Within Spirit Mode you have the ability to channel a wave to a willing unit which temporarily adds 25% of your damage, resistance, dodge, hit, and crit from your core stats. This bonus increases to 50% at the start of Round 3. However, you cannot perform any other actions while channeling, and the channeling is lost if that unit moves more than 3 Cells away.
- At 100 points, you gain a Plus Charge on Belief and Nature Checks, and the 10 cell distance expands to 25 cells. You are able to link your soul to an additional willing creature if they are within a 3 cell range from your spirit. Within Spirit Mode you have the ability to channel a wave to a willing unit which temporarily adds 50% of your damage, resistance, dodge, hit, and crit from your core stats. However, you cannot perform any other actions while channeling, and the channeling is lost if that unit moves more than 3 Cells away. This bonus increases to 100% at the start of Round 3. However, you cannot perform any other actions while channeling, and the channeling is lost if that unit moves more than 4 Cells away. Lastly, you gain immunity to Silence and gain exploit-soul passively. Exploit-soul takes your Spirituality stat and uses it as a damage inducing stat, dealing similar damage as if one. The target’s VIT and WIS is factored by adding them together and then dividing both stats by 2.
- At 110 points the 25 cell distance expands to 50 cells, as long as the Stat stays at no less than 110 points. Otherwise, the range is immediately forfeited. Furthermore, you gain immunity to Drain and Gasping and have permanent exploit-soul on your targets.
- At 120 points you gain immunity to Arged, Banished, Frozen, Seared, and Solid. Furthermore, the 50 cell distance expands to 100 cells. Belief and Nature talent checks also become Super Charged!
Dice rolls aren’t the only luck-based variable. Your odds are even greater with this titular stat! A player starts their journey with 1 Orb of Luck.
Luck Stat Perks:
- 0-4 results in you being unable to obtain or use Orbs of Luck, even if your race grants an additional Orb of Luck (Orbless Guarantee).
- 5-9 results in you losing out on the Orb of Luck you start with.
- Every 1 point grants you a 1% resist to LUK based effects. [Tier 2: -10%; Tier 3: -20%]
- Tier 1: Shatter and Slow
- Tier 2: Destroyed, Hexed, Klutz, Severe Bleeding, and Severe Bruising.
- Tier 3: Crippled, Disintegrated, and Stop
- Every 2 Luck Point, starting at 10, will increase your critical hit ratio by 1%. Without luck, you cannot crit. At 10 luck, you can land a critical hit by rolling a 100. At 20 luck, you can land a critical hit by rolling a 95 to 100. Critical hit chances max out at 110 luck points to critically hit at 50% of the time, rolling 50 through 100 to land one. Bypasses Agility’s Dodge Rate.
- Every 25 luck points grant you an orb of luck to make use of once per day. These orbs have several uses you can take advantage of.
- Using 1 orb allows you to reroll your Talent check.
- Using 1 orb allows you to reroll your damage, but you must take this reroll, even if the roll is lower than the first.
- Using 2 orbs allows you to gain a higher critical hit ratio, doubling your chances for that attack when rolling to see if you hit, or reroll to see if you hit your target. An opponent can negate this by using 2 orbs of their own.
- Using 2 orbs allows you to challenge another unit’s roll, making them reroll and use the new number. This reroll must be taken, whether it’s higher or lower.
- By using 3 orbs you are able to forgo your damage roll and just outright tell the opponent you rolled max on every damaging dice! If they don’t like that, well I hope they have 2 luck orbs to challenge that “Maximized” damage!
- By using 3 orbs you are able to have your attack exploit a target’s resistance, adding exploit-body or exploit-mind for said attack! Anatomy Strategy Guide users on the other hand are only required to use 2 orbs for the same effect!
- Using 3 orbs allow you, as a Trigger Action, cause your opponent attacking you to deal “Minimized” damage to you for that attack. That’s right! Tell your opponent there is no need for their petty rolls. Every dice they have counts now as 1 damage for that attack, unless they use 2 Luck Orbs of their own.
- Using 4 orbs is the luck-based equivalent of a defibrillator. If an attack would bring you below 0 HP, you instead survive with 1 hit point. Furthermore, if an attack would “Overkill” you, using 4 orbs will grant you to be with a death counter instead of being outright destroyed. Your near death experience pumps your elemental energy up, restoring all your Magic Points!
- Using 4 orbs allows you, as a Trigger Action, grant Perfect Dodge to an ally about to be attacked. Perfect Dodge causes the character to completely avoid the attack by 100%. They’ll surely thank you later!
- At 100 points you are immune to Shatter and Slow.
- At 110 points you are immune to Destroyed, Hexed, Klutz, Severe Bleeding, and Severe Bruising.
- At 120 points you are immune to Crippled, Disintegrated, and Stop. Your orbs also count as double (Lucky Squared)!