FELite 

The Stats

Every character in this game system has six basic Stats:

Intelligence This is a general rating of the character's ability to absorb information. It can be abbreviated as 'IN'.
Willpower This is a general measure of a character's will. It can be abbreviated as 'WI'.
Spirit This Stat measures the basic spiritual or psychic power of a character. It can be abbreviated as 'SP'.
Strength The Strength stat measures raw physical might. It can be abbreviated as 'ST'.
Constitution This is a measure of overall health and resiliency. It can be abbreviated as 'CO'.
Dexterity This is a measure of a character's reflexes and speed. It can be abbreviated as 'DE'.

The average human being has a rating of 0 for any Stat, making it a simple matter to see how one being measures to another. The lowest rating possible for a human to have in any Stat is -3. A character may spend points awarded when creating the character to any or all of the Stats. A starting character typically has 12 points to spend on Stats. Up to 6 points may be placed in any Stat to get that same value for it. To gain a Stat at a value of 7 or more costs twice as much, however. For example, if you wanted an Intelligence of 7, it costs 8 points. An Intelligence of 8 costs 10 points.

To fully describe your character, we also have several Secondary Stats that are based upon the Stats described above.

Secondary Stats

Hits

These are a general measure of how much damage a character can take. In fact, they are usually divided into four equal parts for use in measuring the severity of damage taken by a character. A character can take damage twice at each level before. These levels are described as Minor, Major, Severe, and Mortal. For instance, if a character has 24 hits then if he takes 6 or more hits of damage, he'd be considered to have a Minor wound. If he takes 12 or more hits, he has received a Major wound. At 18 hits of damage he has suffered a Severe wound, and at 24 hits of damage, he has suffered a mortal wound.

Each time a character takes damage, the level of damage should receive a check. After two such checks, the next time damage of that level is taken, the check is applied to the next more severe wound level. If the character has already taken one Mortal wound, that character is dying. If the character takes two Mortal wounds, the character is dead. (See the combat section for the effects of damage on your character.)

For example, if Chada has already taken two Major wounds and receives another, then he must check off one Severe wound level. If he has already taken two Severe wounds, then the check is bumped down still further and he must take a Mortal wound level.

You can use the following formula to find your character's Hits, or use the chart if you'd rather not do math.

Maximum Hits = (Constitution + 4) x 6

Constitution
Injuries
Mortal/
Severe
Major
Minor
Approximate Weight (lbs)
-3
6
5
3
2
75
-2
12
9
6
3
100
-1
18
14
9
5
125
0
24
18
12
6
150
1
30
23
15
8
200
2
36
27
18
9
250
3
42
32
21
11
300
4
48
36
24
12
400
5
54
41
27
14
500
6
60
45
30
15
600
7
66
45
33
17
800
8
72
54
36
18
1,000
etc.

Endurance
This is a measure of a character's ability to keep going -- their stamina. A character, during times of energetic stress such as long runs or extended periods of combat, may be required to make an Exhaustion roll. Do this by rolling 2d6 and comparing the total to the character's Endurance score. If the roll is greater than the Endurance score, the character will collapse in exhaustion and be able to go no further.

You can use the following formula, or just look it up on the chart if you'd rather not do the math. The highest possible Endurance score is a 12.

Endurance = (STrength + COnstitution)/3 + 6

ST+CO
Endurance
ST+CO
Endurance
-6
4
6
8
-5
4
7
8
-4
5
8
9
-3
5
9
9
-2
5
10
9
-1
6
11
10
0
6
12
10
1
6
13
10
2
7
14
11
3
7
15
11
4
7
16
11
5
8
17+
12

Speed
This is the character's running speed in miles per hour. You can use the following formula to calculate the speed of your character, or simply look it up on the Speed and Leap chart.

Speed = (Dexterity + 3) x 2

Dexterity
Speed (in m.p.h.)
Leap
Swim (in m.p.h.)
-3
0
0
-1
-2
2
1
0
-1
4
1
0
0
6
2
1
1
8
2
1
2
10
3
2
3
12
3
2
4
14
4
3
5
16
4
3
6
18
5
4
7
20
5
4
8
22
6
5
9
24
6
5
10
26
7
6
etc.

Leap
This is how far a character can jump (provided he has room to run or dive to the ground). This can often be useful for such things as escaping explosions, avalanches, or a stampeding herd of wild animals. In stressful situations such as combat, the Game Master may call for a Dexterity test versus a Success Number of 8 (2d6 + Dexterity must total greater than '8') to ensure the character has not stumbled before allowing a character to Leap out of harm's way. You may use the following formula to calculate the character's leap, or simply look it up on the chart above.

Leap = Speed / 4

Swim
This indicates the maximum speed at which the character can swim. It is possible to have a Swim Stat less than zero. This means the character will drown without assistance. A Swim of 0 means the character may, with effort, keep himself afloat for a while. Swim uses the following formula:

Swim=Speed / 4 - 1

- or -

Swim = Leap -1

Trying to swim against a current or undertow can be very difficult. To reflect this, a Game Master may apply a -1 or more penalty to the Swim Stat. If the Swim Stat is reduced to 0, no headway can be made. If the Swim Stat is reduced by the penalty to less than 0, she is swept along in the case of a river, or pulled under in the case of a strong undertow.

Purity & Corruption Pools
Purity and Corruption are equal parts of a special pool that represents the spiritual life energy of a character. It is used to enhance special racial and spiritual abilities that a character may start with, and allows the addition of future new abilities as the character progresses in a game. Purity and Corruption rules are not included in Forge Engine Lite. For the detailed rules for Purity and Corruption pools and their use, refer to the Forge Engine Rules Book.

All site contents are the properties of their creators. Precursor, Precursor Forge and Forge Engine are trademarks of Dustin Evermore.


Precursor setting Copyright 2002 Dustin Evermore | Art by Chris Rich-McKelvey and Edward Cupps