BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Jeslore Skills and Stats

In Jeslore, there are 8 skills to build a character with. 4 are related to the physical condition of your character, another 4 are related to the mental condition. Each stat has skills related to it, and raising a stat above 5 points gives a bonus point to each related stat. Sometimes, skills can be raised by class choice too.

Strength

Strength is the raw physical power a character can exert. It is primarily related to using large two handed weapons, and carry weight. It also gives a slight boost in movement speed due to athleticism, and a large boost to health.   S is of the most relevance to the Warrior and Brawler classes, who need their raw physical strength to beat their opponents. Strength improves carry weight, unarmed, heavy weapons, and intimidation.

Endurance

Endurance is the body's ability to cope with damage. High endurance reduces incoming damage during combat and will boost the efficiency of all armours. High endurance also allows a character to use power armour.   Endurance is of the most relevance to the Paladin, Cleric and Knight classes whose armour is best complimented by it. Endurance increases armour rating on any armour, reduces the chance and severity of getting critically hit, and durability.

Dexterity

Dexterity is the speed and agility of a character, and applies both to stealth and movement options. Dexterity is a measure of how slippery a character is.   Dexterity is of the most relevance to the Ranger and Rogue classes who rely on reflexes and speed to outpace their opponent. Dexterity improves legerdemain, evasion, and the effectiveness of finesse weapons. It also greatly improves stamina, stealth, slipperiness, and unarmed.

Vitality

Vitality relates to a character's ability to survive hostile environments. High vitality will give a character greater resistance to the effects of the overworld, as well as greater resistance to poison and disease. By and large, a character with high vitality does not need to worry as much about setting off traps.   Vitality is of the most relevance to the Hermit and Vagabond classes, who need the resistance against disease and poison for their own abilities. Vitality improves willpower, increases the effectiveness of healing applied to the character, and the immune system.

Intelligence

Intelligence is a character's general sum of knowledge and ability to learn new skills. They are extremely adaptable   INT is of the most relevance to the Mage class who need these smarts to cast their magic, and research ancient history to unlock new powers. Intelligence improves chemistry, history, R&D, and biology.

Charisma

Charisma is a character's ability to persuade, deceive, or otherwise influence another person.   C is of the most relevance to the Warlock and Bard classes, who benefit from their charms to influence an audience, or their patron. Charisma improves persuasion, light weapons, Beastmastery and leadership.

Judgment

Also sometimes referred to as street smarts, Judgment is the statistic best summarized by a character working within their limits.   JDG is of the most relevance to Sorcerer and Druid classes, who benefit from strong instincts, common sense, and strength of mind to maintain control over te magic they posses. Judgment also improves survival, hacking, deception, arcana, and religion.

Perception

Perception refers both to a characters senses and their ability to read people. Perceptive characters are at their best when faced with mystery, and if they are perceptive enough, nothing will be lost on them. It is also incredibly helpful for stealth, because if stealth is about remaining unseen, nothing is more useful than spotting a guard before being spotted.   P is of the most relevance to the Spy and Soldier classes, both benefit from the ability to spot traps, count cards, read people, and eavesdrop on others. Perception improves insight, ranged weapons, stealth, ferocity, and deduction.

Skills

Skills are specialized stats improved by levelling up or improving a select few stats.  
  • Heavy Weapons - The ability to use weapons like warhammers, battleaxes, and gatling guns.
  • Light Weapons - The ability to use smaller weapons like daggers, shortswords and concealed daggers.
  • Finesse Weapons - The ability to use weapons requiring a lot of skill such as rapiers, flails, quarterstaves and whips.
  • Ranged weapons - The ability to use weapons like bows, crossbows, and sniper rifles effectively.
  • Unarmed - The ability to fight without weapons.
  • Carry Weight - Inventory capacity.
  • Intimidation - Persuade other people through the use of force.
  • Persuasion - Persuade other people through charm and appeal. Also the ability to defuse tense situations.
  • Deception - Persuade other people by fooling them.
  • Evasion - Chances of evading an attack.
  • Legerdemain - Sleight of hand, applies to pickpocketing and lockpicking.
  • Immune system - resist disease, poisoned weapons, and curses.
  • Chemistry - Making potions and medicine.
  • History - The characters familiarity with, and ability to recall the world's history.
  • R&D - Crafting and repairing weapons, armour, and tools.
  • Biology - Understanding of the body, from diseases to injury - and the ability to fix it.
  • Survival - Spotting natural hazards, identifying footprints, and the ability to identify potential nearby threats before they emerge. Also familiarity with animals and plants.
  • Hacking - The general ability to deal with computers, mostly the ability to break into them.
  • Arcana - Magical attunement, the ability to cast magic, enchant equipment, or break curses, as well as identifying when magic is at play.
  • Religion - Knowledge of religious doctrine, both evil, banal, and benign. Also plays a hand in succesfully completing rituals.
  • Stealth - The ability to stay hidden.
  • Willpower - Chance to negate status conditions in battle, as well as the effectiveness of mind control.
  • Durability - Reduces weapon decay rate and the penalties associated with low durability weapons.
  • Insight - Detecting lies.
  • Deduction - The ability to unravel mysteries, solve puzzles, decipher codes, and more. The skills of a skilled detective.
  • Slipperiness - The ability to resist crowd control.
  • Animal Handling - The ability to positively deal with animals and creatures.
  • Ferocity - The severity of a critical strike.
  • Leadership - The ability to motivate allies. Increases restored health when helping downed allies.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!