' to read
about any of these six Statistics:
Dexterity Endurance Perception Quickness Reason Strength
Read through the following topics to learn more about what Statistics are,
how they're used, and the rules for setting them in the chargen system.

General Information about Statistics
The third stage of chargen is selecting your character's Statistics (called
Stats for short). These quantify your innate abilities. Most are aspects we
would consider genetically determined, although experiences in your
character's background may have influenced them.
Your final Statistic values on leaving character generation represent your
maximum potential in each area. Stats cannot be increased after you leave
chargen. (If you want to play a weakling who becomes a bodybuilder, choose a
bodybuilder Strength and role-play the transition.) You can choose to decrease
your Stats during play, and there is a chance your Stats will decrease through
aging once your character turns 65 (for normal humans).
The Statistics on Cuen are primarily physical. There are no Stats that
determine a character's personality or interpersonal skills (no charisma,
presence, communication, etc.), and only one that relates to mental abilities.
In an online role-playing game, players judge characters' abilities in these
areas by the way they are role-played, not a number. If you want your
character to be considered a dynamic leader or a genius, you need to role-play
in a way that will make others believe that about your character.
This chargen system is deliberately designed to develop characters who are
balanced, and realistic. No one can be exceptionally good in all areas of life.

How are Statistics Used on Cuendillar?
Statistics are not in constant use during online play, as most situations
are resolved through cooperative role-play. Statistics do serve several
functions on the game, however:
 |
Your character's Statistics help you detail your character and get a good
feel for her/his abilities. |
 |
You can use your Statistics as a role-playing guide when you aren't sure what
your character would do in a situation. For instance, if your character has
low Strength and high Dexterity, you wouldn't role-play her winning a
tug-of-war contest, but you could role-play her dancing extremely well at the
yearly Bel Tine festival. |
 |
Character attributes can be used to help resolve conflict situations when
people are unable to come to an agreement through discussion. Take the
example of a thief with high Quickness and low Endurance being chased by a
guard with low Quickness and high Endurance. The thief could easily sprint
away from the guard at the beginning of the chase, but the guard would catch
up as soon as the thief tires out. |
 |
Coded commands like the combat system may modify your use of a Skill with the
appropriate Statistic. For example, a command to play a coded musical
instrument would use your Music Skill modified by your Dexterity, since
finger agility is a factor in playing an instrument. If you had no skill in
Music but a high Dexterity, there might be a chance of you using the
instrument correctly. |

Choosing Statistics For Your Character
Statistics range from +5 (exceedingly good) to -5 (exceedingly poor). The
average ability for most people is 0, neither particularly good, nor
particularly bad. In this system, 0 MEANS AVERAGE, not "nothing". A plus (+) in
front of a number indicates above average ability, and a minus (-) indicates
below average ability.
All characters begin with their Statistics set to 0 - average. Those who do not
go through character generation will remain at 0. Those who go through chargen
are not required to change their Statistics - if you would like your character
to remain average in all respects, just move on to the next section of chargen.
Certain other choices in chargen can alter some Stats. Ogier have a higher
Strength and a lower Dexterity than average. Those of the lowest social classes
(Pauper and Poor) have one or two extra points to assign to their physical
Statistics, as they have had to do a lot of physical work in their lives. You
can also raise and lower Statistics in the Assets and Flaws section of chargen.
See CG STAT RULES for the rules governing Statistic selection.

Statistic Selection Rules
There are four rules you must follow if you decide to change your Statistics
during this stage:
- The sum of all your Statistics must add up to 0.
- You may not have a total of any more than 7 positive Stat points or 7 negative Stat points.
- No one Statistic can be more than +5 or less than -5. (There are a few exceptions, such as for an Ogier.)
- Statistic bonuses and penalties from other areas of chargen (Culture, Assets and Flaws) are NOT included in the totals at this stage of chargen, they are applied later.
If you find the rules confusing, type 'cg stat rule #' for an expanded
explanation of each rule and rule examples. (So type 'cg stat rule 1' to find
out more about how the first rule works.)

Statistic Selection Rules #1
1. The sum of all your Statistics must add up to 0.
When you add all of your Statistics together, the total must be 0. If you
spend 5 positive points to increase some Stats, you must spend 5 negative
points to decrease other Stats. For example, if you increase your Dexterity to
+2, you will need to set one other Stat to -2, OR set two other Stats to -1 each.
Correct:
Strength: -1 Quickness: +1
Endurance: -1 Perception: 0
Dexterity: +2 Reason: -1
Sum: -1 + -1 + +2 + +1 + 0 + -1 = 0
Incorrect:
Strength: +2 Quickness: -1
Endurance: +2 Perception: -1
Dexterity: +1 Reason: -1
Sum: +2 + +2 + +1 + -1 + -1 + -1 = 2

Statistic Selection Rules #2
2. You may not have a total of any more than 7 positive Stat points
or 7 negative Stat points.
When all of the positive points in your stats are added together, they can't
exceed 7. When all of the negative points in your stats are added together,
they can't exceed -7. So if you raise your Intelligence to +5, you can only
raise one other stat to +2, or two other stats to +1 each.
Correct:
Strength: -2 Quickness: +3
Endurance: -3 Perception: +1
Dexterity: +3 Reason: -2
Positive sum: +3 + +3 + +1 = 7 Negative sum: -2 + -3 + -2 = -7
Incorrect:
Strength: +3 Quickness: -2
Endurance: +3 Perception: -4
Dexterity: +2 Reason: -2
Positive sum: +3 + +3 + +2 = 8 Negative sum: -2 + -4 + -2 = -8

Statistic Selection Rules #3
3. No one Statistic can be more than +5 or less than -5.
+5 represents the maximum human potential for all but the most exceptional
people. -5 represents the absolute minimum potential for any human being. A
Statistic can only be increased beyond +5 by certain cultural bonuses or with
the purchase of an Asset, and can't be decreased below -5 for any reason.
Correct:
Strength: -5 Quickness: +1
Endurance: -2 Perception: 0
Dexterity: +5 Reason: +1
Dexterity is at +5, the maximum, and Strength is at -5, the minimum.
Incorrect:
Strength: +6 Quickness: -2
Endurance: +2 Perception: -6
Dexterity: +2 Reason: -2
Strength is at +6, which exceeds the +5 maximum. Perception is -6,
which is below the -5 minimum allowed.

Statistic Selection Rules #4
4. Statistic bonuses and penalties from other areas of chargen (Culture,
Assets and Flaws) are NOT included in these totals.
The other three Stat rules are applied ONLY to the figures you select in the
Stats section of chargen. They DO NOT apply to Stat bonuses or penalties
granted by your Culture or Assets and Flaws. Ogier receive +1 Strength, +1
Perception and -1 Quickness, so their FINAL Statistics may not sum to 0 and
they might have a Stat above +5.
Roien the Ogier enters the Statistic section and makes the following choices:
Strength: +5 Quickness: -1
Endurance: 0 Perception: -1
Dexterity: -2 Reason: -1
His Ogier bonuses and penalties are applied, resulting in a final total of:
Strength: +6 Quickness: -2
Endurance: +1 Perception: 0
Dexterity: -2 Reason: -1

The Strength Statistic
The Strength Statistic represents your character's muscular power and
strength. It indicates the amount of weight you could push, pull, lift,
bench-press, etc. Your Strength figure affects the amount of damage you do with
a weapon in combat. The short form for Strength is STR.
+5 You could beat Arnold Schwarzenegger in a wrestling match.
+4 If you arm wrestle the average blacksmith, you'll win.
+3 You can beat down a locked door.
+2 You can haul about heavy sacks without much effort
+1 You are stronger than average, you could easily work at hard labor.
0 Your strength is average for a human.
-1 You are weaker than average, hard labor would be tough for you.
-2 You could lift and carry two full buckets of water, but not much more.
-3 You can barely manage to lift a toddler.
-4 You couldn't carry a medium-size book for any length of time.
-5 Your muscles are underdeveloped and wasted, you can only lift very
small and light objects.

The Endurance Statistic
Your Endurance Statistic is a measure of how long your character can perform
a physically-strenuous task before tiring out. It indicates how long you could
run, swim, carry something heavy, jog up steep stairs, etc. To a lesser extent,
your Endurance represents how long you can concentrate on a difficult mental
task before you're mentally exhausted and no longer able to focus. In combat,
your Endurance affects how well you withstand hits. The short form for
Endurance is END.
NOTE: The attribute that relates to channeling is Fatigue, see 'cg fatigue'.
+5 You can hike for a few days with no food, water or sleep.
+4 You could survive harsh desert/arctic conditions for a few days with
little protection from the elements.
+3 You can run for hours and then fight a battle.
+2 You could complete a marathon in competitive time
+1 A couple of hours of constant heavy lifting won't exhaust you.
0 Your endurance is average for a human.
-1 Walking for a few hours is very tiring for you.
-2 A short run leaves you winded.
-3 Climbing a flight of stairs exhausts you.
-4 Walking even a short distance is extremely tiring for you.
-5 Just thinking about work makes you tired.

The Dexterity Statistic
The Dexterity Stat represents your character's ability to manipulate objects
with his/her hands, and navigate surfaces with his/her feet. Your Dexterity
influences how well (if at all) you could perform activities such as tight-rope
walking, picking pockets, embroidery or dancing. Dexterity is used in combat to
determine your chance of striking someone with your weapon, particularly
missile weapons. The short-form for Dexterity is DEX.
+5 You can juggle chainsaws while walking a tight-rope blindfolded.
+4 You could learn to be the world's best stage magician.
+3 You can climb a steep wall with ease.
+2 You are a divine dancer.
+1 You have no problem learning delicate work like embroidery.
0 Your dexterity is average for a human.
-1 You bruise your thumb a lot when you try to hammer nails.
-2 You leave a lot of crushed toes behind on the dance floor.
-3 You have two left feet and butterfingers.
-4 You tend to stumble on a smooth road and fumble when turning the
pages of a book.
-5 You can't chew gum and walk at the same time.

The Quickness Statistic
Your Quickness Stat relates to both your speed of locomotion and your
reflexes and reaction time. Your Quickness indicates your speed when walking,
running, swimming, etc. It also influences how quickly you can react to catch a
thrown ball or dodge out of the way of a falling rock. Quickness is used in
several ways in combat - it determines who has the first action, how often you
can fire a missile weapon, and affects your ability to avoid attacks aimed at
you. The short form for Quickness is QUI.
+5 You could pluck a speeding arrow out of the air.
+4 You can set records in short distance runs.
+3 You could easily learn to juggle six or eight items with aplomb.
+2 Your hand truly is faster than the eye.
+1 You get impatient waiting for others to catch up with you when you
go for a walk.
0 You move at average speed for a human.
-1 You'd make a pretty bad tennis player, you're often a few seconds
too late to hit the ball.
-2 You have trouble keeping up with others during a stroll down the
street.
-3 If someone waves to you while walking down the street they'll be a
half a block away before you manage to wave back.
-4 Your reaction time is lethargic - molasses moves faster than you do.
-5 A snail could beat you in a race.

The Perception Statistic
Your Perception Stat determines your character's ability to take notice of
what occurs around him/her. Part of Perception is purely physical - the acuity
of your character's senses of sight, hearing, smell, etc. It is also partly
mental - how well your character can focus on and interpret the signals from
his/her senses. An example would be whether your character would notice the
false bottom in a drawer, or hear a thief sneaking around in the next room.
The short form for Perception is PER.
+5 Sherlock Holmes admires your powers of observation
+4 You can see an Aiel hiding in a sand dune.
+3 You could spot the tracks left behind by a Warder.
+2 You have eyes in the back of your head.
+1 You tend to be fairly observant. Pick-pockets beware.
0 Your perception is average for a human.
-1 Sometimes little details just pass you by.
-2 You could walk past a store being robbed and not notice. Beware of
pick-pockets.
-3 Sneaking past you doesn't take that much effort.
-4 You lose track of people in broad daylight, even when they aren't
trying to hide.
-5 You don't notice that elephant standing in front of you.

The Reason Statistic
Reason is NOT a measure of your character's raw IQ - people will judge your
character's intelligence by how you role-play him/her. The Reason Stat
represents your character's ability to learn, his/her memory, and a his/her
ability to reason and think things through. On the game, Reason modifies your
success in mental activities such as herbalism, reading a map, etc. The
short form for Reason is REA.
+5 You have a photographic memory and soak up knowledge like a sponge.
+4 Complex philosophical and mathematical ideas are easy for you to
understand.
+3 You have the ability to become a master player of the game of Stones.
+2 You learn new tasks quickly.
+1 You approach solving most problems with a clear mind.
0 Your ability to learn new tasks and remember things is average for a
human.
-1 You sometimes forget what you had for lunch or the names of people
you've just met.
-2 It takes you a long time and a lot of practice to learn anything new.
-3 You often get lost in your home town because you have difficulty
remembering landmarks or reading a map.
-4 It would take you hours to complete a child's jigsaw puzzle.
-5 You sometimes forget to get out of bed in the morning.
