PHANTOM STATS are attributes which creatures and characters have, which are not represented by Ability Scores. These include Perception, Hit Points, Vitality, Mana, Strength, Speed, Movement Types, Alignment, and Size.
Perception: Perception includes the array of senses that allow a creature to interpret the world around them, and are different for different beings. Vision (diurnal, crepuscular, or nocturnal) determines the best light conditions for that creature, with Sense checks taking a -2 or being at disadvantage, depending on the situation. Vision is also influenced by range - humans have a visual range of 60 feet, with each additional 60 feet diminishing visual acuity by -1 without aide. Hearing measures a creature's ability to identify sounds. Humans have a hearing range of 30 feet, with each additional 30 feet reducing acuity by -1. Special abilities might allow creatures to utilize other senses in unusual ways. For example, creatures with the Scent ability can identify things by smell with the same degree of accuracy that a human could identify things by sight. Beings with Heat sensing or Radar could use those senses to provide additional information about their environments. Other possible perceptions include Life sense, Death sense, Green sense, Telescopic or Microscopic vision, X-ray or Ultraviolet vision, and others.
Hit Points and Vitality: Hit points for most creatures in traditional D&D represent Vitality, or in other words how much damage they can take before they go down. On the other hand, Hit points for heroes and some NPC's tends to represent plot armor. In this iteration, Vitality is how many wounds a creature can take before it dies. Vitality always represents wounds, and must be healed with either magic, or medicine and time. HP, on the other hand, represents plot armor, and can be recuperated with a short or long rest.
A creature's vitality score is determined by its species. Humans and most PC species start off with 3d6 Vitality, and they gain their Might modifier in Vitality every level, similar to how Constitution modifiers would give extra HP. As creatures go up in level, they mostly gain HP.
Mana: A creature's mana score determines how many spells they can cast in a day and how many magical items they can attune to, and is determined by a combination of species and Will. Most often, a PC species will have just enough mana to cast a handful of level 1 spells in a day or attune to a handful of items. Other modifiers such as empowering spell foci, material components, and sorcerous talent can expand the abilities of an NPC. PC's may convert up to half of the HP they gain each level into Mana. More powerful magical items and spells require more mana for attunement.
Maximum Strength: Strength is determined by a combination of Might and creature size, and measures how much it can lift. Maximum lifting capacity is equal to their weight divided by 6, multiplied by the creature's Might ability score, minus the creature's weight. If the creature is a quadruped, this final total is doubled. Half of the Maximum capacity would be a medium load, and a quarter of the Maximum capacity would be a light load. When flying, a creature can carry only a light load. When swimming, a creature can carry only a medium load.
A character can generally push or pull 5 times more than their Maximum lifting capacity, with favorable circumstances doubling this number and unfavorable circumstances halving it. They can throw something a distance equal to half character's weight times their Might modifier, divided by the object's weight.
SIZE CATEGORIES: Size categories also determine carrying capacity, with smaller creatures being able to carry comparatively more than larger creatures. I'm using a wider range of size categories including Fine, Minuscule, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Humongous, and Titanic. Size categories are determined by weight and threatened area in battle.
Fine creatures are smaller than a grain of rice, such as ants, too small for a human to pick up individually. Fine creatures can carry Weight*Might, or in other words about 10 times their own weight at Maximum on average. Fine creatures are too small to be dangerous to creatures size Tiny or larger, except by transmitting disease. Their threat range is Touch. Fine creatures get 5 actions every turn.
Minuscule creatures are an ounce or less, such as a mouse or large spider. Minuscule creatures can carry (Weight/2*Might) - Weight, or in other words about 5 times their own weight at Maximum. Minuscule creatures are not normally dangerous, though some are sufficiently poisonous to affect creatures size Small or smaller. Their threat range is Touch. Minuscule creatures get 4 actions every turn.
Diminutive creatures are between an ounce and a pound, such as a squirrel, hedgehog, small rat, or chipmunk. Diminutive creatures can carry (Weight/3*Might) - Weight at Maximum capacity, which means they can often carry 3 times their own weight. Diminutive creatures include large spiders and snakes which are poisonous enough to affect creatures size Medium or smaller. Their threat range can be the 5 foot square they are in, depending on how far they can jump. Diminutive creatures get 4 actions every turn.
Tiny creatures weigh between 1-8 lbs, such as a rabbit, fox, or hawk. Tiny creatures can carry (Weight/4*Might) - Weight at maximum capacity. A Brownie with Might 9 weighing 6 lbs can carry up to 71/2 lbs maximum. Creatures of this size tend to be very agile and quick, and threaten the 5 foot square they are in. Venomous creatures of this size have been known to poison creatures Large or smaller. Tiny creatures get 4 actions every turn.
Small creatures weigh between 8 and 60 lbs, such as dogs and bobcats, wolverines, small cheetahs, hobbits, and gazelles. Small creatures can carry (Weight/5*Might) - Weight at maximum capacity, which means on average they can carry their own weight. A hobbit weighing 50 lbs with a Might of 10 can carry up to 50 lbs, or their own body weight, with 25 lbs as a medium load and 12 lbs as a light load. A hobbit with a Might of 18 has a maximum carrying capacity of 130 lbs, a medium load of 65 lbs, and a light load of 32 lbs. The average hobbit with Might 10 can push or drag an object between 500 lbs and 125 lbs, depending on the circumstances. He can also throw a 1 pound ball approximately (Maximum Carry/2*Might/(Weight of Object)) 25 feet in good conditions. The hobbit with Might 18 can drag or push an object between 325 and 1,300 lbs, and can throw the same ball 260 feet in good conditions. Small creatures threaten a 5 foot space around them, and have been known to take down creatures Huge or smaller, depending targeting week points and working together, or with poison. Small creatures get 3 actions every turn.
Medium creatures weigh between 60 and 500 lbs, and include humans and most other PC races, ponies, tigers, sea lions, and deer. A human weighing 165 lbs with a strength of 10 has a maximum carrying capacity of 165/6*10 = 275, minus his own weight of 165 lbs for a grand total of 110 lbs. Half of that (55 lbs) is a medium load, while a quarter of that (27 lbs) is a light load. He can push or drag an object between 1,100 lbs (5*2*110) and 275 lbs (5/2*110), depending on the circumstances. He can also throw a 1 pound ball approximately 82 feet in good conditions. Medium creatures threaten a 5 foot space around them, and have been known to take down creatures size Huge or smaller by working together. Medium sized and large creatures are generally not poisonous enough to affect creatures larger than them. Medium creatures get 3 actions every turn.
Large creatures weigh from 500 lbs to 2 tons, and include polar bears, bison, rhinos, hippos, most giants and dragons, and allosaurus (on the large side). Large creatures can carry (Weight/8*Might) - Weight at Maximum. Large creatures tend to have and average Might of 12-16, just to deal with their own weight. A 1200 pound horse with Might of 15 can carry about a 1,000 lbs at maximum, including the rider, tack, barding, saddlebags, and other equipment. 500 lbs is a medium load, and 250 is a light load. An ogre weighing 880 lbs can carry a max of 1,200 lbs. He can push or drag between 1.5 and 6 tons, depending on the circumstances, and can lob the 50 lb hobbit almost over 48 feet away. Large creatures threaten a space 10 feet around them, and have been known to take down creatures size Gargantuan or smaller. Large creatures get 3 actions every turn.
Huge creatures weigh between 2 and 16 tons and include Tyrannosaurus Rex, Elephants, most of the larger dinosaurs, and many medium-sized whales. Huge creatures can carry (Weight/12*Might) - Weight at Maximum. Many Huge creatures have an average Might of 16-24, just to handle their own mass. An Elephant at 5 tons can carry about 3 tons maximum, half that as a medium load, and about 1500 lbs as a light load. Huge creatures threaten a space 15 feet around themselves, and have been known to take down creatures size Colossal or smaller. Diminutive creatures are too small for them to target individually. Minuscule creatures are too small for them to target individually. Huge creatures get 2 actions every turn.
Gargantuan creatures weight between 16 and 125 tons, and include the largest whales, the oldest dragons, and dragon turtles. Gargantuan creatures can carry (Weight/20*Might) - Weight at maximum capacity. The blue whale at around 68 tons is the middle of this category. Many of these creatures rely on buoyancy or magic to help them support their own bulk, and need to have a Might ability exceeding 20 just to move. A 36 ton rukh must have a Might of 30 to lift a small 4.5 ton elephant of the ground, and has a wingspan of over 120 feet, from beak to tail-tip measuring some 48 feet. Gargantuan creatures affect a space 20 feet around themselves, and can threaten creatures that are Humongous to Small, though creatures Tiny and smaller are too small to be targeted individually. Gargantuan creatures get 2 actions every turn.
Colossal creatures are 125 to 1,000 tons, and measure legendary creatures of a size to rival castles, such as the kong ape, the altisaur, the dreadmaw rex, and the kraken. Colossal creatures can carry (Weight/28*Might) - Weight Maximum, and generally have a Might ability over 35. Colossal creatures are unknown in the real world, and rely on powerful magic to support themselves. They affect a space 30 feet around themselves, and can threaten even Titanic beings, though creatures Small and smaller are too small to be targeted individually. Colossal creatures get 2 actions every turn.
Humongous creatures range from 1,000 tons to 8,400 tons, can stand around 300 feet tall, and cause devastation on the scale of a natural disaster by their simple existence and movement. Leviathans and Aspedochelones, often mistaken for islands, and Kaiju such as Godzilla or Knifehead also fall into this category. At this point, creatures are too large to be contained in the food chain, and tend to be partially elemental manifestations of nature. Humongous creatures can carry (Weight/40*Might) - Weight at Maximum, and generally have a Might ability over 50. They affect a space 40 feet around themselves, essentially creating their own climate zone, but cannot target creatures Medium and smaller individually. To a creature of this size, a polar bear is like a tiny mouse, and a blue whale is the size of a trout. Humongous creatures get 1 action every turn.
Titanic creatures range from 8,400 and 70,000 tons, and are so massive that they rival small mountains. The Tarasque, and many of the primordial Titans, are Titanic is size, warping the environment simply by existing. Titanic creatures can carry (Weight/56*Might) - Weight at Maximum, and generally have a Might ability over 75. Creatures beyond Gargantuan rarely live on mortal worlds, but may be found in other planes of existence. Creatures larger than Titanic exist, but tend to be their own worlds. Titanic creatures affect a space 65 feet around themselves. Titanic beings cannot even target an individual Large creature, as all of their attacks are too enormous. To a creature of this size, even a mighty rukh is the size of a pidgeon, the kraken a regular squid. Titanic creatures get 1 action every turn.
Speed: Speed measures how fast a creature can move in feet in 3 seconds. Humans and other races generally have 15 feet of rapid ground movement, plus or minus their Dexterity modifier. Movement types include burrowing, swimming, and flying.
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