Stats in this realm follow the standard Zatrikion guideline of [20, 17, 14, 11, 8, and 5]. The realm is situated around the basic d20 for combat, skill use, and general rolling. This, however, is where the similarities end.

There are three core classes of stats. They are for your character's Body Type, General Skills, and Combat Skills. The skills are outlined below.

NOTE: Characters are encouraged to work together, or contribute to a group. No one can do everything, and lone wolves don't last.

-|-Body Type-|-
There are three body types in this realm: An athletic body, a strong body, or an intellectual body. The body type is the character's physical potential, and the stat chosen for that body type reflects how well their body is trained in the pre-chosen body type. This stat not only reflects In-Game situations, but it also reflects what sort of tasks your character would, or would not, be able to perform. Your body type has a very slight impact on combat. Players may choose only one Body Type. This is to encourage the banding together of diverse character types. The three Body Types are:

Strength
Strength is the measure of your character's brute strength and physical endurance.

Athleticism
Athleticism reflects your character's speed, reflexes, and stamina.

Intellectual
Intellectualism focuses on pursuits of the mind, at cost of the body. Intellectuals must have a base body stat of 20.

While each body type may hold some manner of relation to the other, designating one body type reflects that your character is better at lifting heavy items, rather than dodging arrows, or vice versa.


-|-General Skills-|-
General Skills reflect non-combat skills that your character possesses to aid them in the new world. Players choosing the Strong or Athletic body type may choose up to a maximum of three General Skills that their character is proficient with. Players choosing the Intellectual body type may choose a maximum of five General Skills.

Within General Skills, there are base skills, and specializations for each base skill. Each base skill, and each specialization count towards the maximum number of skills.  Upon creation, only one of these may be designated as an 11 (or two 11s with the remainder of 14s and 17s in the case of the Intellectual body type).
These are only examples; don't feel restricted by them. Feel free to get creative and add base skills or specializations that aren't listed. Please memo Bishop or Cooper for approval of new skills before applying.


• Survival Skills (Fashioning shelter and small necessities out of raw materials in the wild to sustain one's own life. Using nature as your greatest ally in the wilderness.)
    -Foraging  (The identification of healthy and harmful plant-life and the ability to gather large amounts of edible foliage for a group of people. The ability to identify and gather medicinal herbs.)
    -Hunting


(The catching, cleaning, and cooking of wild game or fish in abundant supply if available.)  



• Medical Knowledge (Basic first-aid. Diagnosing and treating injuries and common ailments. Prescribing of common medications.)
     -Surgeon (The ability to perform invasive surgery procedures and administer post-surgery care with minimal mortality rate. Can make use of unconventional tools for the job.)
     -Obstetrics (The specialized healthcare of women during pregnancy, childbirth, and the postnatal period. Invaluable in sustaining one of the most vital resources in the modern world - the dwindling human population.)
     -Pharmacology (The ability to find alternative medicinal solutions in the face of dwindling supplies of drugs. May refine medicinal herbs into more concentrated solutions to craft new drugs.)
     -Veterinary


(The ability to treat disease and injury in animals. Particularly valuable in maintaining livestock, vital to the humans that depend on them for food and resources.)


• Craft (The ability in working hands-on with specialized tools to refine or combine materials for a specific purpose. The Craft skill must have a specific trade. ie: Craft - Weapons, Craft - Seamstress (Textiles), Craft - Leatherworker.)
• Diplomacy (The gift of gab. Intimidating, lying, persuading, and smooth-talking through nothing but words and actions.)
     -Bartering


(The art of trading less for more. Getting more bang for your buck in markets or from traveling traders.)


• Agriculture (The cultivation of animals and plants for food, fiber, and other resources vital to sustaining a human population.)
      -Horse Breeder


(The trade of breeding, rearing, and training the most valuable mode of transportation in the new world. Specializes in training steeds to defend their riders, and not to spook easily in the face of the undead.)


• Construction (The creation and maintenance of infrastructure and tools.)
     -Repair (The maintenance and repair of broken machinery, buildings, tools, vehicles, etc. The ability to seemingly make something out of nothing more than broken bits and pieces.)
     -Engineering

(The application of higher sciences to construction. The ability to create simple bridges, engines, power sources, and refining solutions. Vital in maintaining the solar power and water refinement of Hope Center.)

• Stealing (Taking what doesn't belong to you. Pickpocketing, stealing in plain sight, or using sleight of hand to pilfer valuables. NOTE: Stealing is highly frowned upon and punishable by death in Hope Center.)
     -Lockpicking

(Some doors out in the world will be locked. When brute force can't remove the obstacle, perhaps a bobby pin or two can?)


• Scavenging (The locating of, and gathering of, surprisingly useful tools, materials, or knick-knacks from areas that seem to have been otherwise stripped bare.)
• Stealth
(Woodland/Urban)
(The art of moving unseen (and unheard). Different environments present different challenges, and taking this skill entails that you must specify whether your character is skilled at stealthing through Woodland or Urban environments. Each environment counts as one of the maximum three General Skill points.)
     -Parkour (The art of getting from Point A to Point B in the most efficient way possible - going in, over, under, or around obstacles and remaining unscathed.)









-|-Combat Skills-|-
Combat stats reflect your character's ability to defend themselves in a high-tension situation. Players choosing the Strong or Athletic body type may choose a maximum of two combat stats to reflect their character's skills. Players choosing the Intellectual body type may choose one combat skill that must be left at a 14. For Strong and Athletic characters, only one of these stats may be an 11 upon creation. The other, if any, is to be designated as a 14 or above.


•Improvised Weapons
(The use of weapons born of creative thinking. An example would be a sledgehammer made out of a steel pipe, rebar, and some cinder blocks.)

•Melee Weapons
(The maintenance and use of pre-made martial weapons such as knives, bats, swords, lead pipes, hammers, etc.)
•Hand-to-Hand
(The use of various methods and techniques to utilize the unarmed body's own strength and leverage in grappling range combat.)

•Projectile Weapons
(The maintenance and use of ranged, non-firearm weapons such as sling, bows, throwing knives, etc.)

•Firearms (The care and maintenance of firearms such as pistols, rifles, and shotguns. With the miniscule supply of ammo, this skill is generally residual rather than presently learned. Unsuppressed firearms are known as "dinner bells".)
•Traps (The creation of snares, pitfalls, nets, or any trap meant to main, disable, or kill. These can be extremely useful when given time for preparation of an incoming horde attack or when defending a position.)
•Explosives (The creation and use of explosive weaponry such as molotov cocktails and timed charges. Incendiary devices are often preferred over loud explosions.)


-|-Example 1-|-

Athletic Body - 14

Medical Knowledge (Base Skill)- 11
Survival Skills (Base Skill) - 14
Foraging (Specialization)- 14

Projectile Weapons - 14
Traps - 17

-|-Example 2-|-

Intellectual Body - 20

Medical Knowledge (Base Skill)- 11
Surgeon (Specialization) - 11
Survival (Base Skill) - 14
Foraging (Specialization)- 11

Traps - 17