Source: Terra Magia Core Rules p.13
Power
Represent a character's athletic prowess and physical ability to lift, push, and throw objects. Combat abilities focusing on powerful debilitating attacks.
Swiftness
Represents a characters physical coordination, reflexes, and quickness of movement, stealthy movements and manual dexterity. Combat abilities focusing on fast and precise strikes.
Source: Terra Magia Core Rules p.13
Endurance
Is a character’s ability to resist exhaustion from sustained activity. Resistance to being pushed around or knocked down and affects the chances of a character's death.
Influence
Is a characters ability to sway others’ opinions through negotiation, performance, leadership, receiving or impersonating others. This is also the character's defense against other's attempts to sway them.
Source: Terra Magia Core Rules p.13
Logic
Is the sum of a character’s technical and academic knowledge. Their ability to construct complicated magical effects, as well as the character’s pattern recognition and memory.
Intuition
Is the character’s instinct, as well as their artistic, and cultural understanding. Is their power to create flexible magical effects, as well as their awareness of your surroundings and of others’ intentions.
Source: Terra Magia Core Rules p.18-22
Health Points
Your Hit Points (HP) are your critical measure of life, and aggregation of all your physical stats. If they reach 0 you are in dire straights. HP is usually only impacted after you run out of VP and represents blood loss and other serious injury from combat.
Your HP can be permanently raised by leveling up and increasing relevant stats or directly increasing HP at certain levels (find out more in the Leveling section). Not affected by temporary stat increases.
How to Recover: Full rest recovers 50% of max HP.
How to Calculate: Power + Swiftness + 3
Vitality Point
Your Vitality Points (VP) represent your ability to fight and take hits without being seriously hurt. When you take damage from any source, it is subtracted from your VP first. If your VP are reduced to 0, further damage is subtracted from your HP.
Your VP can be permanently raised by leveling up and increasing relevant stats or directly increasing VP at certain levels (find out more in the Leveling section). Not affected by temporary stat increases.
How to Recover: Full rest recovers 100% of max VP, Quick rest recovers 50% of max VP
How to Calculate: Endurance + Influence
Mana Points
Your Mana Points (MP) represents your total magical potency and skill. You can spend the mana your body produces to enforce your will on the world through spells and other unique abilities. Every character has an MP cap, which is the maximum amount of MP that can be spent per action. This is further elaborated on in the magic section of the rules. Your MP can be permanently raised by leveling up and increasing relevant stats or directly increasing MP at certain levels (find out more in the Leveling section). Not affected by temporary stat increases.
How to Recover: Full rest recovers 50% of max MP, Quick rest recovers 25% of max MP
How to Calculate: Logic + Intuition + 3
Movement Speed
Your movement speed is how far you can move in one round. This is read in meters. So a character with a movement speed of 6, can move 6 meters per round. The only stat that affects your movement speed is Swiftness and changes to your Swiftness will affect your movement speed for as long as your Swiftness stat is affected. Your movement can be permanently affected by raising swiftness while leveling up your characters.
How to Calculate: Swiftness + 3
Jump Distance
Jumping distance is how far and high you can move in a single leap vertical or horizontal. Like movement speed, this is based on your Swiftness. When a character jumps it is part of their movement action and the distance jumped is used up from your total amount of movement speed for that turn. You can spend a minor action, plus what ever movement you use up to increase your jump distance. To do this you roll an Average Athletics or Gymnastics check and add 1 meter for every degree of success. Jump distance can be permanently raised by increasing Swiftness during leveling. Can be increased by temporary stat increase.
How to Calculate: Horizontal jump = Swiftness/2 || Vertical jump = Swiftness/4
Carry Capacity
Your Carry Capacity is your ability to lift and lug around large weights. Weight is measured in kilograms. Most items are considered as having negligible weight. The number of items you can carry of negligible weight should a matter of common sense, i.e. 3 grenades, 2 swords, a shotgun and handful of healing candies might be a bit noticeable but you could fit your grenades in one pocket each, the candies can all be bundled together in another pocket, the swords in individual hip sheaths and the shotgun on a shoulder strap. In such cases you are not limited by weight but rather by space and common sense.
To carry more items you must use bags which have a set number of slots for items. Each bag has a weight limit, once a bag has all of its slots filled then the bags weight is added to your carrying load. Items that do have a noticeable weight will be marked a Cumbersome and also get added to your carrying load.
Going over your Carry Capacity halves your movement speed and gives you 1 disadvantage to Athletics and Gymnastics checks. You can lift up to double your carrying capacity but your movement speed is reduced to 1. A Hard Athletics check can be attempted to move at half speed when carrying double your Carry Capacity.
Carry Capacity is permanently increased by increasing your Power stat during leveling. Your capacity can increase with temporary stat increases.
How to Calculate: Power X 20