The Stats
HP: Your character's health points, how much punishment they can take before they go down.
Defense: Allows your character to go on the defensive to reduce damage taken.
Attack: How much damage your character's attacks do.
Special: Special abilities.
Characters of the same kind all start out with the same stats, some of which improve as characters gain combat experience. Characters with the Warden rank gain special bonuses.
Dragons: Dragons are large creatures, on average about as resilient as humans for their size. While their hide is thicker than human skin they have large vulnerable eyes and relatively delicate wings. With keen claws and large teeth dragons are more than equipped to tear in whers and one another should they decide to do so. They are hampered of course by the inability to harm humans, a bit of a disadvantage should a handler decide to stand between their beast and a would be attacking dragon.
HP: Your dragon's combat HP is equal to their Threadfall HP, you can increase it through the EXP system.
Defense:*Gold/Warden = 1d8+2
*Bronze/Silver = 1d8+1
*Brown/Crimson = 1d8
*Blue/Black = 1d6+1
*Green = 1d6+1
*White = 1d6
Attack:*Gold/Warden = 3d4+4
*Bronze/Silver = 3d4+1
*Brown/Crimson = 3d4
*Blue/Black = 2d6
*Green = 2d4+2
*White = 2d4
Junior Weyrlings have 50% the health of adult dragons and take -4 penalties to all rolls.
Senior Weyrlings take -2 penalties to all rolls.
Whers: Whers might be smaller than dragons but pound for pound they are far tougher and better at maiming things. With thick hide and small wings while they're not invulnerable they are a Problem if you don't have whers of your own to combat those defences along with their hugely powerful jaws and claws. Then of course there is the fact that your average wher is perfectly happy to kill and quite possibly eat humans at the direction of their handler.
HP: Whers start with the following HP. You can improve it through the EXP system.
*Gold = 40
*Brown/Bronze = 35
*Blue/Green = 30
Defense:*Gold/Warden = 2d4
*Bronze/Brown = 1d6+1
*Blue/Green = 1d6+1
Attack:*Gold/Warden = 3d4
*Bronze/Brown = 2d6
*Blue/Green = 2d4+2
Immature whers take -2 penalties to all rolls.
Humans: Humans are small and squishy, the only way they can hope to face off against a wher - or kill a dragon - is through the use of weaponry and armour. With training in the use of the aforementioned a tough brave human might just be able to take on a wher but it would be more advisable to bring several equally tough skilled friends and or a wher of your own.
HP: *Warden human = 25
*Human with 4 or more combat RPs = 15
*Basic human = 10**
Defense:*Warden human = 1d4+1
*Human with 4 or more combat RPs = 1d4
*Basic human = 1d4-1 (round down)
Attack: Lacking natural weapons most humans do very little unarmed damage, and that damage is listed here. Weapons are described below.
*Warden human = 1d4-1 (minimum 1)
*Human with 4 or more combat RPs = 1d4-2 (minimum 1)
*Basic human = 1 damage
Humans under the age of 13 take a -4 penalty to all rolls and have only 5HP.
Humans under the age of 16 take a -2 penalty to all rolls.
**If you believe your character should start off above basic level due to their background please PM Tawny to discuss. Most humans however should start off as basic humans; having scrapped a bit as a Weyrbrat doesn't qualify you for 'trained human' status but people such as guards or Holdless bandits would count as trained humans for example. Basically it needs to state in your character's backstory that they have experience with weapons and combat for them to count as trained. If you're not sure if something counts or not feel free to ask. This is in no way us trying to be mean, it's simply a case of realism; somebody who hasn't picked up a sword in their life shouldn't be the equal in combat of a tough former hold guard or a wily holdless bandit. Also don't forget that anyone can become a trained human by participating in combat! Starting out weak doesn't mean you'll be weak forever.