R.A.W.E. has 10 base abilities and a number of other statistics that define any unit/character of a given race. While looking over these keep in mind there is a certain vagueness to some rules like on air speed. This is to reflect my belief in the effect and not the semantics of an specific result. If the race can fly the king can decide on how this flight works, wings, mind power, whatever, the end result is the race CAN fly and all flight follows the same rules.
A generic measure of space is called simple a "space". The idea comes from the 1 inch square game maps I have played pen and paper games in the past, but is not limited to a 1 inch definition. So the game map and pieces can be scaled to the users whim.
rules that are specific to kings (turn based strategy game) will be noted. Otherwise you may assume I am speaking of the character (rpg player)
PopulationBase: 6000 for races/5000 for creatures
The amount of people of a particular race. The base amount is 6000 and is also used as the points in the point buy system. You will spend population to buy power, ability modifiers and, classes. Make certain you save enough people to grow your population.
There is a second use of this value and that is the base experience percentage that is gained by a character. For each 50 population less than 5000 (the original 6000-1000) characters will reduces experience by 1%. The reverse is also true; every 50 population over 5000 characters gain 1% from experience.
ReachBase: Space (see size)
+1 reach per -300 population
-1 reach per +300 population
Max Change +/-2 Space for size
Reach is a number of spaces around a unit/character that it can touch without having to move.
StepBase: Space (see size)
+1 Step per -500 population
-1 Step per +500 population
Max Change +/-4 Space for size
Step is the amount of spaces you can move do to your stride. Any movement of an opponent beyond your step offers an attack of opportunity. If a tiny race is fighting a huge race and the huge race take a step (5 spaces), this allows the tiny races (with 1 space) to gain an extra attack when the larger opponent moves. To avoid this an opponent may only move your step.
A defender that is 3 sizes larger or smaller may move past a blocking opponent, by stepping over or moving under the attacker. This will allow races that have a large difference in sizes to not get blocked in by larger or small races. The attack of opportunity still applies though.
Land SpeedBase: 2,4,6,8,10
This is the number of spaces a Unit/Character can move in a turn. The default value is based on the step size x 2 of a race and can be modified higher or lower. The minimum land speed is 1, even for a huge race. Speed changes can be explained as a race with shorter or longer legs, or even more than 2 legs, or even unnaturally fast. So a medium race with a default step of 3 will have a default land speed of 6. The cost in population varies by size since 1 point of movement for a huge person has less impact than a tiny one (see size below)
| Size (step) | Tiny (1) | Small (2) | Medium (3) | Large (4) | Huge (5) |
| Cost | -500 per +1 step/+500 per -1 step | -400 per +1 step/+400 per -1 step | -300 per +1 step/+300 per -1 step | -200 per +1 step/+200 per -1 step | -100 per +1 step/+100 per -1 step |
Air Speed
Base: 0
This is a measure of how many spaces a Unit/Character can move through the air. By default no race can fly so the default and minimum is always 0. The method of flight is left up to the designer of the race. Wings, mental powers, large gas filled sacks, etc... are all valid mechanics of flight. Flight also likes a smaller creature over a larger one (less mass to move around). So cost is multiplied by the size.
| Size | Tiny | Small | Medium | Large | Huge |
| Cost | +1 per -50 population | +1 per -100 population | +1 per -150 population | +1 per -200 population | +1 per -250 population |
Unlike land speed, air speed does not gain the step as a bonus, modifier or, adjustment to their total movement in air. So what points you buy will be your air movement. Size does affect turning ability in air. A 90 degree turn is covered in the step size of a flier. To make a turn you must move in a diagonal direction a number of spaces equal to your size. Tiny is the most nimble flier with only one space required to make the turn. In the example below shows a right turn for each of the different sizes. H1 to H8 shows a right turn for a huge person (H1 and H8 are just to help show direction of movement). Of course L is for large, M for medium, S for small and T for Tiny. Of course to make a 180 degree turn simply execute 2 ninety degree turns.

Maturity
Base: 70%
+1% per -50 population
-1% per +50 population
The amount of population that is available for combat by a king. This value defaults to 70%. So of 5000 people 3500 (70%) can be made into fighting units. The other 30% are too young or old and are incapable of wearing armor or holding a weapon.
Birth RateBase: 8:1
+1:1 per +500 population
-1:1 per -500 population
This ratio value, which defaults to 8:1, is the amount of population that are born per year. For a population of 5000 with the default 8:1 will gain 625 new people at the end of the year. It is one of the values used in determining if you have positive or negative growth. The other values being Death Rate and Life Span.
Death RateBase: based on events no base value
The number of deaths you have from disease, dehydration, hunger, exposure, predation and, crime. This number is totaled and added to the number from Life Span for the total lose of life for the year.
Life SpanBase: (Birth Rate +8):1
+1:1 per -500 population
-1:1 per +500 population
This is another ratio value and defaults to at least +8:1 over Birth Rate for a total default of 16:1 total annual deaths from end of life issues. So if you have a population of 5000, 312 will die from old age. You can increase or decrease this value, but keep in mind that decreasing you Life Span close to your Birth Rate will have a dramatic effect on your population growth.
AttackBase: 10
+1 Attack per -300 population
-1 Attack per +300 population
Your ability to make physical contact with an opponent. It is used as the base value for determining a successful strike against an opponent in melee and ranged combat.
StrengthBase: 3,7,10,13,17 by size
+1 Strength per -300 population
-1 Strength per +300 population
Your ability to do physical damage to an opponent and to lift, drag or, carry a load.
AgilityBase: 3,7,10,13,16 by size
+1 Agility per -300 population
-1 Agility per +300 population
Is used to avoid a physical strike (See combat below).
This ability is reduced by heavy armor.
HealthBase: 10
+1 Health per -300 population
-1 Health per +300 population
Your Physical Health determines the amount of damage a unit can take before dieing. It also is used to determine the total number of Life Points a character has and is used to determine when death can occur. Some spell saves are based on health.
Units are only allowed to go to 0 and are then considered dead. Characters at 0 physical health are unconscious and helpless. Physical Health is also use to resist disease and poison.
Life PointsBase: 2x Health Ability + Level (Racial and Class)
Life Points determine the amount of damage a character can take. Once this value is dropped to zero or less, the character acquires the unconscious status and is helpless.
A character is not limited by a set amount of damage before death. Death is determined by a number of rounds equal to your Health Ability and the count down starts the round following when you drop. Once your time is up, you are dead.
You can stabilize during each round at 10 + Health as a percentage roll and this can be rolled once per round. You can also receive first aid to stop you from dieing.
If left alone and you stabilize you can regain consciousness when you are back to 1 Life Point at a rate of +1 Life Point per 8 Health per day.
Base: 0
+1 Natural Armor per -300 population
-1 Natural Armor per +300 population
This is a natural toughness that provides protection from physical attacks. This could be a thick leathery hide, scales, bony plates, or some other natural protection but does not interfere with physical agility.
Armor (Equipment) can still be worn and each will reduce physical damage in turn.
FocusBase: 10
+1 Focus per -300 population
-1 Focus per +300 population
This is the ability to stay on task. The easily distracted has a low focus while the relentless has a higher focus. Characters/Units make use of this to avoid miscasting when struck by an opponent, or otherwise distracted.
PowerBase: 10
+1 Power per -300 population
-1 Power per +300 population
This is your “force of will” and “presence”. It is a base value in determining damage done or, to raise the save from effects of spells.
AwarenessBase: 10
+1 Awareness per -300 population
-1 Awareness per +300 population
Awareness is a measure of how in touch you are with your surrounding.
IdentityBase: 10
+1 Identity per -300 population
-1 Identity per +300 population
This is a measure of your sense of self. There are many spells that attack this ability in an attempt to dominate the mind of another, or crush it to destroy the mind and leave a person in a vegetative state.
EgoBase: 0
+1 Ego per -300 population
-1 Ego per +300 population
This ability is a natural resistance to mental attacks and effects. It adds to character levels used in figuring a successful save verse mental attack.
P.A.P. (Physical Action Points)Base: Attack + Strength + Agility + Health
This is the number of points available to be spent on combat, casting, or power activations. These points are based on all the physical abilities excluding natural armor. The default for a medium race with unmodified abilities is 40 (10 from Attack, Strength, Agility, and Health).
M.A.P. (Mental Action Points)Base: Focus + Power + Awareness + Identity
This is the number of points available to be spent on combat, casting, or power activations. These points are based on all the mental abilities excluding ego. The default for a medium race with unmodified abilities is 40 (10 from Focus, Power, Awareness, and Identity).
Fatigue PointsBase: 0
With a base of zero, this is a marker system to determine the amount of fatigue a unit/character has. Each added point reduces the amount of combat a unit/character can handle.
Fatigue is gained by spending all of your P.A.P. or M.A.P. points. Once the points are spent a fatigue point is gained and the P.A.P./M.A.P. is reset to half of its value. For each fatigue point gained you can only reset for half again as the last time. See the chart below.
| Fatigue Counters | P.A.P./M.A.P. amounts | Attack/Agility Adjustments | Example 40 Point Unit/Character |
| 0 | Full Amounts | 0 | 40 PAP | 40 MAP |
| 1 | 1/2 | -1 | 20 PAP | 20 MAP |
| 2 | 1/4 | -2 | 10 PAP | 10 MAP |
| 3 | 1/8 | -4 | 5 PAP | 5 MAP |
Once the unit/character has obtained 4 fatigue points they are considered exhausted and unable to anything but defend and walk (slowly), unless they are overweight then they can only defend at half value. Once rested or revived by casting, they may rejoin combat again.
SightBase: See Chart
All creatures have what I call a "normal" sight. But seeing something and knowing what it is are two different things. This means sight is a two step process.
Noticing something depends on your surroundings and your activity. Standing watch on a ship at sea will grant you a longer range than standing watch in a bazaar. Your vision is further restrict by your activity. If, in the bazaar, you are in a fight you are more focused on the combat and less to your surroundings. You can think of this as a tactical fog of war.
Recognizing something noticed is the second issue you must deal with. Standing on a hill that over looks a clearing will allow you to see for some distance. But what do you see? At a few feet you may notice that your its your friend Evan the Soldier, at a farther distance you will see a soldier, even further you will see an armored person, farther still you lose race and size details, anything beyond that is just something moving in a direction. So what are the numbers?
formula for max sight distance: (Focus+Space)*(Awareness*1.8)
distance below is for a default ability of 10 in focus and awareness
all distances are rounded off to the nearest whole number. Numbers represent spaces.
| Space | *max distance (100%) | Recognize Size (75%) | Recognize Race (55%) | Recognize Class (40%) | Recognize Face (30%) |
| Tiny (1) | 198 | 178 | 149 | 109 | 59 |
| Small (2) | 216 | 194 | 162 | 119 | 65 |
| Medium (3) | 234 | 211 | 176 | 129 | 70 |
| Large (4) | 252 | 227 | 189 | 139 | 76 |
| Huge (5) | 270 | 243 | 203 | 149 | 81 |
Modify the above values with the following (round off results). Examples uses the default for a medium creature
| Type | Amount | Example |
| Combat | 10% | you automatically recognize a face at 7 spaces. If friends are farther than 7 you may make an awareness check as a partial action on a 1d20 vs 20-awareness to be aware of comrades farther away. This will hamper the insta-there in combat when friendlies are downed. |
| Concealment | 100% - concealment% | you recognize a 50% concealed face at 35 spaces |
| Familiar location | x2 | Favorite tavern recognized at 140 spaces |
| Busy Street | 50% | Recognize a face at 35 spaces |
| Smaller than you in a crowd | 100%-(10% per difference) | recognize a tiny face (2 sizes smaller) at 56 spaces |
| Larger than you in a crowd | 100%+(10% per difference) | recognize a large face (2 sizes bigger) at 84 spaces |
You can also combine the modifiers. For example to recognize a tiny face on a busy street that is 10% concealed would be (90%) of 70 = 63. Then (50%) 0f 63 31.5 round off to 32 and lastly 80% of 32 for 25.6 adjusted to 26 spaces
MoodBase: Neutral
Mood is a way to measure the mental state of another person and maybe affect it for good or not. To alter a mood one can make use of the bluff skill or a spell like charm. A successful roll (+20 over the difficulty) will move the targets mood one direction or the other depending on what you are doing.
Modifiers that will add to the difficulty are race (+5), size (+3 per difference), skin type (scales, fur, flesh, etc...+5) and the amount of physical and mental action points spent in combat against you (+1 per point).
| Rage | They will stop at nothing to fight you, even if he is certain to lose |
| Anger | Want to fight, but may think twice if fighting will end up getting them in jail, seriously injured or, dead. |
| Disdain | Will not fight you unless they have an obvious advantage, but will look for ways to discredit you or otherwise make your life more unpleasant |
| Distrust | Wants little to do with you, will only sell or offer servers to you at an increase rate. |
| Neutral | No strong feelings one way or the other |
| Agreeable | Will listen to you with real interest and deal with you fairly. |
| Likes | They may look for time to spend with you like a close friend. |
| Fascinate | Strong feelings may influence their behaviour towards you as they go out of their way to be near you as long as they do not find themselves getting in trouble, jail, social out cast, etc.. |
| Obsessed | This person will stop at nothing to possess you, or be in your favor. rejection can be dangerous as they will look for ways to convince you that you are wrong about them. |