Attributes

Each character has a set of attributes in addition to their characteristics. These are particular capabilities derived from the characteristics. The attributes are:

  • Action Points
  • Damage Modifier
  • Experience Modifier
  • Healing Rate
  • Height and Weight
  • Hit Points
  • Initiative Bonus
  • Luck Points
  • Magic Points
  • Movement Rate

 

Action Points

How often a character can act in a combat round is determined by Action Points. To calculate a characters base number of Action Poiints take the sum of their INT and DEX and consult the Action Points table below:

 

Damage Modifier

The bonus amount of damage a character inflicts when they physically stirke or apply force. It is generally used in combat siutations, but can also be utilized when attempting to break objects. The damage modifier is an extra die roll which is either added to, or subtracted from, the damage inflicted by the weapon or tool. If a negative damage modifier takes a weapon's damage to zero or below then no damage at all has been inflicted.

 

Add together STR and SIZ, and conuslt the Damage Modifier table below:

 

Experience Modifier

Over the course of play characters improve their skills and capabilities. This is achieved through the use of Experience Rolls, A character's CHA score may adjust the number of Experience Rolls the character has, reflecting the relationship they have with their peers and their reputation in their community. If CHA is high people are willing to put themselves out to help train or support the character whilst they undergo tuition. Conversely, if CHA is particularly low, there may be some difficulty improving one's capabilities without the assistance of others; finding someone to spar against for example.

See Skill Advancement and Teaching for more information on the use Experience Rolls and skill advancement.

 

Healing Rate

After recieving injuries, a character needs to recuperate. Healing Rate determine how quickly they naturally recover from wounds. Depending on the severity of the injury, the Healing Rate denotes how many Hit Points are recovered per day, week, or month.

 

Height and Weight

A character's height and weight depend on two things: SIZ and the character's body frame. Three frames are provided lithe, medium, and heavy. Players are free to pick their preferred frame depending on how they envisage the character. A character's species may limit which frames may be chosen.

 

Hit Points

Hit Points represent how much injury an area of the body can withstand before it becomes useless, possibly resulting in incapacitation, and ultimately the character's death. The body of every creature is divided into seperate locations, with each location having its own pool of hit points. When a location's hit points are reduced to a certain level through damage of any kind, then the character suffers certain consequences that reflect the severity of the injury. See Health and Damage for more information.

 

To determine the Hit Points for each location, take the modifier and add it to the Base Hit Points of the hit location, as described in the species hit location table. To determine the Hit Point Modifier, add CON and SIZ together and cross-reference the table below:

 

Initiative Bonus

The moment at which someone reacts in combat is governed by intiative. Initiative Bonus acts as a modifier to initiative rolls; the higher the bonus, the faster one responds in a combat situation, determining when you can act. Further factors -- armor for example -- modify it.

Initiative Bonus is the average of the DEX and INT characteristics.

 

Luck Points

Luck Points represent the strange force differentiating adventuring heroes from everday folk. Call it fate, karma, or simple good fortune. Luck points can be used to:

  • Reroll the dice if they are unfavorable
  • Mitigate physical damage or other unfortunate circumstances
  • Gain an edge at a vital moment in combat

Luck Points are replenished at the start of each session. Use the following table to determine how many Luck Points will be replenished.

 

Magic Points

Magical powers and spells generally rely on Magic Points to be used. All characters start with a number of Magic Points equal to their POW. Characters recover 1 Magic Point plus additional Magic Points equal to their echelon per each hour of rest. This means a domainless character would recover 1 Magic Point per hour of rest, while a third echelon character would recover 4 Magic Points per hour of rest. Going to 0 Magic Points will render the character unconscious until they recover at least one Magic Point.

 

Movement Rate

Movement rate is a measure of how many meters a character can move during a single Combat Round. Different forms of motion such as flying can have different base movement rates. Movement rate is dependent on the species of the character, and can be found on the species page.


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