Derived Statistics
Hit Points (HP)
For most human PCs, HP is measured per location at half Constitution (Con), rounded up. Each hit location uses this HP value, with damage tracked separately for each location. Most creatures have multiple locations, and an associated location die. For humans this is a d6:
Armour Points and current Hit Points per location are tracked on a chart like this, with the type and weight of armour listed. Armour is either Heavy (6 AP, 3 kg), Medium (4 AP, 2 kg) or Light (2 AP, 1 kg). A character may wear up to their Strength in kg, so that a max Strength 18 character can wear 6 AP heavy armour in all locations. A Strength 6 character could wear a full set of light armour such as a full suit of padded armour, or two locations with Heavy armour like a helmet and a cuirass, and so on.
Action Points (AP)
Action Points start at Dexterity (Dex) divided by 6, rounded up. Characters may take actions up to their Action Points per round. Having less than 2 AP makes characters in combat vulnerable.
Damage Bonus
A character’s Strength (Str) determines their Damage Bonus. This bonus die is applied to melee attacks and ranged attacks which rely on a character’s strength for striking power.
Followers
Followers start at Charisma (Cha) divided by 6, rounded down. This attribute is the maximum number of followers a character may maintain at once. Although they are not treated or played as full characters, players may call on a PC's followers to use their abilities during play.
Healing Rate
Healing rate starts at Constitution (Con) divided by 6, rounded up. This is how many HP are regained each period of rest. The length of this period depends on the severity of injury.
Wyrd
Wyrd starts at Power (Pow) divided by 6, rounded down. Wyrd may be used to alter or re-roll dice results, and to bend the rules in favour of the characters. Although having a Wyrd score of "0" is risky for a PC, there are ways of gaining points of Wyrd during play. There are also advantages to having zero Wyrd - the character is harder to perceive by spirits and unnatural creatures.
StressStress starts at zero but has a soft upper limit equal to Power. A character’s Stress increases when magical abilities are used or when experiencing other trauma. Magicians exceeding their Stress limit may risk harming themselves. Stress is most easily reduced through rest.
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