Sunday, May 27, 2007

Character Creation Part 2: Derived Stats

Derived stats are so named because they are directly calculated based on your character's main attribute scores. They cover such things as how much your character can lift, how much damage he can take, and other specific capabilities.

Damage
The amount of damage a character can take is measured with three stats: Stamina, Wounds, and Wound Threshold.

Stamina covers the overall amount of damage a body can sustain before it finally collapses. Damage taken is first subtracted from this value, and if it reaches 0, the character has collapsed, and will die at the end of the fight if a successful First Aid roll is not made.

A character has an amount of Stamina equal to his STR plus his CON.

Wounds measures the number of critical injuries the character can sustain before he dies. Wounds are checked off as they are taken during combat, with each wound taken incurring a cumulative -10% penalty to all skill and attribute rolls. Each time a character takes a Wound, he must make a CON attribute check, or become unconscious. Once all a character's wounds have been checked off, he is dead. A character with even a single Wound must be stabilized at the end of a fight with a First Aid check, with a penalty of -5% per Wound to the roll. A failure results in the character dropping to 0 Stamina, and the character must make a CON attribute check or die.

A character has a number of Wounds equal to his CON divided by 4, rounded up.

Wound Threshold measures the amount of Stamina damage a character must take in a single blow in order to suffer a critical Wound. For every multiple of the character's Wound Threshold he takes in damage from a single attack, he takes a Wound.

A character's Wound Threshold is equal to his CON divided by 2.

Healing
Every character has a Healing Rate, which is equal to his number of Wounds. A character's Healing Rate determines the number of Stamina points per day he may recover, provided he receives an adequate amount of rest (at least 8 hours sleep, and at least one meal). Additionally, it also determines the minimum number of days before which a character may recover from a Wound. After this period has passed, the character makes a CON attribute check. A success removes one wound, while a failure simply means the wound refuses to heal. The character continues to make CON checks as this time requirement comes up until his wounds heal completely.

Carrying Limit
A character has a Carrying Limit equal to his STR x 5. This is the maximum amount of weight in pounds that the character can carry in gear on his person and still be able to move about during combat, and travel normally while incurring a normal amount of fatigue.

A character can dead lift or move an object up to STR x 15.

Defense and Armor
A character has a base Defense stat equal to his AGI plus PER. This total acts as a penalty to all attack rolls made against the character. This amount may also be further increased by wearing armor. Armor provides a Defense Bonus which adds to the character's base Defense.

Sequence

A character's Sequence stat is equal to the average of his AGI and PER (AGI + PER / 2). Sequence determines the order in which combatants in a fight take their actions, with higher Sequence numbers acting before lower ones.

Movement Rate
A character has a Movement Rate equal to his AGI times 3. This is the number of feet he may move in a single combat turn.

Melee Damage
A character's Base Melee Damage is equal to his STR divided by 3, rounded down. This is the has amount he can inflict on an unarmed strike, and is also the bonus applied to damage from melee weapons.

Spirit
Every character starts with 3 Spirit Points. Spirit Points are essentially a representation of human determination, and are expended to allow the character to push the limits of his abilities to do great things. A player may declare before making any percentile roll that he will spend a Spirit Point on it, giving him a +30% bonus to the roll.

The GM may also at times offer characters the possibility of expending Spirit Points for other exceptional feats as may seem appropriate, such as lifting or moving an object heavier than his normal limit, or jumping farther than his normal ability.

Spirit Points are awarded by the GM whenever a character does something to aid the survival of his family or his village. The human spirit is all about survival at all costs.

Humans are the only species that gain Spirit Points. Aralia, mutant species, and animals do not.

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