Character
Derived Attributes
Once a character's Stats, Kin, Culture, Vocation, and Skills are in place, a handful of values are derived from them. These are noted on the character sheet and referenced constantly during play.
Move Rate
Move Rate indicates how far characters can move in a single Round. All characters have a base Move Rate of 15, meaning they can move up to 15 metres at a walking pace — or up to 30 metres when Sprinting — each Round.
A character's Move Rate can be reduced by their Encumbrance Level and by certain Conditions.
Defense
A character's ability to deflect and evade blows is represented by their Defense score (DEF). A character's DEF is equal to their Swiftness value, or zero, whichever is higher.
Wearing heavy armor can slow characters down, limiting the amount of Swiftness that can be applied to the DEF score. Characters can temporarily improve their DEF by wielding shields and parrying; Spells, Conditions, and other effects can also modify it, so DEF will change frequently during play.
Save Rolls
Not every attack can be dodged or parried. Save Rolls (SR) represent a character's ability to resist pernicious effects. There are two kinds:
- Toughness Save Roll (TSR) — equal to the character's Fortitude value + 5, plus Kin bonus and special modifiers.
- Willpower Save Roll (WSR) — equal to the character's Wisdom value + 5, plus Kin bonus and special modifiers.
Hit Points
A character's Total Hit Points is equal to their Body Skill Bonus, plus any Kin modifier. Taking wounds and damage reduces a character's current HPs during play, but never the Body Skill Bonus itself — that value always reflects the character's maximum potential.
Magic Points
Magic Points (MPs) represent a reserve of mystical energies used to cast magical Spells. First Level characters start with one MP for each 10 full points of their MP Stat:
- Wizards use Wits (WIT)
- Animists use Wisdom (WSD)
- All other Vocations use Bearing (BEA)
The character's Kin MP bonus and Vocation MP gain per level are added to this base to determine starting Magic Points.
Size
Unless specified otherwise in the description of their Kin, all player characters are of Medium Size. There are five sizes in total: Small, Medium, Large, Huge, and Colossal.
Size is used mainly to determine the cap on a character's unarmed attacks — punches, kicks, holds, and the like.