Characters
Character Sheet
Virtue
- Toughness: Physical force and resistance.
- Grace: Physical finesse.
- Will: Mental/social force and resistance.
- Reason: Mental/social finesse.
Contest
- Combat Bonus: The bonus used when hitting a target.
- Vulnerability: A bonus for a enemy attempting to hit the character.
- Hitpoints: Amount of damage the character can take before becoming a casualty.
- Defenses: Armor hitpoints, shields, point defense, and other ways of reducing damage from being hit.
- Saving Throws: Bonuses used when avoiding or reducing specific types of damage and/or deleterious effects, outlined below.
Body
- Scale
- Hands
- Movement
- Environment
- Needs Encompass everything the character needs to survive. Absence of one in an Environment must be made up for by equipment.
- Hazards are tags, but negative. Presence of one in an environment must be compensated for.
- A missing Need or matching Hazard means the character incurs 1d2 damage every combat turn.
Damage and Death
Hitpoints
Characters and NPCs with physical bodies have some number of hitpoints that represent how much injury, violence, and sustained aggression they can survive.
Zero HP
Characters that reach 0 HP are casualties, and cannot move or act on their own. Every combat round or exploration turn:
- Casualties take a Saving Throw vs. Instadeath. If successful, they have stabilized.
- Until a casualty has stabilized (on their own or from aid), they lose 1 additional HP per round/turn.
- Casualties who reach negative hitpoints equal to their hit dice (so -6 for 1d6 hit dice, -8 for 1d8, etc.) are now dead.
- A stabilized casualty has 1 hitpoints but cannot move or perform any actions.
Healing
Embodied species have a healing rate in their description. This amount of hitpoints can be recovered during a long rest. A long rest of 8 or more hours in a safe place works for most species, unless otherwise stated.
Saving Throws
A Saving Throw is a roll to avoid an event or effect that may be instantly harmful or deadly to the character. A Save is made according to the following formula, succeeding on a result of 20 or higher:
SAVING THROW
d20 + level + save type bonus
Save Types
Instadeath: A Save vs. Instadeath is taken when a character would be subject to instant death.
Control: Covers situations when a character would be moved or immobilized against their will.
Seeking: Most energy weapons are autonomously aimed, so instead of a regular attack the target rolls their Save vs. Seeking. Homing weapons are covered under the same save.
Zone: Explosives, proximity weapons, and hazardous areas trigger a Save vs. Zone for partial damage even when they miss.
DEFAULT SAVE TYPE BONUSES
- Instadeath: +4
- Control: +3
- Seeking: +2
- Zone: +1
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