Attributes

Primary:

 

Muscle:

Muscle is the physical power of the character it is used most often in conjunction with melee attacks and other physical acts such as running or lifting.

 

Reflex:

Reflex is a measure of how able a character is to react to the world around them as well as their ability to engage in fine manipulation. It is most often used in conjunction with ranged attacks and for initiative.

 

Reasoning:

Reasoning measures the character’s ability to follow logical, inductive or deductive paths of thought. It is used most often with technical skills and with knowledge skills.

 

Focus:

Focus is the measure of how able the character is to remain on task. It is most often used to regain spent grit, engage in lengthy tasks and to resist fear.

 

Personality:

Personality is the measure of how able the character is to influence others, this doesn’t just mean how likable they are, though that helps. This is the most used social stat.

 

Secondary:

These attributes are initially derived from primary attributes but increase during character creation and during gameplay separately from the stats from which they derive.

Toughness

Toughness is the ability of a character to withstand damage, carry heavy loads over a long period, and resist fatigue. Toughness is initially equal to the average (rounded down) of Focus and Muscle.

 

Derived:

These attributes are linked to the attributes from which they derive permanently. They can only be changed by altering the stats from which they are derived.

 

Hit Points:

Hit Points are a measure of how much damage you can take before things start to go wrong. If a character takes damage equal or less than their Toughness from any one damage source (environmental effects, poison, enemy attack, etc) this causes a minor wound. This has no effect and a character can accrue an infinite number of minor wounds. If a character takes the sum of their muscle and toughness from any single damage source they take a major wound. This has the effect of a -2 modifier to a single primary stat (chosen by player?) until the wound is healed. If the character takes the twice the sum of their muscle and toughness from any single damage source they take a critical wound. This has the effect of a -4 modifier to a single primary stat until the wound is healed. If any attribute is reduced to 0 or below this via damage the character is unconscious and possibly dying.

 

Fatigue:

A character accumulates fatigue as they go throughout their day. A character operating a vehicle under normal circumstances, working in an office, or practicing a skill that isn’t physically demanding (referee’s decision) accumulates fatigue at the rate of one point every two hours. A character performing physical labour, operating a vehicle in stressful circumstances, practicing a physically demanding skill, or travelling by foot while encumbered with a medium load accumulates fatigue at the rate of one point every hour. A character engaging in physically strenuous tasks (sports, very heavy labour, running from pursuers, etc.) or travelling by foot while encumbered with a heavy load accumulates fatigue at a rate of one point per half hour. A character that has taken part in combat gains a point of fatigue regardless of the length (referees should give more points for particularly long combats).

Fatigue is recovered at a rate of one point every two hours while resting, this is considered to be watching an entertainment (digital or otherwise), reading, sitting still, and being a passenger in a vehicle under normal operation. Fatigue is recovered at a rate of one point every hour while sleeping. If a character’s accumulated fatigue points is greater than the character’s toughness the character must make a Focus check every time they perform an action that would grant fatigue. Failing this test means the character passes out due to tiredness.

 

Encumbrance:

The encumbrance of a character depends on the amount of gear they are carrying there are five categories of encumbrance, Unencumbered, Light, Medium, Heavy and Maximum. The encumbrance category is shown as a weight threshold (measured in kilograms (kg)) after which the effects of the category begin to take their toll on the character. A character with less than light encumbrance is considered to be unencumbered and no penalties are applied.

Unencumbered: Unencumbered characters are carrying less than their light encumbrance threshold in kg. This is generally what your average everyday individual carries working in an average blue or white collar job. Unencumbered characters suffer no mechanical penalties to movement. Unencumbered characters have a base ticks of 20

Light: A characters light encumbrance threshold is equal to (10+character’s muscle)kg above this threshold characters are considered to be lightly encumbered. Lightly encumbered characters suffer a -2 penalty to swimming checks and a -2 penalty to all reflex based techniques. Lightly encumbered characters have a base ticks of 12

Medium: A character’s medium encumbrance threshold is equal to (10 + character’s toughness + muscle)kg above this threshold characters are considered to be moderately encumbered. Moderately encumbered characters cannot sprint, and can only run for a number of ticks per round equal to their toughness. Moderately encumbered characters cannot swim and must pass a muscle based swimming test just to stay afloat. Moderately encumbered characters furthermore take a -2 penalty to all reflex based techniques and must pay double the chi costs for all reflex based techniques. Moderately encumbered characters have a base ticks of 8

Heavy: A character’s heavy encumbrance threshold is equal to (20 + (2x toughness) + muscle)kg above this threshold characters are considered to be heavily encumbered. Heavily encumbered characters cannot sprint or run. Heavily encumbered characters sink automatically and cannot swim. Heavily encumbered characters furthermore take a -4 penalty to all reflex based techniques and must pay double the chi costs for all reflex based techniques. Heavily encumbered characters have a base ticks of 6

Maximum: A character’s maximum encumbrance threshold is equal to (2x heavy threshold)kg aboe this threshold characters are considered to have exceeded their maximum encumbrance. Characters that have exceeded their maximum encumbrance cannot sprint, run or walk and may only stagger. Characters that have exceeded their maximum encumbrance cannot swim and sink rapidly. Characters that have exceeded their maximum encumbrance can only use toughness based techniques. Characters that have exceeded their maximum encumbrance have a base ticks of 3.

 

Nutritional Requirements

Humans living an active lifestyle require between 2400 and 3000 calories per day. If they do not receive this food and continue to remain active bad things eventually occur. A character can last a number of days without food equal to their toughness before succumbing to hunger. A hungry character doubles the amount of fatigue gained per hour of work. A character can remain hungry a number of days equal to their toughness before they begin to starve. A starving character can do nothing but light work and will only last two days before death. A character that is hungry or starving and eats a full days worth of meals moves up one nutritional level (I.e. starving to hungry, hungry to fine.) Partial calorific intake counts as half a day for the purposes of the number of days before reaching a threshold.

Attributes

Mercenaries of Middenmark chipla