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rules:core_stats [2025/07/07 23:19] Ron Helwigrules:core_stats [2025/07/07 23:36] (current) Ron Helwig
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 # Core Stats # Core Stats
  
-These values represent the key numbers that define your character’s durability, resilience, and available actions. They are distinct from your six **Attributes** (Strength, Dexterity, etc.) and are calculated from a combination of Attributes, Aspects, Body Type, and Domains.+These values represent the key numbers that define your character’s **durability****resilience**, and **capacity for action**. They are distinct from your six **Attributes** (Strength, Dexterity, etc.) and are calculated from a combination of [Attributes](rules:attributes)[Aspects](rules:aspects)[Body Type](rules:body_types), and [Domains](rules:domains:start).
  
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 | **HP (Hit Points)**       | How much damage you can take before being knocked out. | | **HP (Hit Points)**       | How much damage you can take before being knocked out. |
 | **Stress**                | How much pressure you can take before breaking down or losing focus. | | **Stress**                | How much pressure you can take before breaking down or losing focus. |
-| **Evasion**               Determines how hard you are to hit with physical or magical attacks. |+| **Evasion**               How hard you are to hit with physical or magical attacks. |
 | **Action Load**           | A running total that determines whether you can take more actions on your turn. | | **Action Load**           | A running total that determines whether you can take more actions on your turn. |
 | **Action Point Bonus**    | A scaling bonus that increases your Action economy as you advance in Tier. | | **Action Point Bonus**    | A scaling bonus that increases your Action economy as you advance in Tier. |
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 - **HP and Stress** are tracked with counters and recovered between rests. - **HP and Stress** are tracked with counters and recovered between rests.
 - **Evasion** is checked when an enemy tries to hit you. - **Evasion** is checked when an enemy tries to hit you.
-- **Action Load** increases when you take an action; if your current Load exceeds your relevant Aspect, you can’t make that action.+- **Action Load** increases when you take an action; You may only take an action if your current Load plus its cost does not exceed your relevant Aspect.
 - **Action Point Bonus** determines how much you can act each round—it sets your starting Action Load to a **negative value**. - **Action Point Bonus** determines how much you can act each round—it sets your starting Action Load to a **negative value**.
  
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 ## 📈 How They Scale ## 📈 How They Scale
  
-- HP and Stress usually start at 4–6 and grow slowly (up to 10 max)+The **Core Stats** typically only change due to **Feature Cards** or when a character [Progresses](rules:progression) (i.e. gains a new Domain Tier or a new Domain). 
-- Evasion typically ranges from to 18 and is set by your Body Type. It may be modified by your Species or by special Domain features+ 
-- Action Point Bonus increases as you gain more Domain Tiers:+- HP and Stress usually start at 4–6, as set by your Body Type, and grow slowly up to a maximum of 10 as you progress
 +- Evasion typically starts around 9-11 and is set by your Body Type. It also grows slowly up to a maximum of 15 as you progress
 +- Action Point Bonus grows as you progress, affecting your Action Load. Both calculations are given below:
  
 <WRAP info> <WRAP info>
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 $$  $$ 
-\text{Action Load (reset)} = \text{0} - \text{Action Point Bonus}+\text{Action Load (when reset)} = \text{0} - \text{Action Point Bonus}
 $$ $$
 </WRAP> </WRAP>