Derived Attributes

After rolling your Characteristics, you determine your derived attributes, as follows

[[Strike Rank]] = (DEX + INT)/2 round up

Armor worn modifies Strike Rank.  Strike Rank determines when the Adventurer goes during combat.

 

Age

Adventurers begin their careers at the randomly determined age of 14+3d6 years of age, between the ages of 17 and 32.

 

Hit Points (CON + SIZ)

When Hit Points are reduced to Zero, Adventurers are [[Knocking on Death’s Door]].  Weapon strikes and other damage reduces the Hit Point total, after subtracting the value of any protection available.

 

[[Wound Threshold]] (CON + SIZ)/2

Any individual attack that inflicts damage greater than the Wound Threshold after subtracting Armor or other Protection inflicts a Wound upon the Adventurer.  Referees may detail exact wounds if they so desire, but the overall effect is that each Wound received by the Adventurer reduces their abilities by a cumulative 10%.   If an Adventurer has received 5 Wounds, all rolls are affected by a -50% modifier.   If this reduces their chance to succeed to less than 0%, they may still attempt to act, as a result of 01% to 04% is always a success.  However, they will take an additional wound in the attempt, from the stress and strain they are putting their body through. (Details can be found in the combat and damage section).

 

Improvement Roll Modifiers

At certain points during or after an Adventure, Adventurers may attempt to improve skills that they have been using.  If they have high or low Intelligence and Charisma, the number of points their skills improve will be modified as shown on the table below.

INT + CHA

12 or less

13-20

21-30

Every 10 points over 30

Improvement Roll Modifier

-1

0

+1

+1

[[Power Points]] (POW)

Power Points represent a pool of points that are available to fuel magical spells, miracles, magic resistance, and other magical effects.  The starting pool of Power Points is equal to the Adventurer’s POW score, but this may change depending upon whether an Adventurer has dedicated any of his Power Points to the worship of a god, or if they have an item that increases or decreases their available Power Points.  Expended Power Points are normally recovered over time.  This is explained in the Magic and Miracles section.

 

[[Movement]] [(DEX + SIZ)/4) + 3]

Movement is more abstract if miniatures and maps are not being used, being a reflection of who can move farther in a six second combat round.  If miniatures and maps are being used, this total represents the number of 5 foot / 1m squares or hexes the Adventurer can move (or inches).   Some races may have a modifier to base movement speed.

[[Damage Modifier]]

 The Damage Modifier applies whenever the character uses a melee or thrown weapon. It is calculated by adding the character’s Strength and Size together, since bigger, stronger, characters deal out more damage than smaller, weaker characters. The Damage  Modifier is calculated by consulting the following table

 

STR + SIZ

Close Damage Modifier

15 or lower

-1d3

16-25

+0

26-30

+1d3

31-45

+1d6

46-60 

+2d6

61-75

+3d6

Every additional +15

+1d6

Healing Rate 

CON

Healing Rate

6 or less

1

7-12

2

13-18

3

Each +6

+1

 

[[Luck Points]]  (1d3+number based on POW)

POW

Luck Points

6 or less

1

7-12

2

13-18

3

Each +6

+1

 

Derived Attributes

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