Passives are the innate abilities and characteristics of a character that are the result of their species and experiences. Passives require no rolls, and are dynamic values that may change based on the circumstances of the scenario they are in. Examples: Menace will change constantly as characters pick up more armor and weapons; and Recovery Points may be temporarily adjusted due to items or spells that increase the value for a specified length of time.
Character Levels are the overall advancement of a character’s progression through an adventure. As character’s advance, so too do their other abilities grow.
Hit Points (HP) are the health value of a character. Every character has a base amount of health dependent on their Species. At the time of creation, add the value of a Strength Challenge roll, multiplied by their Character Level, then add this to the species’ base HP to calculate the starting Maximum HP (MaxHP). As with most games, when a character takes damage, the damage value is reduced from the current HP value. Alternatively, receiving healing will add numbers back to that value, not to exceed the maximum HP. Instead of MaxHP increasing when the character gains a Character Level, characters gain MaxHP procedurally. MaxHP is the sum of a character’s starting MaxHP and En-Counter value. Increasing MaxHP only increases current HP by that same amount, not to exceed the MaxHP value. When HP reaches 0, the character makes Death Saving Rolls.
En-Counter is the name for any event that challenges the party. The En-Counter value increases by one for each of these events that the character completes with more than 0 HP. While combat is the only guaranteed event to increase the En-Counter value, the GM may award additional points at their discretion for any other kind of event in the game.
Recovery Points are natural healing abilities in the form of HP to persist in the face of danger. Each Species retains a default Recovery Points value. They are awarded conditionally because they are only used during combat (due to adrenaline) or when a character sleeps (Resting). In Combat, if your character has more than 0 HP and has taken damage in the last round, you may add your Recovery Points value to your current HP, not to exceed MaxHP. Out of combat, characters may use their Recovery Points to heal for each hour slept.
Menace is the passive statistic that facilitates bonuses or penalties to Charisma challenges and contested rolls. Menace points are gained through the selection of certain Playable Species, armor type, and the number of equipped weapons on a character. Menace should be used to penalize stealth-related Guile rolls and penalize Charisma rolls attempting to persuade an NPC. Menace should also be used as a bonus to intimidate an NPC. All other bonuses and penalties are at the GM’s discretion.
Movement Speed allows for movement over the course of an action. This value is determined by the chosen Playable Species.