ATTRIBUTES
Attributes
can give you a good idea about a characters strength and weaknesses.
Following is a basic explanation of what each attribute represents.
Initiative
Initiative tells you when a character gets to take his turn during a round.
Status
Status refers to what’s happening to your character during a game.
Every time something happens to your character, he might incur a status effect. I.e. catching on Fire or being poisoned.
Name
Each character has a unique name.
Actions
Actions determine how many actions your character can take in a turn. An Action can be anything from moving one hex,
to casting a spell or slashing at an enemy with a sword to picking up a treasure.
Attacks
Attacks determine how many of your actions can be offensive.
Strike
Strike tells you how accurate your character is when trying to attack other characters. This number is added to a 1d10 roll,
representing the characters attempt to hit something, to get your character’s Total Strike.
Damage Bonus
Damage Bonus measures how much damage your character can inflict on others during a melee fight.
Damage Bonus is added to the characters Weapon Damage to get Total Damage. If a character does not have a weapon, hands will automatically
be used and deal 1 damage + damage attribute. The amount of Total Damage will be subtracted from the victims Hit Points.
Hit Points
Hit Points determine whether a character is alive or dead. Every time a character incurs damage, the amount of that damage is subtracted from his Hit Points.
Once Hit Points reach zero, your character dies.
Soak
Soak is a measure of how much damage our character can sustain without being hurt.
Before any Damage is applied to a character their Soak is subtracted from the Total Damage done.
Defense
Defense is your characters ability to withstand an attack. This number is added to a 1d10 roll, representing the characters attempt to defend against an attack,
to get your characters Total Defense.
Resistance
Resistance measures the characters ability to overcome adverse effects such as poison, catching on fire, or even being hit by lightning
Spell Schools
Spell Schools are a collection of 5 spells that, once written into a characters spell book, can be cast by that character.
The amount of Spell Schools a character can have are dependent on the amount of spell points the character has.
Spell Points
Spell Points allow your character to cast the Spells from the Spell Schools listed in the characters spell book.
Abilities
Abilities help specialize your character. Characters can focus on a number of areas, including unarmed combat, a particular spell school or long ranged weapons.
The amount of Abilities a character can have are determined by the level of the character.
Equipment
Equipment refers to the items your character carries. This includes weapons, armor and any equipment the character can find in the arena
Experience
Experience denotes how much experience a character has acquired during a game.
The only ways to gain experience is to either kill other characters or monster, or collect treasures.
Experience points can later be used to improve a character’s Attributes and Abilities.
Each treasure a character picks up is worth 1 experience and each kill a character makes is worth 2 points unless otherwise stated.