Secondary Characteristics

Derived values, and the four pools every character tracks.

Derived Values

StatFormulaNotes
Basic Speed(DX + PER) ÷ 4Initiative and dodge base.
Basic MoveHT ÷ 2, round downYards per second.
DodgeSpeed + 3Round Speed down first.
Melee Base (BSM)(DX + HT) ÷ 2Controlling attribute for all melee weapon skills.
Ranged Base (BSR)(DX + PER) ÷ 2Controlling attribute for all ranged attacks — bows, thrown weapons, and missile spells.

The Four Pools

PoolBaseBuyWhat It Is
HPST2/pt, ±30% of STYour body.
FPHT3/pt, ±30% of HTYour wind. Recovers 1 per 10 minutes' rest.
QPQN5/pt, ±30% of QNYour soul's reserve — spellcasting fuel and magical armor. Recovers 1 per 10 minutes of genuine quiet.
SPWILL − LSP2/pt (GM's cap)Stability — your mental armor against horror. See below.

Stability (SP) and Long-Term Stability (LSP)

Adapted from Pyramid #3/103, "Mad as Bones" (p. 4), with SP based on Will. SP is the pool that fear, horror, and the unnatural erode. LSP is the scar tissue: it starts at 0, and every point of it lowers your SP maximum until slowly recovered.

Fear Events

States

SPStateEffect
Below 1/3Mental ShockHalve Will vs. mental intrusion; −3 to self-control, focused IQ/Per rolls, skill rolls, influence rolls, steady-hands DX, and Will vs. fear.
0CrisisThe −3s become −8. Will roll or suffer a debilitating affliction; another roll every second of stressful action (combat). Do Nothing to enter the fugue instead.
−1×SPBreaking PointWill roll to avoid permanent mental damage — gain 1d LSP even on a success (−1 per 3 points of margin, min 1). Failure inflicts lasting mental disadvantages. Repeats at each further multiple.

Recovery

Above 0: 1 SP per 10 minutes of genuinely relaxing circumstances (+1 for an indulgence). At 0 or below: 1 per hour. At or below −1×SP: a daily Will roll for 1 per day. LSP: a Will roll on a day spent doing nothing but rest regains 1. Nothing recovers in a place of dread.