Secondary Characteristics
Derived values, and the four pools every character tracks.
Derived Values
| Stat | Formula | Notes |
|---|---|---|
| Basic Speed | (DX + PER) ÷ 4 | Initiative and dodge base. |
| Basic Move | HT ÷ 2, round down | Yards per second. |
| Dodge | Speed + 3 | Round Speed down first. |
| Melee Base (BSM) | (DX + HT) ÷ 2 | Controlling attribute for all melee weapon skills. |
| Ranged Base (BSR) | (DX + PER) ÷ 2 | Controlling attribute for all ranged attacks — bows, thrown weapons, and missile spells. |
The Four Pools
| Pool | Base | Buy | What It Is |
|---|---|---|---|
| HP | ST | 2/pt, ±30% of ST | Your body. |
| FP | HT | 3/pt, ±30% of HT | Your wind. Recovers 1 per 10 minutes' rest. |
| QP | QN | 5/pt, ±30% of QN | Your soul's reserve — spellcasting fuel and magical armor. Recovers 1 per 10 minutes of genuine quiet. |
| SP | WILL − LSP | 2/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
- A frightful thing forces a Will-based Fright Check, modified by the horror and the circumstances (heat of battle +5 if you're already fighting when you first see it; −1 if it touches you; −1 in the dark; −2 alone; +1 per prior exposure to this threat within 24 hours; +1 to +3 forewarned).
- A roll of 14 or higher always fails, whatever your Will.
- Even on a success you lose 1 SP. On a failure, lose one-third your margin of failure (round up, minimum 1). Critical failure: the loss becomes LSP instead.
- Fearlessness (max 4 levels) and Combat Reflexes add their full bonus to fear rolls.
- You also gain 1 LSP each time SP drops below a multiple of SP/2, and every real battle costs at least 1 SP at its end (+1 if injured, +1 for a major wound).
States
| SP | State | Effect |
|---|---|---|
| Below 1/3 | Mental Shock | Halve Will vs. mental intrusion; −3 to self-control, focused IQ/Per rolls, skill rolls, influence rolls, steady-hands DX, and Will vs. fear. |
| 0 | Crisis | The −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×SP | Breaking Point | Will 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.