User Guide
When you change your primary statistics, notice that your
derived statistics and skills change. The derived statistics and skills
are based, in part, on the values of the primary statistics. You cannot
adjust them directly (see Tag Skills, page 3—10). If you want more Hit
Points, you will have to spend more character points on Endurance.
Your statistics define you. If you have a high Strength, high
Agility, low Intelligence and low Charisma, you are most likely not
going to impress someone with your savior-faire at a dance, but that
table you’re about to drop on their head will get their attention.
Your statistics will, generally, not improve directly through
experience or game play. You should plan on seeing the same statis-
tics throughout the course of your adventures, and plan accordingly.
Derived Statistics
In order to make the best possible decision regarding your char-
acter choice, we have developed an easy to use method of determin-
ing your derived statistics. We call this method, the “look-it-up-
below” method. And we think it works pretty darn well.
Hit Points. Your hit points determine how much damage you
can take before you succumb to the long dirt nap. The more hit
points you have, the longer you can survive outside. The less hit
points you have, the more healing you will need to do. The number
of hit points you have will grow when your character earns experi-
ence and advances in levels. The number of hit points are displayed
as current/maximum. If you ever get to 1/30 hit points, for example,
you need some serious medical attention. And soon, brother.
Starting hit points are equal to 15 + (2 x Endurance) + Strength.
Average characters will have 30 hit points.
Armor Class. Your natural armor class is how good you are at
avoiding being hit in combat. The higher your armor class statistic,
the worse your opponent’s to hit number. Your natural armor class
may be augmented and improved by wearing armor. See Armor
(page 5—12) and the sample armors in the Equipment List (page
5—15) for more information about armor and armor class.
Starting armor class is equal to your Agility. Average char-
acters will have an armor class of 5.
Action Points. The number of action points your character has
will determine how many different actions you can take during a com-
bat turn. Every action will have a different action point cost, which is
subtracted from your total action points. When you run out of action
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