Trait Pools

The next step is define their Trait Pools; Health, Luck, Nerve, Power, Status and Will these are collectively known as Secondary Traits. These Traits are somewhat different than the primary attributes, because they will continuously fluctuate up and down during an adventure as the character receives injuries, performs actions, tries their luck, pulls social strings or becomes fatigued. Secondarily there values are determined by the previously generated Traits.

Trait Impairment

As these statistics are determined by a characters Primary Traits they also have a direct impact upon them. For each 6 point reduction in a Trait Pool value its governing Primary Trait is also reduced by 1 point. This impairment penalty will remain until the secondary is increased above this loss once again through healing, rest or natural recovery.

Example: A character has received a 7 point wound which reduces their Health accordingly. As this is more than 6 points their original B score of 3 is now temporarily impaired reducing it to 2. It will remain at this level until the injury recovers.

Health

Health Points or Health (HP) is a measure of the characters capacity to sustain physical wounds. It represents a character’s constitution in withstanding killing damage if this is ever reduced to 0 or below the character dies. Health Points are lost when a character gets hurt. Players should carefully keep track of their HP score throughout their travels and adventures. They must guard against its score dropping to zero.

Lost HP can be recovered by various means, but Health cannot go above its initial score until a character advances its governing Trait.

The Health score is determined by multiplying their B ability score by 6. For example if a character had a B score of 4 their HP would be 24 (4×6 = 24). Record Health Points in pencil on the Character Sheet.

HP Recovery

A character naturally recovers 1 Health Point per day this may increase if the individual seeks medical help, takes time to rest or receives some form of healing this is entirely at the GM’s discretion.

Luck

Luck Points or Luck (LP) is a measure of the characters good fortune. It represents a character’s luckiness if this is ever reduced to 0 or below the character ceases to be lucky (but does not become unlucky). Luck is lost when a character tries their luck. Players should carefully keep track of their Luck score throughout their travels and adventures. They must try and reduce the chances of their Luck score dropping to zero.

Lost Luck can be recovered by various means, but it cannot go above its initial score until a character advances its governing Trait.

The Luck score is determined by multiplying their S ability score by 6. For example if a character had a S score of 3 their LP would be 18 (3×6 = 18). Record Luck Points in pencil on the Character Sheet.

LP Recovery

A character naturally recovers all spent Luck points at the end of a campaign (not scenario). Luck can only be recovered prior to this through devout worship (the character must show extreme piety for this to work) or magical intervention.

Trying Your Luck

If a player is attempting an action and the GM has assigned a high Difficulty which the character is concerned that they may not be able to succeed they may try their Luck. A character at anytime may if they wish use LP this therefore improves their chances of success. If they have an appropriate skill for the activity it may still be used but Luck points may be added to the trait total before it is made. Trying their Luck this way can only be employed when performing Trait Rolls. LP can only be spent in this manner if the character has points available to do so.

Example: A character is attempting to gain access to a locked chamber by breaking the door down. They must use their B Trait to smash it in; the task is assigned a hard Difficulty of -3. Suppose their B score is 4 and they do not have an appropriate skill their target number for the action is 1. This means they cannot exceed unless they role at least a 1 an extremely difficult task. They elect to spend 6 Luck Points to add to the target number. By sacrificing the points and adding them to the total they can make the roll easier needing a 7 or less to succeed.

A character may do this as often as they like but their Luck will diminish a gamble should they need a lucky roll in the future. Also the player suffers Trait Impairment of –1 to their S trait for every 6 Luck points spent. Therefore any future Trait Rolls using this attribute will also be reduced in effectiveness. Such is the risk they take when putting their actions in the fickle hands of fate. The occasion is usually marked with an almost supernatural stroke of good fortune dictated by the GM.

Nerve

Nerve Points or Nerve (NP) is a measure of the characters courage, morale and spirit. It represents their capacity to bear demoralization, fear and mental hardship if this is ever reduced to 0 or below the character loses their nerve and will either refuse to continue, cower in fear or run away (in some rare cases they may even go mad!) Nerve is lost when a character’s spirit is broken or they experience fear. Players should carefully keep track of their Nerve score throughout their travels and adventures. They must prevent their Nerve score from dropping to zero.

Lost Nerve can be recovered by various means, but Nerve cannot go above its initial score until a character advances its governing Trait.

The Nerve score is determined by multiplying their C ability score by 6. For example if a character had a C score of 2 their Nerve would be 12 (2×6 = 12). Record Nerve Points in pencil on the Character Sheet.

NP Recovery

A character naturally recovers all Nerve points at the end of a campaign (not scenario). Nerve can only be recovered prior to this through the intervention of others; a stirring speech, inspiration, a religious epiphany or a multitude of other situations dictated by the GM. Magical intervention can sometimes increase it also.

Power

Power Points or Power (PP) is a measure of the characters capacity to use magical abilities. It represents a character’s mental endurance and magical reserves if this is ever reduced to 0 or below the character falls unconscious. Power is reduced when a character uses magical powers or almost supernatural skills. Players should carefully keep track of their Power score throughout their travels and adventures. They must guard against their Power score dropping to zero.

Lost Power can be recovered by various means, but Power cannot go above its initial score until a character advances its governing Trait.

The Power score is determined by multiplying their L ability score by 6. For example if a character had a L score of 3 their Power would be 18 (3×6 = 18). Record Power Points in pencil on the Character Sheet.

PP Recovery

A character naturally recovers all spent Power points at the end of a scenario. Power can only be recovered prior to this through the magical intervention.

Status

Status Points or Status (SP) is a measure of the characters physical appearance, dignity and social level. It represents a character’s comeliness and rank if this is ever reduced to 0 or below the character becomes an outcast and vagabond. Status is lost when a character neglects personal cleanliness, receives scars, uses their influence, calls on too many favours or upsets those in positions of power. Players should carefully keep track of their Status score throughout their travels and adventures. They must try and prevent their Status score dropping to zero.

Lost Status can be recovered by various means, but Status cannot go above its initial score until a character advances its governing Trait.

The Status score is determined by multiplying their R ability score by 6. For example if a character had a R score of 5 their Status would be 30 (5×6 = 30). Record Status Points in pencil on the Character Sheet.

SP Recovery

A character naturally recovers all spent Status points at the end of a campaign (not scenario). However such things as maiming and scars will reduce SP permanently. A character must work hard at recovering Status points beforehand as they represent the respect of the people. Status can only truly be recovered by shows of extreme religious devotion, charity and mercy to individuals of lower rank or those less fortunate.

Exerting Your Influence

Characters with high Status may elect to spend Status points to help them shift social interactions in their favour. If a player is attempting a social action and the opposing character has a high Trait value which the character is concerned that they may not be able to exceed they may exert their influence.

A character at anytime may if they wish spend Status points this therefore improves their chances of success. If they have an appropriate skill for the activity it may still be used but Status points may be added to the final result to exceed the opponents social Trait. Using their influence this way can only be employed when performing a Trait Roll against their R or C attributes. Status points can only be spent in this manner if the character has the points available to do so.

Example: A character is bartering with a trader over the price of a sword they wish to purchase. They must match their C Trait of 3 against the merchants C of 4. The trader also has the Haggling skill at +4 so he succeeds on a roll of 8 or less verses the characters target of 3. This is quite a difficult task. The player decides that they really want this quality weapon and chooses to spend 6 Status Points to add to the target. By sacrificing the points and adding them to the total they can make the roll easier needing a 9 or less to succeed.

A character may do this as often as they like but their Status will suffer and their pulling of rank will cause others to lose respect for them. The player suffers Trait Impairment of –1 to their R trait for every 6 Status points spent. Therefore any future Trait Rolls using this attribute will also be reduced in effectiveness. This is the risk and if abused will cause the player to be negatively perceived by the public.

Will

Will Points or Will (WP) is a measure of the characters capacity to sustain physical and mental fatigue. It represents a character’s constitution in withstanding non-lethal damage if this is ever reduced to 0 or below the character falls unconscious. Will is lost when a character gets hurt. Players should carefully keep track of their Will score throughout their travels and adventures. They must guard against their Will score dropping to zero.

Lost Will can be recovered by various means, but Will cannot go above its initial score until a character advances its governing Trait.

The Will score is determined by multiplying their M ability score by 6. For example if a character had a M score of 4 their Will would be 24 (4×6 = 24). Record Will Points in pencil on the Character Sheet.

WP Recovery

A character naturally recovers 6 Will points per day this may increase if the individual seeks medical help; takes time to rest or relax this is entirely at the GM’s discretion. However certain mental problems e.g. insanity etc may reduce WP permanently.

Trait Pools

Pandaemonium Neopagan