Durability Points

A player's body has a certain number of Health Points and Armor Points. A player's Durability Points are the sum of their Health Points and Armor Points.

Health Points

There are three sources of HP. Your character has a Base HP, can passively earn HP from spending XP on other talents, and can upgrade their HP by purchasing it directly with XP. When a player's HP drops to 0, they become unconscious.

Base HP

Every player starts with a base HP of 3 with few exceptions.

 

HP earned from XP spent

An additional HP is earned after reaching certain milestones marked by the amount of experience that has been spent by a character. 

These milestones are:

  • 30 XP total
  • 60 XP total
  • 100 XP total
  • Additional 50 XP thereafter. (i.e. 150, 200, etc.)

 

HP Purchased with XP

Additional HP can be purchased with 2 XP incrementally increasing by 1 XP for every HP purchased thereafter.

For example, you may purchase an additional HP for 2 XP, and then spend 3 XP for a second additional HP,  then 4 XP for a third additional HP, and so on and so forth.

Summary and character sheet

All of this information will be compiled on your character sheet by adding together: 

  • X amount of HP from base 
  • Y amount of HP earned from spending XP
  • Z amount of HP purchased directly with XP

HP:

XP: 

Copper:

Base: X | From XP: Y | Purchased: Z = HP

Spent: 0 | Have: 15

100

Armor Points

A player's Armor Points are determined by the armor that they have equipped. In combat, most damage is dealt to armor first. If the Armor Points are depleted, the remaining damage is dealt directly to a player's Health Points.

Armor Types - There are three basic types of metal armor and three basic types of organic armor that players may choose to start with. It is important to keep Armor Weight Restrictions in mind for your preferred playstyle.

  • Metal
    • Bronze
      • 6 AP
      • 2 weight (light armor)
      • 4 modification slots
    • Iron
      • 12 AP
      • 4 weight (medium armor)
      • 3 modification slots
    • Steel
      • 18 AP
      • 6 weight (heavy armor)
      • 2 modification slots
  • Organic
    • Leather
      • 6 AP
      • 1 weight (light armor)
      • 2 modification slots
    • Hard Leather
      • 12 AP
      • 3 weight (medium armor)
      • 1 modification slot
    • Hide Armor
      • 18 AP
      • 5 weight (heavy armor)
      • 0 modification slots

Tough Skin - An alternative to wearing traditional armor
Tough Skins are individuals with particularly effective natural armor. Tough skins cannot wear armor but instead grow natural armor.

They start with 5 armor points and can spend 3 XP per armor point to gain more. This natural armor gets heavier as it grows: it weighs 1 weight per 6 armor points (rounded down). Tough skin armor acts like normal armor in a fight, but can be healed or mended and cannot be affected by any crafting talent. This armor is fully refreshed when the player rests in a town. Some kin have naturally occurring “armor effects” to their tough skin because of unique physiology. Any kin that doesn’t have special effects will start with 6 instead of 5 and the weight increase doesn’t start until 7 armor (7,13,19, etc.). Armor points can be removed and XP refunded once per event.