RESERVES
Attribute | Maximum | Current | Attribute Reserve | Current |
---|---|---|---|---|
Strength | Strength Reserves | ☐☐☐☐☐☐☐☐☐☐ | ||
Endurance | Endurance Reserves | ☐☐☐☐☐☐☐☐☐☐ | ||
Agility | Agility Reserves | ☐☐☐☐☐☐☐☐☐☐ | ||
Dexterity | Dexterity Reserves | ☐☐☐☐☐☐☐☐☐☐ | ||
Speed | Speed Reserves | ☐☐☐☐☐☐☐☐☐☐ | ||
Appearance | Appearance Reserves | ☐☐☐☐☐☐☐☐☐☐ | ||
Intelligence | Intelligence Reserves | ☐☐☐☐☐☐☐☐☐☐ | ||
Will | Will Reserves | ☐☐☐☐☐☐☐☐☐☐ | ||
Ingenuity | Ingenuity Reserves | ☐☐☐☐☐☐☐☐☐☐ | ||
Awareness | Awareness Reserves | ☐☐☐☐☐☐☐☐☐☐ | ||
Reflexes | Reflex Reserves | ☐☐☐☐☐☐☐☐☐☐ | ||
Charisma | Charisma Reserves | ☐☐☐☐☐☐☐☐☐☐ |
Each point of an Attribute represents ten (10) points of Reserve for that Attribute.
The Attribute's Reserve scales from one (1) to ten (10).
As an Attribute Reserve is used or damaged, the related Attribute temporarily drops.
For each ten (10) points of an Attribute's Reserve lost, that related Attribute temporarily drops by one point, marked as the Current value of the Attribute rather than the Maximum.
Tasks attempted with the temporarily lowered Attribute use the lowered (current) value, rather than the fully healed maximum value.
When the Attribute drops, the related Attribute's Reserve resets back to ten (10) and any additional use or damage continues subtracting.
For Example:
An Adventurer's Maximum Endurance is +3.
The Adventurer takes more than ten (10) points of Endurance Reserve damage through activity and fatigue.
As the Adventurer's Endurance Reserve reaches zero, their related Endurance lowers by one point to the current value of +2 and the Endurance Reserve resets to ten (10).
As the adventurer rests or time passes, lost Attribute Reserves and the related Attribute points recover at varying rates.