Statistics & Formulas Reference
This section provides a quick reference for all essential formulas players and GMs need to manage character statistics and resolve game mechanics. For detailed explanations and worked examples, see the full sections referenced below.
Trait Mechanics
Trait Tier (Secondary Effects, SCR 10+): Effect tier = floor(Trait SCR ÷ 10), tier 0 below score 10. Tier determines Chips regenerated per Turn (Constitution, Willpower, Grit, Vigor) or Ability Cooldown resets per encounter (all other Traits). See Traits (TST), pg. 2.
Combat Mechanics
PROTS (Protection Score): Base Armor Scr. + Defense Trait (martial/Nature attacks) OR Resistance Trait (Spell attacks) + shield Armor Scr. + all modifiers (buffs, debuffs, environmental). These two Traits never both apply to the same attack. See Combat, pg. 5.
Initiative: Base Speed + Agility Trait + Intuition Trait. On a tie, Luck breaks the tie. See Combat, pg. 5.
Critical Hit: Roll result 96-100 deals 2x damage dice + source bonus (Strength for melee, Agility for martial ranged, Acuity for spells). See Combat, pg. 5.
Weapon Damage: dmg = xd6 ± x, where x = Strength (melee), Agility (ranged), or Acuity (spells), plus all other modifiers. See Combat, pg. 5.
Ability Mechanics
Vitality Cost: Chip Cost = ceil(Slot LVL ÷ 2), minimum 2. Martial costs Stamina, Spell costs Mana. Both also cost at least 1 action. See Card Format Specifications, pg. 5.
Ability Uses Tier: N = floor(Max Pool ÷ Cost). Map N to tier: N≥12 = Unlimited, N 6-11 = 3/Round, N 4-5 = 2/Round, N 3 = 1/Round, N 2 = 3/Day, N 1 = 2/Day. See Card Format Specifications, pg. 5.
Skills & Crafting
Crafting Check: d100 + Skill SCR + Aligned ATTR Modifier vs. DIFS. See Skills (TST), pg. 2.
Difficulty by Rarity: Common DIFS 40-50, Uncommon 55-65, Rare 70-80, Unique+ 85+. See Skills (TST), pg. 2.
Wellness & Vitality
Trait Tier (Health & Wellness): Tier = floor(Health score ÷ 10). Below 75% Wellness, each tier adds 2 days to Wellness tick length (slows decline). At 75%+ Wellness, each tier removes 1 day from tick length, minimum 1 day (accelerates recovery). See Wellness, pg. 2.
Wellness Impact on Apex & Spirit: Apex and Spirit are multiplied by Wellness: Below 75%, multiplier decreases 1% per 1% below 75%. At 75%+, multiplier increases 1% per 1% above 75%. Low Wellness shrinks pools and slows regeneration; high Wellness expands pools and speeds regeneration. See Wellness, pg. 2.
Quick Reference Table: Trait Tier Effects
| Trait SCR | Tier | Vitality Chips / Ability Resets |
|---|---|---|
| 1-4 | 0 | None (not yet active) |
| 5-9 | 1 | 1 |
| 10-14 | 2 | 2 |
| 15-19 | 3 | 3 |
| 20-24 | 4 | 4 |
| 25-29 | 5 | 5 |
| 30-34 | 6 | 6 |
| 35-39 | 7 | 7 |
| 40 | 8 | 8 |