Stats Block

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Recommended: Attributes Block It is hard to feel success or loss without some form of risk. This is where the Stats block comes into play. The Stats block is the perfect tool to add depth and tracking for your table.

Damage
Damage is used to measure the vitality of a character. Every player starts at 0 damage with 9 as the maximum based on their Attributes. Taking damage increases a player’s score. When a player’s fatigue is at or above their maximum, the player falls unconscious, and is considered to be dying.

Long Rests
Players are given a chance to regain their character's’ health naturally when they take a Long Rest. A Long Rest is any period of substantial time where the characters are safe, can sleep, and can tend to their injuries. This might be making camp for the night during a journey, or returning to the space station between deployments.

Players heal by rolling Fortitude + Endurance. they reduce a damage for each success.

Max Damage
The maximum damage a player can take before they are considered dying. This number is the sum of the players Strength, Fortitude, and Spirit. The minimum is 3 and the maximum is 9.

Dying
Once a players damage is equal to their max damage, that player is considered dying. When a player starts their turn dying the Storyteller makes a single secret roll using that players Fortidue + Endurance. The Storyteller keeps count of each success and failure. If the player accrues 3 successes, they unconscious instead of dying and do not need to make further rolls on their turn. If the player player accrues 3 failures, they are dead.

Wounds
For every 3 damage a player has, they receive a wound. When a player is wounded they get a negative to their rolls.

For every wound a character takes, they subtract 1 from every roll they make. If a character has 2 wounds and rolls an 8, the roll counts as a 6.

Rank
Rank is how powerful a character is compared to others. Simple NPCs and weak enemies are Rank 1. Thus, they roll only one die when taking action. Player characters are usually Rank 2, and they roll two dice.

Kickers
Kickers are a limited resource and used when a player wants to increase the chance of success for a specific, one-time action. When a kicker is used, the player will roll a d20 along with whatever dice they would normally roll, still taking the highest die rolled. If they roll a critical on a d20, they add the next highest die. They do not roll an additional d20, unless they use another kicker. Interface is attempting to break into a safe. She rolls Agility + Finesse to manipulate the lock, but only rolls a 3. She decides to use a kicker, and rolls a d20, receiving a 13. So, she will use the 13 as her result.

Volstir is being attacked by a Vampire Lord. Volstir attempts to dodge, but only rolls a 5. He decides to use a kicker. He rolls his d20, resulting in a 2. Since it is lower, he would keep the 5, and that would be used to calculate the damage done against him. ''It is recommended to start players with 3 kickers each, but more or less can be awarded as you see fit. The frequency and circumstance of players regenerating kickers is also up to the Storyteller. Some suggestions are awarding them for story progression, for notable player accomplishments, or rewarding them democratically at the end of a session or arc for categories such as “Best Roleplay” or “Funniest” moments.''

Assets
Assets are a way to augment rewards that fits into the quick pacing and abstract style of Clattr.

Players can be given assets as rewards, much like loot is rewarded during play. They can be spent later to give Advantage on a roll, or to give an opportunity that would have previously been denied like a player's concept would.

When a player receives an asset, whether it be in the form of an item, a bond with an npc, etc., the asset becomes an abstract point collected on their character sheets Stats block. Balthazar sneaks into the wine cellar to retrieve a specific vintage. He rolls an exceptionally high Perception check to find his prize, and the Storyteller would like to reward him for his roll. In addition to obtaining his goal, Balthazar finds a very valuable and rare wine for himself. He adds one Asset to his character sheet.

Later, Volstir is offered the chance to help two lovers run away together at his detriment. The Storyteller would like to reward his dedication to the roleplay choice. Volstir is rewarded with an asset in the form of an NPC bond - these two will never forget the kind stranger who helped them. When spent, an Asset may stay as described, or may take another form to fit the situation. Spending assets give the players an Advantage on a roll. Players must describe what the Asset has become and how it assists them in their roll."Balthazar is trying to convince a woman to divulge some information. Balthazar spends his Asset to attempt to improve her demeanor. He says he would like to spend his Asset in the form of ownership of a rare and valuable coin to give the woman. With Storyteller approval, Balthazar can spent his Asset and roll his attempt at information gathering with an Advantage, or possible get an automatic success.""Volstir wants to use his Asset to give him the upper-hand in a combat encounter against a vampire. He spends the point and describes it as a specialized weapon, a wooden stake of ancient and holy origin, to stab into the heart of his foe. He can now roll his next attack with an Advantage."After use the Asset is not longer a part of a players inventory, it can not be regained once spent.