Minor Statistics
Sequence
This skill judges the quickness with which a character will act when battle begins. If his number is the highest of the characters in the battle, he acts before anyone else. Initiative is found by rolling a d10 at character creation.
Luck
The character has as much luck counters as they have luck every game. They may spend a luck counter once per game in order to ask for concessions and retries from the GM. This should be seen as an opportunity for collaboration between players and GMs.
Fame
This is a judge of how well known a character is. Fame is used to modify some other rolls in the game, mostly pertaining to Charisma. The higher a character's fame, the more well-known they are, for better or for worse. By default, characters start with zero Fame. Each time a character becomes well-known within a region, they gain a Fame. They may not gain more than one Fame from any one region. Fame can be rolled against as a skill to appeal to people's admiration or foreknowledge of the character in order to get their way.
Health
Health is the series of numbers, allocated to different limbs, that represents the overall wellness of that specific body part. The body parts and the calculations for their health points are different for every race. See the race list in order to ascertain the correct calculation for your character.
It is GM's discretion as to how the health point deduction affects characters, but 3/4 damage on any limb should be assumed to be in dire condition. Critical is the point at which a limb is likely to be destroyed. Hit points may exceed critical by an amount equal to CON modifier. Any further and it is instantly severed.