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Attribute Bonuses

Strength: Strength is a character’s ability to apply physical force to their surroundings. Strength is useful for physical melee damage, including some cybernetic enhancements, carrying heavy objects, and some athletic based Trade Rolls. Examples of Trade Rolls based on Strength may include jumping, swimming, climbing, and manipulating heavy objects.

Strength determines how much a character can carry on their person and walk normally (See Table: Carrying Limits). If a character’s strength bonus is negative six (-6), they struggle to support their own body weight. If their strength drops to negative seven (-7), they can no longer move without assistance and collapse onto the ground.

Dexterity: Dexterity is representative of a character’s hand eye coordination and precision. Dexterity is useful for attack rolls, defense, critical damage, and some athletic based Trade Rolls. Dexterity is particularly important for pilots, as nearly all piloting attacks require a dexterity-based attack roll. Examples of Trade Rolls based on Dexterity may include lock-picking, TerraLink pilot maneuvers, and precise surgeries.

When making an attack with a weapon, unless specified otherwise, a player adds their Dexterity Modifier to their attack roll. Note that dexterity only adds to the damage roll of a weapon on a critical, as most weapons are often mechanical in nature and a character’s physicality has no bearing on the force they output. When a character lands a critical hit, they add their Dexterity Modifier to their damage before resolving the critical strike effect.

Finally, Dexterity gets added to the characters Defense. This represents a character’s ability precisely move out of the way out of the way of incoming attacks. If something causes a character to be unable to see oncoming threat (such as being blinded) or become completely immobilized, then the character loses their Dexterity bonus to Defense.

Celerity: Celerity is representative of how rapidly a character can move. Celerity is useful for action points, turn order rolls, and avoiding burst effects. Celerity is valuable for everyone on the ground but is less useful when piloting.

Each Cycle, a character gets twelve (12) AP plus their Celerity Attribute Modifier to perform actions. This represents the increased mobility of the character. Note that, since passive AP (PAP) is not reflective of the mobility of the character, Celerity does not increase the PAP of a turn.

An additional benefit of Celerity is that it improves a characters Turn Order Roll. While Wisdom reflects how quickly a character recognizes a threat, Celerity determines how quickly a character moves in response to that threat.

Finally, Celerity is useful for avoiding burst effects. Provided a character has somewhere to move to, Celerity may be used to perform a Reflexive Leap, which can negate damage from a burst or explosive effect.

Constitution: Constitution represents a characters overall physical health. Constitution is useful for determining character health, stabilizing from death, reducing the risk of injury, and resisting toxins. Constitution is useful for all characters, particularly those who fight primarily on the ground such as Super Soldiers.

Characters begin with a maximum health equal to eight (8) plus their Constitution Modifier. For example, a character with a Constitution Modifier of +2 has ten (10) maximum health. A character with a negative Constitution Bonus decreases their health. For example, a character with a -1 Constitution Bonus has only seven maximum health. A character whose health is less than one (1) due to a negative Constitution Attribute is automatically dead.

Intellect: Intellect represents a character’s capacity to mentally recall information. Intellect is useful for Targeted Strikes and all Trades. Characters begin the game with a number of Trade Points dependent on their Intellect. When making a new character, beyond the normal starting Trade Points, a character gains additional Trade Points equal to their Intellect Modifier. A negative Intellect reduces the number of Trade Points a character receives, but it cannot be less than one (1). Examples of Intellect Trade skills include Mechanical Engineers, Geneticist, and Galactic Navigator. 

Wisdom: Wisdom represents a characters understanding and intuition. Wisdom is important for Turn Order Rolls, resisting WillBlade maneuvers, and tolerating cybernetics. When a character makes a Turn Order Roll, they add their Wisdom Modifier to their result. This benefit to Turn Order Rolls represent a characters greater awareness of their surroundings.

Wisdom is commonly penalized attribute when a character gains a cybernetic. Once a character’s wisdom drops too much, they develop Insanity. Beginning at a Wisdom Modifier of negative three (-3), a character has a twenty percent (20%) chance to suffer from insanity when exposed to a stressful situation. This percentage increases by 20% with each further drop in Wisdom. If a character reaches a Wisdom Modifier of negative seven (-7), they slip into Insanity until their Wisdom is restored.

Stressful situations include, but are not limited to, being in combat, seeing another character death, being terminated from employment, or even being yelled at too much. If a character slips into Insanity from any cause, they continue to act on their insanity for a number of cycles equal to their Wisdom Penalty after the cause of their insanity has left their perception.

If a character’s wisdom drops in the middle of an already ongoing stressful situation, they make a roll to resist Insanity. For example, if combat is already occurring when their Wisdom drops, they immediately must make the percentage roll to resist Insanity. A character only ever must make one insanity check per instance of a stressful situation.

Willpower: Willpower represents a character’s mental commitment to their actions and goals. Willpower is useful for resisting mental effects, remaining conscious when receiving damage, and using The Will based maneuvers. Willpower based Trade checks are often very situational.

When a character must resist a mental attack, they add their Willpower Modifier to their roll. This represents a character’s ability to fight off mental attacks through sheer force of will.

When a character’s health drops below zero (0), they must make a Willpower Attribute Roll at the start of their turn every cycle equal to ten (10) plus how many hit points below zero they are or fall unconscious. For example, if a character drops to -2 health, they must make a Willpower Attribute Roll with difficulty equal to twelve (12) to remain conscious. This Attribute Roll must be made every cycle for as long as the character is below zero (0) HP.

Sociability: Sociability is an optional (though recommended) Attribute that represents a character’s competence in social settings. Whether Sociability is used as an Attribute is determined by the GM. Removing the Sociability Attribute means players will be unable to play characters that are more sociable than the players themselves. Sociability has nearly no bearing on combat and can be removed or included without changing non-social aspects of the game.

Sociability is used for Trade Checks that involve diplomatic relations. Trade Checks that utilize Sociability might include negotiating prices, bluffing, and Morale Rolls (See Morale).

Determining Attribute Bonuses

When making a character, there are two ways to determine your Attribute Bonuses. Either to roll for Attribute Bonuses or utilize a point array. Generally, rolling for Attribute Bonuses will occur in more variation and Attribute imbalances between characters. In contrast, utilizing a points system will result in more consistent power between characters and less variability in Attributes.

 

Rolling Attribute Bonuses

When rolling for Attributes, players first roll their Attribute Modifiers and then assign them to whichever Attribute they choose. For each Attribute modifier, each player will roll 1d6 and 1d4, summing the two values together. They will then roll 2d4 and subtract this value from the previously determined sum of 1d6 and 1d4. Afterwards, divide the final value by two (2) and round down to the nearest integer.

 

Point Array for Attribute Bonuses

The more consistent method for determining Attribute Modifiers is the points array. In this system, players directly set their Attribute Modifiers. Players are given a list of Attribute Modifiers which they place into whichever Attributes they choose. The standard array is [+2, +1, +1, +1, 0, 0, 0, -1]. GMs may decide to allow players to trade a plus one (+1) for a negative one (-1) resulting in two zeros (0) or add additional negative ones (-1) to increase the amount of plus one (+1) Attributed Bonuses a character has.

 

Attribute Penalties

 There are multiple sources that can temporarily reduce an attribute bonus. When this occurs, the Attribute Modifier drops by the specified amount and all other statistics and rolls dependent on that Attribute use the new reduced Attribute Modifier. When an Attribute Modifier increases, the Attribute is gaining a bonus. When an Attribute Modifier decreases, the Attribute is receiving a penalty. If an attribute drops low enough, it could result in death, immobility, or permanent insanity.

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