Ten attributes are divided into two columns as seen on the character record sheet. The first column consists of the character's physical attributes. These are Agility, Strength, Appearance, Endurance and Health. The second column contains the mental attributes of Perception, Will, Appeal, Memory and Intellect. Two die ten are rolled and added to a base of 45. This is rolled in order for each attribute. If doubles are rolled, then the total is added to the base of 45 and the dice are rolled again and added to the new base, and so on. An explanation of each attribute follows:
PHYSICAL ATTRIBUTES:
AGL ----- Agility is an individual's dexterity. This helps determine how well a being is able to throw or catch an object, dodge, or how accurate they are in firing a weapon, etc.
STR ----- Strength is an indicator of the amount of weight a being can carry in kilograms. That is, someone with a combined lower limb STR of 60 could carry 60 kilograms. Double a being's STR in kilograms can be lifted for 10% of their torso END in seconds. STR also adds to the physical damage done in hand to hand, by hand weapons and by physically propelled missile weapons. 20% of the attacking limb's STR is added to the damage done.
APR ----- Appearance refers to how a being looks in relation to others of its race and has less bearing on interactions as races become increasingly disparate. Dependant upon circumstances, a being may add 10% of APR to an APL roll when trying to influence another being(s).
END ----- Endurance denotes the limits of a being in strenuous activity. This attribute determines how long an individual can run, swim, hold their breath, keep fighting, etc.
HLT ----- Health determines how much damage an individual can sustain before suffering certain results (loss of limb, negatives to attributes,death,etc). It is not like hit points as it does not go down. Damage is recorded beside the attribute not subtracted from it.
MENTAL ATTRIBUTES:
PER ----- Perception is an individuals chance of noticing something such as a trip wire, specific information in a computer subfile, an ambush, etc.
WIL ----- Willpower is simply the mental strength and discipline of a being. Drug addiction is combated by this attribute. Mental powers are also greatly affected by this attribute.
APL ----- Appeal influences interactions such as gaining someones confidence, achieving a loan or even gaining rank in the armed forces.
MEM ----- Memory is used to remember when a record is not available, ie "Have I seen that guy before?" or used as a way to obtain information from the gamemaster, such as "I search my memory to recall what types of weapons are in the armory".
INT ----- Intellect is an indicator of intelligence and may also be used to receive logical information from the gamemaster.
ATTRIBUTE DERIVATIVES:
BCS ----- The highest AGL of a being, modified by racial modifier, is their BCS. Base Combat Speed is the speed of a being in combat, unmodified by skill or other factors, and determines attack order (highest goes first).
BMS ----- The combined STR of a being's limbs, multiplied by their movement modifier, is their BMS. Base Movement Speed refers to the unencumbered speed of a being. Note that every 2 kilograms of weight reduces BMS by 1. Dividing by 50 will give a being's walking speed in meters per second (see Movement).
DOD ----- BCS + BMS (modified by encumbrance) + PER divided by 6, is a being's Dodge. Dodging gives a greater chance for a being to avoid an attack. Each attack may only be dodged once (attempting to dodge an attack more than once is considered a multiple action). If a dodge is failed by 10% or less, then it is considered a graze and the attack does only 50% damage. An exceptional DOD roll indicates no action was used in performing that dodge, while a disastrous roll indicates damage is doubled.
HEC ----- A being's upper limb AGL + PER divided by 4 is its' Hand-Eye Co-ordination %. Used to determine a being's chance to hit in combat, HEC is also used in some skill equation rolls.
KDT ----- A being's head AGL + supporting limb(s) STR + weight & equipment divided by 10 determines its Knock Down Threshold. KDT determines how much damage a being can take in one second before they must make an AGL roll or fall down. A fallen being's DOD will be halved, and movement will slow to a crawl.
BRR ----- Determined for each area using END + HLT + WIL divided by 3, a Base Recovery Roll is made when enough damage has been done to an area to stun or incapacitate it. When an area suffers 11 - 25% of its HLT in damage, a BRR must be made for that area to avoid being stunned for 1 action (dropping an object, falling down, etc). Where applicable, an AGL roll may be made to counteract these effects). A disastrous roll renders the area unconscious. If an area suffers 26% or more of its HLT in damage, a similar roll must be made to avoid unconsciousness for that area's inverse END in seconds (100 - END). If this roll is made, then a stun roll for the area must be made. A disastrous roll, however, puts the area into a COMA for the area's inverse END in days (see COMA). The above results vary depending upon the area affected (head & torso hits will totally stun / incapacitate / comatose a character, limb hits will be useless / strained or out of socket / broken, but may still allow a character to function, etc). The above BRR rolls are modified at the rate of 1% off of BRR for every 2 points damage done (1 for 1 on electrical or temperature based damage). In either case, a +50% to hit bonus is given to all attackers on a failed roll.
LRN ----- Learn is the base chance a being has of acquiring skills. LRN is determined by PER + WIL + MEM + INT, divided by 4.
Remember, any questions may be posted to either the Forum GM,
or the Discussion Forum.
NOW CHOOSE YOUR CHARACTER'S RACE
(Please wait - this page may take a few minutes to load.)