104 lines
3.6 KiB
Markdown
104 lines
3.6 KiB
Markdown
#draft/1
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# Attributes
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Attributes can range from -10 to +10 but during [[Character Creation]] a character can only have values between -6 and +6.
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## Physical
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### Body
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This represents the general sturdiness, integrity, and health of the individual.
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### Stamina
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TBD
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### Strength
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This is raw muscle power, the ability to lift, carry, and punch with great force.
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### Agility
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This represents nimbleness, speed, flexibility, and hand-eye coordination.
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### Reaction
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While Agility may be speed, Reaction is quickness, the ability to respond with alacrity. Reaction is one of the key defensive attributes, and it is also used in piloting and controlling vehicles.
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## Mental
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### Resolve
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TBD
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### Composure
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TBD
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### Logic
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This is the coldly calculating part of the mind, the rational, analytical, puzzle-solving aspect.
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### Intuition
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Intuition is your gut instinct, your sudden inspiration, your flash of insight that doesn’t seem to make any sense but still works.
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### Charisma
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This is the pull you exert on other people.
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## Derived Values
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### Health
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Health is derived from [[#Body]] and [[#Stamina]] according to the following equation:
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[[#Health]] = 5 * ((20 + [[#Body]] + [[#Stamina]]) / 2)
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This leads to health values between 10 and 110
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### Willpower
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Willpower is a measure of mental health and is derived from [[#Resolve]] and [[#Composure]]. It has a tracker similar to health but has a different selection of uses. A single point of Willpower can be used to heal a single point of [[Damage and Wounds#Superficial Damage|Superficial Damage]], it can be used to reroll a single dice, or something else that I have forgotten.
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# Skills
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Skills grant a bonus to the relevant rolls and can range from 0 to +10 naturally but you may get additional bonuses based on [[#Specialization]].
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## List of Skills
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### Athletics
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Archery, Climbing, Flying, Gymnastics, Sprinting, Swimming, Throwing
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### Medicine
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TBD
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### Close Combat
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TBD
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### Brawling
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TBD
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### Martial Arts
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TBD
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### Deception
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TBD
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### Persuasion
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TBD
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### Intimidation
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TBD
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### Performance
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TBD
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### Engineering
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Aeronautics Mechanic, Armorer, Automotive Mechanic, Demolitions, Gunnery,
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Industrial Mechanic, Lockpicking, Nautical Mechanic
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### Science
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TBD
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### Technology
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TBD
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### Ranged Combat
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TBD
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### Exotic Weapons
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TBD
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### Environment
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Navigation, Survival, Tracking
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### Perception
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Visual, Aural, Tactile
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### Investigation
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TBD
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### Stealth
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TBD
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### Thievery
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TBD
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### Maneuver Vehicle
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TBD
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### Animal Handling
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TBD
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## Specialization
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Skills apply to general situations but characters can gain specializations within these skills for extra bonuses in specific situations. Specializations come in 4 levels, Novice, Expert, Master, and Legendary. Each level grants an additional bonus +3, +5, +10, +15 respectively. There are no limits on specializations but talk with your GM before choosing a specialization. Examples can be found under each skill.
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# Knowledge Skills
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Knowledge skills do not have ranks, because they are not used directly in skill tests. Instead, they are used to provide opportunities to gain knowledge connected to other tests. For example, if a character has Armor Crafting Knowledge and makes a Perception check to look over a Target's armor. The check might give them the chance to learn about armor weaknesses.
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**Examples:**
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- Local History
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- Theology
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- Local Factions
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- Weapon Crafters
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- Espionage Techniques
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- Local Herbs
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- Hunting Grounds
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- Aerospace Technology
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# Language Skills
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There are lots of languages in the world. Knowing how to speak languages can be the key to picking up information people are trying to hide. Language skills are [[#Knowledge Skills]] with [[#Specialization]] levels like so:
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- English
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- English (Normal)
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- English (Expert)
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- English (Native)
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