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rpg-system-notes/Version 0/Attributes and Skills.md
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Attributes

Attributes can range from -10 to +10 but during Character Creation a character can only have values between -6 and +6.

Physical

Body

This represents the general sturdiness, integrity, and health of the individual.

Stamina

TBD

Strength

This is raw muscle power, the ability to lift, carry, and punch with great force.

Agility

This represents nimbleness, speed, flexibility, and hand-eye coordination.

Reaction

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.

Mental

Resolve

TBD

Composure

TBD

Logic

This is the coldly calculating part of the mind, the rational, analytical, puzzle-solving aspect.

Intuition

Intuition is your gut instinct, your sudden inspiration, your flash of insight that doesn’t seem to make any sense but still works.

Charisma

This is the pull you exert on other people.

Derived Values

Health

Health is derived from #Body and #Stamina according to the following equation: #Health = 5 * ((20 + #Body + #Stamina) / 2)

This leads to health values between 10 and 110

Willpower

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, it can be used to reroll a single dice, or something else that I have forgotten.

Skills

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.

List of Skills

Athletics

Archery, Climbing, Flying, Gymnastics, Sprinting, Swimming, Throwing

Medicine

TBD

Close Combat

TBD

Brawling

TBD

Martial Arts

TBD

Deception

TBD

Persuasion

TBD

Intimidation

TBD

Performance

TBD

Engineering

Aeronautics Mechanic, Armorer, Automotive Mechanic, Demolitions, Gunnery, Industrial Mechanic, Lockpicking, Nautical Mechanic

Science

TBD

Technology

TBD

Ranged Combat

TBD

Exotic Weapons

TBD

Environment

Navigation, Survival, Tracking

Perception

Visual, Aural, Tactile

Investigation

TBD

Stealth

TBD

Thievery

TBD

Maneuver Vehicle

TBD

Animal Handling

TBD

Specialization

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.

Knowledge Skills

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.

Examples:

  • Local History
  • Theology
  • Local Factions
  • Weapon Crafters
  • Espionage Techniques
  • Local Herbs
  • Hunting Grounds
  • Aerospace Technology

Language Skills

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:

  • English
  • English (Normal)
  • English (Expert)
  • English (Native)