ZeroSpace 4e EN:Attributes: Difference between revisions
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==Power Level== | ==Power Level== | ||
Power Level represents the strength of a character's technological might, alien potency, psychic potential, or what have you. Most people have a Power Level of zero. | Power Level represents the strength of a character's '''technological might''', '''alien potency''', '''psychic potential''', or what have you. Most '''people have a Power Level of zero'''. | ||
If a power [[ZeroSpace_4e_EN:Actions#Area_Attacks|affects an area]], the radius of the area is dictated by the character's Power Level. This distance is a maximum, not a requirement: a character may choose to target a smaller area. Similarly, if a power is ranged, the maximum range of the power is dictated by the character's Power Level. | If a power [[ZeroSpace_4e_EN:Actions#Area_Attacks|affects an area]], the radius of the area is dictated by the character's Power Level. This distance is a maximum, not a requirement: a character may choose to target a smaller area. Similarly, if a power is ranged, the maximum range of the power is dictated by the character's Power Level. | ||
If a character's Power Level is reduced to zero, they can no longer use any abilities which depend on Power Level. Power Level may not be reduced below zero. | If a character's Power Level is '''reduced to zero''', they can '''no longer use any abilities''' which depend on Power Level. Power Level may not be reduced below zero. | ||
Revision as of 19:41, 19 December 2022
A character's attributes in ZeroSpace are ranked on a scale from 1 to 10. Most people have attributes up to 3. Few people reach 4 in any attribute, and 6 is the peak of Human potential.
Each base attribute (Agility, Brawn, Presence, Reason, and Power Level) costs 1 character point to have a 1 in that attribute. Increasing an attribute by one costs a number of character points equal to the next value. For example, increasing an attribute from 3 to 4 costs 4 points.
Peak Human potential is marked in red.
Description | Value | Cost |
---|---|---|
Typical | 1 | 1 |
2 | 3 | |
3 | 6 | |
Fantastic | 4 | 10 |
5 | 15 | |
6 | 21 | |
Epic | 7 | 28 |
8 | 36 | |
9 | 45 | |
Unearthly | 10 | 55 |
Agility
Agility represents a character's coordination, ranged fighting ability, and general flexibility.
Agility determines a character's base movement speed. Agility is the default attribute used for attacking and defending in ranged combat. See the Actions chapter for more information.
If a character's Agility is reduced to zero, they have great difficulty moving. They may make a standard action or a movement action, but not both in the same round, and they automatically fail any Agility rolls. Agility may not be reduced below zero.
Peak Human potential is marked in red.
XXX update tables
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Brawn
Brawn represents a character's physical might, hand-to-hand fighting ability, and general hardiness.
Brawn determines how much a character can lift and how far they can throw things. Brawn is the default attribute used for attacking and defending in hand-to-hand combat. See the Actions chapter for more information.
If a character's Brawn is reduced to zero, they have great difficulty moving. They may make a standard action or a movement action, but not both in the same round, and they automatically fail any Brawn rolls. Brawn may not be reduced below zero.
Peak Human potential is marked in red.
XXX drop sailboat, small truck, Eiffel Tower
Brawn | Max Lift | Example | Throw 20 kg | Long Jump |
---|---|---|---|---|
0 | 10 kg | small dog, mountain bike, watermelon, case of beer | 0 m | 0 m |
1 | 20 kg | full suitcase, medium dog | 1 m | 1 m |
2 | 40 kg | electric mountain bike, small sofa, wood bookcase | 1 m | 1 m |
3 | 80 kg | large dog, full keg of beer, trim adult | 2 m | 1 m |
4 | 150 kg | manhole cover, wood chest, large adult, oil drum (full) | 5 m | 1 m |
5 | 300 kg | sport motorcycle, gun safe, tiger, vending machine | 9 m | 2 m |
6 | 600 kg | female grizzly bear, riding horse, telephone pole, sailboat | 18 m | 5 m |
7 | 1,800 kg | male grizzly bear, medium car, small truck, granite monument | 60 m | 9 m |
8 | 7,500 kg | large car, meteor, forklift, large truck, helicopter | 240 m | 18 m |
9 | 30 t | garbage truck, mobile home, fighter jet | 1,000 m | 60 m |
10 | 120 t | bulldozer, tank, tanker truck, cargo plane | 4,000 m | 240 m |
11 | 500 t | blue whale, locomotive, house, passenger plane, yacht | 15 km | 1,000 m |
12 | 2,000 t | huge crane, 300 m radio tower, small bridge | 60 km | 4,000 m |
13 | 7,500 t | tugboat, rocket launch tower, nuclear submarine, Eiffel Tower | 240 km | 15 km |
14 | 30,000 t | 10 story building, long train, freighter, large bridge | 1,000 km | 60 km |
15 | 120,000 t | huge nuclear submarine, aircraft carrier, tanker ship | 4,000 km | 240 km |
16 | 500,000 t | large office building, cruise ship | 15,000 km | 1,000 km |
17 | 2,000,000 t | huge bridge, huge skyscraper, huge tanker ship | 60,000 km | 4,000 km |
18 | 7,500,000 t | Great Pyramid of Khufu | 240,000 km | 15,000 km |
19 | 30,000,000 t | Three Gorges Dam | 1,000,000 km | 60,000 km |
20 | 120,000,000 t | Great Wall of China | 4,000,000 km | 240,000 km |
21 | 500,000,000 t | 4 liters of neutronium | 15,000,000 km | 1,000,000 km |
Max Lift indicates the greatest weight that the character can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per turn. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 4 could carry up to 80 kilograms and suffer no penalties to their movement while doing so.
Throw 20 kg indicates the farthest distance that a character could throw a compact object weighing 20 kg. To see how far a character can throw heavier objects, subtract the Brawn required to lift the object from the character's total Brawn. Look up the difference in the "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 5 could throw an object weighing up to 40 kilograms up to 2 meters.
Long Jump indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.
Presence
Presence represents a character's determination, mental combat fighting ability, and understanding of the motivations of others.
If a character's Presence is reduced to zero, they have great difficulty making choices. They may make a standard action or a movement action, but not both in the same round, and they automatically fail any Presence rolls. Presence may not be reduced below zero.
Reason
Reason represents a character's ability to analyze data, draw conclusions from the facts at hand, and solve problems.
If a character's Reason is reduced to zero, they have great difficulty concentrating. They may make a standard action or a movement action, but not both in the same round, and they automatically fail any Reason rolls. Reason may not be reduced below zero.
Power Level
Power Level represents the strength of a character's technological might, alien potency, psychic potential, or what have you. Most people have a Power Level of zero.
If a power affects an area, the radius of the area is dictated by the character's Power Level. This distance is a maximum, not a requirement: a character may choose to target a smaller area. Similarly, if a power is ranged, the maximum range of the power is dictated by the character's Power Level.
If a character's Power Level is reduced to zero, they can no longer use any abilities which depend on Power Level. Power Level may not be reduced below zero.
Power Level | Damage | Effect | Area | Range | Boost | Transformation |
---|---|---|---|---|---|---|
0 | 1d6 | 0 | 0 m radius | 0 m | +0 | None |
1 | 1d6+1 | 2 | 1 m radius | 3 m | +1 | Min height 60 cm, Agility +1; Max height 4 m, mass 160 kg, Brawn +1 |
2 | 1d6+2 | 4 | 2 m radius | 10 m | +1 | Min height 20 cm, Agility +1; Max height 6 m, mass 240 kg, Brawn +1 |
3 | 1d6+3 | 6 | 3 m radius | 32 m | +1 | Min height 6 cm, Agility +1; Max height 8 m, mass 320 kg, Brawn +1 |
4 | 1d6+4 | 8 | 4 m radius | 100 m | +1 | Min height 2 cm, Agility +1; Max height 11 m, mass 440 kg, Brawn +1 |
5 | 1d6+5 | 11 | 5 m radius | 320 m | +2 | Min height 6 mm, Agility +2; Max height 16 m, mass 640 kg, Brawn +2 |
6 | 1d6+6 | 16 | 8 m radius | 1,000 m | +2 | Min height 2 mm, Agility +2; Max height 22 m, mass 880 kg, Brawn +2 |
7 | 1d6+7 | 22 | 11 m radius | 3 km | +2 | Min height 600 μm, Agility +2; Max height 32 m, mass 1,300 kg, Brawn +2 |
8 | 1d6+8 | 32 | 16 m radius | 10 km | +2 | Min height 200 μm, Agility +2; Max height 45 m, mass 1,800 kg, Brawn +2 |
9 | 1d6+9 | 45 | 22 m radius | 32 km | +3 | Min height 60 μm, Agility +3; Max height 64 m, mass 2,500 kg, Brawn +3 |
10 | 1d6+10 | 64 | 32 m radius | 100 km | +3 | Min height 20 μm, Agility +3; Max height 90 m, mass 3,600 kg, Brawn +3 |
11 | 1d6+11 | 90 | 45 m radius | 320 km | +3 | Min height 6 μm, Agility +3; Max height 125 m, mass 5,000 kg, Brawn +3 |
12 | 1d6+12 | 125 | 62 m radius | 1,000 km | +3 | Min height 2 μm, Agility +3; Max height 180 m, mass 7,000 kg, Brawn +3 |
13 | 1d6+13 | 180 | 90 m radius | 3,200 km | +4 | Min height 600 nm, Agility +4; Max height 250 m, mass 10 t, Brawn +4 |
14 | 1d6+14 | 250 | 125 m radius | 10,000 km | +4 | Min height 200 nm, Agility +4; Max height 360 m, mass 14 t, Brawn +4 |
15 | 1d6+15 | 360 | 180 m radius | 32,000 km | +4 | Min height 60 nm, Agility +4; Max height 500 m, mass 20 t, Brawn +4 |
16 | 1d6+16 | 500 | 250 m radius | 100,000 km | +4 | Min height 20 nm, Agility +4; Max height 720 m, mass 28 t, Brawn +4 |
17 | 1d6+17 | 720 | 360 m radius | 320,000 km | +5 | Min height 6 nm, Agility +5; Max height 1 km, mass 40 t, Brawn +5 |
18 | 1d6+18 | 1000 | 500 m radius | 1,000,000 km | +5 | Min height 2 nm, Agility +5; Max height 1 km, mass 56 t, Brawn +5 |
19 | 1d6+19 | 1400 | 700 m radius | 3,200,000 km | +5 | Min height 0.6 nm, Agility +5; Max height 2 km, mass 80 t, Brawn +5 |
20 | 1d6+20 | 2000 | 1,000 m radius | 10,000,000 km | +5 | Min height 0.2 nm, Agility +5; Max height 3 km, mass 112 t, Brawn +5 |
21 | 1d6+21 | 2800 | 1,400 m radius | 32,000,000 km | +6 | Min height 0.06 nm, Agility +6; Max height 4 km, mass 160 t, Brawn +6 |
Endurance
A character's Endurance is equal to their Brawn + Presence, and a permanent change to either of these attributes will increase or decrease the character's Endurance by the same amount. Endurance can't be purchased directly, but it can be modified with gifts or other abilities.
Endurance represents a character's ability to physically and mentally exert themselves. Endurance acts as a reservoir of points which is expended as the character is injured. When a character expends or loses Endurance, that amount is subtracted from their current Endurance. Endurance is replenished by rest and relaxation.
Endurance may not be reduced below zero. A character with zero Endurance is unconscious. If a character with zero Endurance takes additional points of Endurance damage from another attack, the damage is treated as points of Health damage.
Barring some traumatic experience, a character's Endurance will be completely replenished after the fight is over, when the character has had a chance to rest and recuperate.
Health
A character's Health is equal to their Agility + Brawn, and a permanent change to either of these attributes will increase or decrease the character's Health by the same amount. Health can't be purchased directly, but it can be modified with gifts or other abilities.
Health represents a character's ability to withstand physical and mental injury. Health acts as a reservoir of points which are expended as the character takes damage. Health is replenished by rest and medical care.
Health may not be reduced below zero. A character with zero Health is unconscious, their Endurance is also reduced to zero, and they are probably out of the fight.
Normally, a wounded character may recover half of their lost Health (round down, even if the fraction is more than one-half) by resting for about an hour. After that, a character recovers additional Health by getting a good night's sleep (or its equivalent, for characters who don't sleep). Barring some gruesome disfigurement, a character's Health will be completely replenished after a night's rest.