ZeroSpace 4e EN:Attributes

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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.

Base attributes (Agility, Brawn, Presence, Reason, and Power Level) each cost one 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.

Table: Attribute cost
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.


Table: Agility
Agility Walk
(Base Move)
Run
(Double Move)
Sprint
(All-out Move)
Sprint
(km/h)
0 0 m 0 m 0 m 0 km/h
1 2 m 4 m 12 m 7 km/h
2 3 m 6 m 18 m 11 km/h
3 4 m 8 m 24 m 14 km/h
4 7 m 14 m 42 m 25 km/h
5 10 m 20 m 60 m 36 km/h
6 15 m 30 m 90 m 54 km/h
7 30 m 60 m 180 m 108 km/h
8 120 m 240 m 720 m 432 km/h
9 500 m 1,000 m 3,000 m 1,800 km/h
10 2 km 4 km 12 km 7,200 km/h
11 8 km 15 km 45 km 27,000 km/h
12 30 km 60 km 180 km 108,000 km/h
13 120 km 240 km 720 km 432,000 km/h
14 500 km 1,000 km 3,000 km 1,800,000 km/h
15 2,000 km 4,000 km 12,000 km 7,200,000 km/h
16 7,500 km 15,000 km 45,000 km 27,000,000 km/h
17 30,000 km 60,000 km 180,000 km 108,000,000 km/h
18 120,000 km 240,000 km 720,000 km 432,000,000 km/h
19 500,000 km 1,000,000 km 3,000,000 km 1,800,000,000 km/h
20 2,000,000 km 4,000,000 km 12,000,000 km 7,200,000,000 km/h
21 7,500,000 km 15,000,000 km 45,000,000 km 27,000,000,000 km/h
Agility Swim
(Base Move)
Fast Swim
(Double Move)
Swim Sprint
(All-out Move)
Swim Sprint
(km/h)
0 0 m 0 m 0 m 0 km/h
1 .25 m .5 m 1.5 m 1 km/h
2 .5 m 1 m 3 m 2 km/h
3 .75 m 1.5 m 4.5 m 3 km/h
4 1 m 2 m 6 m 4 km/h
5 2 m 4 m 12 m 7 km/h
6 3 m 6 m 18 m 11 km/h
7 6 m 12 m 36 m 22 km/h
8 24 m 48 m 144 m 86 km/h
9 100 m 200 m 600 m 360 km/h
10 400 m 800 m 2,400 m 1,440 km/h
11 1,500 m 3,000 m 9,000 m 5,400 km/h
12 6 km 12 km 36 km 21,600 km/h
13 24 km 48 km 144 km 86,400 km/h
14 100 km 200 km 600 km 360,000 km/h
15 400 km 800 km 2,400 km 1,440,000 km/h
16 1,500 km 3,000 km 9,000 km 5,400,000 km/h
17 6,000 km 12,000 km 36,000 km 21,600,000 km/h
18 24,000 km 48,000 km 144,000 km 86,400,000 km/h
19 100,000 km 200,000 km 600,000 km 360,000,000 km/h
20 400,000 km 800,000 km 2,400,000 km 1,440,000,000 km/h
21 1,500,000 km 3,000,000 km 9,000,000 km 5,400,000,000 km/h


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.


Table: Brawn
Brawn Max Lift Example Throw 25 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) 4 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 4 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 240 kilograms and suffer no penalties to their movement while doing so.

Throw 25 kg indicates the farthest distance that a character could throw a compact object weighing 25 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 4 could throw an object weighing up to 110 kg 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.

XXX Bring this in line with making peak Human potential 6


Table: Power Level
Power Level Damage Area Range Boost Transformation
0 None 0 m radius 0 m +0 None
1 1d6+1 1 m radius 3 m +1 Max height 3 m, mass 270 kg, Brawn +1; Min height 60 cm, Agility +1
2 1d6+2 1 m radius 10 m +1 Max height 4 m, mass 640 kg, Brawn +1; Min height 20 cm, Agility +1
3 1d6+3 2 m radius 32 m +1 Max height 6 m, mass 2,200 kg, Brawn +1; Min height 6 cm, Agility +1
4 1d6+4 3 m radius 100 m +1 Max height 8 m, mass 5,100 kg, Brawn +1; Min height 2 cm, Agility +1
5 1d6+5 6 m radius 320 m +2 Max height 12 m, mass 13 t, Brawn +2; Min height 6 mm, Agility +2
6 1d6+6 10 m radius 1 km +2 Max height 16 m, mass 41 t, Brawn +2; Min height 2 mm, Agility +2
7 1d6+7 18 m radius 3 km +2 Max height 23 m, mass 120 t, Brawn +2; Min height 600 μm, Agility +2
8 1d6+8 32 m radius 10 km +2 Max height 32 m, mass 330 t, Brawn +2; Min height 200 μm, Agility +2
9 1d6+9 56 m radius 32 km +3 Max height 45 m, mass 910 t, Brawn +3; Min height 60 μm, Agility +3
10 1d6+10 100 m radius 100 km +3 Max height 64 m, mass 2,600 t, Brawn +3; Min height 20 μm, Agility +3
11 1d6+11 180 m radius 320 km +3 Max height 90 m, mass 7,500 t, Brawn +3; Min height 6 μm, Agility +3
12 1d6+12 320 m radius 1,000 km +3 Max height 128 m, mass 22,000 t, Brawn +3; Min height 2 μm, Agility +3
13 1d6+13 560 m radius 3,200 km +4 Max height 180 m, mass 58,000 t, Brawn +4; Min height 600 nm, Agility +4
14 1d6+14 1 km radius 10,000 km +4 Max height 256 m, mass 180,000 t, Brawn +4; Min height 200 nm, Agility +4
15 1d6+15 2 km radius 32,000 km +4 Max height 360 m, mass 470,000 t, Brawn +4; Min height 60 nm, Agility +4
16 1d6+16 3 km radius 100,000 km +4 Max height 512 m, mass 1,300,000 t, Brawn +4;
17 1d6+17 6 km radius 320,000 km +5 Max height 720 m, mass 3,700,000 t, Brawn +5;
18 1d6+18 10 km radius 1,000,000 km +5 Max height 1 km, mass 10,000,000 t, Brawn +5;
19 1d6+19 18 km radius 3,200,000 km +5 Max height 1 km, mass 27,000,000 t, Brawn +5;
20 1d6+20 32 km radius 10,000,000 km +5 Max height 2 km, mass 80,000,000 t, Brawn +5;
21 1d6+21 56 km radius 32,000,000 km +6 Max height 3 km, mass 240,000,000 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.