Bulletproof Blues 3e EN:Attributes: Difference between revisions

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<div style="color:maroon;">'''(NOTE: This is a work in progress.)'''</div>
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Attributes in ''Bulletproof Blues'' are ranked on a scale from 1 to 14. Ranks 1 through 4 are those which are, in theory, attainable by human beings. Rank 1 would be someone suffering from a significant impairment, while rank 4 would indicate the peak of human potential. Ranks 5 through 14 are superhuman. Rank 5 is beyond even the greatest human potential, while rank 14 is virtually godlike in power. Each attribute costs one character point per rank in the attribute.
We assign numbers to characters' abilities so that we can tell what they can do. No one wants to guess what their characters can pick up or how fast they can fly. Attributes in ''Bulletproof Blues'' are ranked on a scale from 1 to 10. Most people have attributes of 1 or 2. Few people reach 3 in any attribute, and 4 is the peak of human potential.


Obviously, there are values which are far below or far above this range. The Moon, with mass of roughly 8.1 × 10<sup>19</sup> tons, is far more than even a character with rank 14 Brawn could move, while a baby or a housecat has a Brawn less than 1. Don't worry about it. At such extremes, the GM should just use their best judgement, and the rest of the players should roll with it.
Attributes cost one character point each up to 3, two character points each from 4 to 6, three character points each from 7 to 9, and four character points to increase an attribute from 9 to 10.
 
Peak human potential is marked in <span style="color: rgb(204,0,0)"><b>red</b></span>.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Attribute cost
|-
! class="aligncenter"|Description
! class="aligncenter"|Value
! class="aligncenter"|Cost
! class="aligncenter"|Total
|-
! class="aligncenter h2cell" rowspan="3" style="vertical-align:middle"|Typical
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1
|-
| class="aligncenter"|2
| class="aligncenter"|1
| class="aligncenter"|2
|-
| class="aligncenter"|3
| class="aligncenter"|1
| class="aligncenter"|3
|-
! class="aligncenter h2cell-alt" rowspan="3" style="vertical-align:middle"|Great
| class="aligncenter"|<span style="color: rgb(204,0,0)"><b>4</b></span>
| class="aligncenter"|<span style="color: rgb(204,0,0)"><b>2</b></span>
| class="aligncenter"|<span style="color: rgb(204,0,0)"><b>5</b></span>
|-
| class="aligncenter"|5
| class="aligncenter"|2
| class="aligncenter"|7
|-
| class="aligncenter"|6
| class="aligncenter"|2
| class="aligncenter"|9
|-
! class="aligncenter h2cell" rowspan="3" style="vertical-align:middle"|Fantastic
| class="aligncenter"|7
| class="aligncenter"|3
| class="aligncenter"|12
|-
| class="aligncenter"|8
| class="aligncenter"|3
| class="aligncenter"|15
|-
| class="aligncenter"|9
| class="aligncenter"|3
| class="aligncenter"|18
|-
! class="aligncenter h2cell-alt" style="vertical-align:middle"|Inconceivable
| class="aligncenter"|10
| class="aligncenter"|4
| class="aligncenter"|22
|}
 
 
===Random Character Generation===
 
Would you like to roll dice for your attributes? You can! Roll three six-sided dice, and consult the following table to see what you get:
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Random attributes
|-
! class="aligncenter"|Roll 3d6
! class="aligncenter"|Value
! class="aligncenter"|Cost
|-
| class="aligncenter"|3
| class="aligncenter"|1
| class="aligncenter"|1
|-
| class="aligncenter"|4-6
| class="aligncenter"|2
| class="aligncenter"|2
|-
| class="aligncenter"|7-10
| class="aligncenter"|3
| class="aligncenter"|3
|-
| class="aligncenter"|11-14
| class="aligncenter"|4
| class="aligncenter"|5
|-
| class="aligncenter"|15-17
| class="aligncenter"|5
| class="aligncenter"|7
|-
| class="aligncenter"|18
| class="aligncenter"|6
| class="aligncenter"|9
|}
 
 
Roll six times, and add up the total cost. Subtract that total from your pool of character points.
 
Now assign what you rolled to your character's attributes (Agility, Brawn, Endurance, Presence, Reason, Power Level), placing each number wherever you like.
 
==Agility==
 
Agility represents a character's coordination, ranged fighting ability, and general flexibility. Also see [[Bulletproof_Blues_3e_EN:Powers#Super-agility|Super-agility]], which allows a character to add their Power Level to their Agility for the purpose of making noncombat skill rolls.
 
Agility determines a character's base [[Bulletproof_Blues_3e_EN:Actions#Move_Action|movement speed]]. Note that a character with [[Bulletproof_Blues_3e_EN:Powers#Super-running|Super-running]] or [[Bulletproof_Blues_3e_EN:Powers#Super-swimming|Super-swimming]] can move far faster than they could with their Agility alone. Agility is the default attribute used for attacking and defending in ranged combat. See the [[Bulletproof_Blues_3e_EN:Actions|Actions]] chapter for more information.
 
If a character's Agility is reduced to zero, they have great difficulty moving. They must succeed at a moderately difficult (DV 3) Athletics (Presence) roll every round just to take a step or two, and they automatically fail any Agility rolls. Agility may not be reduced below zero.
 
Peak human potential is marked in <span style="color: rgb(204,0,0)"><b>red</b></span>.
 
 
{| cellpadding="4" cellspacing="1"
|+Table: Agility
|-
|
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|-
! class="aligncenter"|Agility
! class="aligncenter"|Walk<br /> (Base Move)
! class="aligncenter"|Run<br />(Double Move)
! class="aligncenter"|Sprint<br />(All-out Move)
! class="aligncenter"|Sprint<br />(km/h)
|-
! class="aligncenter h2cell"|1
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|7 km/h
|-
! class="aligncenter h2cell"|2
| class="alignright"|4 m
| class="alignright"|8 m
| class="alignright"|24 m
| class="alignright"|14 km/h
|-
! class="aligncenter h2cell"|3
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|42 m
| class="alignright"|25 km/h
|-
! class="aligncenter h2cell"|4
| class="alignright"|<span style="color: rgb(204,0,0)"><b>13 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>26 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>78 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>47 km/h</b></span>
|-
! class="aligncenter h2cell"|5
| class="alignright"|40 m
| class="alignright"|80 m
| class="alignright"|240 m
| class="alignright"|140 km/h
|-
! class="aligncenter h2cell"|6
| class="alignright"|130 m
| class="alignright"|260 m
| class="alignright"|780 m
| class="alignright"|470 km/h
|-
! class="aligncenter h2cell"|7
| class="alignright"|400 m
| class="alignright"|800 m
| class="alignright"|2,400 m
| class="alignright"|1,400 km/h
|-
! class="aligncenter h2cell"|8
| class="alignright"|1,300 m
| class="alignright"|2,600 m
| class="alignright"|7,800 m
| class="alignright"|4,700 km/h
|-
! class="aligncenter h2cell"|9
| class="alignright"|4 km
| class="alignright"|8 km
| class="alignright"|24 km
| class="alignright"|14,000 km/h
|-
! class="aligncenter h2cell"|10
| class="alignright"|13 km
| class="alignright"|26 km
| class="alignright"|78 km
| class="alignright"|47,000 km/h
|}
|
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|-
! class="aligncenter"|Agility
! class="aligncenter"|Swim<br />(Base Move)
! class="aligncenter"|Fast Swim<br />(Double Move)
! class="aligncenter"|Swim Sprint<br />(All-out Move)
! class="aligncenter"|Swim Sprint<br />(km/h)
|-
! class="aligncenter h2cell"|1
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|6 m
| class="alignright"|4 km/h
|-
! class="aligncenter h2cell"|2
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|7 km/h
|-
! class="aligncenter h2cell"|3
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|18 m
| class="alignright"|11 km/h
|-
! class="aligncenter h2cell"|4
| class="alignright"|<span style="color: rgb(204,0,0)"><b>4 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>8 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>24 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>14 km/h</b></span>
|-
! class="aligncenter h2cell"|5
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|42 m
| class="alignright"|25 km/h
|-
! class="aligncenter h2cell"|6
| class="alignright"|13 m
| class="alignright"|26 m
| class="alignright"|78 m
| class="alignright"|47 km/h
|-
! class="aligncenter h2cell"|7
| class="alignright"|22 m
| class="alignright"|44 m
| class="alignright"|132 m
| class="alignright"|79 km/h
|-
! class="aligncenter h2cell"|8
| class="alignright"|40 m
| class="alignright"|80 m
| class="alignright"|240 m
| class="alignright"|140 km/h
|-
! class="aligncenter h2cell"|9
| class="alignright"|70 m
| class="alignright"|140 m
| class="alignright"|420 m
| class="alignright"|260 km/h
|-
! class="aligncenter h2cell"|10
| class="alignright"|130 m
| class="alignright"|260 m
| class="alignright"|780 m
| class="alignright"|470 km/h
|}
|}


==Brawn==
==Brawn==


Brawn (BRN) represents a character's physical might, hand-to-hand fighting ability, and general hardiness; the character's rank in Brawn adds to their action value (AV) when attempting tasks that depend on these traits. Brawn is the default attribute used for the attack value (AV) of a character's hand-to-hand attacks, and it also determines how much a character can lift and how far they can throw things. Brawn is also the default attribute used for a character's defense value (DV) in hand-to-hand combat. See the [[Bulletproof_Blues_3e_EN:Actions|Actions]] chapter for more details.
Brawn represents a character's physical might, hand-to-hand fighting ability, and general hardiness. Also see [[Bulletproof_Blues_3e_EN:Powers#Super-brawn|Super-brawn]], which allows a character to add their Power Level to their Brawn for the purpose of making noncombat skill rolls.
 
Brawn determines how much a character can lift and how far they can throw things. Note that a character with [[Bulletproof_Blues_3e_EN:Powers#Super-lifting|Super-lifting]] can lift and throw objects far more massive than they could with their Brawn alone. Brawn is the default attribute used for hand-to-hand combat. See the [[Bulletproof_Blues_3e_EN:Actions|Actions]] chapter for more information.
 
If a character's Brawn is reduced to zero, they are unable to stand, and they have great difficulty moving. They must succeed at a moderately difficult (DV 3) Athletics (Presence) roll every round just to crawl a meter, and they automatically fail any Brawn rolls. Brawn may not be reduced below zero.
 
Peak human potential is marked in <span style="color: rgb(204,0,0)"><b>red</b></span>.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Brawn
|-
! class="aligncenter"|Brawn
! class="aligncenter"|Lift
! class="alignleft"|Example
! class="aligncenter"|Throw<br />(25 kg)
! class="aligncenter"|Long Jump
|-
! class="aligncenter h2cell"|0
| class="alignright"|25 kg
| class="alignleft"|medium dog
| class="alignright"|1 m
| class="alignright"|0 m
|-
! class="aligncenter h2cell"|1
| class="alignright"|55 kg
| class="alignleft"|pony keg of beer
| class="alignright"|1 m
| class="alignright"|1 m
|-
! class="aligncenter h2cell"|2
| class="alignright"|120 kg
| class="alignleft"|heavy adult
| class="alignright"|2 m
| class="alignright"|1 m
|-
! class="aligncenter h2cell"|3
| class="alignright"|260 kg
| class="alignleft"|large brown bear
| class="alignright"|5 m
| class="alignright"|2 m
|-
! class="aligncenter h2cell"|4
| class="alignright"|<span style="color: rgb(204,0,0)"><b>550 kg</b></span>
| class="alignleft"|<span style="color: rgb(204,0,0)"><b>polar bear</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>11 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>5 m</b></span>
|-
! class="aligncenter h2cell"|5
| class="alignright"|1,700 kg
| class="alignleft"|full size car
| class="alignright"|35 m
| class="alignright"|11 m
|-
! class="aligncenter h2cell"|6
| class="alignright"|5,500 kg
| class="alignleft"|empty dump truck
| class="alignright"|110 m
| class="alignright"|35 m
|-
! class="aligncenter h2cell"|7
| class="alignright"|17 t
| class="alignleft"|Polaris missile
| class="alignright"|350 m
| class="alignright"|110 m
|-
! class="aligncenter h2cell"|8
| class="alignright"|55 t
| class="alignleft"|loaded tanker truck
| class="alignright"|1,100 m
| class="alignright"|350 m
|-
! class="aligncenter h2cell"|9
| class="alignright"|170 t
| class="alignleft"|locomotive
| class="alignright"|3,500 m
| class="alignright"|1,100 m
|-
! class="aligncenter h2cell"|10
| class="alignright"|550 t
| class="alignleft"|747 passenger plane
| class="alignright"|11 km
| class="alignright"|3,500 m
|}
#'''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 round. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 8 could carry up to 17 tonnes 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 8 could throw an object weighing 65 kg (such as a cooperative slender human) up to 350 meters.
#'''Standing 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.


If a character's Brawn is reduced to zero, they are unable to stand, and have great difficulty moving. They must successfully attempt a challenging Will roll (difficulty 3) every round just to crawl a few feet, and they automatically fail any Brawn rolls. Brawn may not be reduced below zero.
==Endurance==


==Agility==
Endurance represents a character's ability to shrug off physical and mental abuse. Endurance acts as a reservoir of points which is expended as the character is injured, and replenished as the character recovers. The base attribute is referred to as the character's "total Endurance" or "maximum Endurance", while the changing value is referred to as the character's "current Endurance". It is rare for an attack to alter a character's maximum Endurance, so when the rules specify that a character loses Endurance, you may assume that it is referring to the character's "current Endurance" unless it specifies "maximum Endurance".
 
When a character is successfully attacked, one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is subtracted from their current Endurance. A character whose current Endurance has been reduced to 1 can speak and take roleplaying actions, but any other action, including combat, incurs a penalty die. A character whose current Endurance is reduced to zero is defeated: they are out of the fight, and probably unconscious. Endurance may not be reduced below zero.
 
==Presence==


Agility (AGL) represents a character's coordination, flexibility, and accuracy when making ranged attacks; the character's rank in Agility adds to their action value (AV) when attempting tasks that depend on these traits. Agility is the default attribute used for the attack value (AV) of a character's ranged attacks, and also determines a character's base [[Bulletproof_Blues_3e_EN:Actions#Movement|movement speed]] (running, swimming, etc.). Agility is also the default attribute used for a character's defense value (DV) in ranged combat. See the [[Bulletproof_Blues_3e_EN:Actions|Actions]] chapter for more information.
Presence represents a character's determination, mental combat fighting ability, and understanding of the motivations of others. Also see [[Bulletproof_Blues_3e_EN:Powers#Super-presence|Super-presence]], which allows a character to add their Power Level to their Presence for the purpose of making noncombat skill rolls.


If a character's Agility is reduced to zero, they have great difficulty moving. They must successfully attempt a challenging Will roll (difficulty 3) every round just to take a step or two, and they automatically fail any Agility rolls. Agility may not be reduced below zero.
If a character's Presence is reduced to zero, they have great difficulty making choices or taking action, and they automatically fail any Presence rolls. Presence may not be reduced below zero.


==Reason==
==Reason==


Reason (REA) represents a character's ability to analyze data, draw conclusions from the facts at hand, and solve problems, and the character's rank in Reason adds to task rolls that depend on these traits.
Reason represents a character's ability to analyze data, draw conclusions from the facts at hand, and solve problems. Also see [[Bulletproof_Blues_3e_EN:Powers#Super-reason|Super-reason]], which allows a character to add their Power Level to their Reason for the purpose of making noncombat skill rolls.
 
If a character's Reason is reduced to zero, they have great difficulty concentrating. They must successfully attempt a challenging Will roll (task difficulty 12) every round just to form a sentence or understand a simple question, and they automatically fail any Reason task roll. Reason may not be reduced below zero.


==Perception==
If a character's Reason is reduced to zero, they have great difficulty concentrating. They must succeed at a moderately difficult (DV 3) Diplomacy (Presence) roll every round just to form a sentence or understand a simple question, and they automatically fail any Reason rolls. Reason may not be reduced below zero.


Perception (PER) represents a character's awareness of their surroundings, their intuition, and their understanding of the motivations of others, and the character's rank in Perception adds to task rolls that depend on these traits.
==Power Level==


If a character's Perception is reduced to zero, they have great difficulty recognizing or understanding their surroundings. They must successfully attempt a challenging Will roll (task difficulty 12) every round just to identify someone they know or recognize where they are, and they automatically fail any Perception task roll. Perception may not be reduced below zero.
Power Level represents the strength of a character's posthuman abilities: their technological might, alien potency, psychic potential, and so on. Most people have a Power Level of zero.


==Will==
Some abilities allow a character to add their Power Level to a skill roll. If the character has more than one such ability, the character's Power Level is added to their skill roll only once.


Will (WIL) represents a character's determination, focus, and the strength of their personality; the character's rank in Will adds to their action value (AV) when attempting tasks that depend on these traits.
If a power [[Bulletproof_Blues_3e_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. Also see [[Bulletproof_Blues_3e_EN:Powers#Increased_Area|Increased Area]], which increases the maximum area of a character's area powers.


If a character's Will is reduced to zero, they become listless and have great difficulty making choices or taking action. They automatically fail any Will rolls. Will may not be reduced below zero.
Similarly, if a power is ranged, the maximum range of the power is dictated by the character's Power Level. Also see [[Bulletproof_Blues_3e_EN:Powers#Increased_Range|Increased Range]], which increases the maximum range of a character's ranged powers.


==Power==
If a character's Power Level is reduced to zero, they can no longer activate any of their posthuman powers (constant powers are unaffected). Power Level may not be reduced below zero.


Power (POW) represents a character's supernatural might, magical potency, or psychic potential. If the character is a supernatural creature or they can invoke the power of magic, the character's rank in Power determines the potency of their supernatural abilities. Most people have a Power rank of zero.


If a character's Power is reduced to zero, they can no longer invoke magic or use any supernatural traits which depend on it. Power may not be reduced below zero.
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Power Level
|-
! class="aligncenter"|Power Level
! class="aligncenter"|General Effect
! class="aligncenter"|Mass
! class="aligncenter"|Area
! class="aligncenter"|Range
|-
! class="aligncenter h2cell"|1
| class="alignright"|2
| class="alignright"|55 kg
| class="alignright"|1 m radius
| class="alignright"|10 m
|-
! class="aligncenter h2cell"|2
| class="alignright"|4
| class="alignright"|120 kg
| class="alignright"|1 m radius
| class="alignright"|10 m
|-
! class="aligncenter h2cell"|3
| class="alignright"|8
| class="alignright"|260 kg
| class="alignright"|1 m radius
| class="alignright"|10 m
|-
! class="aligncenter h2cell"|4
| class="alignright"|16
| class="alignright"|550 kg
| class="alignright"|10 m radius
| class="alignright"|100 m
|-
! class="aligncenter h2cell"|5
| class="alignright"|32
| class="alignright"|1,700 kg
| class="alignright"|10 m radius
| class="alignright"|100 m
|-
! class="aligncenter h2cell"|6
| class="alignright"|64
| class="alignright"|5,500 kg
| class="alignright"|10 m radius
| class="alignright"|100 m
|-
! class="aligncenter h2cell"|7
| class="alignright"|125
| class="alignright"|17 t
| class="alignright"|100 m radius
| class="alignright"|1 km
|-
! class="aligncenter h2cell"|8
| class="alignright"|250
| class="alignright"|55 t
| class="alignright"|100 m radius
| class="alignright"|1 km
|-
! class="aligncenter h2cell"|9
| class="alignright"|500
| class="alignright"|170 t
| class="alignright"|100 m radius
| class="alignright"|1 km
|-
! class="aligncenter h2cell"|10
| class="alignright"|1,000
| class="alignright"|550 t
| class="alignright"|1 km radius
| class="alignright"|10 km
|}





Latest revision as of 09:27, 28 January 2022

Arrow up 16x16.png Contents

We assign numbers to characters' abilities so that we can tell what they can do. No one wants to guess what their characters can pick up or how fast they can fly. Attributes in Bulletproof Blues are ranked on a scale from 1 to 10. Most people have attributes of 1 or 2. Few people reach 3 in any attribute, and 4 is the peak of human potential.

Attributes cost one character point each up to 3, two character points each from 4 to 6, three character points each from 7 to 9, and four character points to increase an attribute from 9 to 10.

Peak human potential is marked in red.


Table: Attribute cost
Description Value Cost Total
Typical 1 1 1
2 1 2
3 1 3
Great 4 2 5
5 2 7
6 2 9
Fantastic 7 3 12
8 3 15
9 3 18
Inconceivable 10 4 22


Random Character Generation

Would you like to roll dice for your attributes? You can! Roll three six-sided dice, and consult the following table to see what you get:


Table: Random attributes
Roll 3d6 Value Cost
3 1 1
4-6 2 2
7-10 3 3
11-14 4 5
15-17 5 7
18 6 9


Roll six times, and add up the total cost. Subtract that total from your pool of character points.

Now assign what you rolled to your character's attributes (Agility, Brawn, Endurance, Presence, Reason, Power Level), placing each number wherever you like.

Agility

Agility represents a character's coordination, ranged fighting ability, and general flexibility. Also see Super-agility, which allows a character to add their Power Level to their Agility for the purpose of making noncombat skill rolls.

Agility determines a character's base movement speed. Note that a character with Super-running or Super-swimming can move far faster than they could with their Agility alone. 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 must succeed at a moderately difficult (DV 3) Athletics (Presence) roll every round just to take a step or two, 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)
1 2 m 4 m 12 m 7 km/h
2 4 m 8 m 24 m 14 km/h
3 7 m 14 m 42 m 25 km/h
4 13 m 26 m 78 m 47 km/h
5 40 m 80 m 240 m 140 km/h
6 130 m 260 m 780 m 470 km/h
7 400 m 800 m 2,400 m 1,400 km/h
8 1,300 m 2,600 m 7,800 m 4,700 km/h
9 4 km 8 km 24 km 14,000 km/h
10 13 km 26 km 78 km 47,000 km/h
Agility Swim
(Base Move)
Fast Swim
(Double Move)
Swim Sprint
(All-out Move)
Swim Sprint
(km/h)
1 1 m 2 m 6 m 4 km/h
2 2 m 4 m 12 m 7 km/h
3 3 m 6 m 18 m 11 km/h
4 4 m 8 m 24 m 14 km/h
5 7 m 14 m 42 m 25 km/h
6 13 m 26 m 78 m 47 km/h
7 22 m 44 m 132 m 79 km/h
8 40 m 80 m 240 m 140 km/h
9 70 m 140 m 420 m 260 km/h
10 130 m 260 m 780 m 470 km/h

Brawn

Brawn represents a character's physical might, hand-to-hand fighting ability, and general hardiness. Also see Super-brawn, which allows a character to add their Power Level to their Brawn for the purpose of making noncombat skill rolls.

Brawn determines how much a character can lift and how far they can throw things. Note that a character with Super-lifting can lift and throw objects far more massive than they could with their Brawn alone. Brawn is the default attribute used for hand-to-hand combat. See the Actions chapter for more information.

If a character's Brawn is reduced to zero, they are unable to stand, and they have great difficulty moving. They must succeed at a moderately difficult (DV 3) Athletics (Presence) roll every round just to crawl a meter, and they automatically fail any Brawn rolls. Brawn may not be reduced below zero.

Peak human potential is marked in red.


Table: Brawn
Brawn Lift Example Throw
(25 kg)
Long Jump
0 25 kg medium dog 1 m 0 m
1 55 kg pony keg of beer 1 m 1 m
2 120 kg heavy adult 2 m 1 m
3 260 kg large brown bear 5 m 2 m
4 550 kg polar bear 11 m 5 m
5 1,700 kg full size car 35 m 11 m
6 5,500 kg empty dump truck 110 m 35 m
7 17 t Polaris missile 350 m 110 m
8 55 t loaded tanker truck 1,100 m 350 m
9 170 t locomotive 3,500 m 1,100 m
10 550 t 747 passenger plane 11 km 3,500 m
  1. 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 round. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 8 could carry up to 17 tonnes and suffer no penalties to their movement while doing so.
  2. 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 8 could throw an object weighing 65 kg (such as a cooperative slender human) up to 350 meters.
  3. Standing 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.

Endurance

Endurance represents a character's ability to shrug off physical and mental abuse. Endurance acts as a reservoir of points which is expended as the character is injured, and replenished as the character recovers. The base attribute is referred to as the character's "total Endurance" or "maximum Endurance", while the changing value is referred to as the character's "current Endurance". It is rare for an attack to alter a character's maximum Endurance, so when the rules specify that a character loses Endurance, you may assume that it is referring to the character's "current Endurance" unless it specifies "maximum Endurance".

When a character is successfully attacked, one (or more, if using the optional margin of success rules) is subtracted from their current Endurance. A character whose current Endurance has been reduced to 1 can speak and take roleplaying actions, but any other action, including combat, incurs a penalty die. A character whose current Endurance is reduced to zero is defeated: they are out of the fight, and probably unconscious. Endurance may not be reduced below zero.

Presence

Presence represents a character's determination, mental combat fighting ability, and understanding of the motivations of others. Also see Super-presence, which allows a character to add their Power Level to their Presence for the purpose of making noncombat skill rolls.

If a character's Presence is reduced to zero, they have great difficulty making choices or taking action, 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. Also see Super-reason, which allows a character to add their Power Level to their Reason for the purpose of making noncombat skill rolls.

If a character's Reason is reduced to zero, they have great difficulty concentrating. They must succeed at a moderately difficult (DV 3) Diplomacy (Presence) roll every round just to form a sentence or understand a simple question, 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 posthuman abilities: their technological might, alien potency, psychic potential, and so on. Most people have a Power Level of zero.

Some abilities allow a character to add their Power Level to a skill roll. If the character has more than one such ability, the character's Power Level is added to their skill roll only once.

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. Also see Increased Area, which increases the maximum area of a character's area powers.

Similarly, if a power is ranged, the maximum range of the power is dictated by the character's Power Level. Also see Increased Range, which increases the maximum range of a character's ranged powers.

If a character's Power Level is reduced to zero, they can no longer activate any of their posthuman powers (constant powers are unaffected). Power Level may not be reduced below zero.


Table: Power Level
Power Level General Effect Mass Area Range
1 2 55 kg 1 m radius 10 m
2 4 120 kg 1 m radius 10 m
3 8 260 kg 1 m radius 10 m
4 16 550 kg 10 m radius 100 m
5 32 1,700 kg 10 m radius 100 m
6 64 5,500 kg 10 m radius 100 m
7 125 17 t 100 m radius 1 km
8 250 55 t 100 m radius 1 km
9 500 170 t 100 m radius 1 km
10 1,000 550 t 1 km radius 10 km