ZeroSpace 3e EN:Attributes: Difference between revisions

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[[Image:Arrow_up_16x16.png|baseline|link=ZeroSpace]] [[ZeroSpace|Contents]]
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A character's attributes in ''ZeroSpace'' are ranked on a scale from 1 to 10. Ranks 1 through 8 are those which are, in theory, attainable by human beings. Rank 1 would be someone suffering from a significant impairment, while rank 8 would indicate the peak of human potential. Curiously enough, most nonhuman sentients fall within this range, as well (for the abilities of creatures with attributes over 10, see the [[ZeroSpace:GM Resources#Attributes|GM Resources]] chapter). Each attribute costs one character point per rank in the attribute.
 
<div class="sidebar">
<div id="calculate_attribute_cost_output"></div>
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A character's attributes in ''ZeroSpace'' are ranked on a scale from 1 to 10. Most people have attributes within the 1 to 6 range -- from "Typical" to "Great". Few people reach 7 in any attribute, and 8 is the peak of human potential. Curiously enough, most nonhuman sentients fall within this range, as well.
 
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. We suggest spending about 25 character points on attributes. Note that Power should be zero unless you have [[ZeroSpace:Aliens|alien traits]] and/or [[ZeroSpace:Esoteric_Orders|esoteric powers]].
 
 
{| cellpadding="4" cellspacing="1"
|+Table: Attribute cost
|- class="h1row"
! class="aligncenter"|Description
! class="aligncenter"|Value
! class="aligncenter"|Incremental Cost
|- class="oddrow"
| class="alignleft"|Typical
| class="aligncenter"|1-3
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Great
| class="aligncenter"|4-6
| class="aligncenter"|2
|- class="oddrow"
| class="alignleft"|Fantastic
| class="aligncenter"|7-9
| class="aligncenter"|3
|- class="evenrow"
| class="alignleft"|Inconceivable
| class="aligncenter"|10
| class="aligncenter"|4
|}
 
 
===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"
|+Table: Random attributes
|- class="h1row"
! class="aligncenter"|Roll 3d6
! class="aligncenter"|Value
! class="aligncenter"|Cost
|- class="oddrow"
| class="aligncenter"|3
| class="aligncenter"|1
| class="aligncenter"|1
|- class="evenrow"
| class="aligncenter"|4-6
| class="aligncenter"|2
| class="aligncenter"|2
|- class="oddrow"
| class="aligncenter"|7-10
| class="aligncenter"|3
| class="aligncenter"|3
|- class="evenrow"
| class="aligncenter"|11-14
| class="aligncenter"|4
| class="aligncenter"|5
|- class="oddrow"
| class="aligncenter"|15-17
| class="aligncenter"|5
| class="aligncenter"|7
|- class="evenrow"
| class="aligncenter"|18
| class="aligncenter"|6
| class="aligncenter"|9
|}
 
 
Roll five 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 (Brawn, Agility, Reason, Presence, Power), placing each number wherever you like.
 
Your character's Endurance is equal to the character's Brawn or their Presence, whichever is greater.


==Brawn==
==Brawn==


Brawn (BRN) represents a character's physical might and general hardiness, and the character's rank in Brawn adds to task rolls that depend on these traits. Brawn determines the damage rating of a character's hand-to-hand attacks, how much a character can lift, and how far they can throw things. Brawn is also the standard attribute used for protection rolls. See the [[ZeroSpace:Actions#Damage_And_Protection|Actions]] chapter for more information.
Brawn (BRN) represents a character's physical might, close combat fighting ability, and general hardiness; the character's Brawn adds to their action value (AV) and defense value (DV) when attempting these types of tasks.
 
Brawn determines how much a character can lift and how far they can throw things. Brawn is the default attribute used for the character's attack value (AV) and defense value (DV) in close combat (or "hand-to-hand"). See the [[ZeroSpace: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.


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 Willpower task roll (base difficulty 4) every round just to crawl a few feet, and they automatically fail any Brawn task roll. Brawn may not be reduced below zero.


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|+Table: Brawn
|+Table: Brawn
|- class="h1row"
|- class="h1row"
! class="aligncenter"|Rank
! class="aligncenter"|Brawn
! class="aligncenter"|Lifts
! class="aligncenter"|Lift
! class="aligncenter"|Throws<br />(25 kg)
! class="aligncenter"|Throw<br />(25 kg)
! class="aligncenter"|Jumps
! class="aligncenter"|Standing<br />Long Jump
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|0
| class="alignright"|25 kg
| class="alignright"|0 m
| class="alignright"|0 m
|- class="evenrow"
! class="aligncenter h2cell"|1
! class="aligncenter h2cell"|1
| class="alignright"|45 kg
| class="alignright"|45 kg
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|1 m
|- class="evenrow"
|- class="oddrow"
! class="aligncenter h2cell"|2
! class="aligncenter h2cell"|2
| class="alignright"|65 kg
| class="alignright"|60 kg
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|1 m
| class="alignright"|1 m
|- class="oddrow"
|- class="evenrow"
! class="aligncenter h2cell"|3
! class="aligncenter h2cell"|3
| class="alignright"|90 kg
| class="alignright"|90 kg
| class="alignright"|3 m
| class="alignright"|3 m
| class="alignright"|2 m
| class="alignright"|2 m
|- class="evenrow"
|- class="oddrow"
! class="aligncenter h2cell"|4
! class="aligncenter h2cell"|4
| class="alignright"|125 kg
| class="alignright"|125 kg
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|2 m
| class="alignright"|2 m
|- class="oddrow"
|- class="evenrow"
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|5
| class="alignright"|180 kg
| class="alignright"|180 kg
| class="alignright"|6 m
| class="alignright"|6 m
| class="alignright"|3 m
| class="alignright"|3 m
|- class="evenrow"
|- class="oddrow"
! class="aligncenter h2cell"|6
! class="aligncenter h2cell"|6
| class="alignright"|250 kg
| class="alignright"|250 kg
| class="alignright"|8 m
| class="alignright"|8 m
| class="alignright"|3 m
| class="alignright"|3 m
|- class="oddrow"
|- class="evenrow"
! class="aligncenter h2cell"|7
! class="aligncenter h2cell"|7
| class="alignright"|350 kg
| class="alignright"|350 kg
| class="alignright"|11 m
| class="alignright"|11 m
| class="alignright"|4 m
| class="alignright"|4 m
|- class="evenrow"
|- class="oddrow"
! class="aligncenter h2cell"|8
! class="aligncenter h2cell"|8
| class="alignright"|500 kg
| class="alignright"|500 kg
| class="alignright"|16 m
| class="alignright"|16 m
| class="alignright"|4 m
| class="alignright"|4 m
|- class="oddrow"
|- class="evenrow"
! class="aligncenter h2cell"|9
! class="aligncenter h2cell"|9
| class="alignright"|700 kg
| class="alignright"|700 kg
| class="alignright"|23 m
| class="alignright"|23 m
| class="alignright"|5 m
| class="alignright"|5 m
|- class="evenrow"
|- class="oddrow"
! class="aligncenter h2cell"|10
! class="aligncenter h2cell"|10
| class="alignright"|1,000 kg
| class="alignright"|1,000 kg
Line 67: Line 154:
|}
|}


#'''Lifts''' indicates the greatest weight that the character can "clean and jerk" (pick up and lift overhead). 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 rank less than their Brawn. For example, a character with rank 8 Brawn could carry up to 350 kg and suffer no penalties to their movement while doing so.
#'''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 350 kg and suffer no penalties to their movement while doing so.
#'''Throws (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 rank required to lift the object from the character's total Brawn rank. Look up the difference in the "Rank" column: this indicates how far the character can throw the object. For example, a character with rank 8 Brawn (the peak of human potential) could throw an object weighing 65 kg (such as a cooperative slender human) up to 8 meters.
#'''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 60 kg (such as a cooperative slender human) up to 8 meters.
#'''Jumps''' indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.
#'''Jumps''' indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.


==Agility==
==Agility==


Agility (AGL) represents a character's agility, flexibility, and coordination, and the character's rank in Agility adds to task rolls that depend on these traits. Agility adds to a character's ability to avoid being hit by ranged attacks. Agility also determines a character's base [[ZeroSpace:Actions#Movement|movement speed]] (running, swimming, etc.).
Agility (AGL) represents a character's coordination, ranged combat fighting ability, and general flexibility; the character's Agility adds to their action value (AV) and defense value (DV) when attempting these types of tasks.
 
Agility determines a character's base [[ZeroSpace:Actions#Movement|movement speed]] (running, swimming, etc.). Agility is the default attribute used for the character's attack value (AV) and defense value (DV) in ranged combat. See the [[ZeroSpace: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.


If a character's Agility is reduced to zero, they have great difficulty moving. They must successfully attempt a challenging Willpower task roll (base difficulty 4) every round just to take a step or two, and they automatically fail any Agility task roll. Agility may not be reduced below zero.


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
Line 83: Line 173:
{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|- class="h1row"
|- class="h1row"
! class="aligncenter"|Rank
! class="aligncenter"|Agility
! class="aligncenter"|Walk
! class="aligncenter"|Walk<br /> (Base Move)
! class="aligncenter"|Run
! class="aligncenter"|Run<br />(Double Move)
! class="aligncenter"|Sprint
! class="aligncenter"|Sprint<br />(All-out Move)
! class="aligncenter"|Sprint<br />(kph)
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|10
| class="alignright"|0 m
| class="alignright"|0 m
| class="alignright"|0 m
| class="alignright"|0 kph
|- class="evenrow"
! class="aligncenter h2cell"|1
! class="aligncenter h2cell"|1
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|3 m
| class="alignright"|4 m
| class="alignright"|9 m
| class="alignright"|8 m
| class="alignright"|5 kph
|- class="oddrow"
! class="aligncenter h2cell"|2
| class="alignright"|4 m
| class="alignright"|8 m
| class="alignright"|16 m
| class="alignright"|10 kph
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|2
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|18 m
|- class="oddrow"
! class="aligncenter h2cell"|3
! class="aligncenter h2cell"|3
| class="alignright"|5 m
| class="alignright"|9 m
| class="alignright"|27 m
|- class="evenrow"
! class="aligncenter h2cell"|4
| class="alignright"|6 m
| class="alignright"|6 m
| class="alignright"|12 m
| class="alignright"|12 m
| class="alignright"|36 m
| class="alignright"|24 m
| class="alignright"|14 kph
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|4
| class="alignright"|8 m
| class="alignright"|8 m
| class="alignright"|15 m
| class="alignright"|16 m
| class="alignright"|45 m
| class="alignright"|32 m
| class="alignright"|19 kph
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|5
| class="alignright"|10 m
| class="alignright"|20 m
| class="alignright"|40 m
| class="alignright"|24 kph
|- class="oddrow"
! class="aligncenter h2cell"|6
! class="aligncenter h2cell"|6
| class="alignright"|9 m
| class="alignright"|12 m
| class="alignright"|18 m
| class="alignright"|24 m
| class="alignright"|54 m
| class="alignright"|48 m
| class="alignright"|29 kph
|- class="evenrow"
! class="aligncenter h2cell"|7
| class="alignright"|14 m
| class="alignright"|28 m
| class="alignright"|56 m
| class="alignright"|34 kph
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|7
! class="aligncenter h2cell"|8
| class="alignright"|11 m
| class="alignright"|16 m
| class="alignright"|21 m
| class="alignright"|32 m
| class="alignright"|63 m
| class="alignright"|64 m
| class="alignright"|38 kph
|- class="evenrow"
|- class="evenrow"
! class="aligncenter h2cell"|8
! class="aligncenter h2cell"|9
| class="alignright"|12 m
| class="alignright"|18 m
| class="alignright"|24 m
| class="alignright"|36 m
| class="alignright"|72 m
| class="alignright"|72 m
| class="alignright"|43 kph
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|9
| class="alignright"|14 m
| class="alignright"|27 m
| class="alignright"|81 m
|- class="evenrow"
! class="aligncenter h2cell"|10
! class="aligncenter h2cell"|10
| class="alignright"|15 m
| class="alignright"|20 m
| class="alignright"|30 m
| class="alignright"|40 m
| class="alignright"|90 m
| class="alignright"|80 m
| class="alignright"|48 kph
|}
|}
|  
|  
{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|- class="h1row"
|- class="h1row"
! class="aligncenter"|Rank
! class="aligncenter"|Agility
! class="aligncenter"|Swim
! class="aligncenter"|Swim<br />(Base Move)
! class="aligncenter"|Fast Swim
! class="aligncenter"|Fast Swim<br />(Double Move)
! class="aligncenter"|Swim Sprint
! class="aligncenter"|Swim Sprint<br />(All-out Move)
! class="aligncenter"|Swim Sprint<br />(kph)
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|0
| class="alignright"|0 m
| class="alignright"|0 m
| class="alignright"|0 m
| class="alignright"|0 kph
|- class="evenrow"
! class="aligncenter h2cell"|1
! class="aligncenter h2cell"|1
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|2 m
|- class="evenrow"
| class="alignright"|1 kph
|- class="oddrow"
! class="aligncenter h2cell"|2
! class="aligncenter h2cell"|2
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|4 m
|- class="oddrow"
| class="alignright"|2 kph
|- class="evenrow"
! class="aligncenter h2cell"|3
! class="aligncenter h2cell"|3
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|6 m
|- class="evenrow"
| class="alignright"|4 kph
|- class="oddrow"
! class="aligncenter h2cell"|4
! class="aligncenter h2cell"|4
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|3 m
| class="alignright"|4 m
| class="alignright"|8 m
| class="alignright"|8 m
|- class="oddrow"
| class="alignright"|5 kph
|- class="evenrow"
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|5
| class="alignright"|2 m
| class="alignright"|3 m
| class="alignright"|3 m
| class="alignright"|5 m
| class="alignright"|10 m
| class="alignright"|10 m
|- class="evenrow"
| class="alignright"|6 kph
|- class="oddrow"
! class="aligncenter h2cell"|6
! class="aligncenter h2cell"|6
| class="alignright"|2 m
| class="alignright"|3 m
| class="alignright"|4 m
| class="alignright"|6 m
| class="alignright"|12 m
| class="alignright"|12 m
|- class="oddrow"
| class="alignright"|7 kph
|- class="evenrow"
! class="aligncenter h2cell"|7
! class="aligncenter h2cell"|7
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|5 m
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|14 m
|- class="evenrow"
| class="alignright"|8 kph
|- class="oddrow"
! class="aligncenter h2cell"|8
! class="aligncenter h2cell"|8
| class="alignright"|3 m
| class="alignright"|4 m
| class="alignright"|5 m
| class="alignright"|8 m
| class="alignright"|16 m
| class="alignright"|16 m
|- class="oddrow"
| class="alignright"|10 kph
|- class="evenrow"
! class="aligncenter h2cell"|9
! class="aligncenter h2cell"|9
| class="alignright"|3 m
| class="alignright"|5 m
| class="alignright"|6 m
| class="alignright"|9 m
| class="alignright"|18 m
| class="alignright"|18 m
|- class="evenrow"
| class="alignright"|11 kph
|- class="oddrow"
! class="aligncenter h2cell"|10
! class="aligncenter h2cell"|10
| class="alignright"|3 m
| class="alignright"|5 m
| class="alignright"|7 m
| class="alignright"|10 m
| class="alignright"|20 m
| class="alignright"|20 m
| class="alignright"|12 kph
|}
|}
|}
|}


==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 (REA) represents a character's ability to analyze data, draw conclusions from the facts at hand, and solve problems, and the character's Reason adds to their action value (AV) when attempting tasks that depend on these traits.


If a character's Reason is reduced to zero, they have great difficulty concentrating. They must successfully attempt a challenging Willpower task roll (base difficulty 4) 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.
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==
==Presence==


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.
Presence (PRE) represents a character's determination, strength of personality, and understanding of the motivations of others; the character's Presence adds to their action value (AV) when attempting tasks that depend on these traits.


If a character's Perception is reduced to zero, they have great difficulty recognizing or understanding their surroundings. They must successfully attempt a challenging Willpower task roll (base difficulty 4) 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.
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.


==Willpower==
==Power==
 
Power (POW) represents a character's supernatural might, android power level, or psychic potential. If the character has esoteric powers or alien traits, the character's Power determines the potency of these powers. Most humans have a Power of zero.
 
If a character's Power is reduced to zero, they can no longer use any esoteric powers or alien traits which depend on it. Power may not be reduced below zero.


Willpower (WIL) represents a character's determination, focus, and the strength of their personality, and the character's rank in Willpower adds to task rolls that depend on these traits. If the character has esoteric powers, the character's rank in Willpower also determines the potency of these powers.


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|+Table: Willpower
|+Table: Power
|- class="h1row"
|- class="h1row"
! class="aligncenter"|Willpower<br />Rank
! class="aligncenter"|Power
! class="aligncenter"|Brawn<br />Rank
! class="aligncenter"|Maximum<br />Mass
! class="aligncenter"|Maximum<br />Mass
! class="aligncenter"|Maximum<br />Length
! class="aligncenter"|Maximum<br />Distance
|- class="oddrow"
|- class="oddrow"
! class="aligncenter h2cell"|0
| class="alignright"|25 kg
| class="alignright"|0 m
|- class="evenrow"
! class="aligncenter h2cell"|1
! class="aligncenter h2cell"|1
| class="aligncenter"|1
| class="alignright"|45 kg
| class="alignright"|45 kg
| class="alignright"|1 m
| class="alignright"|1 m
|- class="evenrow"
|- class="oddrow"
! class="aligncenter h2cell"|2
! class="aligncenter h2cell"|2
| class="aligncenter"|2
| class="alignright"|60 kg
| class="alignright"|65 kg
| class="alignright"|2 m
| class="alignright"|2 m
|- class="oddrow"
|- class="evenrow"
! class="aligncenter h2cell"|3
! class="aligncenter h2cell"|3
| class="aligncenter"|3
| class="alignright"|90 kg
| class="alignright"|90 kg
| class="alignright"|3 m
| class="alignright"|3 m
|- class="evenrow"
|- class="oddrow"
! class="aligncenter h2cell"|4
! class="aligncenter h2cell"|4
| class="aligncenter"|4
| class="alignright"|125 kg
| class="alignright"|125 kg
| class="alignright"|4 m
| class="alignright"|4 m
|- class="oddrow"
|- class="evenrow"
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|5
| class="aligncenter"|5
| class="alignright"|180 kg
| class="alignright"|180 kg
| class="alignright"|6 m
| class="alignright"|6 m
|- class="evenrow"
|- class="oddrow"
! class="aligncenter h2cell"|6
! class="aligncenter h2cell"|6
| class="aligncenter"|6
| class="alignright"|250 kg
| class="alignright"|250 kg
| class="alignright"|8 m
| class="alignright"|8 m
|- class="oddrow"
|- class="evenrow"
! class="aligncenter h2cell"|7
! class="aligncenter h2cell"|7
| class="aligncenter"|7
| class="alignright"|350 kg
| class="alignright"|350 kg
| class="alignright"|11 m
| class="alignright"|11 m
|- class="evenrow"
|- class="oddrow"
! class="aligncenter h2cell"|8
! class="aligncenter h2cell"|8
| class="aligncenter"|8
| class="alignright"|500 kg
| class="alignright"|500 kg
| class="alignright"|16 m
| class="alignright"|16 m
|- class="oddrow"
|- class="evenrow"
! class="aligncenter h2cell"|9
! class="aligncenter h2cell"|9
| class="aligncenter"|9
| class="alignright"|700 kg
| class="alignright"|700 kg
| class="alignright"|23 m
| class="alignright"|23 m
|- class="evenrow"
|- class="oddrow"
! class="aligncenter h2cell"|10
! class="aligncenter h2cell"|10
| class="aligncenter"|10
| class="alignright"|1,000 kg
| class="alignright"|1,000 kg
| class="alignright"|32 m
| class="alignright"|32 m
Line 274: Line 395:




If a character's Willpower is reduced to zero, they become listless and have great difficulty making choices or taking action. They automatically fail any Willpower task roll. Willpower may not be reduced below zero.
==Endurance==
 
==Prowess==
 
Prowess (PRW) represents a character's hand-to-hand fighting ability. The character's rank in Prowess adds to task rolls that involve boxing, martial arts, fencing, and other such activities. Prowess also adds to a character's ability to avoid being hit by hand-to-hand attacks.
 
If a character's Prowess is reduced to zero, they have great difficulty coping with rapid changes in their immediate environment, and they become unable to defend themselves from hand-to-hand attacks. They automatically fail any Prowess task roll. Prowess may not be reduced below zero.


==Accuracy==
Endurance (END) represents a character's determination and ability to shrug off physical and mental abuse. Unlike other attributes, Endurance is not purchased with character points. Endurance is equal to the character's Brawn or their Presence, whichever is greater. If a character's Brawn or Presence permanently changes, their Endurance also changes.


Accuracy (ACC) represents a character's ability to aim when making ranged attacks. The character's rank in Accuracy adds to task rolls that involve archery, firearms, grenades, and other ranged weapons.
When a character is successfully attacked, one (or more, if using the optional [[ZeroSpace:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is temporarily subtracted from their Endurance. A character who has lost more than half of their Endurance can speak and take roleplaying actions, but any other action, including combat, incurs a penalty die. A character whose Endurance is reduced to zero is defeated: they are out of the fight, and probably unconscious. Endurance may not be reduced below zero.


If a character's Accuracy is reduced to zero, their hand-eye coordination is severely impaired, and it becomes virtually impossible for them to hit ranged targets. They automatically fail any Accuracy task roll. Accuracy may not be reduced below zero.




[[Category:Attributes]]
[[Category:Attributes]]
[[Category:ZeroSpace]]
[[Category:ZeroSpace]]

Revision as of 09:11, 30 November 2018

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A character's attributes in ZeroSpace are ranked on a scale from 1 to 10. Most people have attributes within the 1 to 6 range -- from "Typical" to "Great". Few people reach 7 in any attribute, and 8 is the peak of human potential. Curiously enough, most nonhuman sentients fall within this range, as well.

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. We suggest spending about 25 character points on attributes. Note that Power should be zero unless you have alien traits and/or esoteric powers.


Table: Attribute cost
Description Value Incremental Cost
Typical 1-3 1
Great 4-6 2
Fantastic 7-9 3
Inconceivable 10 4


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 five 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 (Brawn, Agility, Reason, Presence, Power), placing each number wherever you like.

Your character's Endurance is equal to the character's Brawn or their Presence, whichever is greater.

Brawn

Brawn (BRN) represents a character's physical might, close combat fighting ability, and general hardiness; the character's Brawn adds to their action value (AV) and defense value (DV) when attempting these types of tasks.

Brawn determines how much a character can lift and how far they can throw things. Brawn is the default attribute used for the character's attack value (AV) and defense value (DV) in close combat (or "hand-to-hand"). 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.


Table: Brawn
Brawn Lift Throw
(25 kg)
Standing
Long Jump
0 25 kg 0 m 0 m
1 45 kg 1 m 1 m
2 60 kg 2 m 1 m
3 90 kg 3 m 2 m
4 125 kg 4 m 2 m
5 180 kg 6 m 3 m
6 250 kg 8 m 3 m
7 350 kg 11 m 4 m
8 500 kg 16 m 4 m
9 700 kg 23 m 5 m
10 1,000 kg 32 m 5 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 350 kg 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 60 kg (such as a cooperative slender human) up to 8 meters.
  3. Jumps indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.

Agility

Agility (AGL) represents a character's coordination, ranged combat fighting ability, and general flexibility; the character's Agility adds to their action value (AV) and defense value (DV) when attempting these types of tasks.

Agility determines a character's base movement speed (running, swimming, etc.). Agility is the default attribute used for the character's attack value (AV) and defense value (DV) 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.


Table: Agility
Agility Walk
(Base Move)
Run
(Double Move)
Sprint
(All-out Move)
Sprint
(kph)
10 0 m 0 m 0 m 0 kph
1 2 m 4 m 8 m 5 kph
2 4 m 8 m 16 m 10 kph
3 6 m 12 m 24 m 14 kph
4 8 m 16 m 32 m 19 kph
5 10 m 20 m 40 m 24 kph
6 12 m 24 m 48 m 29 kph
7 14 m 28 m 56 m 34 kph
8 16 m 32 m 64 m 38 kph
9 18 m 36 m 72 m 43 kph
10 20 m 40 m 80 m 48 kph
Agility Swim
(Base Move)
Fast Swim
(Double Move)
Swim Sprint
(All-out Move)
Swim Sprint
(kph)
0 0 m 0 m 0 m 0 kph
1 1 m 1 m 2 m 1 kph
2 1 m 2 m 4 m 2 kph
3 2 m 3 m 6 m 4 kph
4 2 m 4 m 8 m 5 kph
5 3 m 5 m 10 m 6 kph
6 3 m 6 m 12 m 7 kph
7 4 m 7 m 14 m 8 kph
8 4 m 8 m 16 m 10 kph
9 5 m 9 m 18 m 11 kph
10 5 m 10 m 20 m 12 kph


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 Reason adds to their action value (AV) when attempting tasks that depend on these traits.

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.

Presence

Presence (PRE) represents a character's determination, strength of personality, and understanding of the motivations of others; the character's Presence adds to their action value (AV) when attempting tasks that depend on these traits.

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.

Power

Power (POW) represents a character's supernatural might, android power level, or psychic potential. If the character has esoteric powers or alien traits, the character's Power determines the potency of these powers. Most humans have a Power of zero.

If a character's Power is reduced to zero, they can no longer use any esoteric powers or alien traits which depend on it. Power may not be reduced below zero.


Table: Power
Power Maximum
Mass
Maximum
Distance
0 25 kg 0 m
1 45 kg 1 m
2 60 kg 2 m
3 90 kg 3 m
4 125 kg 4 m
5 180 kg 6 m
6 250 kg 8 m
7 350 kg 11 m
8 500 kg 16 m
9 700 kg 23 m
10 1,000 kg 32 m


Endurance

Endurance (END) represents a character's determination and ability to shrug off physical and mental abuse. Unlike other attributes, Endurance is not purchased with character points. Endurance is equal to the character's Brawn or their Presence, whichever is greater. If a character's Brawn or Presence permanently changes, their Endurance also changes.

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