ZeroSpace 3e EN:Attributes: Difference between revisions

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[[Image:Arrow_up_16x16.png|baseline|link=ZeroSpace]] [[ZeroSpace|Contents]]
[[Image:Arrow_up_16x16.png|baseline|link=ZeroSpace]] [[ZeroSpace|Contents]]
{{TOC right}}
{{TOC right}}
A character's attributes in ''ZeroSpace'' are ranked on a scale from 1 to 10. Most humans' attributes fall within the 1 to 6 range -- from "Typical" to "Great". Very few humans reach 7 in any attribute, and 9 is the peak of human potential. Curiously enough, most nonhuman sentients fall within this range, as well.


Attributes cost one character point per rank up to 3, two character points per rank from 4 to 6, three character points per rank from 7 to 9, and four character points for rank 10.
<div class="sidebar">
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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]].




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|- class="h1row"
|- class="h1row"
! class="aligncenter"|Description
! class="aligncenter"|Description
! class="aligncenter"|Rank
! class="aligncenter"|Value
! class="aligncenter"|Cost Per Rank
! class="aligncenter"|Incremental Cost
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Typical
| class="alignleft"|Typical
Line 21: Line 27:
| class="aligncenter"|2
| class="aligncenter"|2
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Legendary
| class="alignleft"|Fantastic
| class="aligncenter"|7-9
| class="aligncenter"|7-9
| class="aligncenter"|3
| class="aligncenter"|3
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Superhuman
| class="alignleft"|Inconceivable
| class="aligncenter"|10
| class="aligncenter"|10
| class="aligncenter"|4
| class="aligncenter"|4
Line 40: Line 46:
|- class="h1row"
|- class="h1row"
! class="aligncenter"|Roll 3d6
! class="aligncenter"|Roll 3d6
! class="aligncenter"|Rank
! class="aligncenter"|Value
! class="aligncenter"|Point Cost
! class="aligncenter"|Cost
|- class="oddrow"
|- class="oddrow"
| class="aligncenter"|3
| class="aligncenter"|3
Line 69: Line 75:




Roll six times, and add up the total point cost. Subtract that total from your pool of character points.
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, Perception, Will, Power), placing each number wherever you like.
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==
Line 79: Line 87:
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.
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 challenging Will roll (vs. 2d6 + 3) every round just to crawl a few feet, 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 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.




Line 90: Line 98:
! class="aligncenter"|Standing<br />Long Jump
! 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 141: 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 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.
#'''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 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 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 standing 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 coordination, flexibility, and accuracy when making ranged attacks, and the character's 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 [[ZeroSpace: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 [[ZeroSpace:Actions|Actions]] chapter for more information.
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 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.


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
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|- class="h1row"
|- class="h1row"
! class="aligncenter"|Agility
! 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
|}
|}
|  
|  
Line 216: Line 249:
|- class="h1row"
|- class="h1row"
! class="aligncenter"|Agility
! 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==
Line 276: Line 327:
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.
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 Will roll (difficulty 3) 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.
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 Perception adds to their action value (AV) when attempting tasks 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 Will roll (difficulty 3) every round just to identify someone they know or recognize where they are, and they automatically fail any Perception rolls. 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.
 
==Will==
 
Will (WIL) represents a character's determination, focus, and the strength of their personality, and the character's Will adds to their action value (AV) when attempting tasks that depend on these traits.
 
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.


==Power==
==Power==
Line 302: Line 347:
! class="aligncenter"|Power
! class="aligncenter"|Power
! 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="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="alignright"|65 kg
| class="alignright"|60 kg
| class="alignright"|2 m
| class="alignright"|2 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="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="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="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="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="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="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="evenrow"
|- class="oddrow"
! class="aligncenter h2cell"|10
! class="aligncenter h2cell"|10
| class="alignright"|1,000 kg
| class="alignright"|1,000 kg
| class="alignright"|32 m
| class="alignright"|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 [[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.




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

Revision as of 09:11, 30 November 2018

Arrow up 16x16.png Contents

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.