ZeroSpace 3e EN:Attributes: Difference between revisions

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(Created page with "{{TOC right}} Attributes in ''ZeroSpace'' are ranked on a scale from 1 to 14. Ranks 1 through 8 are those which are, in theory, attainable by human beings. Rank 1 would be som...")
 
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#'''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 300 kg and suffer no penalties to their movement while doing so.
#'''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 300 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 50 kg (such as a cooperative slender human) up to 8 meters.
#'''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 50 kg (such as a cooperative slender human) up to 8 meters.
#'''Jump''' indicates the 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 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==

Revision as of 09:54, 23 August 2015

Attributes in ZeroSpace are ranked on a scale from 1 to 14. 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. Each attribute costs one character point per rank in the attribute.

Obviously, there are values which are far below or far above this range. An atmospheric fighter craft, with mass of roughly 7 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.

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 a character does in hand-to-hand combat, how much a character can lift, and how far they can throw things. Brawn also adds to a character's Endurance, which is the measure of the amount of abuse a character can withstand before they are unable to participate in a conflict.

In hand-to-hand combat, an unarmed character's damage rating is equal to their rank in Brawn. Characters with human level Brawn (rank 8 or less) inflict stunning damage with their unarmed hand-to-hand attacks, while creatures with rank 9 Brawn or higher inflict normal damage. See Damage for more details.

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 (task difficulty 12) every round just to crawl a few feet, and they automatically fail any Brawn task roll. Brawn may not be reduced below zero.

Table: Benchmarks
Rank Lifts Throws
(25 kg)
Jumps
1 35 kg 1 meter 1 meters
2 50 kg 2 meters 1 meters
3 75 kg 3 meters 2 meters
4 100 kg 4 meters 2 meters
5 150 kg 6 meters 3 meters
6 200 kg 8 meters 3 meters
7 300 kg 11 meters 4 meters
8 400 kg 16 meters 4 meters
9 600 kg 23 meters 5 meters
10 800 kg 32 meters 5 meters
11 1200 kg 45 meters 6 meters
12 1600 kg 64 meters 6 meters
13 2300 kg 90 meters 7 meters
14 3300 kg 128 meters 7 meters
  1. 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 300 kg and suffer no penalties to their movement while doing so.
  2. 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 50 kg (such as a cooperative slender human) up to 8 meters.
  3. Jumps indicates the 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 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 movement speed (running, swimming, etc.).

If a character's Agility is reduced to zero, they have great difficulty moving. They must successfully attempt a challenging Willpower task roll (task difficulty 12) every round just to take a step or two, and they automatically fail any Agility task roll. Agility may not be reduced below zero.

Table: Benchmarks
Rank Walk
Per Round
Run
Per Round
Sprint
Per Round
1 2 meters 3 meters 9 meters
2 3 meters 6 meters 18 meters
3 5 meters 9 meters 27 meters
4 6 meters 12 meters 36 meters
5 8 meters 15 meters 45 meters
6 9 meters 18 meters 54 meters
7 11 meters 21 meters 63 meters
8 12 meters 24 meters 72 meters
9 14 meters 27 meters 81 meters
10 15 meters 30 meters 90 meters
11 17 meters 33 meters 99 meters
12 18 meters 36 meters 108 meters
13 20 meters 39 meters 117 meters
14 21 meters 42 meters 126 meters

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.

If a character's Reason is reduced to zero, they have great difficulty concentrating. They must successfully attempt a challenging Willpower task 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

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.

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 (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.

Willpower

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. Willpower also adds to a character's Endurance, which is the measure of the amount of abuse a character can withstand before they are unable to participate in a conflict.

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.

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

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.

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.

Endurance

Endurance (END) represents a character's determination and ability to shrug off physical and mental abuse. Endurance is equal to the character's Brawn plus their Willpower. When a character is successfully attacked, the amount of damage that that gets past their protection is temporarily subtracted from their Endurance.

If a character's Endurance is reduced to zero, they are rendered unconscious. Endurance is the only attribute that can be reduced below zero. If a character's Endurance is reduced to the negative of its starting value (-6 for a character whose normal Endurance is 6, for example), they may lose a limb or suffer some other disfiguring injury. See Death for more information.