Traits
Traits are the core parts of a character's body, mind, and soul, a means of rating where the character is strong and where they are weak. Whenever a Feat is attempted, roll a number of dice equal to the Trait most related to what you are attempting, plus extra dice from Features and circumstantial bonuses.
There are four key Traits that describe the most core parts of a character's mind, body, and soul. Each of these correlates to a particular brand of hero from the brawny to the brainy; the more points your character has in a particular Trait, the more he leans towards this particular heroic idiom. |
Character CreationEach Trait starts with a rating of 1. Players have 5 points to distribute as they see fit, but no more than 2 points may be assigned to a single Trait. |
Body
Strength, agility, endurance, and general athleticism. Brawn is a measure of how much power your muscles can exert, the sharpness of your reflexes, and how quick and coordinated your movements are.
Body heroes include... Master Chief, Chewbacca, Jayne Cobb, Reinhardt, and John Carter. |
Heart
Courage, luck, willpower, spirit, and personality. Heart is a measure of how bold and likable you are as well as the strength of your personal fate. Where strength may fail, resolve, luck, and relationships will see you through.
Heart heroes include... Captain Kirk, Luke Skywalker, Malcom Reynolds, Lucio, and Commander Shepherd. |
Intellect
IQ, understanding, and mental aptitude. Intellect reflects your ability to learn, retain, and recall information. It is a measure of memory, reasoning power, and the ability to assimilate the senses into meaningful data.
Intellectual heroes include... Spock, Data, Simon Tam, Winston, and The Doctor. |
Skill
Mental and physical dexterity, talent, and the ability to creatively apply yourself to solving a problem. Skilled heroes have many tools at their disposal and always seem prepared to handle anything.
Skilled heroes include... Riddick, Han Solo, River Tam, McCree, and Aloy. |
Stats
All of your secondary Stats key off your Traits (among other things). Click on the "+" symbol beneath each to reveal how the Stat is determined.
Hit Points
HP = roll (Body)d6, add 10
Hit Points are a measure of how much damage you can take before being Wounded. See Health & Well-Being for more information on losing and gaining Hit Points. |
Action POints
AP = 5
Action Points represent how fast and coordinated a character is. In order to take any significant action, one must spend AP and every type of action has a different AP cost. |
Focus
Focus = (Mind + Skill) ÷ 2
Focus reflects your reserves of mental energy, your ability to hone in on important tasks. Any time you roll a Feat, you can spend available Focus for +1 to the Feat for each point of Focus spent. You recover all spent Focus during a Short Rest. |
Karma
Karma = (Heart + Skill) ÷ 2
Karma measures your good fortune. Whenever you roll a critical success, add a number of Bumps to the roll equal to your current Karma. Karma can also be spent any time you roll a Feat for one extra Bump per point spent, but doing so reduces your total Karma until it's restored by a Full Rest. |
Defense
Determined by Armor
Defense is the number of Bumps you cancel out when an enemy attacks you; all the Bumps that get through damage you. Defense is determined by the armor you wear. |
Save
Karma = (Heart + Skill) ÷ 2
Save is your willpower, resilience, and tenacity. When you need to resist mental trauma or attacks of a psychic nature, you'll roll Save. You can also roll a Save at the end of your turn each round you are affected by a negative status effect that a Save can end; if you roll at least one Bump, the effect ends. |
Resolve
(Heart) dice
(Body) determines size: 1=d4, 2=d6, 3=d8, 4=d10 Resolve is a measure of your mental and physical resilience. Your Resolve is a pool of various dice. Any time you take damage, you can spend Resolve to roll the dice spent and reduce the damage by the amount rolled. You can also roll Resolve when you take a Short Rest or are treated medically to recover Hit Points equal to the total rolled. |
Resistances
Determined by abilities and equipment
There are several resistances one may acquire to reduce the amount of incoming damage. See Health & Well-Being for more information on damage resistance. |
Combat
(Body + Skill) ÷ 2
When you attack, roll a number of dice equal to your Combat score. If you hit, you'll do damage for each Bump that gets through the target's defenses. See the Combat section for more information on combat. |
Speed
Skill + 3
Speed measures how quickly a character can move from point to point. Whenever you use an Action to move, the maximum number of meters you can cover is equal to your Speed. Speed also helps determine your place in the order of turns when combat starts. |
Energy
Determined by V.E.R.S.A.
Energy shows the number of hours your V.E.R.S.A. can operate before it needs a Full Rest to recharge. Each Augment reduces maximum Energy by a certain amount. |
Carry
Carry = 5 blocks
Carry represents the number of Stones worth of gear, weapons, and other items you can carry at once. Each item takes up 1-3 Stones of weight. Your Carry increases based on the pack you wear, plus other bonuses from perks and abilities. |
Proficiencies
Proficiencies are niche skills, knowledge, and training that allow the character to do something they couldn't otherwise attempt. Reading is a good example of a Proficiency; try as you might, you cannot read until learning how. The same can be said for picking locks, setting traps, crafting swords, and speaking a foreign language. A Proficiency removes limitations and allows characters to attempt new tasks they couldn't otherwise attempt. If you're wondering whether an action requires Proficiency or not, simply ask yourself if there's any chance a character could succeed at this without prior training. If the answer is no, a Proficiency is required.
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Character CreationEach character starts the game with a number of Proficiencies equal to their Skill score and may learn new Proficiencies as they grow in knowledge and experience. |
AlchemyCreate stims, drugs, and grenades from raw materials.
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ArtificeCreate Augments and Mods from raw materials.
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MedicineDiagnose and treat illness, injuries, and trauma.
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PilotOperate a variety of land, sea, air, and space craft.
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SalvageBreak objects down into their core components for extra resources.
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SecuritySet or bypass various security measures like locks and traps.
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SpycraftRead lips, escape bonds, and encrypt/decrypt coded messages.
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SurvivalNavigate the wild, tame animals, and track prey through the brush.
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SynthesisCreate weapons, items, and armor from raw materials.
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TechnologyWork with the hardware and software that technology uses.
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Language Proficiencies
Even in the last days of Earth, humanity was not unified by a single language or planet-wide culture. Though the Fleet uses English as a standard language, there are a vast many tongues from Earth of old which ethnic groups still use to communicate. This is mainly practiced as a means of preserving culture and creating cohesion among ethnic groups, though anyone with access to information and enough time on their hands can learn any language they like. For each language Proficiency you take, become fluent in one language other than English.