Attribute Scores. Every characteristic has an Attribute Score, a metric that expresses the magnitude of that characteristic. However, your Attribute Scores don’t only measure your innate aptitudes, but also incorporate your training and capabilities in activities related to that Attribute.
These seven Attributes provide a description of your character’s physical and mental characteristics. Is your character light on their feet? Hardy and wise? Attribute Scores express these qualities – your character’s assets as well as weaknesses.
At Character Creation, you select three Attributes: Primary, Secondary and Tertiary. Your Primary Attribute Score is 8, and your Secondary Attribute Score is 6. Your Tertiary Attribute Score is 4, and all your remaining Attribute Scores are 2. (See – Character Creation)
|Attribute Score||Modifier||Attribute Score||Modifier|
Attribute Modifiers. Each Attribute also has a modifier derived from its respective score. To determine an Attribute Modifier without consulting the table above, divide the Attribute Score by two and round down.
Attributes Descriptions And Details. All actions or tasks in the game are covered by one of the seven Attributes. This section will explain in detail what the Attributes mean and how to use them in the game. Read each Attribute carefully and make note of anything that might be of importance to your character.
Agility – (AG). The first Attribute is Agility; it encompasses your speed, dexterity, and overall quickness. The Acrobatics, Pilot, Thievery, and Stealth skills reflect expertise in Agility. Agility is used for dodging attacks, movement during combat, and determining how much quicker you are compared to others.
Acrobatics. An Agility (Acrobatics) Check covers tasks such as keeping your balance while walking on narrow or unstable surfaces, or taking less damage from a fall. Acrobatics can also be used when attempting gymnastic stunts; including dives, rolls, and flips.
Pilot. The Agility (Pilot) Skill is all about operating Vehicles and things that go fast. It is used to help you pilot Vehicles and Battle Jackets. Your ARC may request a Pilot Check if you need to move a Vehicle through a particularly difficult airspace!
Thievery. You have picked up thieving abilities and can perform tasks that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand.
Stealth. The Stealth Skill is your experience or training in avoiding notice, whether by moving silently, sneaking up on a target, or by finding ways to remain out of sight.
Haste. Haste is the attack speed you gain from your mobility and flexibility. Add 1/2 of your Agility Modifier to Strike Rolls when making any type of attack, such as Physical, Energy, Ballistic, or Magical. (See – Attacking & Conditions)
Defense Value. This is your ability to Dodge attacks or cause your opponent to miss an attack against you. Your Defense Value is equal to your Agility Modifier. Add your Defense Value to all Dodge Rolls. However, during a surprise round, if you are unable to perform actions, you can’t add Defense Value to your Dodge Roll. (See – Combat & Actions)
Speed. Your speed determines how fast you can move inside and outside of combat. While you are inside combat your speed is equal to 1/2 of your Agility Modifier plus your character’s dexterity – you can find your character’s dexterity on their specific race page. If you are flying during combat, your speed is increased to your full Agility Modifier plus your dexterity.
Outside of combat, we suggest players can fly at supersonic speeds, and that travel through flight is more of a narrative tool than something described through numbers and the system.
Initiative. At the start of any and every combat encounter, you will roll Initiative by making an Agility Check. Initiative directs the order of combatants’ turns in the round of combat. Add 1/2 of your Agility Modifier to your Initiative Rolls. (See – Combat & Actions)
Other Agility Checks. The following is a small list of other tasks that an ARC might require an Agility Check for:
Force – (FO). Force is your overall power and control over the energy found within your body. It depicts your destructive force, your physical might, and the great intensity of your inner strength.
Athletics. A Force (Athletics) Check covers any type of physical situation, such as climbing a sheer wall or cliff, holding onto a surface while being attacked, jumping up or across remarkably long distances, swimming, or resisting being pushed or pulled.
Lift and Push. Your Force Score regulates the amount of weight you can bear. The following will define what you can lift, push, or carry.
Power. Power is equal to your Force Modifier. This represents how much of an impact your attacks leave. When making a Wound Roll with Physical or Energy attacks, add your Power.
Super Stack. If your Force modifier is at least 6 higher than your Agility modifier, you gain a stack of Super Stack. You gain additional stacks of Super Stack for each time your Force Modifier is an additional 4 higher than your Agility Modifier, as shown in the table below.
For each stack of Super Stack, you suffer a penalty of -2 to all Strike and Dodge Rolls but you gain an additional +1d8 to all Physical Wound Rolls and you increase your Soak Value by +2.
|Amount FO Modifier is higher than AG Modifier||Stacks of Super Stack|
Manipulation. When shooting into combat, where allies are in the Melee Attack Range of your target(s), you must roll a Force Check, TN Medium. If you succeed, then continue normally with the combat process. If you fail, allies in range can roll an Impulsive Saving Throw, TN Medium, to avoid the attack. If they pass, the target is targeted normally and the attack continues. If failed an ally is struck by the attack on accident. If there is more than one ally in Melee Attack Range of the target, randomly decide the target through assigning them faces on a die, or have the ARC randomize which ally must make the Saving Throw.
Surgency. Your latent power reserves that can be used when you have become weakened. When you use any type of Surge ability, increase its effects by your Force Modifier.
Other Force Checks. The following is a small list of other tasks that an ARC might require a Force Check for:
Tenacity – (TE). Tenacity reflects your resilience and toughness. It indicates how much punishment you can withstand before suffering from physical trauma. Physical toughness incorporates stamina, ruggedness, physique, bulk, metabolism, resistance, immunity, and other similar physical qualities. Tenacity Checks are unusual, since there are no skills related to it. Tenacity is the measurement of your endurance, which is typically more passive rather than involving a specific effort.
Life Points. Life Points are the numeric measurement of damage you can suffer before you become defeated. Each time you increase in Power Level, your Life Points will also increase.
At character creation, you will roll 5d10 and add your Tenacity and Health Modifiers to determine your Life Points. When you increase your Power Level thereafter, roll 2d10 plus any modifiers; add the result to your total Life Points. All dice rolled for Life Points are Solid Dice.
Also, each time your Tenacity Modifier increases, so will your Life Points. For example, if your Tenacity modifier was +2 and you increased it to +3, you will adjust your Life Points as if your modifier has always been +3.
Soak Value. Soak Value is your ability to ignore the damage inflicted on you. Your Soak Value is equal to your Tenacity Modifier. Additionally, your Soak Value can be increased or decreased by abilities, items, or other types of modifications. (See – Attacking & Conditions) You are always considered to have a minimum Soak Value of 1+1(T) even if your Tenacity Modifier would make it lower.
Other Tenacity Checks. A Tenacity Check would be required in any attempt to push beyond your character’s normal limits. An ARC might ask for a Tenacity Check for the following reasons:
Scholarship – (SC). The Scholarship Attribute refers to your grasp of facts and knowledge. It governs your ability to reason, solve problems and evaluate situations. It also includes critical thinking and flexibility of thought. Craft, Knowledge, Profession, Investigation, and Science are all skills related to Scholarship. It isn’t just native intelligence, and it also isn’t your current level of education, but your ability to learn and comprehend.
Craft. You are trained in a craft, trade, or art, such as electronics, weapon smithing, weaving, and many others. Craft is an encompassing skill with four options. You might have Craft (Weapon), Craft (Apparel), Craft (Basic Item) or Craft (Vehicle). Craft might be selected as a Skill Proficiency more than once, with each time being for a different choice.
Knowledge. A skill all about study of a body of lore and academia. Knowledge is an encompassing skill. You might have Knowledge (history) or Knowledge (nature). Knowledge can be selected as a Skill Proficiency more than once, with each time being for a different type of study.
Profession. You are skilled in a livelihood or a professional role, such as farmer, engineer, explorer, herbalist, or lumberjack. Like Craft and Knowledge, Profession is an encompassing skill. You might have Profession (cook) or Profession (miner). Profession can be selected as a Skill Proficiency more than once, with each time being for a different type of job.
Investigation. When looking around for clues and making conclusions based on the evidence, you make a Scholarship (Investigation) check. You might infer the location of a concealed object, distinguish from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a passageway. Searching security logs in a search for a glimpse of a thief might also require a Scholarship (Investigation) check.
Science. Science is to use or develop tools, perform experiments, figure out mechanisms, or use computers. It is your general understanding of the various fields of science.
Medicine. You can use a Scholarship (Medicine) Check to stabilize an incapacitated comrade and heal minor wounds. While outside of combat, you can use Medicine to heal injured party members. Roll your Medicine Check and divide the dice score by 5 (rounded down); this is the number of d8s the target heals. As an example, you make a Medicine Check and score a 20; divided by 5, this equals 4. You then roll 4d8 and the target recovers that many Life Points.
Gifted Student. When you make any type of Ability Skill Check, add 1/2 of your Scholarship Modifier (rounded down) to the roll.
Additionally, at Character Creation, and when you reach a new Tier of Power, you gain a number of Techniques Points equal to your Scholarship Modifier. Also, each time your Scholarship Modifier increases, so will your Technique Points. For example, if your Scholarship Modifier was +2 and you increased it to +3, you will gain +1(T) Technique Points (one representing Character Creation and the rest representing any Tiers of Power reached).
Other Scholarship Checks. The following is a small list of other tasks that an ARC might require a Scholarship Check for:
Insight – (IN). Insight describes your willpower, common sense, perception, and intuition. An Insight Check might reflect an ability to understand feelings and body language, notice surroundings, or detect fighting styles. Creature Handling, Awareness, and Survival are also related to insight.
Creature Handling. Creature Handling is a social skill where you spend a lot of your time talking to creatures. It allows you to make a creature perform a trick (even those it hasn’t been trained for), influence how creatures feel about you, train creatures to perform tasks, and even keep rabid beasts at bay without drawing blood.
You can attempt to tame a creature through using a Creature Handling Check to make them a Minion. Your ARC will inform you of the TN for the Creature Handling Check. When you pass, you reduce the TN of the Creature Handling Check by one category (Hard becomes Medium, Medium becomes Easy, etc) and attempt it again. Keep doing this until you cannot lower the TN any further. If you succeed each time, you successfully gain the creature as a Minion. If you fail at any point, the attempt fails and you do not gain the creature as a Minion. If you would attempt it again, you would have to start from the initial TN all over again.
Perception. Insight (Perception) Check lets you spot, hear, or otherwise detect the presence of something. It measures your general mindfulness of your surroundings and the keenness of your senses. If you are attempting to search for a hidden object, such as a Dragon Ball or computer disk, the ARC will ask for an Insight (Perception) check. Perception can also be used to find hidden details or information you might otherwise overlook. In any case, you will describe what your character is looking for and the ARC will determine the chance of success.
|Passive Perception. While a creature is hiding, even if you are not searching for them, you might still see them. Compare your Passive (Perception) Score to the creature’s rolled Agility (Stealth) Check. Your Passive Perception Score is equal to 5 plus your Insight Modifier and your bonuses from Proficiency in the Perception Skill.|
Conceal. When attempting to hide, make an Agility (Stealth) check. Your dice score is contested by an Insight (Perception) check from any combatant that is actively searching for signs of your character. You can’t hide from a combatant that can already see you, and if you make noise while hiding, you are exposed. During combat, combatants are alert and have a readied defense, so if you come out of hiding or approach a combatant (enter their Melee Range), they will normally spot you. However, there are some circumstances where the ARC might allow you to stay hidden as you approach a distracted combatant. If you attack a character while in the Hidden Combat Condition, they are treated as if they have the Guard Down Combat Condition. You become seen immediately if you attack a character.
Survival. Survival represents your character’s experience or training in “living off the land.” You know where to find food and shelter, and how to endure harsh environmental conditions. The more capable your character is, the fewer resources you need to prevail. Master survivalists can walk into a forest, desert, or mountainous region with little more than a knife and the clothes on their back and survive for weeks if necessary.
Awareness. Awareness is the keen sense and intuition you gain from your mental training and perception. You can use Awareness to tell when a target is lying (Bluff) or attempt to see past verbal threats and body language (Intimidate). Additionally, you add your Insight Modifier to Strike Rolls when making any type of attack, such as Physical, Energy, Ballistic or Magical. (See – Attacking & Conditions)
Other Insight Checks. The following is a small list of other tasks that an ARC might require an Insight Check for:
Spirit – (SP). Spirit measures your magical influence – your connection to the arcane and your control over it. Also known as a sixth sense or second sight, Spirit controls a character’s Clairvoyance, Concealment, and Use Magic Skills.
Magical Power. Magical Power is equal to your Spirit Modifier and is the measurement of a character’s control over the arcane. Add your Magical Power to Wound Rolls when making any Magical Attack.
Clairvoyance. The ability to develop psychic powers based on extrasensory perception. Characters can also use a Spirit (Clairvoyance) Check to sense a target’s fighting power and location. The traditional ‘Ki Sensing’ uses this skill, and you are unable to sense Ki if you lack any levels of Proficiency in Clairvoyance.
Concealment. Concealment is the skill to hide one’s power from others; hiding Ki is the ability to obscure your life force from others. The skill doesn’t inherently allow you to know that someone is looking for you, it is simply a reactionary trigger meaning when a character is attempting to sense you, you may attempt a Spirit (Concealment) check to prevent them from detecting you.
|Sensing. Clairvoyance and Concealment are opposing skills; when you attempt to use Concealment, an opponent will use Clairvoyance in Active Opposition. When comparing dice scores, if your opponent’s score is higher than yours you will be asked to reveal your Power Level and either your current Ki Points or Life Points – the opponent chooses. If your opponent’s score is lower than yours, you can give them a false value for either aptitude – although this value must be below your actual totals. Additionally, if you are successful you might also get a feeling about the nature or alignment of the target and you will know if they are using the Holding Back Maneuver.|
Use Magic. You can use this Skill to read, use, activate or otherwise interact with magical objects. An ARC might have you roll a Spirit (Use Magic) Check each time you interact with such items.
Other Spirit Checks. The following is a small list of other tasks that an ARC might require a Spirit Check for:
Personality – (PE). Personality is your force of persuasiveness, and ability to impose your will on others through manipulation, intimidation, cajoling, and other nonphysical means of influence. The personality attribute represents actual strength of personality, not merely how one is perceived by others in a social setting.
Bluff. You can make what’s false appear to be true, what’s outrageous seem plausible, and what’s suspicious seem ordinary. You can make a Personality (Bluff) check to fast-talk a police officer, con a merchant, gamble, pass off a disguise or fake documentation, and otherwise tell lies.
Intimidate. Use this Skill to get a bully to back down, to frighten an opponent, or make a prisoner give you the information you want. Intimidation includes, but is not limited to, verbal threats and body language. If you threaten a target you can not only collect information but during combat, an Intimidated opponent has Impediment.
Persuasion. When attempting to influence someone or a group of people with tact, social graces, or good nature, the ARC might ask you to make a Personality (Persuasion) Check. Typically, you use Persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, to negotiate peace between feuding Arcosians, or inspiring a crowd of townsfolk.
Performance. Your Personality (Performance) Check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of theater. Performance is a default skill or encompassing skill. Players can have a Performance (dance) or Performance (sing). Performance can be selected as a Skill Proficiency more than once, with each time being for a different type of entertainment.
Limit Breaker. Personality is a measurement of your courage and emotional fortitude, in addition to your charisma. When you take any type of Stress Test, add 1/2 your Personality Modifier to the roll (rounded down).
Other Personality Checks. The following is a small list of other tasks that an ARC might require a Personality check for.
|Saving Throws. A Saving Throw is used in an attempt to resist splash effects, traps, poisons, mind control, and maintain personal merit. Saving Throws are related to your Attributes, and represent your ability to resist unusual effects. Typically, you won’t decide when or if you can make a Saving Throw. An ARC will ask for a Save or a situation will force you to make one. There are five types of Saves: Impulsive (Agility), Corporeal (Tenacity), Cognitive (Insight), Morale (Personality) and Steadfast. To make a Saving Throw, roll a d10 and add the appropriate Attribute Modifier. The Target Number for a Saving Throw is determined by a rule or special ability. If the save is successful, you typically avoid the effects; if failed, you will suffer the full effects of the source.|
Saving Throws use only your base Attributes, meaning while you are transformed and making a Saving Throw, you will NOT get a bonus to your Saving Throw from a Transformation’s provided Attribute Bonuses. This also applies to any other impermanent increase to your Attributes, such as those from Auras. Notably, you will still gain any bonuses that are granted specifically through the Traits or Aspects of a Transformation.
When rolling to make a Saving Throw, you still apply your Tier of Power dice except for Steadfast Saving Throws.
– Impulsive. An Impulsive Save is a Saving Throw used to measure your ability to dodge area-of-effects abilities, traps, splash damage, and fire.
– Corporeal. A Corporeal Save is a Saving Throw used to measure your ability to withstand physical abuse such as poisons, unconsciousness, and other effects that physically afflict the body.
– Cognitive. A Cognitive Save is a Saving Throw used to measure your ability to combat mental attacks such as possession, mind control, and other such abilities that affect the mind.
– Morale. A Morale Save is a Saving Throw used to measure a character’s ability to remain true to their persona, or to fight the effects of emotional conflicts.
– Steadfast. A Steadfast Check is a special type of Saving Throw used when you reach Health Thresholds. (See – Attacking & Conditions) Steadfast isn’t related to a specific Attribute, and it doesn’t gain bonuses from Tier of Power. Typically, a Steadfast Check is simply a d10 roll, where a 6 or higher represents a pass.
Skills. Skills represent a facet of an Attribute Score, and your Skill Score shows your focus on that facet. For example, if you attempt to walk across a narrow ledge, the ARC might ask for an Agility (Acrobatics) Check to traverse successfully: Agility is the Attribute and Acrobatics is the skill.
You can only add a Skill Modifier to your Ability Checks if you are Proficient with that Skill. For example, if you are attempting to pull off a gymnastic stunt and grab an object, the ARC will ask for an Agility (Acrobatics) Check. If you have Proficiency in Acrobatics, you can add your Skill Modifier to the check. If you lack expertise in the skill, you’ll simply make an Agility Ability Check without a Skill Modifier.
The skills for each Attribute are listed in the following table. (Note, there are no skills related to Tenacity.) See the Attribute entries earlier in this section for examples of Skills associated with each specific Attribute.
|Agility||Acrobatics, Stealth, Pilot, Thievery|
|Scholarship||Craft, Knowledge, Profession, Investigation, Science, Medicine|
|Insight||Perception, Survival, Creature Handing|
|Spirit||Clairvoyance, Concealment, Use Magic|
|Personality||Bluff, Intimidate, Persuasion, Performance|
Skill Proficiency. You will gain Skill Proficiencies from your race at Character Creation, you also gain 2 free Skill Proficiencies of your choice from the list above. Skill Proficiencies have ranks; these ranks range from Experienced to Expert. When you gain a new Skill Proficiency, your rank will start at Experienced, or rank one. There are different ranks – see the table below as reference.
As you increase your Power Level, you will be able to gain more Skill Proficiencies by sending Character Perks (See – Character Creation). You can use Perks to select a new Skill Proficiency or increase the rank of one you already have. Each time you increase a Skill’s rank, you increase the Skill’s modifier by +2. You cannot increase a single Skill rank more than 5 times.
Skill Ability Checks. To make an Ability Check with a Skill Modifier, roll a d10, add the Attribute Modifier, and then add your Skill Modifier. As an example, when rolling an Ability Check to climb you would roll a d10, add your Force Modifier, Tier of Power Extra Dice, and add your Athletics Modifier together. The Dice Score is then compared to the TN associated with the specific situation that called for the check.
Variant Skills. There are some situations where one skill that applies only to a specific Attribute might be used for another. For example, if you are attempting to climb a cliff and the distance from the ground to its edge is vast, the ARC might ask for a Tenacity (Athletics) check to see if you have enough stamina to climb that far. Even though Athletics is not under Tenacity, in cases like this the ARC might allow players to apply different Attribute Modifiers to Skill Checks.
Passive Checks. Passive Checks are a special kind of check that doesn’t require rolling any dice. This type of check could represent the average result of a task being done repeatedly, such as searching for a Dragon Ball continually in the same location, or it could also be used if the ARC wants to covertly determine whether you notice a hidden enemy without rolling. To determine your total for a Passive Ability Check, apply all modifiers normally, but instead of rolling any dice simply add +5 to the total, then compare this to the TN of the task. Increase this bonus by +2 for each Tier of Power after the first.
Cooperation. Under some circumstances, you might team up with an ally and work together to use a Skill. The player with the highest Attribute Modifier will roll and perform the Ability Check normally, then the aiding player will add their related Skill Proficiency to the Dice Score.
Challenges. There may be moments when you and another player’s efforts are directly opposed to one another. As mentioned in the opposition section, this is referred to as an Active Opposition. This could occur when both parties are trying to do the same thing and only one can succeed, such as attempting to snatch up a Dragon Ball that lies on the ground between them. Active Opposition also applies if you are trying to prevent each other from achieving a goal – for example, if you are walking upstairs and another player is trying to hold you back. These types of results are determined by a special form of Ability Check called challenges.
Both players in a challenge make Ability Checks appropriate to their efforts, applying bonuses and penalties. However, instead of comparing your Dice Score to a TN, you compare the score to the results of the challenging player. The player with the highest score wins the challenge, either succeeding at the action or thwarting the other player’s action. In the result of a tie, the situation might remain the same as before. Typically, defenders will win ties, but in some challenges, such as snatching a Dragon Ball off the ground, a tie could result in neither player grabbing it.
Encompassing Skills. Encompassing Skills apply to more than one specific area of expertise. For example, you might have the Skill Knowledge: Nature, the general understanding of woodland creatures and plants. Or, you might have the skill Knowledge: History, the information about past events or people. Both examples are the Knowledge Skill, however, each one is distinct.
Encompassing Skill is a general term used with any type of Skill that you can gain Proficiencies with more than once for different things. A character might have the skill Knowledge three times, one for each different field of information. Encompassing Skills can be taken as many times as a player wants, and ARC allows. for different fields of expertise.