Attributes

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.

  • Agility, measuring mobility.
  • Force, measuring power.
  • Tenacity, measuring endurance.
  • Scholarship, measuring reasoning and knowledge.
  • Insight, measuring wisdom and perception.
  • Spirit, measuring magical ability.
  • Personality, measuring the force of character.

These 7 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 their weaknesses.

At Character Creation, you select three Attributes: Primary, Secondary and Tertiary. Your Primary Attribute Score is 8, your Secondary Attribute Score is 6, your Tertiary Attribute Score is 4, and all your remaining Attribute Scores are 2. (See – Character Creation)

Attribute ScoreModifierAttribute ScoreModifier
2-3+124-25+12
4-5+226-27+13
6- 7+328-29+14
8-9+430-31+15
10-11+532-33+16
12-13+634-35+17
14-15+736-37+18
16-17+838-39+19
18-19+940-41+20
20-21+1042-43+21
22-23+11+1-2+1

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 an Agility (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 Agility (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. Keep in mind that your Defense Value is temporarily reduced as you’re attacked. (See – Diminishing Defense)

Speed. Your speed determines how fast you can move inside and outside of combat. While you are inside combat your Normal Speed is equal to 2 plus 1/2 of your Agility Modifier. Your Boosted Speed is equal to 2 plus your full Agility Modifier, and is always at least equal to your Normal Speed.

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:

  • Securely tying up a prisoner
  • Wiggling free of restraints
  • Steering a heavy object descending a slope
  • Concealing an object on your person

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, lifting/carrying/pushing an immensely large object, or resisting being pushed or pulled.

Unlike the other skills, your ARC should lower the Difficulty Category for Force (Athletics) Checks while you are using a transformation. It is up to your ARC how much they will lower it, but a good way of looking at it is to decrease the Difficulty Category by -1 for every 2 Tiers of Power required to enter that transformation.

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 base Force modifier is at least 6 higher than your base 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.

If you would gain a stack of Super Stack through a trait or talent, this stack of Super Stack does not count as your initial stack of Super Stack, as described above.

For each stack of Super Stack, you suffer a penalty of -1(T) to all Strike and Dodge Rolls but you gain an additional +1d4(T) to all Wound Rolls you add your Force Modifier to and you increase your Soak Value by +1(T).

You can have a maximum of up to 3 stacks of Super Stack.

Amount FO Modifier is higher than AG ModifierStacks of Super Stack
6+1
10+2
14+3

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:

  • Breaking free of restraints,
  • Stopping a heavy object from moving,
  • Holding onto a moving object while being pulled by it,
  • Energy duels.

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 Size Category, Traits, Aspects and any other effects (see – Attacking & Conditions). You are considered to have a minimum Soak Value of 1(T)+1 even if your Tenacity Modifier would make it lower (other effects may reduce your Soak Value below this minimum).

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:

  • Holding your breath
  • Extended hours of labor or physical activity
  • Endure without food or water for an extended time

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 more than once, with each time being for a different choice.

Cooking. You are trained in cooking! You know how to make delicious meals using almost any kind of ingredient. When attempting to make a meal with Cooking, use this Skill.

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 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 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. Use this skill to investigate matters of health and the body. You could find where a poison came from, figure out what illness is affecting someone or stabilize a dying character, among many other applications.

Gifted Student. When you make any type of Skill Check, add 1/4 of your base Scholarship Modifier to the roll.

Additionally, at Character Creation, and when you reach a new Tier of Power, you gain a number of Technique Points equal to your base Scholarship Modifier. Also, each time your base Scholarship Modifier increases, so will your Technique Points. For example, if your base 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:

  • Create a fake file
  • Win a game of chance
  • Recall information about a specific subject
  • Attempt to communicate in another language

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.

Clairvoyance. The ability to develop psychic powers based on extrasensory perception. Characters can also use an Insight (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 Ranks 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 an Insight (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. If your opponent’s score is lower than yours, you can give them a false value much lower than your real Power Level or simply not give a result altogether.

Sensing can be used to search for hidden characters in a narrative sense, competing against their Concealment as usual. In a Combat Encounter, however, refer to the Sense Maneuver.

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 an Insight (Creature Handling) Check to make them a Minion. Your ARC will inform you of the TN for the Insight (Creature Handling) Check. When you pass, you reduce the TN of the Insight (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. An 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.

Intuition. Intuition is a social skill used to see through deceptions (Bluff), undermine proposals (Persuasion), or avoid feeling fearful at aggression (Intimidation) and altogether understand another character, spotting small tells about their behavior. You could make an Insight (Intuition) Check opposed to a Personality (Bluff) Check, a Personality (Persuasion) Check, or a Personality (Intimidation) Check to attempt to ignore their effects. A more direct usage of the skill would be a simple check to see through the behaviors of a wily rogue or see aspects of a character’s body language your allies may miss, such as tension indicating that they are fearful.

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 Ranks 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 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:

  • Get a gut feeling about what course of action to follow
  • Discern whether a creature is dead or living
  • Knowing when inclement weather might occur

Spirit – (SP). Spirit measures your magical influence – your connection to the arcane and your control over it. As such, Spirit controls a character’s Use Magic Skill.

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.

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:

  • Identify whether magic was used recently in an area or on a creature
  • Identify whether an object is magical or not
  • Detect when magic is being used or activated
  • Sense a creature’s spiritual existence

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.

Intimidation. 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 gain an advantage during combat. During a Combat Encounter, if you would like to intimidate another character, refer to the Terrify Maneuver.

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 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.

  • Trick a character for information or objects
  • Inspire awe, wonder, and feelings of grandeur.
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. 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 have Ranks 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 Skill Ranks in Acrobatics, you can add your Skill Modifier to the check. If you lack expertise in the skill, you’ll simply make an Agility 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.

AttributeSkills
AgilityAcrobatics, Stealth, Pilot, Thievery
ForceAthletics
ScholarshipCraft, Cooking, Knowledge, Profession, Investigation, Science, Medicine
InsightClairvoyance, Concealment, Perception, Survival, Creature Handling, Intuition
SpiritUse Magic
PersonalityBluff, Intimidation, Persuasion, Performance

Skill Ranks. You will gain Skill Ranks from your race at Character Creation. Skills have ranks; these ranks range from Experienced to Expert. When you gain a new Skill, 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 Ranks by spending Character Perks (See – Character Creation). You can use Perks to select a new Skill 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’s Rank more than 5 times and your Skill Ranks are limited by your base Tier of Power – you cannot increase any Skill Rank higher than your Tier of Power +1. For example, at Tier of Power 1, you cannot increase any Skill Rank higher than Trained and at Tier of Power 2, you cannot increase any Skill Rank higher than Qualified.

Skill RankModifier
Experienced (1)+2
Trained (2)+4
Qualified (3)+6
Specialist (4)+8
Expert (5)+10

Skill Ability Checks. To make an Ability Check with a Skill Modifier, roll a d10, add 1/2 of the relevant base Attribute Modifier, and then add your Skill Modifier. As an example, when rolling an Ability Check to climb you would roll a d10, add 1/2 your base Force Modifier and your Athletics Modifier together. The Dice Score is then compared to the TN associated with the specific situation that called for the check.

When making a Skill Ability Check against any type of Target Number with a Difficulty Level (Very Easy, Easy, Medium, etc), increase the base value by +3 (Very Easy becomes 6, Easy becomes 9, etc) but you do not increase the Target Number for Passive Opposition by +3 for each Tier of Power reached.

You do not add your Tier of Power Extra Dice to Skill Ability Checks.

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.

Cooperation. Under some circumstances, you might team up with an ally and work together to use a Skill with ARC permission. The player with the highest Attribute Modifier will roll and perform the Ability Check normally, then the aiding player will add their related Skill Ranks 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 Ranks 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.

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