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Traits v1.1

What are Traits?

Traits are the defining attributes of a Character and express their intrinsic strengths and weaknesses. Traits are divided into two main categories: Actives and Passives.

  • Actives dictate how many dice a Character rolls when using related abilities.
    • Actives include: Strength, Agility, Vitality, Intelligence, Resolve and Instinct.
  • Passives Control the specific capabilities of a Character, such as how fast they are or how much health they have.
    • Passives include; Carry, Speed, Dexterity, Endurance, Health, Toughness, Acuity, Focus, Grit, Presence, Wits and Initiative.
  • Each of the six Active categories includes two Passives. See the full Trait Map below:

Building Traits

When taking a test, the Player rolls dice for a chance to improve the results. Each die “scores” on any even-numbered result, giving a 50/50 chance of a +2AP bonus for each die. The number of dice rolled however, is equal to the Character's rank in the Active used for that test. This makes Actives valuable, as they will determine how many dice -and therefore how many chances for a bonus- a Character gets with related actions.

For example, when making an attack, the Player rolls dice equal to their Agility rank. This means Characters with strong Agility have better odds in combat against those who don't.

When building a new Character, the Player is granted six sets of points to spend on Active Traits, matching one set of points to each of the six Actives. Each set offers a different number of points however, some less and others more, so decide what abilities are most important to the Character and invest the most points in the matching Actives. If a Character is intended to be an effective communicator, putting a large set of points in Resolve is a good choice, because all social skills are tested on this Active. Since more dice give more chances for bonuses, a strong Resolve rank improves the Character's odds of effectiveness the desired area.

The default point allocations for a starting Character are:

4, 6, 8, 8, 10, 12

This means, each Active will have one of these numbers as its rank; for example a Trait line for a new Character could look like this:

STR 4 - AGI 8 - VIT 12 - INT 6 - RES 10 - INS 8

Note that in the example above, sets of points can be assigned in any configuration, but points cannot be allocated individually and as mentioned before, it is best to choose based on which Actives need the highest ranks to get the best dice rolls.

Once all Actives have been ranked up, points can be applied to Passives. Whatever the rank of a given Active is, the same number of ranks is divided between the two Passives beneath it. For example, see the Trait Map below. If 8 points are assigned to the Strength Active, this also means the Character will have 8 points to divide between the Carry and Speed Passives. This can appear as 8 in one and 0 in the other, or 7 in one and 1 in the other, or any other configuration, but The rank of an Active is always equal to the total ranks in the two Passives beneath it.

Trait Map


STRENGTH a character's ability to perform powerful movements.

Carry

Carry

  • Carry dictates the mass a Character can wield effectively, the weapon recoil they can handle and the overall weight they can carry. Each Aug and Equip has its own requirement; check the Armory for details.
  • Max weight in Kg from Carry ranks zero-ten are: 15, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 80

Speed

Speed

  • Speed determines the distance a Character can cross in a given period of time.
  • Walk in meters at ranks zero-ten: 5, 6, 6.5, 7, 7.5, 8, 8.5, 9, 9.5, 10, 11
  • Run in meters at ranks zero-ten: 10, 14, 16, 18, 20, 22, 24, 26, 28, 30, 34
  • Sprint in meters at ranks zero-ten: 15, 23, 27, 31, 35, 39, 43, 47, 51, 55, 63



AGILITY a character's ability to perform coordinated movements

Dexterity

Dexterity

  • Dexterity grants bonuses to any physical action, such as shooting, melee attacks, or athletics.
  • Bonus AP for Dexterity ranks zero-ten: -2, +1, +2, +3, +4, +5, +6, +7, +8, +10, +12

Endurance

Endurance

  • Endurance increases the Character's Stamina, enabling them to perform more high-energy feats, such as Sprinting, Leaping or using Augs. Each ability has its own Stamina cost. See the Armory for details.
  • Stamina points for Endurance ranks zero-ten: 0, 10, 15, 20, 25, 30, 35, 40, 45, 50, 60
  • Additionally regenerate Stamina points equal to Endurance rank every 4 hours of sleep.



VITALITY the measure of a Character's resiliance

Health

Health

  • Health is the raw durability of a Character, measured in Hit Points or HP
  • HP from Health ranks zero-ten: 30, 50, 60, 70, 80, 90, 100, 110, 120, 130, 150

Toughness

Toughness

  • Toughness increases the Character's Natural Armor, enhancing their ability to absorb damage each turn without suffering harm.
  • Natural Armor from Toughness ranks zero-ten: 0, 10, 15, 20, 25, 30, 35, 40, 45, 50, 60
  • Natural armor, like normal armor refreshes each turn in combat.



INTELLIGENCE the character's mental prowess

Acuity

Acuity

  • Acuity increases a Character's ability to interface with advanced technology.
  • Each Equip and Aug has their own Acuity requirement, see the Armory

Focus

Focus

  • Focus grants bonuses to any mental action, such as Analyze, Craft or Hack.
  • Bonus AP for Focus ranks zero-ten: -2, +1, +2, +3, +4, +5, +6, +7, +8, +10, +12



RESOLVE the character's charisma and determination

Grit

Grit

  • Grit increases the Character's power to overcome adversity through sheer force of will.
  • Activating Grit costs 3 Stamina and grants bonus AP for any single test. Can only be used once per turn. Bonuses from Grit expire at the end of turn.
  • Bonus AP for Grit ranks zero-ten: 0, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12

Presence

Presence

  • Presence grants bonuses to any Social action, such as Convince, Coerce or Disguise.
  • Bonus AP for Presence ranks zero-ten: -2, +1, +2, +3, +4, +5, +6, +7, +8, +10, +12



INSTINCT the character's alertness and intuition

initiative

initiative

  • Initiative enhances the Character's ability to react and intervene quickly when in danger.
  • Initiative bonus from ranks zero-ten: -2, +1, +2, +3, +4, +5, +6, +7, +8, +10, +12

wits

wits

  • Wits grants bonuses to Perception actions, such as hearing an enemy sneaking nearby or seeing a trace of evidence left behind by a target.
  • Bonus AP from ranks zero-ten: -2, +1, +2, +3, +4, +5, +6, +7, +8, +10, +12