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Traits

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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. The Character above would be effective with social interactions due to high Resolve, but far less effective at investigating clues, because of low Intelligence.

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


Focus The character's intelligence and determination

Acuity

Acuity


  • Acuity increases a Character's ability to interface with advanced technology.
  • Each Aug, Device and piece of Gear has its own Acuity requirement, see the Armory for details on specific requirements.

Will

Will


  • Will increases the Character's Stamina, enabling them to perform more high-energy feats, such as Sprinting, using Grit or activating Augs. Each ability has its own Stamina cost. See the Armory for details on specific Stamina costs.
  • Stamina points for Endurance ranks zero-ten: 10, 20, 30, 35, 40, 45, 50, 55, 60, 70, 80
  • Additionally regenerate Stamina points equal to Endurance rank every 4 hours of sleep.



INSTINCT The character's alertness and intuition

Grit

Grit


  • Grit allows the Character to make a quick burst of intense action through sheer force of will.
  • Activating Grit costs Stamina and generates instant AP for any use.
  • The Stamina cost is equal to the Character's rank in Grit. For example a Character with Grit 3 would spend 3 Stamina and gain +5AP. (See the Chart below for AP bonus values)
  • Can be activated at any time during the Character's turn, even if the Character has less than 1AP.
  • If the Character is fully disabled, for example, unconscious or in a Death Coma, Grit cannot be used.
  • Grit may be used to boost the AP result of any test, at the Director's discretion.
  • Grit may be used once per turn in combat, or once every 4 hours while out of combat. This also means Grit may be used for every roll of a Sustained Action, in which one roll is made every 4 hours.
  • Bonus AP for Grit ranks zero-ten: +0, +2, +4, +5, +6, +7, +8, +9, +10, +12, +15

Initiative

Initiative


  • Initiative enhances the Character's ability to react quickly when a combat situation arises.
  • This Passive grants bonus AP to the Character's Initiative tests. These tests determine the order in which Characters and NPCs take their turn in combat and are performed when combat begins.
  • Each rank in Initiative grants bonus AP to Initiative tests, so a Character with Initiative 3 would gain a +5AP bonus, as detailed in the chart below. Remember that each scoring die also awards +2AP, so a Character rolling 2 scoring dice with Initiative 3 would end with (2 + 2 + 5 = 9AP).
  • Additionally, the Character receives +1 Turn AP during their first round of combat for each rank in Initiative. The default Turn AP is 15, so a Character with Initiative 3 would gain +3AP, for a total of 18 Turn AP in their first round of combat. After the first round, Turn AP returns to the default 15.
  • Initiative test bonus from ranks zero-ten: +0, +2, +4, +5, +6, +7, +8, +9, +10, +12, +15
  • Bonus Turn AP for first round from Initiative ranks zero-ten: +0, +1, +2, +3, +4, +5, +6, +7, +8, +9, +10



Physique A character's physical strength and agility.

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 piece of Gear, Aug and Device has its own requirement; check the Armory for details on specific requirements.
  • Maximum carried mass (Kg) for Carry ranks zero-ten: 15, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 80

Speed

Speed


  • Speed determines the distance a Character can move each round in combat.
  • If the Character is attempting to outrun an enemy or moving object, a Speed test may be required. In this case the Character rolls Physique dice and adds their ranks in Speed to the AP result. For example, if a Character with Speed 3 makes a Speed test, they would add +3AP to the result of the dice roll. Each scoring die also adds 2AP, so with 2 scoring dice and 3 Speed the total would be (2 + 2 + 3 = 7AP)
  • Movement comes in three forms; walking, running and Sprinting. Each of these grants a different move range in exchange for a given AP cost. Walking has the shortest movement range, but can be performed without an AP cost. Running costs 5AP, but extends the Character's move range considerably. Sprinting increases the move range even further, but requires 10AP in addition to 5 Stamina each round it is used.
  • Movement can only be performed once per round, so the Player should select the movement type appropriate for the distance they want to go during each round.
  • Walk range per round (meters) for ranks zero-ten: 5, 7, 7.5, 8, 8.5, 9, 9.5, 10, 10.5, 11, 12
  • Run range (meters) for ranks zero-ten: 10, 14, 18, 20, 22, 24, 26, 28, 30, 34, 38
  • Sprint range (meters) for ranks zero-ten: 15, 22, 30, 34, 38, 42, 46, 50, 54, 62, 70



Vigor 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: 90, 120, 150, 165, 180, 195, 210, 225, 240, 270, 300

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, 20, 30, 40, 50, 60, 70, 80, 90, 100
  • Natural armor points refresh without cost each turn while in combat, unlike worn armor, which requires Stamina to refresh.