Attributes

Attribute Breakdown
Acrobatics
Escape Artist
Zero gravity acrobatics

In The Basics System You Have 6 Attributes Which Make Up Your character. Your race determines what your total attributes can be along with their starting range and scores. Most races have between 10 and 16 attribute points to distribute.

Body: B is for Body. It means I can rough house all day.

Body is your physical fortitude and toughness. It helps determines your HP, PP, fortitude, recovery rate and recovery pool.

HP: Your hit points are equal to 6 +body.

Fortitude: Your fortitude is equal to body/2 rounded down(minimum 1). This is added to your armor to determine your total soak.

Recovery Rate: Your recovery rate is how many PP you recover with a breather and how many HP you recover with a sleep. Your recovery rate is equal to (body/3)+1 (rounded down).

Recovery Pool: During a breather or a sleep you may spend points from your recovery pool to recover HP or PP. Each hit allows you to recover either 1 HP or 1 PP. Your recovery pool is equal to your body.

Agility: A is for agility. It means I put things where I want them, sneak real well and can react really fast.

Agility is your fine motor skills. It determines your accuracy, your ability to sneak and pick pockets, your sequence and your dodge.

Accuracy: Agility is vital for determining your accuracy. Your base accuracy is equal to your agility. Your total dice pool for attacks is based on weapon accuracy + agility.

Sneak: Sneak is opposed by a detection check. You must BEAT an opponents detection roll to remain undetected. If you meet an opponents detection score, you remain unnoticed but the target knows something is there and can begin actively searching for you or taking any other action he deems appropriate. You can still benefit from sneak attack damage while he is actively searching.

Outside of combat check for stealth roughly every minute. Add the total of the worst parameters the character had during that minute. For instance, if the character spoke (-4) and had no cover (-2) he takes a -6 total when he makes his next stealth roll. The GM should give any appropriate penalty to those he is trying to avoid detection from, such as if they are at a low risk post and not paying attention (-1), to drinking and playing a game of poker (-4).

Inside combat or once an opponent has become aware, stealth should be rolled each round. Stealth should be rolled at the end of the characters turn, after he has taken all his actions so all bonuses and penalties can be accounted for.

Stealth Situation modifier Notes
Cloaking-Invisibility +4 Also grants a +1 on your threshold to hit you in combat
Moving -2
Sniping: Making an attack with a silenced or most melee and unarmed weapons -2 cumulative per attack
Sniping: Making an attack with a compressed weapon -4 cumulative per attack
Sniping: Making an attack with a non compressed weapon -6 Cumulative
You have no cover -2 does not apply if sneaker has hide in plain sight
light cover between you and all targets +1 such as bushes or fences
Heavy Cover between you and all targets +2 A wall covering half your body
Total Cover between you and all targets +4 A wall covering your whole body.
Speaking -4 Cumulative
Carrying a light source -6
Using a laser -2 such as a laser sight or laser pen
Armor penalty -ACP

Regaining Stealth. If you are spotted during combat you cannot gain stealth again unless you gain total cover. You must then spend a full round action becoming hidden again. Outside of combat breaking line of sight is generally considered enough to try again. Either way your opponents will probably still be actively looking for you.

Sniping Trying to remain hidden while in combat. This is cumulative with all your other penalties to sneak for the round. If successful you manage to attack without getting noticed. Generally this should make targets aware, but there are times you may be able to pick off enemies with no one else noticing. Sniping takes a move action for each attack.

Legerdemain: Legerdemain is used for sleight of hand, escape artist, picking pockets, and concealing small items on one’s person.

Pick Pocket To successfully pickpocket you must beat the marks detection. If you meet the marks detection score, you successfully steal the object but are also detected. If you don’t even meet the detection score, you do not get the item and are detected.

Situation Modifier Notes
Item is a half pound or more -1
Every pound of item weight -1
Item is worn -4 Requires the proper rank of Pick Pocket perk
More than one item -1 per item some items may be grouped. For instance when pickpocketing cash you may get 2d6 per attempt rather than a single 1
Mark is unaware +2 This could be because he’s moving through a crowd when you strike, or because you snuck up on him while he’s alone
Mark is aware of your presence -2
Mark is suspicious of you -3
Mark is moving vigorously -2 such as in combat
Applying poison, planting an explosive, etc. -3

Legerdmaine and hide items

Escape Artist. If you meet the threshold you are able to escape your bonds as a full round action, but anyone nearby will know that you have broken out. If you exceed the threshold you can break out and no one will be the wiser….yet!

Escape Threshold Notes
Grapple Opposed Grapple Standard Action
Tied with Rope Opposed Legerdemain or Grapple 2 full round actions
Tied with chain and lock Opposed Legerdemain or Grapple Full Round Action
Manacles 3 One full round action
Masterwork Manacles 4 One Full Round Action
Transport Cuffs 5 Two Full Round Actions – Arms and legs
Masterwork Transport Cuffs 6 Two Full Round Actions – Arms and legs

Acrobatics: Acrobatics is your balance and ability to move nimbly.

Balance: Acrobatics is checked when someone needs to maintain their balance. This could be from an unstable platform, an earthquake, or running through an oil slick. If you hit the threshold you remain standing, if you fail you fall prone.

Cross a Narrow Surface: Acrobatics is checked when crossing a tight rope, or even a log over a stream. If you hit the threshold you can move at +2 MP over the narrow surface, and if you succeed by at least 1 net hit you can move over it at only +1 MP. If you fail you fall. You need to make a check each round in combat, or roughly every 10 yards out of combat. High wind or obtrusive can raise the DC, sometimes when your over a perilous situation.

Sequence: Agility is a major determining factor in sequence, which is agility+savvy

Dodge: Your dodge equals your ((agility+1)/3). Dodging takes your immediate action, and all hits allow you to increase your threshold, but can also be used to reduce damage from AOEs. For more information see dodge under Combat.

Strength I can run all day and swing big things with might!

Strength is ones physical strength and capacity. Strength determines melee DV, carry units, blocking, sprint, climb, and jump.

Melee DV: Each point of strength increases your melee damage value by its total score. Melee DV also applies to unarmed attacks, shield and ranged weapon bashing, and many throwing weapons.

Carry Units: Your total carry units equal 9+2xstrength. If you exceed this you are encumbered. If you are encumbered you cannot sprint, it costs 1 additional MP for each hex moved, and you take a -2 to all dice pools.

Block: Your block skill equals ((strength+1)/3). Blocking takes your immediate action, and each hits allow you to increase your threshold vs melee and unarmed attacks, and if using a shield, ranged attacks. For more information see dodge.

Sprint: Sprinting is a move action and costs 1 PP. Sprinting allows you to move faster while in combat. You may only sprint once per round. On any round you sprint your accuracy dice pool decreases by 2, but your melee DV increases by 2. When you sprint you add your sprint speed to your base pace when determining how many movement points you receive for that move action.

Strength Sprint Speed
1 +2
2-3 +3
4-6 +4
7-10 +5
11-15 +6
16-21 +7
22-28 +8
29-36 +9
37+ +10

Athletics: Athletics constitutes swimming, jumping and climbing as outlined below. It can also account any other rolls as the gm feels are appropriate, such…..

Swimming: It costs 3 MP to move on a successful swim check. You can sprint while swimming. You can hold your breathe for a number of rounds equal to your athletics. While swimming your threshold is reduced by 2, your ROF is reduced by 1 (minimum 1) and you take a -4 accuracy penalty. These penalties do not apply if you have a swim speed. If you succeed with a hit on a swim check you can either move for 2 MP or cut the combat penalties in half, or both if you succeed with 2 net hits.

While out of combat in calm water you need not roll athletics while swimming. Swimming is generally checked against when long distance swimming (see exertion), in a storm or undertow, or each round in combat. On a failure you make no progress and begin to flail. If you fail on your next check you go underwater and must hold your breathe or risk drowning.

Condition Threshold
Calm Water (Pool) 1
Choppy Water (Some oceans) 2
Extreme Water(whirlpool) 3
Undertow +1
Storm +1

Climb: While climbing out of combat you make a climb check roughly every 10 hexes. On a success you travel 10 hexes, on a raise you can move 20 before needing to check again. On a failure you make no progress, while a consecutive failureally means you fall.

While climbing in combat the stakes are grearly raised. You generally make a climb check every round. If you don’t meet the threshold you fall. If you meet the threshold you can move one hex per 3 MP. If you exceed the threshold you can move at a rate of 2 MP per hex or cut your combat penalties (see below) in half. If you succeed by 2 net hits you can do both. You cannot sprint while climbing.

While climbing your threshold is reduced by 2, your ROF is reduced by 1 (minimum 1) and you take a -4 accuracy penalty. You can make a disarm check vs someone while climbing. Each net hit must be matched with an athletics check. If the target fails to meet the threshold they fall.

If a target has a climb speed they can climb at their base pace and suffer no combat penalties. They may also sprint while climbing.

Difficulty Threshold Example
Very Easy 1 More of a hill than a climb
Easy 2 A craggy cliff face with plenty of hand holds
Normal 3 A sheer cliff face with sparse and intermittent grips.
Hard 4 an inverted cliff face with sparse and intermittent grips.
Very Hard 5 An inverted cliff face with sparse and intermittent grips in a storm.
Impossible 6 An inverted wall with no grips whatsoever without gear.

Jump: Strength determines how far you can jump. Jumping costs 1 PP and is part of your movement (you must have MP). If you end your turn mid jump (such as over a pit) you must wait until next round when you have more MP to finish moving, and you must turn in enough move actions to travel as far as possible.

There are standing jumps and running jumps.

Standing jump: Every 2 hits you get gives you 1 hex of movement. If you are jumping high rather than far it takes 3 hits for 1 hex.

Running Jump: when doing a running jump you need to sprint at least 3 hexes before making the jump. When you making a running jump add 1 to the number of hits you land. This is how many hexes you go long. If jumping high every 2 hits moves you 1 hex.

Fly: Flying is part of athletics. Fly is for magical or natural flight, a flying vehicle or mount uses the drive skill under savvy. While flying each hex you move up or down costs 1 MP. Movement is otherwise on a 1 to 1 basis. You may sprint while flying unless your form of movement says otherwise.

If your flying without the benefit of magic certain maneuvers have a threshold.

Fly Maneuver Threshold Notes
Hoover 3 Hoover in mid air without moving.
Heavy Winds 3 Move at half speed or double speed.

Recoil Reduction: You gain a recoil reduction of +1 for every 3 points of strength.

Intelligence:

Intelligence is a major determining factor in many skills, power points, medic and in magic.

Knowledge: Knowledge is a baseline dump for all kinds of skills. You have knowledge and specialized knowledges. Your knowledge skill equals your intelligence, and you gain a number of specializations equal to your intelligence. For more information see skills.

Security: Security skill is the catch all skill to deal with locks, traps, hacking security systems, mines or any other security issue a particular setting may have. Locating traps is a detection check vs the security of the one laying a trap or the threshold of the trap.

Security Level Threshold
Novice 1
Seasoned 2
Veteran 3
Legendary 4
Heroic 5

Power Points (PP): Your power points are determined by your body and int at 6+body+2xint.

Medic: Medic is used for healing when using healing potions, powers healing kits.

Spellcasting: Spellcasting is generally determined by intelligence. It us mainly used in spellcasting unsurprisingly!

Charisma

Charisma dictates persuasion, bluff, intimidate, discernment, gather information, and prices when buying and selling, disguise.

Note: often, specialized skills can be used in place of attributes for opposed charisma rolls. For instance, if someone is lying about being a noble, knowledge (nobility) can be used in place of charisma or sharps. But general knowledge would not be applicable, the target would have to have specialization, or rolls vs the target attributes. It is up to the GM if a specialized skill applies in this situation.

Persuasion The fine art of bringing people over to your way of thinking. Persuasion is used to negotiate conflict, gather information and for bartering.

Persuasion can be used to persuade others to agree with your arguments, to resolve differences, to gather valuable information or rumors from people and to negotiate conflicts. Generally this is an opposed check vs the target’s discernment or intelligence. Depending on what is being asked the gm can add any difficulty modifier he feels is appropriate.

Gather Information: Gather information is used to gather Intel on the streets, and generally takes 3 hours of legwork. A success gives you a piece of relevant information. The more net hits the better the info.

Barter:

Bluff Sometimes called lying(but that’s such an ugly word) bluffing is the act of purposely being deceptive, hiding the truth or manipulating someone with misinformation. It is an opposed roll vs discernment or sharps. The gm can add any difficult modifiers he feels are appropriate for the lie.

Disguise Part of Bluff.

Intimidate. The fine art of scaring the bejebuses out of someone! You can intimidate someone to give you information, take actions that do not endanger it or offer other limited assistance. Intimidate is an opposed check vs discernment or strength. If you meet the opposed threshold you convince the person, but after the assistance is given the target is resentful and may plot revenge or report them to the authorities.

Discernment Sometimes you want to try and get a deeper feel for the motivations of an individual you are dealing with. In this case you make a discernment check opposed by the target’s charisma(or appropriate skill – diplomacy, intimidate or bluff). When you are successful you get a broad sense of what is going on, with more hits providing more information at the GMS discretion. You can use discernment to tell if someone is lying, to resist intimidate, and just get a read on situations or individuals you are dealing with.

Allure: Allure is ones physical magnitude. While often representative of beauty, it could be other characteristics of magnitism such as physical presence, aura or just the way one represents them self. While no game mechanic is directly associated with allure, the GM can request it when appropriate, such as when meeting the prince for the first time and making an impression or getting up in front of an inattentive audience and catching their attention.

Performance: Ones ability to perform whether acting, singing, poetry, etc. Generally used for intangible benefits, such as free room and board for the night for playing in a bar room or a meeting with the president for your new blockbuster. Performance can use diplomacy or bluff.

Barter Score

Charisma Barter
5 -3 -2
-2-0 -1
1-2 0
3-4 +1
5-7 +2
8-10 +3
11-14 +4
15-18 +5
19-23 +6
24-28 +7
29-34 +8
35-40 +9
41+ +10

Contacts: Contacts are people that can help your PC out in certain situations. Contacts can be fences, reporters, police, special forces, etc. You gain a number

Contacts have 2 scores.

Loyalty: Loyalty is how loyal the contact is to your PC. This is how far the contact will go to help your character, how much risk he’s willing to take on, and how much he may charge for his services. For instance, you have a hacker ally. At a loyalty of 1 he will probably charge you for basic services, and maybe even a Google search. He probably won’t even try to hack governmental agencies for you, at any price. At a loyalty of 5 hell probably provide basic services for free, and will take on most risks for the character, at a cost. At a loyalty of 10 the hacker will likely hack any system for the a character for free, even high risk systems like the military.

Savvy

Fate, luck, instinct, perception, intuition. All of these intangibles make up ones Savviness. In particular savvy affects ones ability to gamble, their detection, their smarts pool and Sequence.

Drive: Ones ability to navigate a vehicle or ride a creature. This is added to the vehicles or mounts agility to determine the total roll. For more information see Vehicles.

Gamble: Savvy is the main determination in gambling. While gambling you roll a gamble roll vs the other player(s). For each net bust you loose 10% of your money, while each net hit you earn 10%. Generally this represents an extended period of play (usually an hour) but can be more or less. Cheating can give you bonuses to your gamble roll, but is also a good way to get yourself killed most places.

Detection: Perception or the ability to spot the hidden. Detection is used to locate sneaking creatures, traps and ambushes. Generally this is oposed by a target’s stealth or security threshold, but other circumstances could set the threshold as well.

Detection Situation modifier Notes
Darkness -2 A full moon on a starry night.
Heavy Darkness -4 Over cast night sky. A pitch black cave armed with only a torch.
Total Darkness -6 Complete absence of light, inside a cave with no light source present. While Blinded
Deaf -2

You usually get one detection roll automatically.

Survival: Survival is used for tracking, not getting lost, avoiding natural disasters, surviving in the wilderness.

Tracking DC Notes
Very soft ground 1
Soft ground 2
Firm ground 3
Hard ground 4
Dark +1 Darkvision negates
Multiple creatures -1
Rain or Snow +1

Cover you tracks you move at half speed but add your hit’s to tracking. For every two people (rounded up) in the party you reduce net hits by 1, unless you move at quarter speed.

Not Getting Lost: Depending on circumstances you may need to roll for getting lost. If your following a well traveled road you shouldn’t need to roll for getting lost. If you have to travel through uncharted wilderness, or go through gang war torn turf scarred by battles you may need to roll to fund your way through without losing time.

Modifier Threshold Notes
City 1 Urban Sprawl
Wilderness 2 Forest that people use.
Unknown Area 3 Never explored region. Area recently rearranged by magic or technology into an unfamiliar landscspe.
Can see the sun and stars -1
Moving on horseback or vehicle +1

Gething along in the wild: Sometimes you need to forage for food and water while making ones waY through the world. You move at half speed while foraging. You may also make a check to find shelter. While often not necessary, extreme heat, cold, rain etc can cause fatigue. Finding shelter grants a +2 to any check to avoid any kindamage of fatigue from environmental conditions, but it does not stack with a tent.

_Situation Threshold Notes
Forage food and water or find shelter- City, forest, savanna 1 For each hit over the threshold you forage for 1 additional person.
Forage Food and Water or find shelter – Mountains, Desert 2 For each hit over the threshold you forage for 1 additional person.
Forage Food and Water or find shelter- Wasteland, artic 3 For each hit over the threshold you forage for 1 additional person.
Predict the weather 4

Sequence: Savvy is a major determining factor in sequence, which is agility+savvy. In a tie, savvy determines who goes first, after agility.

Edge: ones luck, intuition, fortune, knowledge and karma is all rolled into ones edge.

Savvy is used to determine your edge. Your edge is your current edge/maximum edge. Your maximum edge = your savvy. Edge is used for a myriad of special abilities as defined below. Temporary bonuses to savvy don’t increases your uses of edge, but they do add their bonus to all edge rolls below.

Your edge pool renews somewhat at GM Fiat. Generally at the start of a new dungeon or scene your edge pool will be used. For instance, if going to a new city with many quests your edge pool may renew. After going through the city they find a dungeon. Perhaps edge renews here. If your campaign is more mission based, edge should be restored at the start of each mission.

Uses for edge is as follows. All abilities take one point of edge unless stated otherwise. You cannot use edge more than once for any action. You cannot use any edge if your current edge is 0.

Increase a skill, save attribute roll: Edge can be used to increase the dice pool for most skills, saves and attribute rolls, before or after it is rolled. If used before a roll is made it uses your maximum edge. If made after the roll is made it uses your current edge. You cannot increase a roll for dodge, block or spellcasting.

2nd chance: You may reroll all dice that didn’t hit.

Cut in Line: Automatically act first in combat for one round. After that round you return to your normal place in initiative.

Close Call: Turn a critical failure into a regular failure.

Seize the Initiative: When rolling for initiative, add your current edge to your dice pool.

Adjust Power on the Fly: You may spend a point of edge to adjust a powers trappings and modifications for a single casting of the power. For 2 edge you can choose a trapping not available to your class.

Soak Damage: You may soak damage with smarts. When you take damage you may choose to roll your current edge, and each hit negates a point of damage just as fortitude does.

Final Stand: If an attack would make you go unconscious or kill you you may make a current edge + grit check vs a threshold of 3. If you make it you get one final turn before passing out or dying.

Stave Death: If an attack would kill you (but not by bleeding out) you can make a current edge + grit check vs a threshold of 4. If you make it, you fall unconscious at -1 hit points and are bleeding out instead.

Attributes

BASICS System underableedingsun