Ability Selection
Before selecting your skills, you must first establish your character’s abilities. These core attributes define strengths, weaknesses, and overall potential, shaping how your character interacts with the world.
Primary Abilities
Your character is defined by eight Primary Abilities—four physical and four mental.
How Primary Abilities Work
- Each ability starts at a base level determined by ancestry.
- Primary Abilities use a die-based system to represent natural potential, ranging from:
- [d12+0] (least developed) → [d4+8] (exceptional)
- Two key functions of abilities:
- The die value determines the maximum skill training level for related skills.
- The bonus contributes to Calculated Abilities, affecting stats like health, defense, and movement.
Point Allocation
Each character starts with 12 points to distribute among their Primary Abilities:
- 1 point upgrades an ability to [d10+2] or [d8+4].
- 2 points further increase an ability to [d6+6].
Ability | Type | Description |
---|---|---|
Agility | Physical | Measures dexterity, flexibility, and coordination. |
Endurance | Physical | Represents overall health, stamina, and resilience. |
Intuition | Mental | Governs awareness, perception, and gut instinct. |
Presence | Mental | Defines charisma, confidence, and personal impact. |
Quickness | Physical | Reflects reaction speed, reflexes, and swiftness. |
Reasoning | Mental | Determines problem-solving ability, logical thinking, and comprehension. |
Strength | Physical | Represents raw physical power and the ability to apply force. |
Willpower | Mental | Measures determination, mental fortitude, and resistance to external pressures (fear, manipulation, etc.). |
Calculated Abilities
Calculated Abilities are derived from Primary Abilities and define secondary mechanics like health, movement, and combat defenses.
Some are also influenced by hindrances or traits rather than just Primary Abilities.
List of Calculated Abilities
Calculated Ability | Description |
---|---|
Cybernetic Die | Measures cybernetic durability. (Default: [d0] until cybernetics are installed.) |
Defense (Melee) | Determines melee defense. (Average of Agility & Intuition) + 6. |
Defense (Ranged) | Determines ranged defense. (Average of Intuition & Quickness) + 6. |
Encumbrance | Determines maximum carrying capacity. (Average of Strength & Endurance) + 1. (Multiplied by 10, 20, or 30 for different load levels.) |
Faith Die | Determines Faith reserves for Totem Aspect Spells. (Average of Willpower & Intuition.) |
Fatigue Maximum | Determines fatigue limit before unconsciousness. (Half the (Average of Endurance & Willpower)) + 1. |
Fear (NPCs Only) | Determines how intimidating a creature is. (Average of Presence & Strength) + 2. |
Grit Die | Represents extra resilience added to skill checks. ([2 - Hindrance + Trait]). |
Health Die | Determines max health. (Average of Endurance & Willpower.) |
Initiative Speed | Determines reaction speed in combat. (Average of Intuition & Quickness.) |
Mana Die | Determines mana reserves. (Average of Willpower & Reasoning.) |
Psychic Die | Determines psychic energy reserves. (Average of Willpower & Presence.) |
Resource Die | Represents available Enclave Credits. (Defaults to [d4], but can increase with traits/GM decisions.) |
Stability | Determines augmentation limit before mental strain. (Average of Willpower & Endurance.) |
Stride | Determines base movement speed. (Average of Agility & Quickness) + 2. |
Stride Die | Determines running speed. (Average of Agility & Quickness.) |
Survival Rating | Helps determine encounter difficulty. (Based on a formula combining combat abilities and defenses.) |
Scaling Calculated Abilities
Many Calculated Abilities scale based on ability averages, ensuring a structured progression as characters grow stronger.
Grit Die
Total Score | Die Type |
---|---|
0 | d4 |
1 | d6 |
2 | d8 |
3 | d10 |
Health, Faith, Mana, Psychic, and Stride Die Progression
Average Score | Die Type |
---|---|
2 or less | d4 |
3-4 | d6 |
5-6 | d8 |
7-8 | d10 |
9 or more | d12 |
Cybernetic Die Progression
Cybernetic Limbs | Cybernetic Die | Health Die Reduction |
---|---|---|
1 Limb | d4 | -1 Die Type (min d4) |
2 Limbs | d6 | -2 Die Types (min d4) |
3 Limbs | d8 | -3 Die Types (min d4) |
4 Limbs | d10 | -4 Die Types (min d4) |
Full Body | d12 | -5 Die Types (min d4) |
Initiative Speed and Fear (NPCs Only) Progression
Average Scores | Die Type and Bonus |
---|---|
2 or less | d12+0 |
3-4 | d10+2 |
5-6 | d8+4 |
7-8 | d6+6 |
9 or more | d4+8 |
This progression system ensures that higher stats consistently translate into better abilities, reinforcing character growth and specialization.
Final Thoughts
Your Primary Abilities define your character’s natural strengths, while Calculated Abilities determine how those strengths manifest in gameplay.
✔ Strategic ability selection helps shape combat effectiveness, survival skills, and roleplay opportunities.
✔ The tiered progression system ensures that higher stats yield clear mechanical advantages.
✔ Calculated Abilities connect directly to skills, allowing for meaningful character growth over time.