Attributes are an overview of your character’s abilities and affect your character’s chances of success when performing certain skills. For instance a character who wishes to move a heavy object may be asked to perform a skill check and add their Body attribute as a bonus to their roll.
Your character's starting Attributes are determined by your Class and Species, however you will have the opportunity to enhance your Attributes as you level up. Please see 'Levels' below for more info. Each Attribute has a maximum level of 9.
There are 3 Attributes available:
Body - determines your character’s physical conditioning. This Attribute is primarily used when performing feats of physical strength or agility such as running, jumping, lifting or grappling. Each point invested in Body will also grant bonuses to Combat Talents and Health.
Mind - determines your character’s intellectual capacity. This Attribute is primarily used when performing feats of knowledge or deduction such as hacking, repairing, investigation or medicine. Each point invested in Mind will also grant bonuses to Tech Talents and Shields.
Will - determines your character’s determination and emotional resilience. This Attribute is primarily used when performing feats of durability or empathy such as persuading an NPC, or resisting the effects of an enemy's biotics. Each point invested in Will also grants bonuses to Biotic Talents and Barriers.
Health is a reflection of your character's overall wellbeing and is measured in Health Points (HP). For more info on what to do when a character reaches 0HP, please refer to the Combat rules page.
The base health for all player characters is 5HP. A bonus 5HP is also added for every point in the Body attribute above 0.
When Health is damaged, it can be restored by either using Medi-Gel or by taking a long rest while out of combat.
In addition to your Health, each character can also employ a variety of Defenses to help keep them alive. Whenever damage is dealt in Combat, this will always be taken from Defenses first. Only once all of a character's defenses are depleted can their Health be damaged directly.
Additionally, damage is always dealt to defenses in the order BSA (Barriers, Shields, Armour). If an opponent has all 3 Defenses, you must first deplete their Barriers, then deplete their Shields, and finally then deplete their Armour.
The 3 types of Defenses are:
Armour Points (AP) - These represent the protection provided by your character's equipped Armour. As such, this stat is determined solely by the quality and rarity of the equipped armour. Players who wish to increase this Defense will need to purchase or otherwise acquire better Armour.
Armour Points are vulnerable to Combat Damage (takes double damage).
When Armour Points are damaged, they can be restored by using Omni-Gel.
Shield Points (SP) - These represent the protection provided by your character's energy shields (sometimes referred to as Kinetic Barriers). Shield generators are fairly common devices and are usually embedded within a user’s armour, although they are small and lightweight enough that some users utilize them over normal clothing.
This stat is determined by the class and quality of your equipped Armour. Additionally, Player characters receive +5 bonus SP for every point in the Mind attribute above 0.
Shield Points are vulnerable to Tech Damage (takes double damage).
When Shield Points are damaged, they are restored automatically once Combat ends.
Barrier Points (BP) - These represent the protection provided by your Biotic powers, a field of energy produced by the user which helps to slow or redirect incoming damage. As a result Barriers are only available to classes which are capable of using Biotics such as Adepts, Vanguards, and Sentinels.
This stat is determined entirely by the character’s Will attribute at a rate of 5BP for every point in the Will attribute above 0.
Barrier Points are vulnerable to Biotic Damage (takes double damage).
When Barrier Points are damaged, they are restored automatically once Combat ends.
As your characters progress through the adventure, defeating opponents and completing missions, they will grow to become stronger and level up.
On each level up, you gain 3 Talent Points to spend on unlocking/upgrading your Talents.
In addition, your Class Talent automatically ranks up to your current character level at no cost.
Whenever you reach a level that is an even number (2, 4, 6, 8, etc.) you also gain 1 Attribute point to spend on increasing one of your Attributes. The cap for each Attribute is 9.
There are two methods that can be used to determine when a level-up is achieved:
XP - With the XP method, your character will receive Experience Points (XP) for defeating enemies and completing skill checks and objectives. The amount of XP gained will depend on the enemy and the GM's discretion. Once you achieve 1000XP you then advance a level when you next take a long rest.
Milestone - Instead of tracking XP, level-ups are simply awarded by the GM once the party has achieved enough progress, such as completing a particular adventure.
It is down to the GM's discretion as to whether there is a level cap or if characters may continue to level up infinitely.
Equipment refers to the various items and tools your character can find and purchase to assist them. These can be categorised into Weapons, Armour, Tools, Consumables, and Miscellaneous.
At Level 1, your starting equipment is determined by your class. See the Class page for more details. If starting above Level 1, add an additional 2000 credits for every level above 1.
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At any given time, a character may only equip the following:
1x Weapon
1x Melee Weapon
1x Armour
1x Tool
To swap out an equipped Weapon for one in your inventory costs a Main Action during combat. To swap out armour or a tool takes 10 minutes and can only be done outside of combat.
When using weapons to attack an enemy, you must make an Attack Roll unless otherwise specified.
Weapons have 3 main stats:
Damage - How much damage to apply to the enemy if your attack is successful and what type of damage to apply.
Range - How close you must be to your target to make an attack against them.
Heat - How many times the weapon can be used before it needs to be Vented.
If firing a gun underwater, all stats are halved.
If firing a gun in the vacuum of space, the effective range is doubled but heat capacity is halved.
If you equip a weapon for which you do not have the training, you suffer disadvantage on all of its attack rolls.