[hr][hr] [center][h2]GAMEPLAY AND DICE[/h2][/center] [center][hider=ATTRIBUTES] Attributes represent a character’s strengths and talents. There are five total attributes; [b]Athletics, Dexterity, Perception, Willpower, and Charisma[/b] Players increase their attributes and skills by earning points to spend. Points are earned at the end of missions - usually a fixed number with the possibility of bonus points, though the latter are rare. Points can also be granted later on with the possible help of implants and augmentations, though these come with cost risks. [hr][hr] • [b]Athletics[/b] represents a character's physical strength. During interactions and skill checks it can be useful for acts of brute force as well as physical melees. • [b]Dexterity[/b] is the measure of a character's hand-eye coordination, balance, and overall grace. In interactions and skill checks it can be used for sleight-of-hand and fast reactions. In combat scenarios it is key for dodging incoming attacks. • [b]Perception[/b] is a character's ability to pick up on details as well as their keenness of eyesight. In interactions, it can be used to catch someone in a lie, to make an observant comment about their appearance, or to notice something happening in the background. In combat it contributes to accuracy and as such is a core stat for precise shots when needed. • [b]Willpower[/b] represents a character's mental and emotional temperance. Those with high willpower can overcome situations with extreme emotional impacts, find that “second drive” to push through intense situations, and also are more resistant to alien mind control and other “interference”. • [b]Charisma[/b] is a measure of a character's personality, personal magnetism, their ability to persuade or lie, and their performance. In interactions it can be used to talk one’s’ way past guards, convince others to help you, and generally help make your case in any situation. It can also be used to haggle. [/hider] [/center] [center][hider=DICE ROLLS][h2]ATTRIBUTE CHECKS[/h2] Throughout the campaign you will encounter situations that will demand particular skills to succeed in - or in some cases at least survive. These will call upon character attributes of course, as for what attributes are put to the test will depend on the circumstances at present. Some such as brawling, combing through a crash site, or sneaking through an alien base will evoke all of one’s specialized abilities. Others - such as bribing an official or sniping a target from afar - will demand a specific attribute such as Charisma or Perception. When such checks arise against other characters they are resolved through scoring respective skills against each other plus a dice buffer [b](1d6)[/b]. Attempting to deceive or persuade a particularly perceptive NPC - even one with very low Charisma - is apt to fail while in other cases having a higher Charisma score than an NPC can work wonders. Or say a character is chasing after an enemy scout a fails to keep pace with them, a perceptive character can follow the trail the enemy might leave in their wake. When facing environmental challenges dice rolls will typically be employed to challenge characters. These checks are very influential in plot events and what direction the story goes based upon character choices and the outcome/consequences of these choices. [/hider][/center] [hr][hr]