Skip to content

Attributes and Skills

Eaton edited this page Dec 10, 2017 · 2 revisions

Eclipse Phase's core set of skills is fairly long, so we're using a pruned-down list inspired by EP2's six-attribute system.

  • Athletics (SOM): Throwing distance in combat, dashing in combat
  • Melee/Fight (SOM): Chance to hit in melee combat
  • Fray/Dodge (REF): Chance to dodge in combat (halved vs ranged)
  • Guns/Shoot (REF): Chance to hit in ranged combat
  • Infiltrate/Hide (REF, possibly SAV): Chance to be spotted in combat
  • Kinesics/Recognize (SAV): Chance to identify visible actor in combat
  • Persuade (SAV): Bonus to gear complexity and intel secrecy in prep
  • Psi (WIL): Chance to hit with sleights in combat
  • Perceive/Notice (INT): Chance to spot actors or props
  • Survival (INT): Chance of loot drops, damage done by environmental effects
  • Research (INT): Bonus to gear availability and intel scope in prep
  • Infosec/Hack (COG): Speed of hacking in combat, bonus to intel secrecy in prep
  • Medicine/Cure (COG): Bonus to healing in combat
  • Know [field] (COG): Randomized per-field bonuses to intel, prep, prop-specific interaction bonuses, location-specific perception bonuses

Each skill is linked to a core attribute, some of which have their own impact on calculations.

  • Somatics: Melee damage bonus, chance to resist knockdown, chance to resist wound shock
  • Reflexes: Initiative bonus
  • Savvy: Agent recruitment bonus
  • Willpower: Chance to resist Psi Sleight, Chance to resist stress, initiative bonus
  • Intuition: Initiative bonus
  • Cognition
Clone this wiki locally