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Attributes and Skills
Eaton edited this page Dec 10, 2017
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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