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centaurus_gate:basic_rules [2015/02/09 18:26] – [Tension Mode] JasonP | centaurus_gate:basic_rules [2015/02/15 01:32] (current) – [Aspects, Attributes and Abilities] JasonP | ||
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* **Mechanical**: | * **Mechanical**: | ||
- | Each also has these Secondary die codes: | ||
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- | * **Physical**: | ||
- | * **Mental**: Usually the highest of Perception and Knowledge, though it could be modified. You use Mental when an Ability strengthens your mental actions. | ||
- | * **Savvy**: Usually the highest of Technical and Mechanical, though it could be modified. You use Savvy when an Ability strengthens your mental actions. | ||
- | * **Dash**: Usually the lowest of Dexterity and Mechanical, though it can be modified. You use Dash when operating unknown devices. | ||
- | * **Tinker**: Usually the lowest of Knowledge and Technical, though it can be modified. You use Tinker when manipulating unknown devices. | ||
- | * **Judge**: Usually the lowest of Perception and Knowledge, though it can be modified. You use Judge when dealing with unknown intelligence. | ||
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- | Note: Once Secondary die codes are set during explorer creation, they are no longer linked to Attributes. Changing Attributes does not adjust them, they must be increased as their own die codes. | ||
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Explorers have one or more Roles, defining what part they play in the mission. Roles each provide boosts to Attributes and a selection of Abilities to pick from that will define the actions in which your explorer is considered capable. | Explorers have one or more Roles, defining what part they play in the mission. Roles each provide boosts to Attributes and a selection of Abilities to pick from that will define the actions in which your explorer is considered capable. | ||