Defense: Defense determines how hard it is to hit your character. Your character's defense value is half their Athletics skill value + half Technique attribute value. To be hit by an attack your defense must be met or exceeded by successes in the attack test. Defense can be increased by cover, obscurement and equipment.
Interfacing Defense: Interfacing Defense determines how hard it is to hack equipment or vehicles you are using. To have interfacing defense value you must have at least 1 skill value in interfacing. Your character's interfacing defense value is half your detect skill value + half your reason attribute value. To have your equipment hacked through the pervade action your defense must be met or exceeded by successes in the pervade test. Interfacing defense can be increased by equipment.
Vehicle Defense: Defense determines how hard it is to hit your character. Your character's defense value is half their Piloting skill value + half Grit attribute value. To be hit by an attack your defense must be met or exceeded by successes in the attack test. Vehicle Defense can be increased by cover, obscurement and equipment.
Resilience: Resilience determines how hard it is to damage your character. Your character's Resilience value is their Endurance skill value + Technique attribute value + their Armours AV. To be damaged by an attack your Resilience must be met or exceeded by successes in the damage test. Resilience can be increased by equipment. Vehicles have a resilience score as well, this you do not add anything to their reliance and can only alter it through equipment.
Armour Value: Armour Value determines how good your armor is at protecting you and enhancing your resilience. Armour value is listed on any armor you are wearing and its value is added directly to your resilience.
Vigour : Vigour is a resource that your character can expend to reduce damage from incoming attacks. Characters do this by rolling a Fortitude test (see Fortitude). Your Vigour pool is determined by your Resolve skill value + your Grit attribute value. Vigour can also be spent and gain by some abilities and equipment.
Fortitude: Fortitude is a test that can be rolled to reduce incoming wounds. The amount of die you may roll for Fortitude tests is Half your Endurance skill value + Half your Resolve skill value. You may roll a Fortitude test in response to taking damage, each success reduces incoming wounds by 1 and expends 1 of your Vigour .
Wounds: wounds represent your character's health pool, characters that have been reduced to 0 wounds start Bleeding Out (see Bleeding Out) and Dying (see Dying). Your wounds are determined by Tier of play x 2 + your Grit Attribute Value.
Speed: Speed indicates how many spaces you may move when taking actions (see Move & Dash). Your base speed is 6 but certain equipment and abilities can increase or decrease it.
Unarmed Damage: Your unarmed damage determines how much damage your character does when fighting with nothing but their hands. Your damage is equal to your Grit attribute value + Modifiers. The extra damage die for unarmed attacks is equal to your athletics skill value.
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