Skip to main content

Zero Space : Attributes

A character's attributes in ZeroSpace are ranked on a scale from 1 to 10. Most people have attributes within the 1 to 6 range -- from "Typical" to "Great". Few people reach 7 in any attribute, and 8 is the peak of human potential. Curiously enough, most nonhuman sentients fall within this range, as well.

Attributes cost one character point each up to 3, two character points each from 4 to 6, three character points each from 7 to 9, and four character points to increase an attribute from 9 to 10. We suggest spending about 25 character points on attributes. Note that Power should be zero unless you have alien traits and/or esoteric powers.

 

Table: Attribute cost
DescriptionValueIncremental Cost
Typical1-31
Great4-62
Fantastic7-93
Inconceivable104

 

Random Character Generation

Would you like to roll dice for your attributes? You can! Roll three six-sided dice, and consult the following table to see what you get:

 

Table: Random attributes
Roll 3d6ValueCost
311
4-622
7-1033
11-1445
15-1757
1869


Roll five times, and add up the total cost. Subtract that total from your pool of character points.

Now assign what you rolled to your character's attributes (Brawn, Agility, Reason, Presence, Power), placing each number wherever you like.

Your character's Endurance is equal to the character's Brawn or their Presence, whichever is greater.

Brawn

Brawn (BRN) represents a character's physical might, close combat fighting ability, and general hardiness; the character's Brawn adds to their action value (AV) and defense value (DV) when attempting these types of tasks.

Brawn determines how much a character can lift and how far they can throw things. Brawn is the default attribute used for the character's attack value (AV) and defense value (DV) in close combat (or "hand-to-hand"). See the Actions chapter for more information.

If a character's Brawn is reduced to zero, they are unable to stand, and they have great difficulty moving. They must succeed at a moderately difficult (DV 3) Athletics (Presence) roll every round just to crawl a meter, and they automatically fail any Brawn rolls. Brawn may not be reduced below zero.

 

Table: Brawn
BrawnLiftThrow
(25 kg)
Standing
Long Jump
025 kg0 m0 m
145 kg1 m1 m
260 kg2 m1 m
390 kg3 m2 m
4125 kg4 m2 m
5180 kg6 m3 m
6250 kg8 m3 m
7350 kg11 m4 m
8500 kg16 m4 m
9700 kg23 m5 m
101,000 kg32 m5 m
  1. Lift indicates the greatest weight that the character can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 8 could carry up to 350 kg and suffer no penalties to their movement while doing so.
  2. Throw (25 kg) indicates the farthest distance that a character could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Brawn required to lift the object from the character's total Brawn. Look up the difference in the "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 8 could throw an object weighing 60 kg (such as a cooperative slender human) up to 8 meters.
  3. Jumps indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.

Agility

Agility (AGL) represents a character's coordination, ranged combat fighting ability, and general flexibility; the character's Agility adds to their action value (AV) and defense value (DV) when attempting these types of tasks.

Agility determines a character's base movement speed (running, swimming, etc.). Agility is the default attribute used for the character's attack value (AV) and defense value (DV) in ranged combat. See the Actions chapter for more information.

If a character's Agility is reduced to zero, they have great difficulty moving. They must succeed at a moderately difficult (DV 3) Athletics (Presence) roll every round just to take a step or two, and they automatically fail any Agility rolls. Agility may not be reduced below zero.

 

Table: Agility
AgilityWalk
(Base Move)
Run
(Double Move)
Sprint
(All-out Move)
Sprint
(kph)
100 m0 m0 m0 kph
12 m4 m8 m5 kph
24 m8 m16 m10 kph
36 m12 m24 m14 kph
48 m16 m32 m19 kph
510 m20 m40 m24 kph
612 m24 m48 m29 kph
714 m28 m56 m34 kph
816 m32 m64 m38 kph
918 m36 m72 m43 kph
1020 m40 m80 m48 kph
AgilitySwim
(Base Move)
Fast Swim
(Double Move)
Swim Sprint
(All-out Move)
Swim Sprint
(kph)
00 m0 m0 m0 kph
11 m1 m2 m1 kph
21 m2 m4 m2 kph
32 m3 m6 m4 kph
42 m4 m8 m5 kph
53 m5 m10 m6 kph
63 m6 m12 m7 kph
74 m7 m14 m8 kph
84 m8 m16 m10 kph
95 m9 m18 m11 kph
105 m10 m20 m12 kph

 

Reason

Reason (REA) represents a character's ability to analyze data, draw conclusions from the facts at hand, and solve problems, and the character's Reason adds to their action value (AV) when attempting tasks that depend on these traits.

If a character's Reason is reduced to zero, they have great difficulty concentrating. They must succeed at a moderately difficult (DV 3) Diplomacy (Presence) roll every round just to form a sentence or understand a simple question, and they automatically fail any Reason rolls. Reason may not be reduced below zero.

Presence

Presence (PRE) represents a character's determination, strength of personality, and understanding of the motivations of others; the character's Presence adds to their action value (AV) when attempting tasks that depend on these traits.

If a character's Presence is reduced to zero, they have great difficulty making choices or taking action, and they automatically fail any Presence rolls. Presence may not be reduced below zero.

Power

Power (POW) represents a character's supernatural might, android power level, or psychic potential. If the character has esoteric powers or alien traits, the character's Power determines the potency of these powers. Most humans have a Power of zero.

If a character's Power is reduced to zero, they can no longer use any esoteric powers or alien traits which depend on it. Power may not be reduced below zero.

 

Table: Power
PowerMaximum
Mass
Maximum
Distance
025 kg0 m
145 kg1 m
260 kg2 m
390 kg3 m
4125 kg4 m
5180 kg6 m
6250 kg8 m
7350 kg11 m
8500 kg16 m
9700 kg23 m
101,000 kg32 m

 

Endurance

Endurance (END) represents a character's determination and ability to shrug off physical and mental abuse. Unlike other attributes, Endurance is not purchased with character points. Endurance is equal to the character's Brawn or their Presence, whichever is greater. If a character's Brawn or Presence permanently changes, their Endurance also changes.

When a character is successfully attacked, one (or more, if using the optional margin of success rules) is temporarily subtracted from their Endurance. A character who has lost more than half of their Endurance can speak and take roleplaying actions, but any other action, including combat, incurs a penalty die. A character whose Endurance is reduced to zero is defeated: they are out of the fight, and probably unconscious. Endurance may not be reduced below zero.