Term |
Formula |
Brief Definition |
---|---|---|
AG/4 &endash;2 + G (nearest) |
Ability to react quickly under stress | |
Fatigue, Maximum |
EN+WP |
Capacity to maintain exertion |
Fatigue, Reserve |
EN |
Minimum fatigue after 1h rest |
Fatigue, Threshold |
EN/3 |
Minimum fatigue after �short�rest |
Skill Formula + Level |
Competence with skill | |
SC, Success Chance |
EF x Score |
Percentage chance of (any) success |
EF, Ease Factor |
BEF + Task Modifiers |
How easy the task is |
Trained Attribute x 2 |
Competence with attribute (as skill), treated as PCS | |
Varies with skill |
How easy the skill is to use | |
Carrying Capacity, Carry |
See Table |
Maximum without impediment |
Carrying Capacity, Lug |
See Table |
Range while incurring &endash;1 modifier |
Carrying Capacity, Hump |
See Table |
Maximum one can carry as &endash;2 modifier |
QR1, Excellent Success |
D100 �SC/10 |
Best possible resolution result |
QR2, Good Success |
D100 �SC/5 |
Good resolution result |
QR3, Solid Success |
D100 �SC/2 |
Standard resolution result |
QR4, Mediocre Success |
D100 �SC |
Success took longer or achieved less |
QR7, Failure |
D100 > SC |
Desired result was not achieved |
QR10, Botch |
D100 > SC, roll ends in 0 |
Things are worse than before attempt |
|
Familiarity with local gravity | |
|
Familiarity with local terrain | |
|
Gradually honed ability | |
|
Can be learnt, taught, communicated | |
|
Intrinsic capability | |
|
Genetic "base" before training | |
|
May not exceed inherent by more than four | |
Damage Class (DC) without weapons | ||
|
Prestige in current profession | |
PM, Performance Modifier |
|
Modifier when item used as intended |