Step 7: Determining Derived Attributes
S
ome attributes of a character are derived from a
player's other choices during character creation.
WOUND THRESHOLD
A character's wound threshold is, basically, how many
wounds—physical damage—a character can withstand
before he is knocked out. A character's starting wound
threshold is determined by adding his species' wound
threshold to his Brawn rating (after spending start-
ing XP). After determining this initial value, further in-
creases to a character's Brawn rating do not increase
his wound threshold—wound threshold improvements
are acquired by purchasing talents such as Toughened.
STRAIN THRESHOLD
A character's strain threshold determines how much
strain—psychological and mental damage—a charac-
ter can withstand before he is stunned, dazed, or in-
capacitated. A character's starting strain threshold is
determined by adding his species' strain threshold to
his Willpower rating (after spending starting XP). After
determining this initial value, further increases to a
character's Willpower rating do not increase his strain
threshold—strain threshold improvements are ac-
quired by purchasing appropriate talents, such as Grit.
DEFENSE
Defense determines how difficult a character is to hit
in combat situations. Defense is divided into ranged
defense and melee defense. A character's default val-
ue in each defense rating is zero.
Defense is most commonly gained by wearing ar-
mor, or by adopting a defensive position in combat
(such as gaining cover). Some talents may also in-
crease one of the character's defense ratings.
SOAK VALUE
Soak value determines how much incoming dam-
age a character can shrug off before being seriously
wounded. A character's soak value is subtracted from
any incoming damage. Any remaining damage after
subtracting soak becomes wounds, and is applied to-
wards the character's wound threshold.
A character's default soak value is equal to his
Brawn rating. After determining this initial value, in-
creases to a character's Brawn rating increase his
soak value. Additional soak value is most often gained
by wearing armor. Some talents may also increase a
character's innate soak value, such as Enduring. Later
increases to Brawn rating also increase soak.
Step 8: Determine Motivations
n
character's Motivation helps provide flavor and dis-
tinction by helping define what makes him "tick"
and what distinguishes two PCs with the same race,
class, and skill mix. In the same way that Obligation
gives characters a series of concrete goals they need
to resolve (and provides GMs with concepts for ad-
ventures), Motivation is intended to help a player
roleplay his character by giving him some predeter-
mined character traits and goals, making the charac-
ter more fully developed and more interesting to play.
During character creation, a player may either roll
on Table 2-5: Random Motivation to determine his
character's primary Motivation, or with the GM's per-
mission, he may create his own. Once the character's
primary Motivation has been determined, the player
then rolls on the appropriate table to determine a spe-
cific Motivation. Several players may choose to have
their characters share Motivations with each other,
and develop back-stories or relationships between
the characters in the group. The GM should remind
players that while many Motivations may go hand-in-
hand with the character's Obligation, they are by no
means limited to tying the two together.
While Obligation has very concrete effects on
gameplay, Motivation is more focused on the role-
playing and narrative aspects of the game. For more
on Motivation and how it's used in play, see Chapter
IX: The Game Master
TABLE 2-5: RANDOM MOTIVATION
dlD Motivation Result
1-3 Ambition
4-6 Cause
7-9 Relationship
10 Roll once on each of any two categories
CHARACTER CREATION
EDGE OF THE EMPIRE