Sub-Attributes represent characteristics derived from a character’s Attributes, Lineage, Traits, equipment, or other inherent features.

Static Veil uses five Sub-Attributes: Movement, Initiative Bonus, Reach, Damage Modifier, and Toughness.

Movement

Movement determines how far a character can move during a combat round while remaining ready to act.

Movement is calculated as:

Movement = 4 + (Agility ÷ 5, rounded up)

Movement is measured in meters.

Initiative Bonus

Initiative Bonus represents how quickly a character reacts when action begins.

Initiative Bonus is calculated as:

Initiative Bonus = (Agility + Instinct) ÷ 5, rounded up

Reach

Reach represents a character’s natural reach in close combat.

A character’s Reach is determined by their Lineage, Traits, equipment, and other applicable effects.

Damage Modifier

Damage Modifier represents the additional force a character can bring to physical attacks through their anatomy, physical scale, augmentations, or other advantages.

A character’s Damage Modifier is determined by their Lineage, Traits, equipment, and other applicable effects.

Recoil Control

Recoil Control represents a character’s ability to control a weapon while firing multiple shots in rapid succession.

Recoil Control is calculated as:

Recoil Control = Strength ÷ 5, rounded up

Weapons may have a Recoil Modifier that modifies Recoil Control while that weapon is being used.

Traits, augmentations, equipment, and other effects may also modify Recoil Control.

Toughness

Toughness represents a character’s natural resistance to physical harm.

Toughness is calculated as:

Toughness = Fortitude ÷ 5, rounded up

Toughness grants Bonus Dice to Passive Defense. These dice represent the character’s ability to absorb or shrug off impacts through physical resilience alone.

Use the character’s current Toughness to determine the Bonus Dice granted:

ToughnessBonus Dice
0
11d4
21d6
31d8
41d10
51d12
62d8
72d10
82d12
92d12 + 1d4
102d12 + 1d8

Lineage, Traits, augmentation, magic, equipment, and other effects may modify Toughness. Use the character’s final Toughness value when determining their Passive Defense Bonus Dice.