Attributes¶
Every Operator is described by six attributes (called "ability scores" in classic D&D 5E). They run from 8 (basic fitness, can carry a rucksack) to 18 (peak human, Tier-1 selection-cleared). Most rolls in the game add an attribute's modifier to a d20.
These are the same six attributes used in classic D&D 5E, so the math will feel familiar - what changes is the flavor. Strength is "deadlift the casualty" not "swing a greatsword," Wisdom is "read the room and the rooftop" not "commune with nature."
Modifier Table¶
The modifier is what you actually add to rolls. The score itself only matters for a few things (HP at 1st level, encumbrance, the point-buy in Character Creation).
| Score | Modifier |
|---|---|
| 8 | -1 |
| 9 | -1 |
| 10-11 | +0 |
| 12-13 | +1 |
| 14-15 | +2 |
| 16-17 | +3 |
| 18 | +4 |
Formula: modifier = (score - 10) / 2, rounded down. Identical to classic 5E.
The Six Attributes¶
Strength (STR)¶
Raw physical power: lift, drag, breach, climb, hold a doorway shut against a body slamming into it.
- Attack rolls: Melee weapons (knife, bayonet, rifle butt) and thrown weapons.
- Common checks: Athletics (climb, swim, jump, grapple, shove), brute-force breaching, hauling a casualty under fire.
- Saves: Resist being grappled, shoved, or physically restrained. See Saving Throws.
- Carry: Encumbrance is tracked against STR (see your character sheet).
- Example moments:
- Pulling a wounded teammate out of an upturned vehicle while it leaks fuel.
- Kicking a reinforced door off its frame when the breaching charge is two rooms away.
- Holding a collapsed beam up long enough for the medic to drag a casualty clear.
- Wrestling a combative detainee to the ground during a snatch.
- Carrying a SAW with a full belt load across two klicks of broken ground without dropping pace.
- Climbing a knotted fast-rope hand-over-hand in full kit.
Dexterity (DEX)¶
Speed, fine motor control, and trigger discipline.
- Attack rolls: All ranged weapons (firearms, launchers, thrown grenades) and finesse melee. The most-rolled attribute in the compendium.
- Common checks: Acrobatics (keep your feet, regain balance), Sleight of Hand (lockpicks, pickpockets, palming), Stealth.
- Saves: Dive for cover, dodge a blast, avoid falling debris. Most "the explosion just went off" rolls are DEX saves.
- AC: Adds to AC in Lite armor and most Medium armor (per Armor).
- Initiative: Initiative is a DEX check.
- Example moments:
- Dropping a fresh mag into the well while moving to the next piece of cover.
- Threading a shot between two hostages at a chokepoint.
- Picking a padlock in 30 seconds with the patrol two corners away.
- Fast-roping out of a hovering helo onto a rooftop in crosswind.
- Driving a panel van through a roadblock without losing the mirrors.
- Cinching a tourniquet one-handed in under ten seconds.
- Slipping past a sentry's flashlight cone by going prone in a ditch.
Constitution (CON)¶
Stamina, pain tolerance, raw bodily resilience.
- Hit Points: HP at 1st level = 10 + your full CON score. Each level after 1st adds 1d10 (or 6) + CON modifier.
- Common checks: Hold your breath, run for hours, stay awake on a 36-hour OP, resist the cold.
- Saves: Resist poison, disease, shock damage, suppression effects, and the worst of a blast wave.
- Example moments:
- Lying motionless in a ghillie suit for eighteen hours of overwatch.
- Coming up out of a cold-water insertion still able to shoot straight.
- Pushing through the second day of a multi-day patrol on three hours' sleep.
- Staying conscious after a flashbang at close range.
- Eating a CS-gas exposure during a room clear and continuing to call targets.
- Walking out under your own power with a through-and-through that should have you on the ground.
Intelligence (INT)¶
Education, reasoning, recall. The professional-knowledge attribute.
- Common checks: Investigation (read a scene, work a clue), History, Nature (terrain, weather), tech analysis, demolitions math, language and codework.
- Saves: Resist mental intrusion, deception, illusion, and disorientation.
- Skills picked at 1st level: Number of starting skills = 2 + INT modifier. INT pulls weight at character creation even for non-techs.
- Example moments:
- Identifying a hostile rifle by the cyclic rate alone.
- Computing a P-for-Plenty charge for an unfamiliar steel beam in your head, with the breach window closing.
- Cross-referencing a captured phone's contact list against the target package on the fly.
- Setting up an encrypted squad net on borrowed civilian radios.
- Recognizing a vehicle's make and trim from a half-second glimpse on CCTV.
- Reading a blueprint in a foreign language well enough to find the load-bearing walls.
Wisdom (WIS)¶
Awareness, intuition, situational read. What separates a competent shooter from one who survives.
- Common checks: Perception (the most-rolled skill in the game), Insight, Survival, Animal Handling, Medicine.
- Saves: Resist fear (Shaken), charm, and being talked into something stupid.
- Passive Perception: 10 + WIS mod + relevant training. Used constantly by the GM for ambush, stealth, and "do you notice."
- Example moments:
- Catching the glint of a scope on a rooftop two blocks away.
- Spotting freshly-turned soil beside the road and calling the convoy to halt.
- Reading a checkpoint guard's body language and clocking that he already made you.
- Knowing the wounded teammate is downplaying it and Triage Code is worse than they're saying.
- Predicting the weather window will close before exfil and pushing the timeline up.
- Holding your nerve when a fragmentation grenade lands in your foxhole and there's still a play to make.
Charisma (CHA)¶
Force of personality. Command presence on a friendly element, intimidation on a hostile one, talking your way past a checkpoint.
- Common checks: Intimidation, Persuasion, Deception, Performance (cover identity work).
- Saves: Resist effects that would suppress your sense of self - mind-control narratives, deep coercion, breaking under interrogation.
- Leadership: Unit Leader features key off CHA.
- Example moments:
- Talking a nervous border guard out of asking for the second set of papers.
- Selling a journalist cover story to a militia commander who already half-suspects you.
- Giving a brief that gets a tired, banged-up squad back on their feet for the second objective.
- Breaking a detainee in the first ten minutes without laying a hand on them.
- Holding a cover identity at a three-hour social function full of people who would shoot you.
- Negotiating safe passage with a village elder when the translator just walked off.
Compared to Classic D&D 5E¶
- The six attributes, the modifier formula, and the +0 baseline at 10 are unchanged.
- DEX is even more dominant here than in classic 5E because almost all weapons are ranged.
- CON drives HP harder: at 1st level you get your full CON score in HP, not just the modifier.
- INT is not a dump stat. It controls your starting skill count and most tradecraft (demolitions, comms, tech).
- WIS does the work that Perception/Insight do in classic 5E - there are no nature spirits, but there are snipers on rooftops.
- CHA is rare-roll but high-stakes. You don't bard your way through a fight, but you do talk your way through a checkpoint.