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Difference between REF and COO?

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atamajakki atamajakki's picture
Difference between REF and COO?
I'm looking at bashing together a Fate Accelerated hack for Eclipse Phase and found that the EP Aptitudes make a lot of sense as a replacement for FAE's Approaches. The only niggling issue is that I can't seem to rationalize a distinction between REF and COO. Looking at the skills, COO covers ranged weapons of all sorts, infiltration, and theft, while REF covers dodging, freefall, initiative, and piloting. Both seem to be a "Dexterity" analogue, with no clear distinction between the two. I can't think of any REF skills that wouldn't make just as much sense under another aptitude; SOM could easily take Freefall and Fray, COO or even COG could handle piloting, etc. Can someone help me understand before I cut REF from my game?
boomzilla boomzilla's picture
One example I can think of to
One example I can think of to distinguish between them would be from Shadowrun, with the street samurai who had wired reflexes installed on the cheap. The character reacts to things in a very jumpy way, like a tic on crack. This is helpful for when they need to do something quickly before another character (e.g. draw a pistol), but a hinderance for things where careful control is more important (e.g. a precise sniper shot). Surgery (the old-fashioned type which uses scalpels), lockpicking, tight-rope walking, golf, etc, are COO. Quick drawing pistols, drag racing, hitting buzzers on game shows, hockey goaltending, playing Sonic, etc, use REF. I guess it isn't always clear-cut (I can see Free Fall being COO, for instance), but I do think they are distuinguishable.
Urthdigger Urthdigger's picture
High REF and low COO = jumpy
High REF and low COO = jumpy spaz High COO and low REF = clockmaker/surgeon
Burnsidhe Burnsidhe's picture
COO (coordination) is precision dexterity;
Coordination is precision dexterity; hand-eye coordination, fine motor control, etc, and covers the ability to relax under pressure. Reflexes is reaction dexterity; balancing, dodging, acrobatics, and covers the ability to act swiftly to unexpected events.