STATISTICS
- Dexterity (DEX)
This is a combined index, covering not only your basic dexterity, but also how your level of physical coordination will affect feats of driving, piloting, fighting, and athletics.
- Constitution (CON)
How healthy you are in general. It also represents how resistant you are to shock effects, poisons, and disease.
- Strength (STR)
Yor muscle mass and how effective it is for exerting force.
- Movement (MOVE)
Your speed of movement; running, leaping, swimming, etc.
- Attractiveness (ATT)
This is how good looking you are.
- Intelligence (INT)
How generally bright you are. As a rule, this is more than sheer intelligence, but also includes cleverness, awareness, perception, and the ability to learn.
- Cool (COOL)
Your determination and ability to face danger, stress, or dehumanization. It also represents your courage and tenacity.
- Presence (PRE)
Your ability to impress and influence people through your character and charisma; how well you get along with others; how you interact in social situations.
- Technique (TECH)
Your ability to manipulate tools or instruments. It differs from Dexterity in that that covers the knack of using tools.
Derived Statistics
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- Body Type (BOD)
[ STR + CON/2 ]
Body type determines how much damage you can take in wounds. Reference the score below to determine your actual body type.
- 2 = Very Weak
- 3-4 = Weak
- 5-7 = Average
- 8-9 = Strong
- 10 = Very Strong
- 11+ = Superhuman (see extended listing HERE)
- Body Type Modifier (BTM)
Body types have a corresponding number, called the Body Type Modifier. This reflects the fact that people do not take damage the same way. The BTM is subtracted from any damage your character takes in combat.
- Very Weak = -0
- Weak = -1
- Average = -2
- Strong = -4
- Superhuman = -5 or higher (see extended listing HERE)
- Humanity (HUM)
[ COOL x 10 ]
Your basic morality and humanity. Used often in situations where the character faces dehumanization or extreme horror. This statistic loses points by receiving "Humanity" damage; seeing horrible events, removing body parts and replacing them with other objects, gaining abilities that separate him from the rest of his kind, etc. For every 10 points lost from this statistic (rounded down), a corresponding one point is lost from your ability to deal with people. For example: If you lost 36 Humanity, you'd suffer a -3 penalty to any skill involved in relating to people, such as seduction attempts, detecting lies, being convincing, etc. Intimidation attempts are not affected. The more Humanity you lose, the more withdrawn, forbidding, and unpleasant you become. When you've reached the point where you gain a -10 penalty, the Game Ref is free to take over your character at any time (you've gone completely psycho and are for all intents and purposes an NPC). There are ways to restore at least some of your lost Humanity; talk to the Game Ref for details.
- Luck (LUCK)
[ INT + REF/2 ]
Fate acting on your behalf. Each game session you may take points from this statistic and use them in other places; to add to important die rolls or subtract from damage. When you have used up all of these points, they are gone until the next game session (you've "run out of luck").
- Run
[ MOVE x 2m ]
How far your character can run in a 3 second turn while leaving time for dodges and evasions.
- Sprint
[ MOVE x 3m ]
How fare your character can run in a 3 second turn at a flat-out run.
- Swim
[ MOVE x 1m ]
How far your character can swim in a 3 second turn.
- Leap
[ Move x 1m ]
How far your character can leap during a 3 second turn.
- Carry
[ STR x 10kg ]
How much weight your character can carry.
- Lift
[ STR x 40kg ]
How much weight your character can dead lift.
- Fortitude Save
[ CON x 2 ]
How physically resistant your character is to spells, psionics, and similar effects.
- Reflex Save
[ DEX x 2 ]
How well your character is able to avoid certain spells, psionics, and similar effects.
- Will Save
[ COOL x 2 ]
How mentally resistant your character is to spells, psionics, and similar effects.
PERKS
Perks are useful items, privileges, or contacts a character has access to in a campaign. Perks can be special licenses or symbols of authority, friends, favors or fringe benefits accruing from a profession. Like Statistics, they are purchased using Character Points and their levels function as a value guage of how powerful the Perk is (1 being the lowest, 10 being the best). Below are listed both the available Perks, and their cost per level.
- Authority
[ 2 per level ]
The ability to intimidate or control others through your position as a lawman. This attribute represents the character's ability to call on the forces of Law and Order to get what he wants. Cops can use Authority to question suspects, arrest wrongdoers, and defend innocents. Authority is applied to the Cool stat.
- Contact
[ 2 per level ]
You know someone who can (and generally will) help you through money, power, or sheer skill, and this help is usually "off the record". A mercenary who will back you up in a fight is 3 ranks, a local Yakuza boss is 6 ranks, and the head of NC SWAT is 9.
- Family
[ 2 per level ]
This is the ability to call upon the resources and help of any of the members of a large, extended family. This can be in the form of weapons, cash, information, or a small army of relatives. The threat of a family's vengeance may in itself stop harm to the character. The higher your Family Perk, the more important you are to the family and the more help you can call upon. With a Family of +2, you might be able to get several members of the Family to help you wreck a town, for example. With a status of +7 or +8, you are able to influence major group decisions and lead troops. At +10, you may be the head of your Family.
TALENTS
SKILLS
Dexterity Skills
- Archery
- Athletics
- Brawling
- Dance
- Dodge & Escape
- Driving
- EVA
- Gunnery
- Handgun
- Heavy Machinery
- Heavy Weapons
- Martial Arts ( )
- Melee
- Motorcycle
- Pilot (Gyro) [3]
- Pilot (Fixed Wing)
- Pilot (Dirigible)
- Pilot (Vector Thrust)
- Power Armor [3]
- Riding
- Rifle
- Sleight of Hand
- Stealth [2]
- Subjock [3]
- Submachinegun
- Teamster
- Zero-G Combat
- Zero-G Maneuver
Strength Skills
Intelligence Skills
- Accounting
- Anthropology
- Astrology
- Awareness/Notice
- Biology
- Botany
- Chemistry
- Coding
- Composition
- Deduction
- Diagnose Illness
- Education & General Knowledge
- Expert ( )
- Gamble
- Geology
- Hide/Evade
- History
- Interface
- Language ( )
- Library Search
- Lipreading
- Mathematics
- Market Trading
- Perform ( )
- Physics
- Play Instrument ( )
- Psychology
- Shadow/Track
- Space Survival
- Surveillance
- Teaching
- Theology
- Ventriloquist
- Wilderness Survival
- Zoology