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- This is how far a character can travel during a melee action. Each point in Speed is equal to 5 feet or 1 square. By default, characters start with a Speed rating of 6.
- This measures the amount of mental/physical exhaustion that a character is suffering from. The more fatigued a character is, the more likely they are to suffer penalties to their performance when using skills or during combat. Each point in Fatigue is equal to the number of rounds of combat a character can perform before becoming fatigued and/or exhausted. At the start of each round, characters check off one point of fatigue.
- After a character has gone through as many rounds of combat as they have Fatigue points, they are fatigued and have a -10% penalty to all attacks. After a character has gone through twice as many rounds of combat as they have Fatigue points, they are exhausted and have a -20% penalty to all attacks. Note that this not cumulative with fatigued, exhausted status replaces fatigued.
- Fatigue may be restored at a rate of 2 per hour. Some drugs may temporarily restore lost fatigue points. Depending on where characters are in a mission, they may not have the option to rest.
- This is the amount a character can push, pull, or lift. A character with a STR of 6 can push/pull/lift up to 150 pounds. For every point above/below 6 that a character has they can carry roughly 25% more/less.
- This is the amount (in pounds) that a character can carry with them without being encumbered. An encumbered character becomes fatigued during combat in half as many rounds as normal (rounded down) because they are overburdened with stuff.
- Initially used during character generation to determine starting Perks/Quirks. At the end of character generation, Karma must equal zero.
- During play Karma is used to determine level progression. Every time a character successfully uses a skill or dispatches an enemy, the player checks off either: the skill that was used or the Kill rating. During level-up, a character may spend up to 10 Karma points on either: increasing the skills that were used during the current level or on improving their stats. Karma may only be used once for each check mark next to a skill use or the Kill rating. Each Karma point spent on a skill adds a +5% bonus to the skill. For every 5 Karma points spent, a character may raise a single stat by 1.
- For example, Ted used his Computer Operation, Electronics, and Navigation skills each once, Pick Lock twice and has a Kill rating of 5 (he killed 5 enemies). For each skill that he used only once he may spend a single Karma point in each to raise the corresponding skill by +5%. For each point in his Kill rating, he may spend 5 Karma points to improve a stat.
- Kill rating
- This is just a score of how many enemies the character has dispatched during their current level. No attention is paid to the general strength or type of enemy that is killed, just the quantity (although as a bonus for exceptionally strong enemies, a GM may award additional Karma). After a character has raised a level, their Kill rating is reset back down to zero. Kill rating is used to determine how many times a character can raise their stats during level-up. Each stat raise costs 5 Karma points and you may only raise stats a number of times up to the amount of your Kill rating (you’ll notice the most amount of times you can raise stats is 2 times, since you only ever have ~10 Karma points during level up.
- Levels are gained based on the amount of Karma a character has accumulated. After a character acquires 10 Karma points, they level up. Karma points are spent on improving those stats or skills which were used during their current level. After a character raises up in level, they lose all unspent Karma points and erase all tracked stat/skill uses.
- At every 5th level (5, 10, 15, etc), characters can choose to increase their Attacks/actions per melee, Speed, or Strike and Defense modifiers. They may only choose one of these as they must spend All of their Karma at those levels to get those benefits. Or if they’d like, they can ignore those and simply raise their other stats/skills at those levels. If they do not raise any of those stats during level-up, they must wait another 5 levels before they get another chance. Also note that stats can only be raised as many times as a character has points in their Kill rating.
- New skills may be learned if a character successfully uses a skill for which they have no training three times or more during a level. After gaining a level however, no matter how many times they used an untrained skill, if they don’t learn it at level-up they will still need to use it at least three more times to train in it in following levels.
- A character’s Personality is categorized as either: Friendly, Warm, Flat, Cold, or Threatening. The chosen Personality type influences how NPCs behave towards the character and also influences the character’s ability to charm or intimidate. Characters with either a Friendly or Warm Personality receive a bonus to charm, while Cold or Threatening characters receive a bonus to intimidate.
- Basic ability
- The percentile chance a character has to perform an action for which he does not have training in a skill. Any skills not covered by the rules would also fall under Basic ability. Note that the GM may also modify the difficulty of an action as they see fit in the interests of gameplay balance. Basic ability does not go up with level, whatever Basic ability your character starts with is what he’ll have throughout his career.
- Hit Points
- This is the amount of damage a character can sustain before falling unconscious and/or dying. If a character goes into the negative, they will die after having reached the negative of half their total hit points.
- This determines the order in which characters take their turn during combat. Initiative is decided by everyone rolling a d20 and factoring in their Initiative bonus/penalty. High roller goes first, re-roll in the case of a tie.
- Actions/ Attacks
- This is the number of attacks or actions a character may make during a melee round. Combat rounds advance based on the initiative order. Each turn a character may move and/or use an action. When they are done play continues to the next person. This goes on until everyone has used up all of their actions/attacks. At this point initiative is rolled for again. All character’s start out with 4 actions/attacks per melee, although this may be increased/decreased through perks, quirks, and during level-up.
- Strike modifier
- A character’s ability to hit a target or an enemy with a melee or ranged attack. Positioning, weapon training, and attack type can influence the Strike modifier, among other things. A negative Strike modifier is subtracted from a character’s base-to-hit number, making it harder for them to hit something.
- Defense modifier
- Ability to deflect or dodge an oncoming melee or ranged attack. After the attacker has added up all their Strike modifiers, the defender’s Defense modifier is then subtracted from that number to find the percentage needed to hit. If a character has a negative Defense mod, then that number is added on to somebody else’s target number they need to strike that character, making it easier to hit a character with a negative Defense mod.
- Vim points are expended when using certain special abilities or attacks. Depending on the game world, this may range from magic abilities to psychic powers to special moves. Vim may also even be deducted as a result of an enemy attack or ability that specifically targets Vim.
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