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Derived Characteristics

These stats are abilities that rely on other talents that a person has. A strong person is likely to be well built and an intelligence is likely to do well a repairing things. Once your character's dervived characteristcs have been worked out, you need to calculate your character's skill base ratings. These are the values used in skill tests.

The following table lists the derived characteristics:

Characteristic
Abbreviation
Details
SIZ
This is represents how big a person is. High size characters could be very tall, overweight or very muscular. It's based on strength.
MOV
How fast you can run. It's based on quickness, strength and size.
END
How physically fit your character is - it's used for resisting poisons/drugs and for recovering damage.
HITS
How much damage you can take. This is based on health and size.
STUN
People have different pain levels. Low stun people quake during injections. (Based on WP and END).
HL
How quickly you heal damage and recover stun points.
TGH
How well your character shrugs off some forms of stun damage.
DAM
Stronger and heavier people do more damage when they hit someone. (Based on size and strength).
LK
Good luck can help you out sometimes.

 

All derived characters will involve fractions of some sort and you should round anything above a half up - anything below that is dropped. The exception to this rule is for the movement characteristic as half a meter per action can make a big difference.

Size (SIZ)

Your character's size is equal to their strength stat. You may alter this by taking the small or big quirks. However, your character's size may be reduced any more than a third of their strength score. Being bigger is an edge as it increases your character's endurance and damage bonus. It costs two character points per rating. Being smaller means you are more agile in general, but your small stature makes you easier to hurt and less likely to hurt others. Each small rating gives you two character points.

Examples:

I want Grunn to be a well 'ard SHARC. I increase his SIZ by three points. His strength is 9, so I cannot increase his size to more than 12.

Kat is a cat burglar, so I want her to be small and agile. Her strength is 6, so I can decrease her size to 4 (making her rather petite).

Movement (MOV)

Your character's movement rate is x number of meters per second. This is equal to a total of their strength, size and quickness divided by four. The running skill adds an extra meter of speed per three full skill levels.

Examples:

Grunn's quickness is 7 and adding that to his size and strength gives a value of 7 meters per second. Kat is more agile, but her low size means she takes smaller steps. Her total is 5 meters per second.

Remember to keep all fractions as someone running at 5.5 m/s is faster than someone at 5 m/s! Remember that a round is five seconds - so multiply this value by five to get your speed in meters per round. You can leap a distance in meters equal to the above figure although you'll need a run up (and maybe an average athletics [15] test too).

Endurance (END)

Your character's endurance represents how physically tough they are. This stat is used to resist toxins and calculate how quickly your character recovers from damage. It is equal to an average of the health and size scores.

 Hits (HITS)

This is your character's ability to withstand physical damage. The greater the value the more damage they can withstand. Your HITS value is equal to double the sum of your character's HEALTH and SIZE characteristics. Your character dies at a negative value equal to twice the total of their HEALTH and SIZE stats.

Example: Kat has HT 6 and SIZE 5 so her HITS are 22. She will die at -11 HITS. If the referee was using a critical hit system then Kat would take a severe wound at 11 HITS! Kat is typical of your average person while Jack with his 9 SIZE and 10 HT has 38 HITS (he would would die at -19).

More information can be found in the combat section.

STUN (STUN)

This type of damage can knock you out or lay you flat out. Your character's stun pool is equal to twice the total of their endurance and willpower stats.

Example: Joe Public has END 5 and WP 5, so he has 20 stun points.

At zero stun you are knocked out, although the toughness stat helps reduce some forms of stun damage. Stun is covered in greater detail in the combat section.

HEALING (HL)

This is the rate at which you character recovers from damage. For real damage, everyone recovers hits at a rate equal to their endurance stat per week. Some characters will have endurance scores that let them heal on a daily basis - for those that have fractional healing rates you should put the extra points towards the end of middle of the week.

Example: Jack's 9 size and 10 health gives him 10 endurance, so he heals at a rate of 10 HITS per week. He will heal at least one point per day on four days of the week and on the other three days he'll heal two points. An average person has END 5 so they'll heal at a rate of 1 point every day bar two days of the week.

Your character recovers stun points at a rate equal to their endurance score per round. However, having very low or no stun points left means that they recover at a slower speed. More information can be found on both topics in the recovery section of the combat system.

Toughness (TGH)

Some people can resist the effects of shock better than others. Punches, kicks and being hit by some types of weapon do not cause killing damage, but instead cause you to loose stun points. These forms of direct stun loss can be reduced by your character's toughness stat. This is equal to an average of your character's HEALTH and WILLPOWER

Example: Stig has 8 HT and, 9 WP making his toughness 8. An average person who has 5 in HT and WP will have toughness 5.

Further rules and information can be found in the stun section of the combat system.

Damage Bonus (DAM)

The bigger they are, the harder they fall on you. Your character's damage bonus is equal to an average of their strength and size scores. As mentioned previously, there are two forms of damage: real and stun. Your damage bonus applies to both of these but in slightly different ways. For unarmed combat attacks, your character may throw one D6 per damage bonus point and this is applied as stun damage.

Example: Frost's strength is 7 and his size is 8, which gives him a damage bonus of 8. Kicks or punches will do 8D6 of stun damage.

This may seem high when your average person has only 20 stun points, but don't forget that the same person has a toughness of 8 and recovers 5 points of stun per round.

With armed attacks, all melee weapons have a minimum strength requirement and for each point your damage bonus is over this value, you may add an extra die of damage. However, you may not exceed a value of twice the weapon's basic damage dice.

Example: A combat knife does 2D6 points of damage and has a minimum strength requirement of 4. Frost's damage bonus is 8 so he could add an extra 4 damage dice but he is limited to a maximum of twice the weapon's maximum damage; namely 4D6.

LUCK (LK)

Everyone needs a little help in life. Your character's luck score is equal to their spirit rating. You can use luck to buy off fumbles or increase your chances to succeed.

The GM will decide how luck points can be spent at the start of the game.