Stat Explanations and Example Character Sheets
Name: Your character’s name.
Race: Your character’s race, different races have different abilities and sensory check scores.
Culture: The type of environment your in which your character was raised. Different upbringings and different experiences breeding different skills and habits.
10 is the max for all stats.
Strength: Your character’s physical might, ability to carry objects, physical endurance. The number of large objects and salvage your character can carry comfortably is equal to your character’s strength. Strength checks will be used when breaking down doors, arm-wrestling, lifting heavy objects, etc.
Dexterity: Your character’s nimbleness, balance and physical reaction time. Dexterity checks will be used when balance may be involved or when performing feats of manual dexterity.
Constitution: Your character’s general physical health and heartiness. Constitution checks will sometimes be made instead of a Physical Fortitude Defense Roll when environmental hazards hinder the character.
Intelligence: Your character’s memory and critical reasoning skills. Intelligence checks will be used when a character needs to recall details, or in certain other situations. Any character begins with a Training Point score equal to his base Intelligence.
Willpower: Your character’s force of will and determination. Willpower checks will sometimes be made instead of a Mental Fortitude Defense Roll. Willpower modifies the DC of magical items used.
Charisma: Your character’s social eloquence, personality, leadership and shmexyness. Charisma checks will be used in difficult social engagements and if there’s girls at the bar. Characters begin each night of play with a number of hero points equal to half of his charisma, if unused these points are lost at the end of the night.
Vitality: The amount of damage your character can suffer before he dies. A character’s base vitality is equal to your character’s Constitution. This number can be modified by items, feats, class skills, etc.
Melee Hit: The chance to hit with a melee attack; the sum of the character’s Strength, Roll of 1d10, and all class modifiers to melee hit. This roll is always made against a static combat defense.
Ranged Hit: The chance to hit with a ranged attack; the sum of the character’s Dexterity, Roll of 1d10, and all class modifiers to ranged hit. This roll is always made against a static combat defense.
Shields: Shields are generated by your character’s armor. (See armor:Base Item Stats.) Shields deflect incoming high speed projectiles, primarily bullets and shrapnel. If the character is hit by such an attack the damage is subtracted from his shield total instead of his vitality. If one point of shields remains it still deflects the entire damage total. Half of explosion damage ignores shields because it is half fire damage and half shrapnel damage.
Armor: A Combat Defense modifier supplied by the protective gear your character wears. Armor comes in three varieties: Light, Medium and Heavy. Medium and heavy armors require feats to wear and possess strength requirements. Armor works against physical attacks.
Ablative Armor: A Combat Defense modifier supplied by the protective gear your character wears. Ablative is a modified plate which can be applied to armors. Ablative not only factors into the players ability to avoid energy weapons but also reduces damage from those deadly weapons.
Static Combat Defense: The character’s ability to avoid damage from physical attacks such as gun shots, sword strikes, or blowgun darts. The total Static Combat Defense is the sum of several other stats: Dexterity (for dodging) + Armor (for blocking) + Defense Bonuses (from class abilities and spells) + Cover Bonus (for ducking behind environmental objects when people point a gun at you).
Ablative Combat Defense: Same as Static Combat Defense but with the sum of any Ablative Armor Bonuses instead of regular Armor.
Combat Defense: Sometimes called the “Active Combat Defense,” this is rolled against an enemy spell roll to determine if your character dodges the brunt of the attack. Combat Defense is the sum of your characters Dexterity + Defense Bonuses + 1d10.
Tech Defense: Your characters ability to maintain his gear and keep his gear from being destroyed or sabotaged or disenchanted. Combat Defense is the sum of your characters Intelligence + Defense Bonuses + 1d10.
Physical Fortitude: Your character’s ability to resist poisons, diseases and the like. Physical Fortitude is the sum of your characters Constitution + Defense Bonuses + 1d10.
Mental Fortitude: Your character’s ability to resist mental attacks, usually of a psychic or magical nature. Mental Fortitude is the sum of your characters Willpower + Defense Bonuses + 1d10.
Listen Check: Your character’s ability to pick sounds out and eavesdrop. Add your Listen Check score to the roll of 1d20.
Spot Check: Your character’s ability to detect visual subtleties. Add your Spot Check score to the roll of 1d20.
Smell Check: Your character’s ability to detect and identify objects or substances by shoving them in his nose or tasting them. Add your Smell Check score to the roll of 1d20.
Training Points: Grant a percent bonus to all experience gains. The percent is equal to the number of training points. Training points are earned by making updates to the Wiki and are capped at an amount of 1 per week after character creation.
Hero Points: The player may option to expend hero points on a single roll per round increasing its natural value by the amount of hero points expended. Player must announce this intention before the roll is made. Hero points are earned by the character when he commits an amazing act before onlookers.