Abilities
One player plays the role of the referee, a special kind of player
responsible for storytelling, laying
side characters (non-player characters, or NPCs), and judging
situations in which the player's
characters find themselves. Refer to the referee's section for
further details on this important job.
All characters
have eight abilities, arranged in four pairs. These are Strength/Stamina,
Dexterity/Reaction Speed,
Intuition/Logic and Personality/ Leadership. These eight abilities tell players
how strong, fast, smart and masterful their characters are. They are explained
below. Each of these abilities will have a score from 1 to 100. An ability
score of 1 means the character is very poor in that ability, while a score of
100 means the character has very high ability in that area. Players find their
ability scores by rolling dice. This is explained in the Characters section.
Strength is a measure of
how strong the character is. A character with a low Strength score is scrawny and
weak. A character with a high Strength score is very strong. A character with a
Strength score of 100 may be one of the strongest characters on that planet.
Strength is a physical ability score and is often abbreviated STR within these
rules. Stamina measures a character's physical fitness and general health. A
character with low stamina will get tired easily and will be prone to injury
and disease. A character with high Stamina could work hard all day without
getting tired, and might never be sick a day in his life. Stamina also measures
how badly a character can be wounded before he passes out or dies. Stamina is a
physical ability score and is often abbreviated STA within these rules.
Dexterity measures a
character's coordination. Character's with low Dexterity scores are clumsy, while
characters with high Dexterity scores are very agile. Dexterity is very
important in combat. Dexterity is a physical ability score and is often abbreviated
DEX within these rules. Reaction Speed measures the quickness of a character's reflexes. If
a character with a low Reaction Speed is attacked suddenly, he probably will
fumble with his weapon and react slowly. A character with a high Reaction Speed
could draw and fire a weapon quickly, jump out of the way of falling boulders,
etc. Reaction Speed is a physical ability score and is often abbreviated RS
within these rules.
Intuition measures a character's alertness and ability to draw conclusions
from what seem to be unrelated facts. Characters with high Intuition scores are
more likely to solve problems by having hunches or making guesses than by
carefully considering all the evidence. Intuition is a mental ability score and
is often abbreviated INT within these rules.
Logic is a character's
ability to solve problems in an orderly,
step-by-step way. It is the opposite of Intuition. Characters with high Logic
scores make good scientists and computer experts. Logic is a mental ability
score and is often abbreviated LOG within these rules.
Personality measures how
well a character gets along with other intelligent beings. Characters with high Personality scores are friendly,
pleasant and persuasive, while those with low scores may be grouchy and hard to
get along with. Personality is a mental ability score and is often abbreviated
PER within these rules.
Leadership
measures
a character's ability to give orders that other people will understand and
obey. It also measures how willing other people will be to work for the
character, take his advice or follow him into a dangerous situation. Leadership
is a mental ability score and is often abbreviated LDR within these rules.
Whenever the
referee decides there is a chance for your character’s action to fail, he calls
for an ability check. The appropriate ability to be checked is determined by
the referee, but is obvious once you have an understanding of the role each
ability plays in defining the capabilities of your character.
To make an ability check, simply roll d100. If you roll less than or equal to the ability
in question, your check is successful. If you roll higher than your ability
score, your action fails.
Example:
Garrison is running from security bots, trying to stay away from their identity
imaging cameras. He steps out a window on the second story, and sees a wall
upon which he could walk to get to safety. The referee informs him that this
requires a Dexterity check to make it safely to the other side, warning that
failure might result in falling off the 5 meter high wall! Fortunately,
Garrison has a DEX score of 65, so you confidently toss the dice and roll a 4
and a 7, a success! The security robots won’t try to follow, as their simple
programming doesn’t define the top of a wall as floor space upon which to
tread.
Your
referee may assess the situation and determine there are bonuses or penalties
associated with any given ability check. Difficult terrain, favorable winds,
good tactical position, and any number of other factors may help him determine
this. When he determines this is the case, he will tell you when he informs you
that an ability check is necessary.
Example: Rhainah
is a hacker and is trying to break into a computer network protected by fairly simple
security software. The referee informs Rhainah’splayer that she must succeed in
a LOG check with a bonus of +10, to represent the simplicity of the security
software. Rhainah’s player must roll less than or equal to ten higher than her
character’s LOG score.
Sometimes you
must pit your abilities against another player’s character or non-player
character. The rules work normally, but both parties must make a roll and
compare success. Whoever succeeds by more (rolls the greatest amount under his
score) wins the contest.
Example: Yinang,
an assassin character working for Streel Corp, is trying to palm his sonic
sword handle to conceal it from the quick search of his boss’ thug. The referee
determines that palming something that size and shape will require a Dexterity
check at -10. Yinang’s player has to roll less than or equal to ten less than
his Dexterity score, and must succeed by more than the thug’s Intuition check.
In addition to the basic ability scores, characters are defined by a few other numbers. These are specifically created to help facilitate action-packed combat scenes. They are: Initiative Modifier, Punching Score, Ranged Weapons accuracy, and Melee Weapons accuracy.
Initiative Modifier is not really an ability, but a character's Initiative modifier is important. It is equal to the character's Reaction Speed divided by 10, and is used to determine which character acts first in a fight. Round in favor of the character, thus a Reaction Speed score of 51 results in an Initiative Modifier score of +6. Initiative Modifier is a combat ability and is often abbreviated IM within these rules.
Punching Score is a modifier, just like Initiative Modifier is. It is determined by looking at the following table (simply, Punching Score receives a +1 for ever 20 points of Strength the character has). Whenever your character successfully punches his opponent, or uses a melee weapon such as a club or sword, he adds this number to the damage total. Punching Score is a combat ability and is often abbreviated PS within these rules.
Punching Score Table
Strength Score
| Punching Score
|
01-20
| +1
|
21-40
| +2
|
41-60
| +3
|
61-80
| +4
|
81-00
| +5
|
Ranged Weapons accuracy score is the base chance to hit when aiming a weapon (whether that weapon is hurled or aimed in hand or targeted using advanced targeting systems). It is equal to half your character’s Dexterity score, since it is purely a function of hand-eye coordination. List it as a percentage instead of a bonus like the other nonability score values. Ranged Weapons is a combat ability and is often abbreviated RW.
Melee Weapons accuracy score is the base chance to hit when wielding a hand-held weapon or punching someone. It is equal to half your character’s Dexterity or Strength score, whichever is higher. List it as a percentage instead of a bonus like the other non-ability score values. Melee Weapons is a combat ability and is often abbreviated MW within these rules.