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Unregistered Characters

All unregistered characters will have starting stats of 60 HP, and 5 points each in strength, perception, stamina, intelligence, agility, technology, and luck. A +5 damage rated weapon, and a +10 armor. No experience, skill experience, or money will be kept track of for unregged characters.

Once registered, the character will be able to place their starting stats as they choose, but only after the required minimum is placed into their choice stat. No more then 20 max may be allowed in any stat at level 1 unless otherwise noted in their race/class choice.

Levelling Up

At each level up, you will be given x points to be placed in your HP depending on the amount of Stamina you have on your character sheet.
Example
Johnny has 20 stamina, therefore he gets 10 HP at each level up.

Also at each level up, you will be given 5 stat points to distribute as you like. Upon levelling up, a link will appear when you view your character that will take you to the level up page to distribute your points. HP will be added automatically.

Calculating HP

How to figure your max Hit points:

Base HP + Armor Points (AP) = Max. HP

(i.e. Johnny has 60 HP, Shinguards that have +10 armor rating, and a bulletproof vest that has +25 armor rating. 60HP + 10AP +25AP = 95 Total hit points. This is then written as 95(60) for your stats in a Quest or Duel to signify 95 Max HP and 60 Base HP.

Plusses

Depending on how high of a level you are, you will get a certain + to roll. Level plusses are factored in on every roll unless stated otherwise.

Level +'s
2 - 3+1 to roll
4 - 5+2 to roll
6 - 7+3 to roll
8 - 10+4 to roll
11 - 13+5 to roll
14 - 16+6 to roll
17 - 19+7 to roll
20++8 to roll

Please note that if you achieve 101 points in any stat, you will no longer need to roll non combat checks for that stat. For example, if you have 101 Strength and a GM normally requires a roll for you to break open a door in a quest, you will automatically succeed without rolling because of your 101 strength. However all normal rolls in combat still apply.

Here you will find all your stat needs. Figuring out your max. damage or roll for any stats can be accomplished by simple math.

Example: Johnny has a level of 4, and a strength rating of 25, he also has 21 Luck. Level 4 = +2 to all rolls, Strength 25 = +1 to strength based rolls, and Luck 21 = +1 to all rolls. 2+1+1 = +4 total to his strength based rolls.

Below are explanations of all the stats: What they are and what they do, as well as bonus charts to figure out your rolls.

Perception is the ability to see and hear things. Perception's main use, however, is in aiming a firearm. The damage done by a shot relates to how well the shot was aimed.

Strength is sheer muscle. It is a measure of how strong you are, how hard you hit with fists and melee weapons, and as well dictates how much you can lift.

Please note that Perception coincides with Strength, because of thier similar qualities.

Strength and Perception
5 - 10+5 DMG-1 to roll
11 - 20+10 DMG+0 to roll
21 - 30+15 DMG+1 to roll
31 - 40+20 DMG+1 to roll
41 - 50+25 DMG+2 to roll
51 - 60+30 DMG+2 to roll
61 - 70+35 DMG+3 to roll
71 - 80+40 DMG+4 to roll
81 - 90+45 DMG+4 to roll
91 - 100+50 DMG+5 to roll
101 - 110+55 DMG+6 to roll

Stamina is how much punishment your character can take. It is counted for your HP gain each level, please note this when deciding how much you will place into your stamina stat when you create your character. It also helps prevent drug addiction and overdose.

Stamina
5 - 10+5 HP
11 - 20+10 HP
21 - 30+20 HP
31 - 40+30 HP
41 - 50+40 HP
51 - 60+50 HP
61 - 70+60 HP
71 - 80+70 HP
81 - 90+80 HP
91 - 100+90 HP
101 - 110+100 HP

Agility is how quick you are on your feet. It is used for dodging, therefore no damage will be dealt from any agility-based attacks. Please count all attacks as Strength or Perception, except where specifically stated otherwise. Agility is also important for operating any vehicles and for getting the initiative in duels.

Agility
5 - 10-1 to roll
11 - 20+0 to roll
21 - 30+1 to roll
31 - 40+1 to roll
41 - 50+2 to roll
51 - 60+2 to roll
61 - 70+3 to roll
71 - 80+4 to roll
81 - 90+4 to roll
91 - 100+5 to roll
101 - 110+6 to roll

Intelligence is the ability to comprehend things, (i.e. reading and understanding a recipe to make a healing potion). Intelligence rolls are used when making drugs, as well as general checks in Quests (eg. finding a clue, reading a map)

Intelligence
5 - 10-1 to roll
11 - 20+0 to roll
21 - 30+1 to roll
31 - 40+1 to roll
41 - 50+2 to roll
51 - 60+2 to roll
61 - 70+3 to roll
71 - 80+4 to roll
81 - 90+4 to roll
91 - 100+5 to roll
101 - 110+6 to roll

Tech allows you to do things in the game such as rebuild a car or maintain your systems as a cyborg.

Tech
5 - 10-1 to roll
11 - 20+0 to roll
21 - 30+1 to roll
31 - 40+1 to roll
41 - 50+2 to roll
51 - 60+2 to roll
61 - 70+3 to roll
71 - 80+4 to roll
81 - 90+4 to roll
91 - 100+5 to roll
101 - 110+6 to roll

Luck is just what it is. How lucky you are, how often fate works your way. Luck plusses are counted into every roll unless stated otherwise by a GM. The damge bonuses are for the Attacker IN DUELS ONLY. These bonuses to NOT apply to quests, nor the defender in duels (i.e., counterattacking). ONLY the attacker.

Luck
5 - 10-1 to roll +0 DMG
11 - 20+0 to roll +5 DMG
21 - 30+1 to roll +5 DMG
31 - 40+1 to roll +10 DMG
41 - 50+2 to roll +15 DMG
51 - 60+2 to roll +15 DMG
61 - 70+3 to roll +20 DMG
71 - 80+3 to roll +25 DMG
81 - 90+4 to roll +25 DMG
91 - 100+5 to roll +30 DMG
101 - 110+6 to roll +35 DMG