Stats
Everyone is good at something, but no one is good at everything. This page will help you decide what are your character's strengths and weaknesses.
Our server uses classless system — that means there are no classes to choose from like in many other RPGs. Instead, you will fine tune your character's attributes to your liking and sort of create your own class. We also don't have general levels, but rather skills that you can train.
Before we dive into attributes and skills, let's explain few more terms:
- HP - Hit Points of your character, once they're at 0, you are not able to fight any longer. Think of HP as your energy rather than actual health. HP regenerates with Rest.
- Protection - Value indicating your damage reduction from some types of physical attacks. This is mostly for kevlar vests and plating.
- Cybernetics - How much Cyberware is in your body. Artificials start with 20 points and cannot go lower. Every piece of cyberware adds to this value. High Cybernetics isn't really a good thing though — it makes you more vulnerable to hacking.
- Actions - Number of actions you can take in a turn. Defaults to 2.
- Injuries - Number of injuries you need to get treated. These injuries are serious enough and can't regenerate naturally without proper medical attention. Don't forget to roleplay them appropriately. Having any Injuries whatsoever gives you Injured status.
- Penalty - This number is deducted from your attack rolls and resets at the start of your each turn. You get +2 Penalty for every attack, meaning your subsequent attacks in the same turn are less likely to hit, encouraging you to use more abilities than just attacks.
Body
Affects: HP
Athletics
Used for: Tackle
Brawling
Used for: Punch, Jab Temple
Dexterity
Stealth
Melee Weapon
Used for: Attacks with melee weapons
Martial Arts
Used for: Kick, Sweep Feet
Willpower
Concentration
Endurance
Resistance
Intelligence
Knowledge
Investigation
Science
Social
Performance
Used For: Feint
Persuasion
Insight
Used for: Defense against Feint
Style
Reflexes
Used for: Initiative rolls
Perception
Used for: Prevention against pickpocketing
Evasion
Used for: Defense against most attacks
Handguns
Shoulder Arms
Technique
Electronics
Cyberware
First Aid
Sleight of Hand
Used for: Pickpocketing