These ratings are added to skills during a skill test. A base rating represents how different talents help in various activities. Being nimble fingered is not enough to repair things, if you are as thick as two planks.
Although these scores will be the basis for virtually skill tests. Stats are not redundant as tests are based on those as well. All fractions are lost, unless you have another half point from another stat.
KNOWLEDGE
This is the basis for all your intellect related skills, while intelligence is used for direct reasoning rolls.
- Base of +3
- +1 per intelligence point over 5.
Example: Doc has an intelligence of 10 which is five points over 5. Adding 5 to the base of 3, gives Doc a knowledge base of 8.
AGILITY
Agility covers your grace and ability to coordinate your movements - although it does not cover armed combat. Jumping, fighting, initiative and other athletic abilities fall under this.
- Base of +3
- +1 per quickness point over 4
- +1 per two strength points over 6
- -1 per two size points over 6
Example: Deacan is a SHARC with 8 QUI, 10
STR and 11 SIZ characteristics.
8 QUI gives +4 (4 points over 4).
10 STR gives +2 (4 points over 6, then
halved).
11 SIZ gives -2 (5 points over 6, then
halved).
Added to the base value of 3, this gives Deacan an agility rating
of 9 (3 + 4 + 2 - 2 = 9).
MANIPULATION
While agility covers your bodily coordination, manipulation is your aiming and driving abilities.
- Base of +1
- +1 per quickness point over 4.
- +1 per two dexterity points over 4.
Example: Jack Frost has a DEX of 6 and 10
QUI.
10 QUI gives +6 (6 points over 4).
6 DEX gives +1 (2 points over 4, then halve).
This makes a total of 8 (1 + 6 + 1).
TECH
Tech allows you to make repairs to items. You need nimble fingers and brains to be a techie.
- Base of +1
- +1 per dexterity point over 4
- +1 per two intelligence points over 4
Example: Garfunkle has a DEX 10 and INT 8.
DEX 10 gives +6.
INT 8 gives +2 (4 points over, then half).
Garfunkle's tech rating is 9 (1 + 6 + 2).
COMMUNICATIONS
This covers your social skills. It is the art of knowing what to say, when to say it and who to. Salesmen have high communications, while a low comms means you're blunt and fairly tactless.
- Base of +1
- +1 per charisma over 4
- +1 per two willpower over 4
- Appearance modifier (if any)
Example: Nathan is the group's midman and
is Mr Smooth. He has 10 CHA, 9 WP and is "handsome".
This gives him the following:
10 CHA gives +6
8 WP gives +2 (4 over 4, then half).
This makes a subtotal of 9 (1 + 6 + 2), but his handsome
advantage increases this. With men, it adds +3, while with women,
it adds +4. This makes Nathan's comms base 13!
SORCERY
This is your ability to control draw magical energies or communicate with other realms.
- Base of +1
- +1 per intelligence point over 4
- +1 per two spirit points over 4
Example: Stig's INT is 10 and his SPR is
also 10.
10 INT gives +6 & 10 SPR gives +3. This makes a total of 10
(1 + 6 + 3).
Your sorcery rating will be modified depending on your character's own magical abilities. Characters with no magical ability have almost no chance of creating an effect.
As mentioned in the section detailing characteristics, there are primary and derived stats.
Derived stats include the following:
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.
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.
The running skill adds an extra meter of speed per three full skill levels. Remember to keep all fractions as someone running at 5.5 m/s is faster than someone at 5 m/s!
Endurance (END):
Your character's endurance represents how physically tough they are. This stat is used to resist toxins and calculate badly your character suffers from damage.
It is equal to an average of the health and size scores.
Wound Category Table:
Endurance | Scratch | Light | Moderate | Severe | Deadly |
2 to 4 | 0 | 1 - 4 | 5 - 8 | 9 - 12 | 13 - 16 |
5 to 7 | 1 | 2 - 5 | 6 - 9 | 10 - 13 | 14 - 17 |
8 to 12 | 1 - 2 | 3 - 6 | 7 - 10 | 11 - 14 | 15 - 18 |
13 to 17 | 1 - 3 | 4 - 7 | 8 - 11 | 12 - 15 | 13 - 19 |
18 to 20 | 1 - 4 | 5 - 8 | 9 - 12 | 13 - 16 | 17 - 20 |
Wound categories represent how damage affects people differently. The categories are scratch, light, moderate, severe and deadly.
Example:
Grunn (END 10) and Kat (END 6) are caught in a minor explosion. Both take six points of damage. Grunn is only lightly wounded; while Kat is moderately wounded and has cracked a rib!
Stun (STUN):
This represents how well your character can fight pain. It is an average of their willpower and endurance ratings.
If your character takes any wound, then they must make a stun test by rolling under this value on a D10. More information can be found in the combat section.
Damage Bonus (DAM):
The bigger they are, the harder they fall on you.
Total character's strength and size scores, then refer to the table below:
STR + SIZ | Damage Bonus | Recoil |
4 - 7 | -1 | +1 |
8 - 11 | +0 | - |
12 - 15 | +1 | -1 |
16 - 19 | +2 | -2 |
20 - 23 | +4 | -3 |
24 - 27 | +6 | -4 |
28 - 31 | +8 | -5 |
32 - 35 | +10 | -6 |
The damage bonus adds to any damage rolls made in hand to hand combat. The recoil value reduces task penalties due to bucking from a firearm.
Luck (LK):
Everyone needs a little help in life. Your character's luck score is equal to their spirit rating. The luck rules are covered later in this document.