STR – Strength
DEX – Dexterity
CON – Constitution
BODY – Body (Life Force)
INT – Intelligence
EGO – Ego
PRE – Presence
COM – Comeliness
PD – Physical Defense
ED – Energy Defense
SPD – Speed
REC – Recovery
END – Endurance
STUN – Stun
STR - COM (STR, DEX, CON, BODY, INT, EGO, PRE, COM) are known as the Primary Characteristics, for all of these 10 is normal and 20 is considered the top of human normal (e.g. "Olympic level")
PD - STUN (PD, ED, SPD, REC, END, STUN) are all the figured characteristics and the values of the Primary Characteristics drive the starting values.
Movement
How far you can move with one action
Units of Time
- Turn - 12 seconds. Within a turn each character will get to act the number of time that equals his or her Speed
- Segment - 1 second within a Turn
When do I get to act?
SPD = 4 (Phases 3, 6, 9, 12)
SPD = 5 (Phases 3, 5, 8, 10, 12)
Then ordered by DEX
All attack actions are automatically the end of an action.
How to hit an opponent with attack
Your base Combat Value (Offensive and Defensive) is DEX/3, but there are lots of situational modifiers.
Roll 11- + you OCV – opponent DCV
Holding and Aborting an action
- Holding an action means that you do not want to act when it is your time, but you can delay to a later phase. That later phase must be before you can act again.
- Aborting an action means that you want to act before it is your next turn, this can only be done for limited actions like Dodge and Block
- Normal attacks do both STUN and BODY damage. The STUN damage is the total on the rolled dice, the BODY damage is 0 point for each 1 rolled, 1 point for each 2-5 rolled and 2 points for each 6 rolled. The opponent then gets to subtract the appropriate defense (PD or ED) from the each total and takes that much damage.
- Getting to 0 STUN means you are unconscious
- Taking more STUN than your CON in a single attack will have you lose an action (you are stunned)
- Getting to 0 BODY means you are bleeding to death
- Getting to your negative BODY total means you are dead
Powering superpowers takes a lot of energy, you must spend END to perform actions. If you run out of END then you start to burn STUN. You will get back your REC in END every time that you take a full recovery or we complete a Segment 12 (Post-Segment 12 Recovery)
Skills
A character’s Skills represent specialized knowledge or training he possesses. This includes such things as knowing how to fly a plane, investigate a crime scene, or fire a blaster pistol, or the character’s in-depth knowledge about any subject you can think of (physics, Fire Demons, Great Britain, alien races...).
A character can try to get information, perform a task, or gain other benefits from knowing a Skill by making a Skill Roll. Most Skills have a Characteristic-based Skill Roll, typically between 8- and 18- (the higher, the better), and are rolled the same way: roll 3d6; if the total on the dice is less than or equal to your character’s Skill Roll, he succeeds; if it’s higher than the Skill Roll, he fails.