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A character's secondary statistics represent the general abilities that every person is capable of through a combination of of their primary abilities. They are the Damage Meter (DM), Stun Meter (SM), Chaos Meter (XM), Initiative (INIT), Dodge, Luck, Crawl, Walk, and Run.
Damage Meter (DM) - This meter represents how much physical punishment a character can take. If it reaches zero, the char is knocked unconscious, and if it goes under that, they die. Points on the DM can be regained slowly over time, or more quickly through the use of healing equipment, magical spells, or mutate abilities.
Stun Meter (SM) - The Stun Meter keeps track of the character's mental state and degrades when s/he takes hits from stun lasers, blunt melee strikes, mental attacks, etc. Though the effects of stun damage can be temporarily relieved through the use of stimulants, fatique-lessening spells, and the like, it can only truly be healed by thourough rest. If the SM goes to zero, the char goes unconscious. Any excess damage caused after they are unconscious is immediately transferred to physical damage.
Chaos Meter (XM) - Whenever a magician casts a spell or a mutate uses one of their special abilities, it is not without a price. Every time they access the Chaos around them, they strain their connection to the power as well as their own nervous systems. For every two points taken off the XM, they sustain one point of stun damage. If either meter is drained completely, the character will become unconscious until their energy is replenished.
Initiative (INIT) - Initiative indicates how quickly a character can respond, generally during combat situations. High initiative means a high reaction time, allowing the character to move before and more often than their opponents.
Dodge - Naturally, it is impossible to dodge a speeding bullet or laser blast. The Dodge statistic is not meant to be used in that fashion, but rather to indicate the natural bob, weave, and evasive maneuvering that a person will generally engage in to throw off their opponent's aim during a fight. And even if they don't manage to throw the shot off completely, dodging around enhances the possibility that the attack will be a slightly less damaging one than the attacker intended.
Luck - This is a catch-all stat that can be applied to any modifier to make it easier for a character to succeed at any given task. It represents the ideal that heroes have a special kind of karma about them allowing them to pull off unusual and sometimes miraculous deeds. The amount of Luck that a character has may be split up among any number of tasks, but it depletes the amount the player chooses to use each time and can only be applied to a modifier before the deciding die roll. Luck is replenished at the beginning of every campaign, or at the GM's discretion.
Crawl - The maximum speed at with the character can crawl across the ground on their belly.
Walk - The character's normal walking speed.
Run - The character's maximum speed. They can only exert themselves like this for a certain amount of time, dependant on their Health stat, before they have to stop and rest.
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