Table of Contents

Ratings

This section is currently in the process of being written - AAXW!

Meat Space is currently in pre-alpha, and this page will be expanded with additional guidance, examples and context during development.

Rating is a mechanical and categorical term. Ratings are a more elaborate representation of how an Entity's individual pieces, such as Stats or [Components], combine to interact with the world of Meat Space. Ratings help track things such as how much damage an Entity can take, how quickly they can move or how strong their defenses are.

Characters and Vehicles each have distinct Ratings to help distinguish the differences between meat and metal. Some Ratings however are Shared and are listed below.

Ratings will add two or more numbers together, such as Stats for Characters, to determine their amount, see each Rating below for more information.

Shared Ratings

Armour • Barrier • Clunk • Defence • Drag • Evasion • Fortitude • Hardpoints • Insight • RAM • Reflex • Size • Speed • Ward • Will

Character Ratings

Vehicle Ratings

All Ratings

Action Points

A Character gains 2 Action Points per Turn. They gain an additional 1 Action Point for every 10 Tempo they have. They generate their Action Points at the start of their Turn. Any unspent Action Points are lost at the end of their Turn.

Alternatively, this can be calculated with the following formula: ((Agility + Smarts)/10 [Rounded Down]) + 2

Example: Sunrock the [Draeck] [Zerk] has 11 Agility and 4 Smarts for a total of 15 Tempo. She would therefore gain 2 Action Point by default. She would then gain 1 additional Action Point for having 15 Tempo, which is divisible by 10 once. This means she generates a total of 3 Action Points a Turn.

Action Points are consumed in amounts by using Actions, see General Abilities for more. Once a Character is out of Action Points they can no longer perform Actions that require Action Points until they are refreshed at the start of the Character's next Turn.

 

Armour

Armour is a Mitigation Rating that is representative of an Entity's ability to absorb physical harm.

Armour reduces any Meat Damage received by the total Armour of the Entity.

Characters and Vehicles have a base Armour of 0. Additional Armour can be gained from sources such as Racial Abilities, Masteries, Items and [Components].

Please Note: As per Universal Rule #4 Armour, provided by differently named sources, does Stack.

Example: Penny the Bouncer has Combat Armour giving her 4 Armour and a Combat Barricade giving her an additional 4 Armour for a total of 8.

Penny is Successfully Attacked by a ganger with a Pistol, who deals 10 Meat Damage. Before it is assigned to Penny's Health or Barrier it is Mitigated first. Penny has 8 Armour which Mitigates 8 of this Meat Damage reducing the total she would receive to her Health or Barrier to 2.

 

Barrier

Barrier is how energy based shielding on a Character is represented, it is most commonly given by personal Flickerfield tech.

Barrier is a second pool of resistance that must be damaged before Health, all Mitigation such as Armour apply to Barrier as they would Health.

 

Clunk

This section is currently in the process of being written - AAXW!

Meat Space is currently in pre-alpha, and this page will be expanded with additional guidance, examples and context during development.

 

Defence

15 + Evasion - Size

Defence is a representation of a Entity's ability to avoid taking hits, whether it be from bullets, blades, or flash cannons.

Defence is mostly made up of a Character's ability to Dodge or Evade hits, and the natural inaccuracy of combat, but is also bolstered by Cover they may hide behind, Cyberware or Shields they may utilise.

 

Drag

This section is currently in the process of being written - AAXW!

Meat Space is currently in pre-alpha, and this page will be expanded with additional guidance, examples and context during development.

 

Ego

Panache + Wits + Job Ranks

Ego is the representation of a Character's mental defenses and sense of self, to have ones Ego breached is to receive great mental strain.

Ego is the Defence of a Character's Strain, as Abilities and Weapons that Attack Ego almost always deal Stress Damage.

 

Evasion

Agility + Intuition

Evasion is a representation of an Entity's nimbleness and ability to dodge and weave in combat.

An Entity's Evasion ties directly into, and is the primary source, of their Defence and is often reduced when wearing bulky defensive Items.

 

Fortitude

Fortitude is a Rating representative of an Entity's ability to take physical strain through things such as poisons, exertion, extreme pain and shrug them off. Fortitude is often used as part of Saves to resist the negative effects of Spells, Abilities, or Items.

Characters have a base Fortitude equal to their Brawn plus their Brawn. Additional Fortitude can be gained from sources such as Masteries, Items and Cyberware.

Vehicles have a base Fortitude of 10 times their [Class].

→ Read more...

 

Grit Points

Grit

Grit Points Represent a Character's power over Luck and how often they can exert that power, actively manipulating the force of fortune itself.

Grit Points can be spent on specific Abilities such as Lucky Break, Mettle or Scramble.

One Grit Point is gained when taking a Rest. A Character cannot have more Grit Points than their Current Grit.

Please Note: Humans restore one Grit Point at the end of each Encounter instead, due to their Human Spirit Trait.

 

Hardpoints

Brawn + Panache

Hardpoints are a representation of an Item or Entity's ability to install and retain technology such as Cyberware, [Components] or Mods.

Characters may install Cyberware on their body so long as they have enough Hardpoints available to pay the Hardpoint Tax

In addition once 10 Hardpoints have been utilised on a Character by installed Cyberware they become so chromed out they gain the Technological Physiology and all the rules that would apply to having such a Physiology.

 

Health

Health is a Rating. It is a Character's physical wellbeing and vitality.

Characters have a base Health equal to their Brawn plus the Health bonus from their Starting Job. Additional Health can be gained from sources such as Masteries, Items and Cyberware.

When any single instance of Damage would reduce a Character's Health to 0 or be dealt to Health while at 0, any remaining Damage from that instance is ignored. The Character must then choose either Fight or Flight:

Wuntch's Whatever
Collapsing in a fight may seem like a bad idea, but not losing an arm is a pretty good one. Choosing to go down safely in an encounter should generally be a positive choice, most enemies with sapience wont waste much time trying to finish someone off who's already out of the fight. But be warned, should the entire cast fall or you're fighting a mindless and hungry creature, dont be surprised if your enemy shows no quarter, finishing off the group or ripping the weakest link to shreds.

→ Read more...

 

Hull

This section is currently in the process of being written - AAXW!

Meat Space is currently in pre-alpha, and this page will be expanded with additional guidance, examples and context during development.

 

Insight

Insight is a Rating representative of an Entity's ability to perceive hidden things and to catch those that may have otherwise gone unnoticed in a snap instant. Insight is often used as part of Saves to resist the negative effects of Spells, Abilities, or Items.

Characters have a base Insight equal to their Smarts plus their Intuition. Additional Insight can be gained from sources such as Masteries, Items and Cyberware.

Vehicles have no base Insight and instead using the Insight of the pilot.

→ Read more...

 

Mana

Hokum + Job Bonus

Mana is the representation of a Character's pool of magical energy. Mana is used to cast magical Spells, Invocations and use arcane Items, Cyberware and [Components].

You gain Mana equal to your Hokum at the end of a Scene up to your maximum Mana.

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Presence

Panache + Intuition

Presence is the representation of a Character's raw force of personality and subconscious impact in the minds of others.

Presence is used when determining Morale at the start of Encounters with non-sapient enemies such as animals and robots or beings of the Astral plane such as [Spirits] and [Demons]. Presence also directly determines ones Swagger, and is critical when interacting with Astral entities through Masteries such as Lexiturgy or Animism.

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Quick Action Points

A Character gains 1 Quick Action Point per Turn. They gain an additional 1 Quick Action Point for every 10 Reaction they have. They generate their Quick Action Points at the start of their Turn. Any unspent Quick Action Points are lost at the start of their next Turn. However, regardless of how much Reaction a Character has, they will always at least generate 1 Quick Action Point.

Alternatively, this can be calculated with the following formula: ((Intuition + Wits)/10 rounded down, minimum 0) + 1

Example: Buntie the Troll has 3 Wits and 2 Intuition for a total of 5 Reaction. She would therefore generate 1 Quick Action Point by default. She would then generate no additional Quick Action Points for having 5 Reaction, which is not divisible by 10. This means she generates a total of 1 Quick Action Point.



Quick Action Points are consumed in amounts by using Quick Actions , see General Abilities for more. Once a Character is out of Quick Action Points they can no longer perform Quick Actions that require Quick Action Points until they are refreshed at the start of the Character's next Turn.

 

R.A.M.

R.A.M is a Rating available to Entities. It represents an Entity's ability to store programs when Netcrafting, Slicing or Hacking, as well as its defence against dangerous I.C.E.

A Character's maximum R.A.M Rating is equal to their Smarts. An Entities R.A.M is restored to its maximum at the start of their Turn.

A Character, unless specified otherwise, only gains a R.A.M Rating while a NeuraCore is installed. For Vehicles, facilities or other non-Character Entities, their R.A.M is gained from their [Components], [Class] or Abilities.

R.A.M is primarily used when receiving Hack Damage and is reduced before any other Rating. R.A.M is also reserved when using certain netrunning Abilities, such as those from Netcraft.

R.A.M that is reserved will not be restored at the start of that Entity's turn, effectively reducing their maximum R.A.M for the duration it remains reserved.

→ Read more...

 

Reaction

Intuition + Wits

Reaction is a representation of a Character's alertness and ability to respond to stimuli rapidly, being caught unaware or un prepared calls for Reaction.

A high Reaction means a Character is more likely to act before others in scenarios where they and their group are caught unawares or otherwise unprepared for an Encounter.

Character's with high Reaction will have more Quick Actions, as Quick Action Points are derived from this Rating.

 

Reflex

Reflex is a Rating representative of an Entity's use of dexterity and mentle acuity to dodge or otherwise avoid danger and harmful effects. Reflex is often used as part of Saves to resist the negative effects of Spells, Abilities, or Items.

Characters have a base Reflex equal to their Agility plus their Wits. Additional Reflex can be gained from sources such as Masteries, Items and Cyberware.

Vehicles have no base Reflex and instead use the Reflex of the pilot.

→ Read more...

 

Resolve

Resolve is a Mitigation Rating that is representative of an Entity's ability to deflect mental and social harm.

Resolve reduces any Stress Damage received by the total Resolve of the Entity.

Characters have a base Resolve of 0. Additional Resolve can be gained from sources such as Racial Abilities, Masteries and Items.

Please Note: As per Universal Rule #4 Resolve, provided by differently named sources, does Stack.

Example: Johnny Tutorial has some Fly Duds Equipped giving him 2 Resolve. His Fly Duds are also Modded with Drippy Plating for an additional 1 Resolve for a total of 3.

Example 2 Johnny is Successfully Barbed by a ganger, who deals 7 Stress Damage. Before it is assigned to Johnny's Strain, it is Mitigated first. Johnny has 3 Resolve which Mitigates 3 of this Stress Damage reducing the total he would receive to his strain to 4.

→ Read more...

 

Size

Biggah tha size, tha bigguh the problems.

- Nethel Fog, Troll Sage, Mark 4456.

The Size Rating reflects how large you are.

For each point of Size you have your Speed and Defence is reduced by 1 to a minimum of 1.

In addition, for every 10 Size you have, you may also count as a [Class] of Vehicle, for the purposes of Abilities that have effects based on [Class], as Appropriate. Use the following as guidelines:

  • Size 10-19 is the equivalent of a [Class] 1 Vehicle.
  • Size 20-29 is the equivalent of a [Class] 2 Vehicle.
  • Further Size increases will likely become mismatched from the [Class] sizing, discuss what you think is Appropriate should this happen.

Please Note: Having a large Size does not make a Character a Vehicle, it only gives them a [Class].

 

Skill Rank Maximum

Smarts

Skill Rank Maximum is the representation of a Character's limits in regard to learning skills in general, there is only so far a Character can take their general knowledge without either applying it to specifics, or just plain becoming smarter.

Skill Rank Maximum is the maximum amount of Ranks that may be gained in any given Skill.

Example: A Character with 2 Smarts could only ever have 2 ranks in Athletics, Tech, or any other Skill, even during Character Creation.

 

Speed

Brawn + Agility - Size

Speed is a representation of an Entity's ability to clear distances in a set amount of time.

An Entity's Speed is how much MP they can generate in a single Move Action, effectively how many Units they can move in a single Action.

 

Strain

Strain is a Character's mental endurance and ability to handle stressful situations.

Characters have a base Strain equal to their Panache plus the Strain bonus from their Starting Job. Additional Strain can be gained from sources such as Masteries and Cyberware.

When any single instance of Damage would reduce a Character's Strain to 0 or be dealt to Strain while at 0, any remaining Damage from that instance is ignored. The Character must then choose either Fight or Flight:

 

Swagger

Presence

Swagger is a representation of a Character's ability to stand out in a crowd, how their raw force of personality translates to the society and situations they're in, a fancy suit or a vicious looking revolver may mean nothing to an animal, but in the concious pysche of gangsters and high-powered corpo suits? they mean everything.

Swagger is used when determining Morale at the start of Encounters with sapient enemies such as other Characters. Swagger is often increased through Items that display wealth or offer open threats, represented by the Traumatic or Brutal Traits as well as unique effects often found on Apparel.

→ Read more...

 

Systems

This section is currently in the process of being written - AAXW!

Meat Space is currently in pre-alpha, and this page will be expanded with additional guidance, examples and context during development.

 

Systems Regen

This section is currently in the process of being written - AAXW!

Meat Space is currently in pre-alpha, and this page will be expanded with additional guidance, examples and context during development.

 

Tempo

Agility + Smarts

Tempo is the representation of a Character's preparedness and ability to respond to hostile situations they are ready for.

A high Tempo means a Character is more likely to act before others in scenarios where they and their group are the instigators of hostile action or are unsurprised by an enemies hostile action.

Character's with high Tempo will also have more Actions, as Action Points are derived from this Rating.

 

Turn Arc

This section is currently in the process of being written - AAXW!

Meat Space is currently in pre-alpha, and this page will be expanded with additional guidance, examples and context during development.

 

Ward

Ward is a Mitigation Rating that is representative of an Entity's ability to deflect the worst of magical blows.

Ward reduces any Magic Damage received by the total Ward of the Entity.

Characters have a base Ward equal to their Smarts plus their Panache. Additional Ward can be gained from sources such as Masteries, Items and [Components].

Please Note: As per Universal Rule #4 Ward, provided by differently named sources, does Stack.

Example: Penny the Bouncer has Medium Combat Armour giving her 2 Ward. She already has a base Ward Rating of 12, for a combined total of 14.

Penny is Successfully Attacked by a cyber-wiz with a Magic Wand, who deals 19 Magic Damage. Before it is assigned to Penny's Health or Barrier it is Mitigated first. Penny has 14 Ward which Mitigates 14 of this Magic Damage reducing the total she would receive to her Health or Barrier to 5.

 

Will

Will is a Rating representative of an Entity's ability to hold themselves strong in the face of mental attacks both magical and mundane. Will is often used as part of Saves to resist the negative effects of Spells, Abilities, or Items.

Characters have a base Will equal to their Wits plus their Panache. Additional Will can be gained from sources such as Masteries, Items and Cyberware.

Vehicles have no base Will and instead use the Will of the pilot.

→ Read more...

 

Wyrd Points

Wyrd

Wyrd points are a representation of a Character's control over their own fate and the amount of times they can twist said fate.

Wyrd points can be spent on specific Abilities such as "Not Today!".

In Addition, once spent, Wyrd points can never be recovered, the only way to gain more is from leveling up a Character's Wyrd Stat.