Character

Character is both a categorical and mechanical term. Categorically Characters are any non-[Vehicular] Entity, most commonly [Sapient], [Beast] and [Spirit] Entities. Mechanically Characters are the vessels through which Players can interact with the world of Meat Space and each other through roleplay and mechanics.

Categorically, the term Character appears in Abilities and rules to define what can be Targeted, affected, or otherwise interacted with.

Mechanically, Characters are controlled by Players and have a number of inherent features, such as Stats, Ratings, Race and Jobs. The full list of features a Character possesses is shown below.

Unless otherwise specified Cast Characters are [Sapient] Entities.

To create your own playable Character, see Character Creation.

Character Features

Characters gain the following core features, unless otherwise specified. For a more detailed description, click the links below to visit their pages, or scroll below:

Cyberware Slots and Hardpoints
How much technology a Character can merge with their form and where.

Job
The professional skill set learned by a Character.

Race
The background and tangible form of a Character.

Exhaustion
The strain suffered by a Character from rapid and repetitive actions.

Masteries
A Character's more specialised knowledge and unique abilities.

Ratings
How a Character's attributes are expressed through mechanics.

Stats
How strong or weak a Character's mental, physical and mystical attributes are.

Inventory
How much and where a Character can store and wear things on themselves.

Morale
How keen a Character is to be in their current situation.

Skills
How well a Character's general learning and broader knowledge is applied.

Please Note: While all Characters gain these features, certain Entities may have Abilities that cause them to lose or alter them in different ways. How an Entity alters these features will be outlined in its Race and/or Job Abilities. In the case of certain Non-Cast Characters or Kindred Spirits that have their own pages, these Abilities are listed on those pages.

Cyberware Slots

Cyberware Slot is a mechanical term. It refers both to the general areas of a Character's body where Cyberware can be installed and to the maximum amount of Cyberware that can be installed in each of those locations.

A Character has a number of Cyberware Slots located on their body that corresponds to a Subtype of Cyberware. Each of these Slots varies in the amount a Character has and may only have 1 piece of Cyberware installed in each. Both the types and amounts of Cyberware Slots are listed below.

Cyberware must share a Subtype with a Slot in order to be installed in that Slot. Once installed in the correct Slot, Cyberware will provide its passive and active effects to the Character it is installed on. See Installing Cyberware for more info.

Please Note: The amount of Cyberware Slots a Character has can be modified through Abilities, such as those found in Chromer, Technomancer and Draeck.

Arm Slot

A Character's primary limbs that end in manipulative apendages and Hand Slots. Cyberware installed in this Slot is often weaponised or allows for better manipulation of Tools and handheld objects.

The number of Arm Slots a Character has is: 2.

Core Slot

A Character's central mass or primary body segment. Cyberware installed in this Slot varies the most in functionality, ranging from heavy technology mounts and personal defence fields to chemical injectors and internal storage devices.

The number of Core Slots a Character has is: 3.

Dermal Slot

A Character's protective outer layer, such as skin or a hardened crust. Cyberware installed in this Slot often increases or imbues a Character with stronger defenses or alters how they are seen.

The number of Dermal Slots a Character has is: 2.

Leg Slot

A Character's primary locomotion limbs. Cyberware installed in this Slot often improves or fundamentally alters how a Character moves and traverses the world around them.

The number of Leg Slots a Character has is: 1.

Neural Slot

A Character's central processing system such as a brain or neural ganglia. Cyberware installed in this Slot provides powerful and unique benefits such as heightening a Character's perception and speed beyond their physical limits or downloading a life's worth of skills and experiences directly into their mind.

The number of Neural Slots a Character has is: 1.

Sensory Slot

A Character's various methods of sensory input. Cyberware installed in this Slot improve existing Perceptions and offer unique ways to see the universe.

The number of Sensory Slots a Character has is: 1.

 

Exhaustion

Exhaustion is a mechanic. It is the negative outcome of trying to do the same thing repeatedly, too quickly.

When a Character performs an Ability with the same name as another Ability they have already performed during this Turn they trigger Exhaustion. When Exhaustion is triggered, roll a D4 and take the Result as Strain Loss before the Ability resolves. If this Strain Loss would result in the Character receiving the Downed or Flight Conditions or otherwise suffering an incapacitating Trauma. The Ability does not resolve, and any Action or Quick Action Points spent are lost.

Should you perform the same Action more than once as a result of Abilities with different names. You do not trigger Exhaustion.

Each time Exhaustion is triggered after the first occurrence each Turn, the Strain Loss Determination Die is Upgraded until the start of your next Turn.

Example: Trombone Tony has performed a Move Action and a Combat Action this Turn. Tony decides he needs a little more cover and performs a second Move Action. As this is his second Move Action this Turn it causes him to trigger Exhaustion. He rolls a D4 getting a Result of 3. Tony takes 3 Strain Loss, subtracting from his current total of 11, leaving 8 remaining. Since this doesn't cause him to become Downed, receive an incapacitating Trauma or other such effect he resolves his Move Action as normal.

Tony feels a bit safer behind cover, so opens fire. He performs his second Combat Action this Turn. This once again causes him to take Exhaustion. But this time the Strain Determination Die is Upgraded to a D6 due to his previous Exhaustion this Turn. Tony rolls the D6 getting a Result of 5. He takes 5 Strain Loss subtracting from his total of 8, leaving 3 remaining. Since this doesn't cause him to become Downed, receive an incapacitating Trauma or other such effect, he resolves his Combat Action as normal.

→ Read more...

 

Inventory

Inventory is a mechanical term. It refers both to the general areas of a Character's body where Items can be stored or Equipped and to the maximum amount of those Items that can be stored or Equipped in each of those locations.

A Character has a number of Inventory Slots located on their body and clothing that corresponds to the Archetypes of the different Items. Each of these Slots varies in the amount a Character has and may only contain 1 Item each. Both the types of Slots and how many of each type a Character has are listed below.

Please Note: Abilities, such as those found in Draeck, Merc, Items and Masteries can modify the amount of Inventory Slots available to a Character.

Bag Slot

A Character's miscellaneous storage, Bags are a more nebulous form of storage on a character and can store as much as is deemed Appropriate. Items do not provide any benefits or effects while while stored in the Bag Slot. A Manage Bags Ritual is required to move Items in and out of the Bag Slot

The number of Bag Slots a Character has is: 1.

Body Slot

A Character's method of wearing clothing and armour. Apparel provides its benefits such as Armour and Ward while Equipped in this Slot .

The number of Body Slots a Character has is: 1.

Hand Slot

A Character's manipulative apendages used to hold objects. Equipment provides its benefits while Equipped in this Slot

The number of Hand Slots a Character has is: 2.

Holster Slot

A Character's quick acess to Tools and Weapons. Items stored in Holster Slots do not provide their benefits but are more easily accessible.

The number of Holster Slots a Character has is: 2.

Pack Slot

A Character's general at-hand storage, pockets, nooks, crannys and other easily acessible places on a Character. Gear provides its benefits while Equipped in this Slot, while Consumables can be freely activated and thrown from this Slot.

The number of Gear Slots a Character has is: 3.

Waist Slot

A Character's connection between their upper and lower halves, a uniquely useful place to put a Belts. The Waist Slot may only Equip Belts where they provide their benefits.

The number of Waist Slots a Character has is: 1.

→ Read more...

 

Job

 

Masteries

 

Morale

 

Race

Race is categorical term. A Race in Meat Space is the fleshy and cultural origins of a Character, it is the form and mechanisms that allow them to interact with the universe.

A Player chooses a Race for their Character during Character Creation, determining what Stats they begin with, as well as their unique Abilities, Perceptions and Physiologies.

→ Read more...

 

Ratings

 

Skills

 

Stats

 

Playing With Characters

This section provides additional information for using Characters during play. It expands on the rules with advice, examples and context to help you make informed choices about what Characters can do, what they're made of and how they operate in a campaign. It also provides in-universe context, but does not introduce additional mechanics.

This section is planned but has not yet been written - AAXW!

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

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