Table of Contents
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 Acquired, 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.
Perception
A Character's methods of taking in the world around them.
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.
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.
General Character Rules
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.
This page contains a directory of general mechanics and rules that pertain primarily to Characters.
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 suffers 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.
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.
Job
Jobs are a primary, but optional, form of progression for your Character. They are a package of powerful Abilities and Proficiencies for your Character, among other things. While Jobs are optional, you will gain the first Rank, and the Starting Package, of a Job of your choice during Character Creation.
On this page you will find the index of all of the Jobs you can choose in Meat Space.
Masteries
This section is currently in the process of being written. Masteries will be publicly available in future. - AAXW!
Meat Space is currently in pre-alpha, and this page will be expanded with additional guidance, examples and context during development.
Morale
Morale is a mechanic and type of Test. Morale is used to determine who in a fight, be it physical or social, has the upper hand. It can be used to grant signific bonuses, or even avoid certain Situations entirely. Morale allows the Players to engage with parts of the game with great detail, and avoid others, preferring narrative outcomes instead.
Morale is determined at the start of an Encounter by performing an opposed Swagger or Presence Test. There is five levels of Morale.
Please Note: See Swagger or Presence for details on how to perform a Swagger or Presence Test.
Your level of Morale is determined by how well or poorly you do against your Enemies in this Test.
- The winner of the Test, achieves High Morale.
- The loser of the Test, suffers Low Morale.
- If both parties tie, then both parties remain at Neutral.
If a party doubles the Enemy's Total, then they can achieve Automatic Success or Upgrade their High Morale to Elation instead. The Players should discuss what feels the most Appropriate for the Situation.
Example: If the Cast is surrounded by a hostile fleet, Automatic Success for the fleet might look like taking the Cast captive to sell for a bounty, leading to another adventure. Similarly, if the party is being mugged by a few low-life gangers, far below their pay grade, Automatic Success could have the party intimidate the gangers, having them run away in fear… or the Cast might be keen for a fight, so they choose to upgrade their High Morale to Elation and fight it out, either with words or guns.
Please Note: Desperation is rare, and commonly only inflicted by specific Abilities and Characters who specialise in Swagger or Presence.
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.
Ratings
Skills
Skills are a mechanic. They are the representation of a Character's training and knowledge in broad fields of study and physical expertise.
Stats
Stats are how your Character's physical, mental, social and magical capabilities are represented in gameplay. Stats come in in two varieties:
- Mundane Stats to represent the portion of your Character tied to the Meat Space, their body, mind and senses.
- Mystical Stats to represent the portion of your Character tied to fate, luck and the magical forces of the Astral Space.
Stats do many different things, and are generally very important for your Character's ability to interact with the game systems and world of Meat Space. Some examples include, but are not limited to, being added to Skill and Damage and contributing to Ratings.
Additonally each Stat has three important categories: Starter, Current and Maximum which are detailed below.
Starter Stats
Starter Stats are the Stats a Character has once Character Creation is finished. This includes any changes to Stats made during Step 3 of Character Creation.
Starter Stats are used to determine how much Experience is used to gain a rank in a Stat. See Ranking Up for more details.
Starter Stats only change when explicitly stated in rules such as but not limited to those found in Cyberware or Masteries.
Example: Miles the Human begins Character Creation with a 5 in Agility and Brawn from being a Human. Miles increases his Agility by 2 and decreases his Brawn by 1 as part of Step 3. Miles the Human Ace finishes Character Creation with an Agility of 7 and a Brawn of 4, these are now his Starting Agility and Starting Brawn.
Current Stats
Current Stats are the amount of ranks in a Stat a Character has right now. This is the number used when a Stat is part of calculating Ratings, adding to Skills or any other use of a given Stat.
A Character's Current Stats can be increased by Ranking Up. See Ranking Up for more details.
Maximum Stats
Maximum Stats are the upper limit of ranks a Character may gain in that Stat through Ranking Up. Maximum Stats are determined by your chosen Race during [Character Creation].
Maximum Stats only change when explicitly stated in rules such as but not limited to those found in Cyberware or Masteries.
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.
