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        <title>Meat Space Wiki - game_mechanics:definitions</title>
        <description>for all your Spacing needs</description>
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        <title>adjacent</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:adjacent?rev=1782291246&amp;do=diff</link>
        <description>Adjacent

Adjancency is a mechanical term that is used to describe close quarters attacks or the distance between two Entities or objects.



Anything up to and including 3 Units away is considered Adjacent.</description>
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        <title>ammo</title>
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        <description>Ammo

Ammo is a mechanical and diagetic term. It is the total number of times an Item can be used before needing to be replenished, be it through bullets, arrows or energy cells.



Once an Item&#039;s Ammo has been reduced to 0, it can no longer be used for Actions that require spending</description>
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        <title>armour_ward</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:armour_ward?rev=1781225657&amp;do=diff</link>
        <description>Armour / Ward

When found on Items, describes the Amount of Armour and/or Ward gained by a Character while the Item is Equipped</description>
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        <title>augmenting</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:augmenting?rev=1781225656&amp;do=diff</link>
        <description>Augmenting

Augmenting is the act of increasing the Mk of an object, including but not limited to: [Mods], [Components], Items and Cyberware.



To begin Augmenting you must first obtain the raw materials and parts for the Augmentation. To do so you may pay a vendor the difference in Value between the</description>
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        <dc:date>2026-06-12T00:54:15+00:00</dc:date>
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        <title>bonus</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:bonus?rev=1781225655&amp;do=diff</link>
        <description>Bonus

Bonus is a categorical term that refers to any Bonus Die or Static Modifiers (such as Skills and Masteries) added to a Dice Pool.</description>
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        <title>budget</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:budget?rev=1781225654&amp;do=diff</link>
        <description>Budget

A Budget refers to the initial [Credits] a Character gains from their Starting Job.



A Character&#039;s Budget is used during [Character Creation] to purchase Items and [Cyberware] as well as construct a [Vehicle].



Each Budget has two parts, the Personal Budget and the Vehicular Budget described below.

Personal Budget</description>
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        <title>character</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:character?rev=1782951330&amp;do=diff</link>
        <description>Character

Character is a categorical term. Characters are any non-[Vehicular] Target, most commonly [Sapient], [Beast] and [Spirit] Entities. Characters are controlled by Players and have a number of inherent features such as Stats, Ratings, Race and Jobs.



Please Note: When Characters are reffered to it is most often a [Sapient]</description>
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        <dc:date>2026-06-16T23:37:59+00:00</dc:date>
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        <title>credits</title>
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        <description>Credits

Credits are the standard currency exhanged for goods and services everywhere in the Meat Space.</description>
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        <dc:date>2026-06-30T07:18:23+00:00</dc:date>
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        <title>dc</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:dc?rev=1782803903&amp;do=diff</link>
        <description>DC

The DC or Difficulty is the number that must be equalled or exceeded on a given Attack, Check or Save to Succeed.



In the case of Attacks the DC is usually equal to the Target&#039;s Defence or Ego.</description>
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        <dc:date>2026-06-28T01:31:05+00:00</dc:date>
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        <title>determination_die</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:determination_die?rev=1782610265&amp;do=diff</link>
        <description>Determination Die

Determination Die is a mechanical term. It refers to any Die used to determine a Total that is not for a Check, Attack, Save or Test.



Example: Crafting D4 Med-Pacs or taking your first instance of Exhaustion would use a Determination Die of D4. Dealing 2D6 Damage would use Determination Die of 2D6.</description>
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        <title>dice</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:dice?rev=1786488882&amp;do=diff</link>
        <description>Dice

Dice is a definitional term. A Die refers to any of the polyhedral objects used to determine Totals and outcomes in Meat Space.



Meat Space uses a set of commonly available polyhedral Dice that includes:

	*  A D4. A pyramid with Results 1 to 4.
	*  A D6. A cube with</description>
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        <title>distant</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:distant?rev=1782542468&amp;do=diff</link>
        <description>Distant

Distant is mechanical term describing a distance between two [Entities] or objects.



Anything 4 Units or more away from an [Entity] is considered Distant.</description>
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        <dc:date>2026-07-21T03:45:40+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>do_over</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:do_over?rev=1784605540&amp;do=diff</link>
        <description>Do Over

Do Over is a mechanical term. It is a unique method of generating different Results from an already rolled Dice Pool.



A Do Over allows you to pick up an amount of Dice from a Pool, as determined by the source of the Do Over, and roll them again for different Results.



In addition a Do Over allows you to roll</description>
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        <title>effect</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:effect?rev=1781225641&amp;do=diff</link>
        <description>Effect

AAAXW 

The Effect gained when using the Item, the Item&#039;s description will state you gain this effect.</description>
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        <dc:date>2026-06-12T00:53:58+00:00</dc:date>
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        <title>evasion_cost</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:evasion_cost?rev=1781225638&amp;do=diff</link>
        <description>Evasion Cost

While Equipped, this is the amount lost from a Character&#039;s Evasion</description>
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        <dc:date>2026-06-24T06:32:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>experience</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:experience?rev=1782282759&amp;do=diff</link>
        <description>Experience

Experience, commonly referred to as Exp or XP is a mechanical term. It is how Characters grow in skill and power from their accrued knowledge and exposure to the greater universe of Meat Space.



Exp is given to Cast Characters at the end of Encounters by the GM for accomplishing goals, progessing the story, participating in notable roleplay or for any other reason deemed</description>
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        <dc:date>2026-06-12T00:53:56+00:00</dc:date>
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        <title>fault</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:fault?rev=1781225636&amp;do=diff</link>
        <description>Fault

A Fault is permanent structural damage a [Vehicle] has accrued over time.



Faults unlike normal Malfunction Conditions cannot be repaired or removed.



Each Fault a [Vehicle] has adds a +10 Modifier to any Malfunction [Tests] it generates.



Faults Stack.</description>
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        <title>hardpoint_tax</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:hardpoint_tax?rev=1781225634&amp;do=diff</link>
        <description>Hardpoint Tax

The Hardpoint Tax is the amount of Hardpoints required to [Install] a [Mod], Cyberware, or [Component]. To [Install] the [Mod], [Cyberware] or [Component], you must spend the amount of [Hardpoints] listed under the Hardpoint Tax from the Item, Character, or [Vehicle&#039;s] Hardpoints. Should a [Mod], Cyberware, or [Component] be removed, any</description>
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        <title>hardpoints</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:hardpoints?rev=1781225634&amp;do=diff</link>
        <description>Hardpoints

Hardpoints are how Mods, Cyberware and [Components] can be installed on Items, Characters and [Vehicles] respectively.



Items, Characters and [Vehicles] each have an amount of Hardpoints that can be spent on the Hardpoint Tax of Mods, Cyberware and [Components].



Hardpoints for each are gained in the following ways:

	*  Items: Items have an inherent amount of</description>
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        <title>income</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:income?rev=1782952559&amp;do=diff</link>
        <description>Income

Income is a mechanic and diegetic term. It is a general representation of the various sources of regular Credit gain a Character may have.



Income is the amount of Credits that are gained at the end of a [Cycle] representing gainful employment, business ownership, stock dividends or any other</description>
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    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:job_die?rev=1782440544&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-26T02:22:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>job_die</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:job_die?rev=1782440544&amp;do=diff</link>
        <description>Job Die

A Job Die is the Bonus Die gained from ranking up in a Job that is then added when Proficient in Checks and Attacks or Resistant in Saves.</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:knowledge?rev=1782527697&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-27T02:34:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>knowledge</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:knowledge?rev=1782527697&amp;do=diff</link>
        <description>Knowledge

Knowledge is a categorical term. It refers to any of the Knowledge Skills available, such as  Knowledge - Astral, Knowledge - Material and Knowledge - Social.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2026-06-27T05:32:52+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>mana_tax</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:mana_tax?rev=1782538372&amp;do=diff</link>
        <description>Mana Tax

You lose Mana equal to the total Mana Tax of all of your installed Cyberware. If you would have more Mana Tax than Mana, then you have 0 Mana. You can&#039;t go into negatives, however, for every Mana Tax that isn&#039;t paid upon installation, gain a Scar.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2026-06-12T00:53:49+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>mastery</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:mastery?rev=1781225629&amp;do=diff</link>
        <description>Mastery

The primary Mastery used when the Item is involved in a Check or Attack. 

See Masteries for more info.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2026-06-12T00:53:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>mk</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:mk?rev=1781225628&amp;do=diff</link>
        <description>Mk

Mk refers to the quality level of Items, [Components], Cyberware, [Mods], and other objects.



The Mk of an Item, [Component], Cyberware, or [Mod] determines the effects you recieve as well as the Value and Upkeep costs you must pay when purchasing and using them.



Example: Purchasing a</description>
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    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:modding?rev=1786496092&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-08-12T00:54:52+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:modding?rev=1786496092&amp;do=diff</link>
        <description>Modding

Modding is the act of installing a [Mod] on an Item.

To install a [Mod] on an Item you must obtain or have in your possession both an Item and the [Mod] you wish to install on it. The Item must also have Hardpoints available equal to or greater than the Hardpoint Tax of the [Mod] you wish to install.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2026-06-27T00:16:07+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>movement_points</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:movement_points?rev=1782519367&amp;do=diff</link>
        <description>Movement Points

Movement Points also referred to as MP are a mechanic. MP allows a Target to traverse Meat Space.



At anypoint a Target has MP, which can be gained from Abilities such as the Move Action, they may spend one as a Free Action to move one Unit. MP can&#039;t be spent in response to other Abilities or effects. They can only be spent when nothing is being resolved, during the active</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2026-07-13T05:11:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>perceived</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:perceived?rev=1783919519&amp;do=diff</link>
        <description>Perceived

Perceived is a mechanical term. It is the act of using a Perception to discern if an object or Entity is near or present. An object or Entity is Perceived when another Entity is able to use a primary Perception to observe them, as Appropriate.

Please Note: Objects and Entities can be Perceived at Dull Visual, based on [Light Level], as well as</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2026-06-26T01:31:11+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>perception</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:perception?rev=1782437471&amp;do=diff</link>
        <description>Perception

The Perception your [Character] sets theirs to after succesful use of that Mk of Item&#039;s Ability. (See Perceptions for more info.)</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:physiology?rev=1782436968&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-26T01:22:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>physiology</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:physiology?rev=1782436968&amp;do=diff</link>
        <description>Physiology

Physiology is a mechanical term. It reflects the physical nature and essential requirements of a Target. Whether they are made of bone, muscle and blood, with a need for food and sleep; a coalescence of magical forces sustained by sunlight, electricity or mystical energies; or a framework of circuitry, pistons and artificial systems requiring maintenance and fuel, a</description>
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    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:property?rev=1781225623&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-12T00:53:43+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>property</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:property?rev=1781225623&amp;do=diff</link>
        <description>Property

Properties are modifiers that specifically impact Dice Pools. This adds additional effects, both positive and negative, based on the Results generated and if they meet the specific requirements of the Property in question. This can cause effects such as Rerolling Die, adding and subtracting</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2026-06-27T05:39:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>range</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:range?rev=1782538766&amp;do=diff</link>
        <description>Range

Range is a mechanical and diagetic term. It is the effective distance an Ability or Item can be used at.



Abilities and Items have a lower and upper bracket of Range determing where they are most effective. Attacks made with Abilities and Items outside of this bracket suffer the effects of the Disadvantage Property.</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:rank?rev=1782859696&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-30T22:48:16+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rank</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:rank?rev=1782859696&amp;do=diff</link>
        <description>Rank

Ranks are the numerical value representing how progressed you are in a given Job, Mastery, Skill or other form of progression.



When gaining Ranks through any means, each Rank is gained one at a time. This means any costs are paid and any benefits gained for each individual</description>
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    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:rerolling?rev=1782607858&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-28T00:50:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rerolling</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:rerolling?rev=1782607858&amp;do=diff</link>
        <description>Rerolling

Rerolling is a mechanical term. It is the act of taking Die that have already been rolled and rolling them again to generate different Results.



A Reroll allows you to pick up an amount of Dice from a Pool, as determined by the source of the Reroll, and roll them again for different</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:roll?rev=1784250840&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-07-17T01:14:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>roll</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:roll?rev=1784250840&amp;do=diff</link>
        <description>Roll

Roll is a categorical term. It is the general phrase used to refer to either Checks, Attacks, Saves or Tests.



Roll is used when a rule or Ability can apply to a Check, Attack, Save or Test. Otherwise rules or Abilities while specify which of the four it may affect.



The following are brief descriptions of each type of</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:scar?rev=1781225619&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-12T00:53:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>scar</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:scar?rev=1781225619&amp;do=diff</link>
        <description>Scar

A Scar is permanent psychological damage a Character has accrued over time.



Scars unlike normal Panic Conditions cannot be healed or removed.



For each Scar a Character has the outcome of any Panic Test they generate is Upgraded. 



Scars Stack.

Changelog

Version 0.5b - April 2026


	*  Flat integer Bonus changed to Upgrade.</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:situation?rev=1782871194&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-07-01T01:59:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>situation</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:situation?rev=1782871194&amp;do=diff</link>
        <description>Situation

A Situation is a mechanical term that describes the current theme or context of a moment within a Scene or Encounter. Many Abilities, Items, Cyberware and other effects only function, or function differently, during particular Situations.



There is no exhaustive list of Situations. Instead, all Players should discuss the current circumstances and determine which themes apply to the</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:size?rev=1781225617&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-12T00:53:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>size</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:size?rev=1781225617&amp;do=diff</link>
        <description>Size

Biggah tha size, tha bigguh the problems.

 - Nethel Fog, Troll Sage, Mark 4456.




The Size Stat 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</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:skill?rev=1781225617&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-12T00:53:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>skill</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:skill?rev=1781225617&amp;do=diff</link>
        <description>Skill

The primary Skill used when the Item is involved in a Check or Attack. 

See Skills for more info.</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:spectrum?rev=1782528500&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-27T02:48:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>spectrum</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:spectrum?rev=1782528500&amp;do=diff</link>
        <description>Spectrum

Spectrum is an umbrella term. A Spectrum refers to any of the methods in which a Target Perceives.</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:speed_cost?rev=1781225615&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-12T00:53:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>speed_cost</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:speed_cost?rev=1781225615&amp;do=diff</link>
        <description>Speed Cost

While an Item with a Speed Cost is Equipped, this is the amount lost from a Character&#039;s Speed.</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:stack?rev=1781225614&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-12T00:53:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>stack</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:stack?rev=1781225614&amp;do=diff</link>
        <description>Stack

A Stack or Stacking is a mechanical term. It refers to multiple instances of the same or similar effects combining together. If two effects can Stack, you gain the benefits of both. Whereas, if something does not Stack, you gain the benefits of only one effect, not both. The [Active Player] chooses which of these effects apply.</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:starter_abilities?rev=1781225613&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-12T00:53:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>starter_abilities</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:starter_abilities?rev=1781225613&amp;do=diff</link>
        <description>Starter Abilities

Starter Abilities are Job Abilities that are only gained when that Job is chosen during [Character Creation] as a Starting Job.</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:starting_job?rev=1782286268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-24T07:31:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>starting_job</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:starting_job?rev=1782286268&amp;do=diff</link>
        <description>Starting Job

A Starting Job refers to the Job a Player chooses for their Character during Character Creation.



A Starting Job offers a number of benefits gained only when it is selected during Character Creation and at no other time. These benefits include:

	*  Health, Mana and Strain Bonuses
	*  A number of Proficiencies
	*  A number of Resistances
	*  A number of</description>
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    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:trade_goods?rev=1781225608&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-12T00:53:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>trade_goods</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:trade_goods?rev=1781225608&amp;do=diff</link>
        <description>Trade Goods

Trade Goods are a representation of any valuable commodity that can be bought and sold such as ores, produce and luxury goods.

Trade Goods are stored and traded in [Units] cubed, often seen as [U³]. Each [U³] of Trade Goods is assigned a value in [Credits] deemed Appropriate by the [Players].</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:unit?rev=1782520044&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-27T00:27:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>unit</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:unit?rev=1782520044&amp;do=diff</link>
        <description>Unit

A Unit is both a mechanical and diegetic term. It is the Federation standard unit of measurement. There are many different types of Unit, such as distance Units, heat Units, sound Units, pressure Units and so on. They colloquially get refereed to as Units, until a distinction is needed, however the most common is distance</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:upkeep?rev=1782949784&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-07-01T23:49:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>upkeep</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:upkeep?rev=1782949784&amp;do=diff</link>
        <description>Upkeep

Upkeep represents the ongoing costs of keeping your Equipment, Cyberware, [Vehicles], ammunition and other purchased goods and services operational. Fuel must be bought, licences renewed, software updated, ammunition replaced and moving parts maintained. Nothing lasts forever, and in the [Federation], somebody always sends the bill.</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:value?rev=1781225606&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-12T00:53:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>value</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:value?rev=1781225606&amp;do=diff</link>
        <description>Value

The cost of a given Item in [IFSS] standard [Credits]. The Value listed is the Item&#039;s standard price and may be modified by racial abilities, vendor markups, or bartering.</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:ward_tax?rev=1781225606&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-12T00:53:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ward_tax</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:ward_tax?rev=1781225606&amp;do=diff</link>
        <description>Ward Tax

You lose Ward equal to the total Ward Tax of all of your installed Cyberware. If you would have more Ward Tax than Ward, then you have 0 Ward. You can&#039;t go into negatives.</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:definitions:weapon_jam?rev=1781225604&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-12T00:53:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>weapon_jam</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:weapon_jam?rev=1781225604&amp;do=diff</link>
        <description>Weapon Jam

Should you achieve Critical_Failure on an Attack with a Dangerous [Weapon], a Weapon Jam occurs, in addition to Automatic Failure. 

A Weapon Jam causes the current Ammo of the [Weapon] to be reduced to zero and thus unable to be used until a Reload [Action] is performed. 

This does not affect [Weapons] without Ammo.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2026-06-12T00:53:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>wound</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions:wound?rev=1781225604&amp;do=diff</link>
        <description>Wound

A Wound is permanent physical damage a Character has accrued over time.



Wounds unlike normal Injury Conditions cannot be healed or removed.



For each Wound a Character has the outcome of any Injury Test they generate is Upgraded. 



Wounds Stack.

Changelog

Version 0.5b - April 2026


	*  Flat integer Bonus changed to Downgrade.</description>
    </item>
</rdf:RDF>
