Ratings

A Character's Ratings are a more elaborate representation of how their Stats interact with the world of Meat Space helping track things such as how much damage they can take, or how quickly they can move.

Ratings usually add two Stats together, but in some cases may require you to add three or subtract a Stat such as Size.

Reference Table

To the left is the quick reference table of all Ratings and what Stats they are made of.

* Please be aware some Ratings such as Action Points and Quick Action Points have more elaborate calculations than listed in the table, see their entry below for their full calculation.

All Ratings

Health

 

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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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:

  • Fight: You choose to carry on and continue the [Encounter]. Generate a Panic.
  • Flight: You choose to succumb and gain the [Flight] Condition until the end of the [Encounter].
 

Initiative

Agility + Smarts

Initiative is the representation of a Character's preparedness and response in hostile situations.
A high Initiative 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
.

Characters with high Initiative will also have more Actions, as Action Points are derived from the same stats.

 

Action Points

A [Character] gains 1 [Actions Point] per [Turn]. They gain an additional 1 [Action Point] for every 5 [Initiative] 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)/5 [Rounded Down]) + 1

Example: Sunrock the [Draeck] [Zerk] has 11 Agility and 4 [Smarts] for a [Total] of 15 [Initiative]. She would therefore gain 1 [Actions Point] by default. She would then gain 3 additional [Action Points] for having 15 [Initiative], which is divisible by 5 three times. This means she generates a [Total] of 4 [Action Points] a [Turn].

[Action Points] are consumed in amounts by using Actions (see also: Base_Actions), 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].

 

Reaction

Intuition + Wits

Reaction is a representation of a Character's alertness and ability to respond to stimuli rapidly, being caught unaware? barely with a high 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.

Characters with high Reaction will have more Quick Actions, as Quick Action Points are derived from the same Stats.

 

Quick Action Points

A [Character] gains 0 Quick Action Points per [Turn]. They gain an additional 1 Quick Action Point for every 5 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)/5 - 1 [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 0 Quick Action Points by default. She would then generate 1 additional Quick Action Points for having 5 Reaction, which is divisible by 5 once. This means she generates a [Total] of 1 Quick Action Point.

Quick Action Points are consumed in amounts by using Quick Actions (see also: Base Actions), 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].

 

Speed

Brawn + Agility - Size

Speed is a representation of a Character's ability to clear distances across the ground in a set amount of time.

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

 

Hardpoints

Brawn + Panache

Hardpoints are a representation of a Character's physical ability to install and retain Cyberware on their body.

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

Additionally 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.

 

Evasion

Agility + Intuition

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

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

 

Defence

15 + Evasion - Size

Defence is a representation of a Character'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, technology or Shields they may utilise.

 

Ego

10 + Panache + Wits

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 Strain Damage.

 

Ward

Ward is a Damage Mitigation Rating that is representative of an [Entities] 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 and a base Ward Rating of 12 for a 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.

 

Presence

Panache + Intuition

Presence is the representation of a Character's well, what it says on the tin, their Presence, their raw force of personality and subconscious impact in the minds of others.

Presence is used to determine Priority 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 feeds directly into Swagger, and is critical when interacting with Astral entities through Masteries such as Lexiturgy or Animism.

 

Swagger

Presence

Swagger while derived from presence is distinct, it 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 to determine Priority at the start of Encounters with sapient enemies such as other Characters. Swagger is often increased and buffed through items of wealth or those that cause fear.

 

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].

 

Fortitude Save

Brawn + Brawn

Fortitude Saves are the representation of a Character's ability to take physical strain through things such as poisons, exertion, extreme pain and shrug them off.

Fortitude Saves, like other Saves, are often taken to resist the negative effects of Spells, Abilities, or Items.

 

Reflex Save

Agility + Wits

Reflex Saves are the representation of a Character's use of dexterity and mentle acuity to dodge or otherwise avoid danger and harmful effects.

Reflex Saves, like other Saves, are often taken to resist the negative effects of Spells, Abilities, or Items.

 

Will Save

Smarts + Panache

Will Saves are the representation of a Character's ability to hold themselves strong in the face of mental attacks both magical and mundane.

Will Saves, like other Saves, are often taken to resist the negative effects of Spells, Abilities, or Items.

 

Insight Save

Wits + Intuition

Insight Saves are the representation of a Character's ability to perceive hidden things and to catch those that may have otherwise gone unnoticed in a snap instant.

Insight Saves, like other Saves, are often taken to resist the negative effects of Spells, Abilities, or Items.

 

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 Actions 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.

Note: Humans restore one Grit Point at the end of any Scene instead due to their Human Spirit Ability.

 

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 Actions such as "Not_Today!" (See:Mystical Actions for more info).

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

 

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 Health pool that is damaged before Health, all damage reductions such as Armour apply to Barrier as they would Health.

 

Armour

Armour is a Damage Mitigation Rating that is representative of an [Entities] 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 Medium 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.

 

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 R.A.M. 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.

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