ABILITIES

Agility
This is a combined index, covering not only your basic dexterity, but also how your level of physical coordination will affect feats of driving, piloting, fighting, and athletics. Characters who intend to engage in a great deal of combat should always invest in the highest possible agility.
Initiative: When determining initiative, each character will roll 1d10 + Agility to determine their place in the initiative order.

Body
Strength, endurance, and constitution are all based upon the character’s body type. Body determines how much damage you can deal with close combat weapons and how much you can lift or carry.
Lift & Carry: You may carry 10 times your body type in kilograms. You may also dead lift 40 times your body type in kilograms.
Damage Modifier: This modifier is applied to any Athletics (non-explosive thrown weaponry), Melee Weaponry, or Martial Arts damage roll.

Body Damage Modifier
BodyModifier
2-2
3-4-1
5-6+0
7-8+1
9-10+2
11-12+3
13-14+4
15++5

Intelligence
This is a measure of your problem solving ability; figuring out problems, investigating things, remembering information. Almost every character type needs a high intelligence and many special abilities use it as the primary statistic.
Skill Points: You gain pick up skills equal to your Intelligence at character creation.

Luck
This is the intangible “something” that throws the balance of events into your favor. Your luck represents how many points you may use each game to influence the outcome of a critical event. To use Luck, you may add any or all of the points of Luck a character has to a critical failure die roll (declaring your intention to use Luck before the roll is made) until all your luck stat is used up. Luck is always restored at the end of each game session.

Insight
This index measures how well a character stands up under stress, fear, pressure, pain and torture. In determining your willingness to fight on despite wounds or your fighting ability under fire, Insight is essential. It is a measure of how “together” your character is and how tough he appears to others. It is also the ability a character uses for general street smarts and awareness.
Skill Points: You gain pick up skills equal to your Insight at character creation.

Toughness
This is your character’s ability to continue on where less tough folks would buckle or fall. Toughness deals with how well you take damage and how you can fight back from system shock.
Stun Save: When you take damage or have been exposed to knockout drugs, you need to make a stun save. If you fail, you will automatically be knocked out of combat and be unable to recover until you make a successful stun save in a following combat turn. You may make one save each turn until you succeed.
Death Save: When you have been mortally wounded, or when you have encountered certain poisons, you will need to make a death save. On a failed roll, you’re parts.
Damage Modifier: Not all people take damage the same way. For example, it takes a lot more damage to stop Arnold the Terminator than it does to stop Arnold from Hey! Arnold. This is reflected by the Toughness Modifier, a special bonus used by your character to reduce the effects of the damage. The toughness modifier is subtracted from any damage your character takes in combat. Additionally, you apply your toughness modifier to all saves made.

Toughness Damage Modifier
BodyModifier
2-0
3-4-1
5-6-2
7-8-3
9-10-4
11-12-5
13-14-6
15+-7

Inducement
This is how good looking you are and how socially appealing you can be. In this game, it’s not enough to be good – you have to look good while you’re doing it (attitude is everything).
Skill Points: You gain pick up skills equal to your Inducement at character creation.

Empathy
This stat represents how well you relate to other living things – a measure of charisma and sympathetic emotions. In a world of alienated, future-shocked survivors, the ability to be “human” can no longer be taken for granted. Empathy is critical when leading, convincing, seducing, or perceiving emotional undercurrents. Empathy is also a measure of how close he/she is to the line between feeling human being and cold blooded psychotic monster.
Humanity: This is a measure of the toll that cybernetics and other mental strains take on your ability to relate to other living things. Multiply your Empathy score by 10 to determine how many humanity points you have. Remember, for every 10 humanity points you lose, you will automatically lose 1 point of Empathy. This can have a serious effect on any empathy based skills, as well as forcing you to the edge of psychosis.

Speed
This is an index of how fast your character can run (important in combat situations). The higher a character’s Speed, the more distance he can cover in a turn.
Run: To determine how far your character can run in a single combat round (3 seconds), multiply your Speed by 3. The character can run three times this distance (a total of 9 times your Speed) in a turn.
Leap: To determine how far your character can leap (from a running start), divide your run by 4. Why didn’t they just say Leap is 3/4 of your Speed?

ABILITIES

Friday Night Firefight Dekelaus