STUN- Stun Points: Represents how much Stun damage you can take before falling unconscious. HITS- Hit Points: Represents how much Lethal damage you can take before dying. Computation- BOD x 8 in points, divided between STUN and HITS. Neither value can be lower than BOD x 2.
SD- Stun Defense: How resistant you are to STUN damage. Subtracted from any STUN damage. Computation- BOD x 2
RUN- Running Speed: Combat speed Computation- MA x 2 in meters
SPRINT- Sprinting Speed: Non combat fastest move speed Computation- MA x 3 in meters
LEAP- Leaping Distance: How far you can leap in meters Computation- MA x 1 in meters
HUM- Humanity: A measure of how much meat and life are left after cybernetic surgery Computation- starts at 100
Derived attributes can only be raised by raising the attribute they are based on, at this time.
Humanity can only be raised by removing cybernetics.
You automatically gain the “Everyperson” skill group:
Athletics 2; Concentration 2; Education (General) 2; Evade 2; Hand to Hand 2; Language (Affiliation) 4; Local Expert (Affiliation) 2; Perception 2; Persuasion 2; Teaching 2
You automatically gain the "Combat University" skill group:
Driving 2, Education ('Mech History) 2; Professional (Solider) 2, Strategic Operations ('Mech Warfare) 2; Technician ('Mech) 2
You automatically gain the "Mechwarrior" skill group:
Piloting, Mech 4; Gunnery, Mech 4; Mech Operations 6
You have 30 additional points to spend on skills. Mechwarrior skills may not be raised further, but Everyperson and Combat University skills may be raised. No skill may be raised above 6 during creation. You also may not purchase any Special Skills during creation.
Below 1 : You have no idea how to do this, or can only do it at a default level.
1 - 2 : Everyday. You’ve learned the basics of the task, but can’t do it very well.
3 - 4 : Competent. There is where most people are. You’re trained and can cope with most situations.
5 - 6 : Heroic. This is where most specialists are. You are a master craftsman of the skill.
7 - 8 : Incredible. You are one of the best in the world at this skill.
9 - 10 : Legendary. One in billion example of a skill user.
11+ : Superheroic. Almost entirely the realm of cybernetics, people that are enhanced beyond the norm.
Combat skills are, in general, broken into two categories- Use and Create. One skill allows you to use a weapon (Marksmanship- Hanguns for handguns) and another allows you to create a weapon (Weaponsmith- Handguns for handguns).
Non-combat skills sometimes allows a person to both Use and Create, and sometimes the abilities are separate, entirely depending on the skill.
Armor Operations: (TECH) You know how to make the most of a tank in combat. Battle Armor Operations: (REF) You know how to make the most of a suit of battle armor in combat. Combat Operations: (REF) You know how to act like a proper infantryman. Mech Operations: (TECH) You know how to make the most of a Mech in combat.
Evade: (DEX) You know the best defense is just not to get hit. Works against most attacks. Hand to Hand: (REF) Basic ability to fight with your hands or other body parts. Melee Weapons: (REF or TECH) Using different types of melee weapons like swords, clubs, etc. Throw: (REF) Your ability to hit something with something lobbed or thrown, like darts or grenades.
Gunnery, Armor: (REF) Your ability to use the heavy warfare weapons in the vehicle type. Gunnery, Battle Armor: (REF) Your ability to use the heavy warfare weapons in the vehicle type. Gunnery, Mech: (REF) Your ability to use the heavy warfare weapons in the vehicle type. Heavy Weapons: (REF) Your ability to use the indicated weapon to hit targets. Marksmanship, Archery: (REF) Your ability to use the indicated weapon to hit targets. Marksmanship, Handguns: (REF) Your ability to use the indicated weapon to hit targets. Marksmanship, Rifles: (REF) Your ability to use the indicated weapon to hit targets. Marksmanship, SMGs: (REF) Your ability to use the indicated weapon to hit targets.
Concentration: (WILL) Your ability to focus and control you mind in stressful situations. Investigation: (INT) The art of taking a few facts and figuring out how to put it into a bigger picture. Perception: (INT) Noticing things. Surveillance: (INT) The ability to notice things when given a lot of time look for something, without being noticed.
Driving, General: (REF) Your ability to drive general-use vehicles, cars, trucks, motorcycles, etc. Driving (Subcategory): (REF) Your ability to drive specialized or unique vehicles like airships, airplanes, etc. Driving (Exoskeleton): (REF) Your ability to drive and use an exoskeleton for routine operations. Handle Animal: (INT) Your ability to tame or handle animals, including wild ones. Piloting, Armor: (REF) Your ability to pilot the indicated vehicle type. Piloting, Battle Armor: (REF) Your ability to pilot the indicated vehicle type. Piloting, Mech: (REF) Your ability to pilot the indicated vehicle type. Riding: (REF) Your ability to pilot the indicated vehicle... er... animal... types.
Acrobatics: (DEX) Your ability to act like a circus acrobat. Athletics: (DEX) Your ability to do all those physical things just short of being a circus acrobat. Climbing: (STR) Your ability to move vertically. Stealth: (DEX) Your ability to move without being seen or heard.
Deception: (PRE) Your ability to lie, bluff, and generally be dishonest. Leadership: (PRE) The skill needed to convince people to follow your lead. Persuasion: (PRE) Your ability to talk, chat, and generally discover information by talking. Streetwise: (PRE) Your ability to chat and gather information from less-than-honest elements.
Demolitions: (TECH) The ability to use, handle, set, and disarm explosives. Electronics: (TECH) The ability to identify, understand, repair, and use electronic systems. Gambling: (TECH) The ability to do better at games of chance than others. Paramedic: (TECH) The basic level of ability to save lives, but not surgical procedures. Security Systems: (TECH) The ability to recognize and evade security systems, and set up basic systems.
Disguise: (TECH) Knowing how to change appearance with clothes and makeup, and also how to hide vehicles. Perform (Subcategory): (PRE) The skill that covers a wide range of performance activities, singing, acting, etc. Sleight of Hand: (REF) The ability to palm items, perform simple tricks, and fool the eye.
Computers: (TECH) The ability to operate and program computers. Education (Subcategory): (INT) General and specialized knowledge category. Language (Subcategory): (INT) Your ability to use different languages. Local Expert (Subcategory): (INT) Your knowledge in a particular area/region. Navigation: (INT) Knowledge of how to use maps, tools, (signs) to find a destination. Ordinance (Subcategory): (TECH) The ability to create bullets and bombs, etc. Professional (Subcategory): (INT) Professional level knowledge of a particular job or career. Strategic Operations (Subcategory): (INT) Knowing the how-tos of organizing large groups of something. Survival (Subcategory): (TECH) Your ability to survive in harsh environments. Teaching: (INT) Your ability to convey to others something you know how to do. Technician (Subcategory): (TECH) Ability to repair and create highly technical pieces of equipment, Mech, etc. Weaponsmith (Subcategory): (TECH) Your ability to repair and create weapons.
Spend 1 XP to increase a Skill 1 time.
No attribute may be raised above 8 without GM permission.
Up to Tech Level D. You may buy E at 4x the cost
Up to Availability Level D. You may buy E at 4x the cost
Up to Legality Level C. You may buy D at 4x the cost
Cybernetics up to T/A/L level D at regular cost. You may buy E at 4x the cost
Multipliers add, not multiply. So a Tech E x4 and a Avail E x4 means x8 to the cost, not x16
Must be able to CARRY all the gear, with one exception- a civilian vehicle purchase is an option. Any credits not spent are lost. The characters have come on rough times, and while they still have things valuable to them, they don't have much more.
Is the vehicle unarmored? . . . Yes, your weapon can hurt it, or the occupants inside.
Does the vehicle have 16 or less (total) points of armor? . . . If your weapon does d10 damage (not d6), then yes, your weapon can hurt it, or the occupants inside.
Does the vehicle have more than 16 points of armor? . . . If your weapon does 5d10 damage or more, then yes, your weapon can hurt the vehicle, but only harm the occupants via critical hits or extensive damage.
Vehicles
Refer to A Time of War of the various Technical Readouts for purchasing civilian vehicles.
Luck
Luck is an intangible factor. Mechanically, it plays simple.
There are 2 ways to spend luck. Permanently, and "per day." Your per day Luck value is the same as your Luck value.
Every day, you can use a point of luck to:
Add 1 to any Skill roll
Add 1 to a to-hit roll
Reroll all the damage dice on the previous attack
Add 1 to any Save roll
You may spend multiple points of Luck on a single roll
Permanent Luck is the Luck you spend to stay alive when all else fails. When you spend a point of Luck this way, permanently reduce your Luck stat by one.
Eject from a mech before being killed inside of it
Succeed on a Death Save and stabilize
Negate a head-shot on yourself
Succeed on something you have no chance in succeeding with normally