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  1. 4 Physical Stats
  2. Awareness (AWA)
  3. Coordination (CDN)
  4. Fitness (FIT)
  5. Muscle (MUS)
  6.  
  7. 4 Mental Stats
  8. Cognition(COG)
  9. Education (EDU)
  10. Personality (PER)
  11. Resolve (RES)
  12.  
  13. 3 Derived stats
  14. Observe-Orient-Decide-Act (OODA)
  15. Cool Under Fire (CUF)
  16. Cybernetic Implant Rejection Syndrome (CIRS)
  17.  
  18. -------------------------------------------------------------------------------------------------------------------
  19.  
  20. INITIATIVE
  21. Your base initiative is equal to 20, minus your equipped weapon's bulk, and your armour's bulk. Make an OODA check, and add the Margin of Success multiplied by two to your initiative score. This total initiative score is what tick you start on. No one action may bring someone to an initiative score lower than their OODA divided by 2. No one may act with less than 1 initaitive. Once everyone has less than 1 initiative, it is rerolled and another firefight happens.
  22.  
  23. -------------------------------------------------------------------------------------------------------------------
  24.  
  25. SURGERY
  26. All wetware has a set damage level it inflicts on you. All wetware surgical damage is applied to the listed location, and it's assumed the wetware functions properly as soon as the wound heals to moderate or below. Cyberware applied to wounded locations highten the wound level as usual, with the exception of replacements, which set the wound level to whatever is listed.
  27.  
  28. Surgical codes consist of a wound level, a wound location, and a wound type. The wound types are Physical (P), Virtual (V), and Replacement (R). Physical and Virtual injuries are treated as normal, and Replacements simply replace the previous status of the location with whatever is listed. An example would be Critial-Arm-R for a cyberlimb, or Slight-Head-P for neural plugs. Ware is not usable until its damage has been healed.
  29.  
  30. -------------------------------------------------------------------------------------------------------------------
  31.  
  32. CYBERLIMBS
  33. Cyberlimbs inherently have 15 Fitness and 10 Muscle. Even the worst cyberlimb is far more durable than nearly any human arm, and stronger than your average one with its synthetic plastic musculature. Muscle and Fitness may be bought up to 18 points, representing denser plastic muscle bundles, or even electro-pistons. This of course also changes the hit threshold calculation of the arm.
  34.  
  35. Whenever doing something involving muscle, factor in how much of the body is needed, add all of their muscle ratings together, and divide by however many locations you added together. As an example, a full-body task would be Arms+Torso+Legs, totalling 5 locations. So it would be all that, then divided by five. A cyberlimb's fitness rating NEVER affects the user's fitness rolls. Cyberlegs calculate movement speed by using this average with both legs, and the body. Lifting ability never factors in cyberlimb attributes.
  36.  
  37. Cyberlimbs do not feel pain, and cannot bleed, thus never needing to make fitness tests for entering shock. Cyberlimb wounds also never affect the person as a whole (A destroyed cyberlimb does not provoke any death related effects). Aside from this, cyberlimbs take wounds normally.
  38.  
  39. A basic cyberarm costs Lv2,000, with each upgrade to MUS and FIT increasing the cost by 30% (Meaning that +2 MUS and +1 FIT equals a cost increase of 120%). It has a surgery code of Critical-Arm-R.
  40.  
  41. Cyberarm
  42. Cost: Lv2,000
  43. Surgery: CR-Arm-R
  44. Description:
  45. Notes: See above. Can upgrade FIT or MUS by 1 point per +30% cost increase.
  46.  
  47. Cyberleg
  48. Cost: Lv3,000
  49. Surgery: CR-Arm-R
  50. Description:
  51. Notes: See above. Can upgrade FIT or MUS by 1 point per +30% cost increase.
  52.  
  53. -------------------------------------------------------------------------------------------------------------------
  54.  
  55. HARDWIRING
  56. One can upgrade their reflexes, but not necesarily their ability to perform a good OODA loop, which is key for combat. Hardwiring certainly helps no matter what, but it is best paired with an already trained mind. Hardwiring upgrades the user's dice rolled for OODA checks per level (As an example, level 1 hardwiring may make someone's OODA roll 3d20L instead of 2d20L).
  57.  
  58. Three types of hardwiring exist. Kaze, Chasseur, and Firewire.
  59.  
  60. Kaze Type (1, 2, or 3) Hardwiring (Matsuoka Power Systems)
  61. Cost: Lv1,500 per level
  62. Surgery: CR-Body-P
  63. CIRS: ???
  64. Description: A tiny reflex computer is implanted at the top of the spinal cord, with wires and relays littered throughout the body replacing key nerve routes and clusters. When the computer recieves a signal from the brain to act, it sends the message to the appropriate relays which then order muscles, organs, etc, to act. With Kaze Hardwiring installed, one percieves their life like adrenaline is always rushing through their veins. Needless to say it can take some getting used to.
  65. Notes: Maximum level is 3
  66.  
  67. Chasseur C-(1, 2, 3, 4, or 5) Hardwiring (Trilon International)
  68. Cost: Lv1,600 per level
  69. Surgery: CR-Body-P
  70. CIRS: ???
  71. Description: Chasseur Hardwiring includes the same modifications as Passive Hardwiring, but can be switched on and off. In addition, relays are placed on the adrenal glands, overstimulating them when active. This of course is a feature that would not be acceptable in a passive system, but can provide the edge one may need in an active system such as the Chasseur.
  72. Notes: Maximum level is 5. Costs an OODA action's worth of ticks to activate (The effects will come in to play in the following round). For every round active past the first, Chasseur Hardwiring gives the user one fatigue point as it pushes their body to the limit.
  73.  
  74. Firewire Mk. (I, II, III, IV, or V) Hardwiring (Apex Cybersystems)
  75. Cost: Lv1,400 per level
  76. Surgery: CR-Body-P
  77. Description: Firewire Hardwiring uses a method completely different from both its active and passive bretheren. Instead of using a system of replacement nerves and relays, Redliner Hardwiring focuses on perpetual stimulation of the body's muscles through a coating reactive to the chemical known as Trig. While Trig itself is a stimulant, when the chemical interacts with the Redliner Hardwiring it causes overstimulation of the nervous system in what can only be described as a controlled seizure.
  78. CIRS: ???
  79. Notes: Maximum level is 5. Requires the use of the drug "Trig" to activate.
  80.  
  81. -------------------------------------------------------------------------------------------------------------------
  82.  
  83. ARMOUR
  84.  
  85. All armours are divided in to the 17 hit locations found on the standard hit location chart. The general name for any given location (Torso, Arm, Leg, Head, Etc) always refers to every hit location in that region.
  86.  
  87. Flak Jacket
  88. Armour: 1
  89. Bulk: 4
  90. Locations Covered: Torso
  91. Street Price: Lv25
  92. Notes: An old Vietnam-era flak jacket. Saw limited use in the third world war and the conflicts immediatly after.
  93.  
  94. Ballistic Vest
  95. Armour: 2
  96. Bulk: 4
  97. Locations Covered: Torso
  98. Street Price: Lv50
  99. Notes: The model of personal body armour most popular during world war 3, and remains extremely popular with the poorest of poor nations. This includes models like the American PASGT vest.
  100.  
  101. Heavy Nanoweave Vest
  102. Armour: 3
  103. Bulk: 2
  104. Locations Covered: Torso
  105. Street price: LvXXX
  106. Notes: The standard combat vest for police and light combat use. Thicker
  107.  
  108.  
  109.  
  110. -------------------------------------------------------------------------------------------------------------------
  111.  
  112. SKILL LIST:
  113. Aquatics (SCUBA as a qualification)
  114. Archery
  115. Artisan (Cascade)
  116. Aviation (Fixed wing, vectored thrust, gyro)
  117. Climbing
  118. Command
  119. -Computing (SysKnow and Programming as qualifications)
  120. (N)Wetware (Cybertech, Biotech as qualifications)
  121. Deception
  122. Driving (Wheeled, Tracked, Heavy, Motorcycle)
  123. Electronics
  124. Expert (Cascade)
  125. Forensics
  126. Gunnery (Artillery and Guided as qualifications)
  127. Hand-to-Hand
  128. Hand Weapons
  129. (N)Human Perception
  130. Instruction
  131. Intimidation
  132. Language (Cascade)
  133. Longarm
  134. Mechanics
  135. Medicine
  136. Performance (Cascade)
  137. Persuasion
  138. Security
  139. (N)Seduction
  140. Etiquitte (Cascade)
  141. Sidearm
  142. Special Equipment (Cascade; anything that doesn't fall under a skill)
  143. Special Vehicle (Any vehicle that doesn't fall under a skill)
  144. (N)Streetwise
  145. (N)Stealth
  146. (N)Style
  147. Support Weapons (Guided as a qualification)
  148. Tactics
  149.  
  150. BACKGROUND SKILLS
  151. Aquatics/SCUBA
  152. Archery
  153. Artisan (any cascade)
  154. Aviation (any cascade)
  155. Climbing
  156. Command
  157. Deception
  158. Driving/Heavy, /Motorcycle
  159. Electronics
  160. Hand-to-Hand/Grappling
  161. Hand Weapons/Grappling
  162. Instruction
  163. Intimidation
  164. Language (any cascade)
  165. Longarm
  166. Mechanics
  167. Medicine
  168. Performance (any cascade)
  169. Persuasion
  170. Programming
  171. Security
  172. Seduction
  173. Sidearm
  174. Streetwise
  175. Style
  176. Stealth
  177. System Knowledge
  178. Human Perception
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