After the Primary Statistics are determined, these numbers will be used to determine the Secondary Statistics. Remember that racial and trait bonuses and penalties need to be applied to Secondary Statistics. Formulae for determining initial levels of Secondary Statistics are given with the description of each stat.
HIT POINTS (HP)
Perhaps the most important statistic in the game, as this number determines whether your character is ultimately alive or dead. Dead characters cannot be played or revived, ever. Hit points can be recovered with time, drugs, the correct skills, or an able doctor. The base number of hit points is 20 + (STR + (2 X EN)). In addition, a character gains more maximum hit points for every level equal to 2 + 1/3 EN, rounded down. Hit points can never be healed above the maximum.
ARMOR CLASS (AC)
Armor Class reduces the chance a character can be harmed in an attack. Armor Class is measured as a percentage. Your character’s base Armor Class is equal to her Agility. In addition, any armor she is wearing can raise her Armor Class even higher. For instance, if your character’s Agility is 6 and she dons a leather jacket with an armor class of 5, her AC is now 11(%). Armor class affects the chance to hit; in the above example, if the mutant sniper was trying to take a pot shot at the girl in the spiffy leather coat, his chance to hit would be reduced by 11%.
ACTION POINTS (AP)
APs are the number of actions your character can take each turn in combat. Moving one hex (one meter) costs 1 AP. Reloading a weapon often takes 2 APs. Making a shot often takes 5 AP. Base Action Points are equal to 1/2 AG +5 (round down).
This statistic determines how much equipment your character can carry on his back, in his pockets, or in his backpack and fanny pack. Every item in the game weighs something. Carry Weight is 25 lbs + 25 X STR. A character with 6 STR can carry 175 lbs of equipment.
If a character attempts to carry 101-125% of their Carry Weight they become Encumbered. Encumbered characters cannot run and their Sneak skill is at -20. If a character attempts to carry more than 125% of their Carry Weight they are Immobile.
MELEE DAMAGE (MD)
This is how much damage your character does in unarmed combat and combat with melee weapons. The more melee damage your character does, the harder she or he hits. Melee Damage is equal to ST-5, minimum 1
Poison resistance is equal to 5 X EN. A character with an endurance of 6 will have a 30% Poison
Resistance. That means that 30% of poison administered will be resisted.
In the post-nuclear world, radiation is always a concern. Some places are naturally radioactive, like the blast craters where the bombs struck. Radiation Resistance is equal to 2 X EN. It can be increased with chems (see Equipment: Chems) and with certain kinds of armor (see Equipment: Armor). A character with 8 Endurance has 16% radiation resistance. This means that 16% of the rads that hit his skin do not go in. If he was standing at the rim of a blast crater and was taking 1000 rads every ten minutes, only 840 of those rads would enter his body. That still means he’s going to glow like a light bulb, but his skin won’t fall off – right away.
One of the nastier weapons in the wastes, gas attacks can cause massive amounts of damage to a large number of people, or cover a large area in relatively small amount of time. Some gasses do not damage a target, but are merely designed to incapacitate it. Gas Resistance is based entirely on armor, race, and equipment. There are two kinds of gas attacks: Inhaled and Contact gasses. Inhaled gasses must enter the lungs before causing ill effects; Contact gasses are more like clouds of acid vapor, damaging any biological substance they come into contact with. Gas resistance is given in a X/X number, with the first variable representing Inhaled gasses and the second variable representing Contact gasses. Unless the character is a robot, the beginning Gas resistance is always 0/0.
This measures how resistant a character is to electricity. Whenever the character takes damage from electricity, the amount of damage is reduced by their electricity resistance (a percentage). Unless a character’s race has built-in electrical damage this number always starts at 0.
Damage Threshold represents the actual amount of damage that a piece of armor can stop. Note that on the character sheet, there is no Damage Threshold under Secondary Statistics; rather, it is under Armor. A character does not have any actual Damage Threshold until he or she is wearing armor of some kind. The Damage Threshold statistic is immediately subtracted from the damage rolled for an attack.
Damage Resistance is determined entirely by armor. Unless the character has some built in damage resistance because of her race, this is 0%Note that there are five different areas under the “Armor” heading on the Character Sheet for four different kinds of Damage Resistance. Each piece of armor has its own Damage Resistance percentage that the character should add to their own in the four different areas under the Armor section. Damage Resistance is the percentage of damage armor stops after the Damage Threshold is subtracted.
Sequence determines who goes first in a round. An individual who initiates combat, automatically gets to go first, but all the combat turns after that get broken down by Sequence, with highest Sequence going first, and so on down the line. Sequence is equal to 2 x PE.
Life possesses the remarkable ability to heal its naturally. Your character’s Healing Rate is the number of hit points they heal naturally in a day (2 hours) of activity, or in six hours of resting. Initial Healing Rate is equal to EN.
This is the base chance to cause a critical hit in combat. High weapons skills and weapons of high quality can modify this number. If a to-hit roll is successful and low enough that it falls below the character’s Critical Chance, the hit becomes critical.
A base Critical Chance is equal to a character’s Luck. A character with
3 Luck has a 3% base chance to critical hit.