Inputs
Height
cm
Weight
kg
Body type
3 trade-off multipliers
Weapon
base dmg · type · stamina cost
Armor
pieces · coverage · protection
Skills
12 skills · level 0–10
Target choice
random or called shot
Attributes
Physical
Strength
Endurance
Agility
Dexterity
Constitution
Speed
Reflexes
Mental
Intelligence
Memory
Creativity
Perception
Willpower
Logic
Emotional
Confidence
Stress tolerance
Empathy
Morale
Adaptability
Social
Charisma
Persuasion
Manipulation
Leadership
Etiquette
Derived stats
Part structure (max)
per body part
Blood (max)
weight × 0.7 dl
Stamina (max)
50–100 × body
Stamina regen
END / 4 per round
Offense
10–20 scale
Defense
10–20 scale
Reach
−5 … +5 to hit
Initiative
REF + SPD/2 + d10
Tempo
SPD − 10 per round
Damage multiplier
×1.0 – ×1.5
Pain tolerance
40–80
Starting nerve
50–100
Stress factor
×1.0 – ×0.5
Knockout resistance
0–40 points
Injury adaptation
×1.0 – ×0.7
Reading the fight
INT · LOG · MEM · CRE
Social actions
feint · intimidate · rally · parley
One attack
0 · Round start
tick, then initiative
1 · Hit roll
d100 ≤ hit chance
2 · Hit location
called or weighted by size
3 · Raw damage
weapon × STR × roll
4 · Armor
subtract protection, if covered
5 · Damage through
max(0, raw − AR)
Meters
Part structure
6 values
Wounds
list, each with a bleed rate
Blood
dl
Stamina
spent by actions
Pain
builds, decays 10%/round
Nerve
0–100
Conditions
Part state
healthy → destroyed
Blood loss
lightheaded · weak
Fatigue
winded · exhausted
Pain state
in pain · agony
Nerve state
shaken · panicked · broken
Stunned / unconscious
head hits, blood, collapse
Dead
blood < 50% or vital part 0
Total penalty
sum, capped at −60