Stats and Saves
Stats
An Operator’s Stats reflect their level of ability in a number of important areas. Your Operator’s four Stats are:
- Strength: Physical power and brute force
- Speed: Quickness, agility, and hand-eye coordination
- Intellect: Processing and recalling information
- Combat: Fighting and handling weapons
Stat Checks
The streets of New Los Angeles are a dangerous place. Often your character will need to accomplish complex tasks to survive and earn those sweet credits. To see if your character succeeds, you will roll a Stat Check following the steps below:
- Decide on the appropriate Stat for the Check
- Roll a d100
- If you roll equal to or above your Stat score, you fail your Stat Check
If you fail a Stat Check, you receive 1 . You may suffer additional consequences depending on the Stat type.
If you Critically Fail a Stat Check, you receive 2 Stress.
If you roll a on a Stat Check, you gain 2 . In addition, something special may happen that benefits your character in some way. These cases are up to Control to arbitrate depending on the situation and type of Stat. (i.e. a Critical Success on a Combat Check does double damage against an enemy.)
Other situations and factors that may modify a Stat Check or its results:
- and
- Critical Successes and
Save Types
When outside forces attempt to assail your body and mind, Control may call for you to make a Save Roll. Your character has four different types of Saves:
- Sanity: A measure of the ability of your mind to adapt and rationalize to phenomena that shouldn’t make sense, overcome obfuscation, and maintain reason when confronted by chaos. Roll a Sanity Save against the strange, twisted, or weird.
- Fear: A measure of your mental resolve when confronted with either visceral horror or emotional distress such as surprise, shock, and loneliness. Roll a Fear Save against the frightening, revolting, or threatening.
- Body: How well your physical form resists infiltration from things such as disease, poison, drugs, or parasitic organisms. Roll a Body Save against chem weapons, viruses, or narcotic withdrawal.
- Reflex: A measure of your ability to avoid physical damage in combat. Roll a Reflex Save against bullets, swords, or explosives.
Saves
- Decide on the appropriate Save
- Roll a d100
- Compare the result on the dice against your score in that Save:
- If you roll under that score, you pass your Save and suffer no ill effects.
- If you roll equal to or above that score, you fail your Save.
If you Fail a Save you receive 1 . You will suffer additional consequences depending on the Save type. (i.e. taking damage on a failed Reflex Save.)
If you Critically Fail a Save, you receive 3 Stress and must make a .
If you roll a on a Save, you gain 2 . In addition, something special may happen that benefits your character in some way. These cases are up to Control to arbitrate depending on the situation and type of Save. (i.e. a Critical Success on a against a virulent bioweapon causes the character to gain inhuman Strength for the next minute.)
Prime Saves
Each has a specific Save type with which they are most adept and confident. Whenever an Operator makes a Save using their Prime Save type, they will gain increased benefits on successes and additional penalties for failures.
Background | Prime Save |
---|---|
Corp | Sanity |
Cult | Fear |
Military | Reflex |
Street | Body |
Things to Know about Prime Saves:
- Whenever an Operator fails a Prime Save, they receive 1 , and all other Operators in their Squad also receive 1 Stress.
- Whenever an Operator Critically Fails a Prime Save, they and all Operators in the group receive 3 Stress & make a .
- Whenever an Operator succeeds on a Prime Save, they recover 1 .
- Whenever an Operator Critically succeeds on a Prime Save, they regain 2 Conviction.