Moved it here from the other thread... I'll try to list all skills, merits and abilities here, for all to see.<br/><br/><strong>Attributes</strong><br/><br/><strong>Health :</strong>This attribute reflects endurance and constitution of the character. Health is also used when character is wounded or suffers damage or poisoning.<br/><strong>Strength :</strong>This attribute resembles pure physical strength. A creature with superior strength can match any world-class weight lifter. This also affects the damage one can absorb due to muscle mass.<br/><strong>Agility :</strong>Speed, balance, agility and such things.<br/><strong>Awareness :</strong>The senses like perception, sight, taste and smell. It also tells about character speed to react to certain situations.<br/><strong>Willpower :</strong>This attribute resembles determination, mental fortitude and self-control the creature has, and how easily he is broken under stress. Those with low levels are usually easily irritated and break easily.<br/><strong>Social :</strong>The ability to understand and interact with others. Social skills like empathy, subterfuge, charisma and such things. A creature with high social is easily listened to and well liked, while those with low levels do not have many friends and might be ignored often.<br/><br/><span class="bbc_size" style="font-size: 8pt;">The bonus added to contested d10 rolls are : Poor:-2 /  Average: 0 / Good:+1 / Superb:+2 / Superior:+3</span><br/><br/><strong>Skills :</strong><br/><br/><span class="bbc_size" style="font-size: 8pt;">The bonus added to contested d10 rolls are : Untrained:-2/Trained:0/Skilled:+1/Expert:+2/Master:+3</span><br/><br/>Enigmas - (Understanding & Solving puzzles of esoterical nature /-)<br/>Seduction - (As it says. / Social)<br/>General medicine - (Diagnose and treat sickness/injuries over time /-)<br/>Emergency treatment - (treat critical injuries under pressure /Willpower)<br/>Engineering - Repairs & Maintenance<br/>Marksman – Carbine/Pistol (Using rifles & Pistols / Agility)<br/>Demolitioner – Plastics (creating & detonating explosive materials / -)<br/>Athletics - Zero Gravity Maneuvers (Moving without gravity / Agility)<br/>Metal Craftsman - Spare parts (creating & modifying parts and molds / -)<br/>Computers – Hacking (Computer science / -)<br/>Larceny - Open Locks (Criminal skill, pick mechanical locks / Agility)<br/>Military Tactics (Advanced tactics)<br/>Close Quarters Combat (Fighting at close distance / Strength or Agility)<br/>Diplomat (Dealing in sensitive matters, negotiating  /Social)<br/>Laborer  (Manual hard working, operating basic machines and equipment)<br/>Combatant – Chainsword (Chainswords are unique for pirates, requires this special skill / Strength)<br/>Burglar - Bypass Security (cameras, surveillance & electronic alarms)<br/>Pilot : Fighters & Freighters<br/>Ship Artillery<br/>Occult Charms<br/>Hypnosis - (Hypnotic suggestions can be delivered by a hypnotist in the presence of the subject, without the subjects knowing, if the subjects awareness is lower or equal to /Social)<br/>Tactical knowledge - (Basic tactical knowledge)<br/>Manipulation - (Sway peoples mind, takes time /Social)<br/>Stealth - (Agility)<br/>Deduction - (of taxes? Need some info on this specific one)<br/>Tantrist rituals (occult thaumaturgical rituals / Secret formula :)<br/>Protection-rituals (occult thaumaturgical rituals, elemental, physical and magical protections / protects Health)<br/>Harmful-rituals (occult thaumaturgical rituals, curses, hexes, sickness and such / vs Health)<br/><br/><br/><strong>Merits :</strong><br/>Striking looks (adds +2 to social)<br/>Ambidextrous (free off hand attack/parry)<br/>Succubus Pact (Bond to one of the elder mysteries. Immune vs posession.)<br/>Sexualize (gives +1 to all seduction in the area, people feel a bit 'happy' in their pants around merit keeper)<br/>Mechanical Empathy (in connection with the machines)<br/>Iron Stamina  (can suffer extra before giving in)<br/>Fast reflexes (adds to initiative)<br/>Alchemist (in touch with matter, branch for Mech emp)<br/>Good reflexes (adds to initiative)<br/>Fast movement (can move further during combat)<br/>Silent steps (naturally silent, gets a bonus for ambush & stealth manouvers)<br/>Telepathic  (Telepathy, telempathy, psychometry, telekinesis are all in path of psionics)<br/>Charm Caster (gives +2 link to target)<br/>Natural Immunity (never sick or infected from diseases)<br/><br/><br/><strong>Health</strong><br/>Indicating amount of damage before disabeled on each bodypart, very simplified. (Head/Chest/Abdomen/Arms/Legs)<br/><br/>Poor       (5)<br/>Average (7)<br/>Good      (8)<br/>Superb   (9)<br/><br/><strong>Strength(absorb)</strong><br/><br/>Poor       (0)<br/>Average (0)<br/>Good      (1)<br/>Superb   (2)<br/>Superior (3)<br/><br/><strong>Agility(Defence)</strong><br/><br/>Poor       (5)<br/>Average (6)<br/>Good      (7)<br/>Superb   (8)<br/><br/>(Allso add +1 for Good awareness, +2 for Superb awareness)<br/><br/><strong><br/>Attack roll</strong><br/><br/>Skill level (-2to5) + Attribute (-1to5) + Weapon (1to10) + D10 = Attack<br/><br/>Subtract 'absorb' and 'defense' from the attack. The stuff that's left = Damage<br/><br/><br/>Getting hurt can be avoided by using armor and blablabla...but lets skip that for later. Don't worry, I'll keep track of this crap ;) Just wanted to give an example of how i calculate stuff when it hits the fan.... Good actions/cewl actions can generate bonuses as well.<br/><br/><br/>