Sixth Sun Era D20 System

== Sixth Sun Era D20 Systems ==
The Sixth Sun Era D20 Systems (also known as SSE D20) is a collective of stats and perks with a basis on role play encounters. All characters have a dedicated set of stat blocks that assist their rolling for outcomes related to challenged interactions (combat, stealth, stealing, perception, healing, etcetera). 
=== SSE 1E (Sixth Sun Era First Edition) ===
The SSE 1E is the original stat and dice system in relation to Sixth Sun Era In-Game text or text chat RP. This system is created by the SSE team and an adaption from After the Flash's CRH EDS system (After the Flash: Wintertide Expanded D20 System (EDS) V.0.1).
=== Basics ===
Whenever encounters or situations between characters occur, quite often they roll D20 to decide who comes out on top in a situation. This is usually depicted during combat in a turn-based order. When a character attacks another, both roll D20. Whoever is higher wins the outcome, the loser would either be struck or miss (depending on who's attacking/this can also include same-timed attacks). The stat and perk system interferes with these numbers to give advantages and disadvantages for characters, to better portray skills and weaknesses.
==== Stat System ====
STR - The stat block related to strength feats like challenging to push a boulder which is set to be 18+ for a successful push. If a player rolls for strength actions, they can add or subtract from the roll depending on their set stat here.
MVT - This stat focuses on movement feats like running or climbing certain structures. If a player rolls for movement actions, they can add or subtract from the roll depending on their set stat here.
CFT - This stat is related to feats related to crafting successes. Specific practices require perks to actually do them. If a player rolls for crafting/creating actions, they can add or subtract from the roll depending on their set stat here. This also represents the natural recovery an android/hologram character, tying into their death save rolls.
PER - For this stat block, feats related to perception are affected which can include spotting situations and usage of certain ranged weaponry.
MED - The stat block for all things medical and recovery technique, This is a valued support or self-support based stat for rolling but can also be utilized for poisoning targets. This can also act as an analysis similar to perception and intelligence for medical-based inquiries.
CHA - The stat for charisma, specifically for convincing or intimidating targets. This is especially useful related to political feuds and lying encounters.
NTR - The stat for nature, specifically related to proficiency in foraging, tracking, animal-handling, and can also assist in understanding the biology of hunted animals (including eldritch). This also represents the natural recovery a biological character, tying into their death save rolls.
INT - The stat block for intelligence though more strictly proficiency with explosives and advanced technology as well as supporting perks for things like hacking.
All stat changes are to be put under the character. If a stat has no changes, it does not need to be included as it will be treated as a neutral roll for the character being "0". Below are the limitations to adding and subtracting from certain stats as well as the amount of starting points one can distribute to certain stats. There is also pre-made stat blocks for examples player's can use for specific types of characters found below. Points can be taken from certain stats to put into other stats. There is a number limit to taking points for extra distributing. Distribution is different depending on the archetype of the character. Characters can choose to not distribute points and younger non-enhanced characters will start with subtractions to all stats.
It is recommended you first take a look at the perks you want before distributing your stats.
==== Disabilities ====
* If MVT is at -5, character requires a physical condition that stops them from successfully moving a certain way.
* If PER is at -5, character requires to have a lack of a specific sense.
==== Stat Block Alteration Limits ====
* CHA has a limit of -3 to +5. It cannot go lower or higher.
* PER has a limit of -5 to +5. It cannot go lower or higher.
===== Analyst Archetype =====
Points to Distribute: 4 | Bonus points (only come by subtracting from stats): 5
* STR, MVT, NTR, has a limit of -5 to +3. It cannot go lower or higher.
* INT, CFT, MED, has a limit of -3 to +5. It cannot go lower or higher.
===== Bruiser Archetype =====
Points to Distribute: 4 | Bonus points (only come by subtracting from stats): 5
* STR, MVT, NTR, has a limit of -3 to +5. It cannot go lower or higher.
* INT, CFT, MED, has a limit of -5 to +3. It cannot go lower or higher.
===== Eldritch Archetype =====
Points to Distribute: 5 (stasis 1) 8 (stasis 2) | Bonus points (only come by subtracting from stats): 5
* STR, INT has a limit of -3 to +3. It cannot go lower or higher.
* Only Freaks can have CFT, MED and INT. For all other eldritch types, these stats are -20.
* CHA intimidation always gets +4 but convincing to hide one's identity as a Freak-type is -2.
* Only Ferals get to start with an additional +3 to NTR and
* MVT, PER, NTR has a limit of -5 to +5. It cannot go lower or higher.
=== Perks ===
In the adapted system, this is called attributes. But since there is a different set of attributes the SSE system relies on, it has been renamed to perks to differentiate them from its predecessor incase they decide to use a different system. Players can only have certain perks depending on their stat distribution. These are only for specific skills and knowledge, as the rest can be generalized to rolls. Characters can only pick three perks in total from the list below. Additional perks are handed out through special means or due to race and perk bonuses. If a perk name is greyed out, that requires a special playable species. The Upgrade section relies on the leveling expansion of SSE D20 and is optional. It specifies what number is changed in the perk with a few letters next to it, incase there are multiple number increases (it can also add more features to the perk though limited in nature). 
SSE PERKS 
 	 	 	 	
===== PERK ===== 	
===== REQUIREMENT =====	
===== DESCRIPTION ===== 	
===== ROLL CHANGES ===== 	
===== Upgrade =====
Aristocrat 	CHA +3
STR, MED -2	Can do political speeches with convincing statements. Extremely valued characters resist. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	CHA +5 instead to speeches and lying. During counterfeiting and lying, roll D6 for additional bonus. 	CHA +6
Lie Detector 	PER +3
CHA -3	Can easily read people, especially when they're lying or trying to hide something. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+2 PER to noticing a lie, gaslighting, social manipulation, and suspicious actions. 	+3 PER
Eldritch Warrior 	STR or MVT +3
NTR +1	Can combat Eldritch Monsters easily, understanding their nature well. 	Combat rolls and counter rolls against Eldritch +2.
If character lands D20, gain additional attack chance.
If a player lands combat roll D17+ without changes on your character, -2 to your counter roll. 	Eldritch
+3 
The user can also use this +3 for intimidate rolls towards eldritch.
Doctor's Suffrage 	MED +5 	Such medical state-of-the-art skills are rarely found in the wastelands. As a doctor, you are highly capable of helping others recover from bullet wounds as well as slashes efficiently. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+2 to medical rolls related to cuts, bruises, bullet wounds, and stabbing. Also allows the ability to craft medical recipes here. This perk allows the user to utilize the perk bonus to assist a person they are next to with a death saving roll twice only (to biological only). 	+3 to medical
Intellectual Fighter 	INT +2 	Can utilize intelligence to improve combat and counter rolls. This plays out through using one's smarts to out-wit or out-maneuver. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	Use your intelligence roll for attack and counter rolls. 	
Road Runner 	MVT +3
STR -2	A highly capable sprinter with decent perception during chases. 	Rolling for evasiveness during sprints +3. This can include avoiding someone trying to catch you from behind. Stamina for running movement actions have a reduced exhaustion rate, lowered by 1 point for all levels. 	sprints +4
Nature's Trade 	CFT -1 	Proficient with gardening and nature, someone with this perk is capable of efficiently detecting and looting nature-based ingredients. 	Rolling for nature looting rolls receives an increase of +2. Can be combined with nature stat increase. 	increase of +3
Assassin Unseen 	PER +1
MVT +1 or NTR +1	Unseen by the masses, be capable of incredible stealth and silence to avoid the eyes of others. 	Rolling for stealth rolls in encounters always receives a +2. 	receives a +3
Scavenger 	STR -1 	Proficient in the art of scavenging, one loots rather efficiently and could make use of scraps cleverly. 	Rolling for item looting rolls receives an increase of +2. Can be combined with perception stat increase. 	increase of +2
Detective's Spyglass 	PER +5 	Having incredible perception and the skills of detective-like work, you can spot details more efficiently in close-quarter situations. Requires tools to see farther. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+2 for detecting rolls of any kind which include spotting, searching, telegraphing, and small details visually. 	+3 for
Fusion Core Crafting 	CFT +2
INT +2	Be capable of crafting and repairing machines that use fusion cores. This includes droids, special weaponry, and devices found in locations; as long as they are powered by fusion. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	Failure rate is dropped by -2 for rolls, depending on GM and other writers participating. View the recipes here. 	-3 for rolls
Medical Mystery 	 	Trained in the arts of high-level medical work and surgery, your perception; your character is capable of doing this. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	-2 to strength and perception stat blocks always. Perception does not affect medical rolls.
+2 to medical and nature stat blocks always. 	
Architect 	CFT +3 	With incredible skill, you are capable of architectural procedures and construction work. Your handiwork is incredible. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+4 to creating barricades and structure rolls. This will always improve the barricade's lifeline in encounters. 	
Nocturnal 	 	Highly capable in dark places or during night time with better reaction timing and response in little to pure darkness. 	+2 to perception, movement, and nature during the night or in the dark.
-2 to strength and perception stats always. 	+3 to per
Demolitionist 	PER +1
NTR -3	Trained in the art of handling explosives, one has a clear understanding of pyromancy and bomb-setting. 	+4 to successful explosive/trap setting. 
+2 to throwing explosives combat rolls. 	CFT +1 bonus always
Bodybuilder's Might 	STR +3 	Trained in weight-lifting or just naturally large as well as strong, one can increase their force with adrenaline and survive blunt strikes, like shockwaves. 	+2 to pushing, pulling, and grappling rolls. As well as counter rolls against blunt strikes. 	+4 to
Wild Wild West 	MVT -2
PER +1	Masterful at utilizing bolt or lever-action rifles, though lacking automatic or burst-capable weapons. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+2 to combat rolls with lever or bolt-action rifles.
-2 to automatic or burst rifles and pistols. 	+3 to combat
Gunslinger 	PER +3
STR -2	You are rather a capable flash shot with incredible reaction time with your guns, especially pistols. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+6 to the first shooting turn in the beginning of a gun combat encounter. +1 for the rest of the turns using a pistol (this overrides any negatives to pistols from other perks).
-2 to melee combat rolls. 	+3 for the rest
Master Sniper 	PER+5
MVT-1	Your aim is rather incredible and you understand all the aspects that can influence a long-distance shot. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+3 to shooting combat rolls with a sniper or long-distance and timed shots. 
-2 to shooting roll if done immediately right after in the next turn. 	+4 to shooting
Tamer's Whip 	NTR +5 	You're a master of taming beasts, animals, and steeds. It is a natural gift for you to ride, nurture, and utilize as a companion. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+2 to any roll with one partner animal's actions of any kind, whether tracking to movement, and combat rolls. 	+3 to any
Self-Care 	CHA -2 	You can take care of your own health really well, especially minor injuries. You can halt bleeding better. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+2 to self-medical rolls. +2 HP. 	+3 HP.
Investigator License 	INT +2
CHA -1	You're highly capable of investigating and can utilize your skills in searching for clues in many aspects. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+2 to finding clue rolls or perception rolls when trying to figure out a weakness of an opponent in combat. 	+3 to
Acrobat's Circus 	 	You're quite the flexible and maneuverable individual. 	+2 to flips, rolling, and flexible-based rolls. 	+3 to
Thieving Hand 	 	You have great reflexes, trickery, and are capable of stealing off someone more efficiently. 	+2 to thieving rolls and +2 to perception rolls when trying to catch or notice someone thieving.
-3 to counter rolls the entire encounter when caught thieving. 	+3 to thieving
Warlord's Cry 	CHA+3
STR+1	As a true warrior, one can scream and yell in the most intimidating way that non-intelligent enemies might prioritize the user as a threat while those with better thinking may cower in fear. 	+3 to charisma intimidating rolls when screaming in a combat encounter against targets with more strength or intelligence than the user.
+3 to hostile luring rolls, attracting those who roll lower than the user and has equal or less strength + intelligence than the user. 	
Climber's Callous 	MVT+5 	As a master climber, you can successfully keep your balance much more easily compared to others. This influences mountain climbing, buildings, and forms of parkour. 	+2 bonus to climbing and parkour sprinting rolls. 	+3 to bonus
Woodsman 	 	You feel naturally gifted in the wilderness, especially the forest. 	+2 to nature and movement rolls outside in the wild. Cities do not count.
-2 to charisma stat block always. 	+3 to nature
Any attack roll in the forest wild also gains this bonus of +3.
Booksmart 	INT+2
CHA -1	You're quite well-versed with books and can read them twice as fast while absorbing twice the information. Good memory! Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+2 to perception with books and inspecting items. 	+3 to
Berserk 	PER -2
CHA -1	When in physical combat or during moments of strength, you can channel your rage for increased power. 	STR rolls when utilizing this perk increases by +3. Can only be used twice per day.
After first use perception is an additional -2 irregardless of PER limit until you sleep. 	by +4.
Martial Master 	MVT +1 	Utilizing martial arts, you have an advantage in melee combat. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+1 to all combat rolls like punching, kicking, grappling, knife striking, etcetera. 	+2 to all
Old-School Medieval 	STR+3 	A master at utilizing bladed and sharp weapons, which can surprisingly be things like swords or something average like axes. 	+2 to all sharp weapon combat rolls like knives, swords, and axes.
-2 to all modern ranged weapon combat rolls like rifles, pistols, shotguns.
-3 to all high tech combat rolls ie. Tech Whiz. 	+3 to all
Gunsprayer 	PER -2
STR +3	You seem to be adept with spraying automatic and semi-automatic weapons. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+2 to automatic and semi-automatic gun shot rolls.
-2 to using snipers, burst, lever, and bolt weapons. 	+3 to automa
Equipment Hacker 	INT +3
CHA -2	A master of EMP usage and hacking into networks. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+2 to hacking rolls and throwing EMPs during combat rolls. +4 to perception with technology and programs.
-2 to NTR stat block always. 	+3 to hacking
Wonderful Chef 	 	A fantastic chef is what you are. You could probably open up a bar or restaurant. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+3 to cooking rolls as well as tasting rolls for other characters that eat your meals. 	+4 to cooking
Carry-On 	 	As someone always carrying things, you're more than capable of holding multiple weapons or a heavy bag without any effect on movement. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	When carrying someone or something heavy, you are still capable of attacking unless your hand(s) are occupied. 	
Diesel Spell 	CHA -2
PER +1
INT +1	You're trained in an engineering path related to vehicles which is a highly sought-after skill and rare to come by. And you're a good driver to bat. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+3 to repairing rolls with vehicles and driving them. 	+4 to rep
Chemical Warfare 	MED +2
NTR -1	You're a master of chemical warfare, medicine treatment, and poison. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+2 to perception with chemicals like gas and liquids. Also +1 to rolls for creating poisons and medical rolls. 	+3 to per
Defense Master 	STR +3 	When it comes to blocking, defending, and protecting yourself or others. You're great! 	+2 to defensive rolls against melee combat and weapon shots (depending on if equipment allows defense to it). 
+3 to defending others along with yourself.
-2 to movement stat block always. 	
Conversationalist 	CHA +1 	You're quite good at talking with others and have a natural charm to get out of tough situations socially. Although it doesn't always work, it gives you an edge in gaining trust. 	+1 to convincing or improving one's perception towards a target with enough social intelligence.
-1 to nature always. 	+2 to convinc
Balanced Shot 	PER +2 	Decent at all rifle-usage from training as a soldier. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+1 to all combat rolls with any rifle. 	+2 to all
Natural Leader 	 	You can naturally align people to your planning and discussions. Cannot be used with Distant Loner. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+1 to all charisma rolls against others or followers when leading a group of 2 or more people. +1 to combat rolls when with a group of at least 2 people. 	+2 to all
Distant Loner 	 	You are naturally the type to be alone. You work better on your own. Cannot be used with Natural Leader. 	+1 to all movement, nature, and combat rolls when alone. 	+2 to all
Green Hand 	NTR +1 	Having a natural touch with raising plants. You are skilled with herbology and understanding methods to caring for plants. Humans/Fae, Droids/Cyborgs, and Mutants only. 	+1 to all nature and perception rolls with plants of any kind. You can easily figure out uses for such plants or how to grow them. 	+2 to all
Helping Hand 	 	Flexible and somewhat a jack-of-all trades, you are capable of assisting a team member with a simple action as long as it makes sense for their action/saving throw. 	Add your intelligence roll to an ally's saving or action roll as long as you are next to them. This takes up an entire turn. 	
Tech Whiz 	INT +3 	Utilizing one's mastery of technology, you are exceptional when it comes to the usage of drones and high-tech weaponry. Does not apply to fae or computer programs. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+2 to utilizing high-tech tools and weaponry which are laser-based, tracking-based, drones, jet-pack, and sentries. 	+3 to util
Surprise Attacker 	NTR +3
MVT +1
STR -1	Being exceptionally talented in stealth, the user can utilize this for improved odds against perception rolls when doing surprise attacks and is highly efficient when using melee, allowing the possibility for a guaranteed critical strike. 	+2 to stealth attack rolls. If the user succeeds in the attack, they can then roll a D4 for bonus damage if the stealth attack is melee. This can only be done twice per day.
-1 to medical always. 	+3 to stealth
Dumb Luck 	INT -5 	Although one is obscenely idiotic, their luck seems beyond normal. One can turn the tables when luck appears to be against the user. 	Once per day, rolling a natural 1 can be replaced with a natural 20 for any type of roll the user makes with the exception of medical rolls from other people. 	
Blunt Gladiator 	STR +2 	A master at utilizing mace and blunt weapons, which can surprisingly be things like maces, hammers, clubs, and anything that can be used as a blunt weapon against opponents. 	+2 to all blunt weapon combat rolls like hammers, maces, and flails. If the strike lands, a coin flip to see if the target is temporarily stunned for a turn.
-3 to all modern ranged weapon combat rolls like rifles, pistols, shotguns.
-3 to all high tech combat rolls ie. Tech Whiz. 	+3 to all blunt
High Velocity Flyer 	MVT +1
PER +3	When in combat while flying, the user is a master at aerial positioning and directional control. They have exceptional aim and combat prowess with keen focus at fast speeds. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+3 to combat rolls when mid-air flying using ranged or melee weapons.
-1 to combat rolls when on land. 	
Trap Detection 	PER +3
NTR +3	With an exceptional mastery in detecting traps (some require the correct technology), the user can ensure they are safe. The dismantling of traps is also increased if they have the correct tools to do so. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+3 to rolls with dismantling or detecting traps within the area if possible with what they have. 	
Blood Boiling Bigot 	STR +5 	The user is exceptionally healthy with a natural physique potential. They have great metabolism as well as stamina. This cannot be used if the character has a physical disability related to muscles, lungs, nerves, blood, and heart. This can be used by those with missing limbs. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+5 to the user's total HP. Capped at 25 if they are a boss or in specialized equipment.
+1 to medical rolls done on them by other characters. 	
Ship's Hand 	PER +2
NTR +2	When in combat while sailing, the user is a master at ship navigation and directional control. They have an exceptional sense of control in many forms of sailing. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+2 to combat while on a moving ship and sailing rolls when controlling a ship. 	
Intimidating Presence 	 	Having an intimidating presence allows one to naturally threaten others. You may not be charismatic but you are capable of a good threat. 	+1 to threatening rolls. 	+2 to
Scholar's IQ 	INT +5 	Classified as a certified genius, the user is exceptional in the subject of their choosing and anything related to said specialty as well as anything similar to it will always be efficient. All viable subject options can be found here. Humans/Fae, Droids/Cyborgs, and Mutants only. 	+2 to rolls related to the special subject and intelligence based actions for it. 	+3 to rolls
Socialite's Act 	CHA +5 	Considered a social god, anything from persuasion to voice alteration is a sign of a special innate ability in the user. They can better read the social cues of others and their body language and are trained in methods to use such details. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+2 to all verbal info-gathering methods and trickery, including limited voice acting, and analyzing body language dice rolls. 	+3 to all verbal
Blacksmith's Hammer 	CFT +5 	Being quite phenomenal as an inventor and craftsman, a user with this perk is a master of many trades related to the creation of things from the practical level. They don't even need to be a genius in a subject to quickly grasp how something is made; all they need is the process or steps, but if they do know the subject, the user could make or predict the steps. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only.	+2 to all crafting or building rolls of any kind and can craft any item in the medical, survival, and weapons sections in the recipe list. This perk allows the user to utilize the perk bonus to assist a person they are next to with a death saving roll twice only (androids & holograms only).	+3 to all
Knife Juggling 	MVT +1 	Mastering the use of knives or short blades, the user is capable of efficiently throwing and striking with them. The user's attacks are brilliant and choreographed methods that are hard to predict or read in battle. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+1 to all short-bladed combat rolls, throwing or melee. The user can attack twice with these weapons in a turn.
-1 to crafting always. 	+2 to all
Old-School Archery 	NTR +1 	Using crossbows, longbows, short-bows, or just anything that uses arrows or bolts is something the user can quickly be attuned with. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+1 to all arrow or bolt-based combat or hunting rolls. 	+2 to all
Make-Shift Crafter 	 	A quick crafter during tight situations... the user can help assist others with crafting rolls by adding their roll to the other user's or make easy DIY items on their own. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	Add your crafting roll to an ally's own crafting roll as long as you are working with them. This takes up an entire turn.
+1 to crafting always. 	
Mineral Miner 	 	Having a keen eye and expertise with minerals, the user can discern different metals and ores, especially with the correct equipment as well as light. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+1 to identifying ores, metals, glass, and similar materials. 	+2 to
Skipped P.E 	INT +2
STR -1	During physical or perception actions, the user is exceptional in analyzing better methods of using their bodies instead of just relying on strength or precision. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	The user can use their movement or intelligence rolls instead of strength or perception once per day. 	
Cyber-Doc 	INT +3
CFT +2 or MED +2	As a cyber-doc, the user is exceptional with installing cybernetics and working in mechanical features to an organic body. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	Allows the user to install cyber-ware and special cybernetics but must follow the rolling routine here. 	
Law and Order 	 	When it comes to dealing with law-oriented organizations, one is an incredible expert at dealing with this fundamental aspect of society. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+1 to charisma rolls with law enforcement. 	+2
Anarchy's Reign 	 	When it comes to dealing with chaotic people who are terrible at listening, the user is the exception. Naturally better at convincing such people. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+1 to charisma rolls with the lawless. 	+2
Bartering Bravery 	CHA +1 	Talented with bartering, the user is capable of convincing others to lower or raise prices more efficiently. Such people are tricky to handle. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+2 to charisma rolls when bartering. 	
Merchant's Trade 	INT +5 	Although many can be merchants, the user with this perk is considered a master in the art. Capable of handling money-based affairs and quickly adapting to systems related to funds, stocks, and all the sorts. The user is fantastic at all forms of trade. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+2 to all perception rolls with money management situations, analysis regarding items/stock/funds. 	+3 to all
Motor Controls 	 	The user is capable of controlling their body to stay relatively still and quiet, mastering their technique in physical stealth and balance. Cannot be used with Survival Host perk. 	Can use the movement stat block for stealth rolls but cannot use the stat for evading and attacking. 	
Survival Host 	 	The wilderness is the user's playground, capable of moving and moving efficiently through different environments nature brings forth with ease. Cannot be used with the Motor Controls perk. 	Can use the nature stat block for movement rolls when in forests, deserts, or mountains. Cannot use it in tandem with the movement stat block. 	
Druid's Call of Ancients	NTR +5 	Through all plant life around the planet, a user with this perk can utilize their deep connection and wisdom to utilize plants, poisons, and toxins/liquids originating from such in the most efficient ways. They also have a deep-rooted understanding of such fields of study. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+2 to all combat-based usages of plants as well as substances originating from them. This also goes to researching said plants. The user however cannot use stamina unless they have a physical-based NTR perk or at least a point in MVT. 	+3 to all
Singer's Melody 	 	Having an incredible voice allows the user to truly succeed in singing-oriented situations and performances. 	+1 to all singing-based performances. 	+2 to all
Performer's Showcase 	CHA +5 	As an all-round performer, the user is incredibly talented as a dancer and/or theatrical movement. They can utilize this to their benefit and can be quick to change the mannerisms of the way they move naturally, proving to be more convincing than others. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+2 to all body language performances, dancing, and other theatrical movements. 	+3 to all
No Linen 	 	Capable of mastering the art of working fashion, the user can increase their efficiency related sowing, sketching clothing, and all the related patchwork with their specialty methods when using clothing-based materials. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. Eldritch-Freaks can also have this. 	+1 to all sowing and clothing patch-work as well as leatherwork. 	+2 to all
Patch-Work Body 	MED +3 	Capable of utilizing materials found within the body of animals and people to craft useful things or for medical practices. 	+1 to crafting with materials originating from people, eldritch, and animals. 	+2 to crafting
Able-body Natural 	NTR +3 	Naturally attune to the forces of nature, the user can naturally mimic the behavior of certain forest animals and naturally understand their instincts. 	+1 to figuring out what an animal wants through limited communication and mimicking animal movement + actions. 	+2 to figuring
Fairly Fair Fun 	ALL STATS 0	Having no specialties or weaknesses with any statistic has led the user to become efficient in all general forms of actions. A true jack-of-all-trades. 	+4 to all action dice rolls every other turn if the user remembers. 	+5 to all
Professional Locksmith 	CFT +3
PER +1	Having an extensive knowledge of locks can come in handy in the wasteland, especially when trying to get into places you don't belong. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. Eldritch-Freaks can also have this. 	Able to use crafting to pick locks with a +2. This skill can also be used to repurpose and relock objects 	+4 to lock picking, locks you make have a difficulty of 13 + CFT to disable
Ned Kelly's Disciple 	CFT +5
Perk: Fusion Core Crafting	Tired of walking in the footsteps of giants? Become one with your own two hands! Sensoar Inc. has your back with our patented guide to making your own power armor! Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. Eldritch-Freaks can also have this. 	Gain the ability to craft power armor and exoskeletons. 	Know exactly where to strike to disable a suit of power armor on a successful PER or CFT check
Surgical Psycho 	MED +4
STR -2	Utilizing precise understanding, the user can utilize their medical knowledge to support their melee attacking methods and increase their critical chance. 	MED bonus can be used instead of STR for melee attack rolls, following the same rules for stat attacks. The natural crit chance while this happens is lowered to 19. 	
Wasteland General 	CHA +1 	Adept in the art of large-scale battles, the user can command large troops in battle, for logistics, or in many situations like caravans escorting. They are profound in the art of command. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. Eldritch-Freaks can also have this. 	While commanding for situations like sieges, wars, and any situation with large quantities of people... they get a +1 for any stat command. 	they get a +2.
Mental Health Awareness 	CHA +3
MED +1	Capable of calming and sorting through mental health issues more efficiently than others. And are especially capable in snapping people out of illusions as well as other mental-based statuses if they allow for social rolls as a solution. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. Eldritch-Freaks can also have this. 	While talking it out with a target individually or snapping intelligent targets out of mental-based statuses, they receive a +2 roll bonus to said mental suggestion actions. 	+4 to mental suggestion and can improve mental status infliction with a roll cut off to be increased by +1.
Acute Acupuncture 	MED +2
MVT +1	Capable of relieving those with pain, migraines, and arthritis more efficiently. The user is also capable of utilizing improved disarming, causing limbs to fall limp, and other martial art-oriented techniques. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+3 to acupuncture-based MED rolls and limb-limping or disarming martial combat rolls. 	
Network Virus 	INT +5 	A master at utilizing hacking-based programs like virtual hacks, the user's mental processing speed allows them to also be talented in the more deeper nuance virtual spaces as well as unconscious network invasions. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	+2 to advanced virtual hacks, network invasions, and tech-mind processing speed rolls. CFT repair cut offs for hacker-based equipment is lowered -5 for the user. 	+3 instead.
Swimmer's Secret 	MVT +4
NTR -1	Athletic underwater and out in the open, the user is capable of holding their breath for longer periods of time compared to others and can utilize their breath-holding to improve their stealth rolls on land and in water. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	Every turn the user holds their breath increases the stealth roll by +1. Upon two turns of breath-holding, the user must roll above 10 to keep holding their breath with the cut-off increasing by 5 each turn after, maxed to 20. If they fail a roll, they lose -2 HP. 	Cut offs increase by +2 each turn instead of the original +5.
Natural Healer 	NTR +4
MVT -1	Practical with nature, the user understands how to use plants and natural resources to heal a person in the most efficient ways. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	The user is capable of improving their healer rolls with a nature bonus but can no longer use the medical stat. 	+2 bonus to healing rolls.
Photo Op's Image 	 	A talented individual with the ability to take incredible photos, film, and recordings as long as they have the technology for it. 
Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	The user is capable of increasing efficiency on perception rolls by +1 with related to using photography tech, film, and any other form of visual control. 	+2 with
Armor-Gap Analyzer 	PER +1 	Generally competent when it comes to finding openings against armored opponents. 	The user is capable of reducing a target's armor roll by one point every turn they attack. 	
Heartfelt Blood Flow 	NTR +1 	The user keeps up with their fitness routine and tends to be less exhausted while overexerting themselves. 	The user is capable of using stamina extension without exhaustion a turn only once per encounter. 	Twice per encounter.
Check Your Candy 	 	The user is known for efficiently utilizing supernatural-like technology and weaponry in relation to eldritch parts or other monstrous weaponized organs. 	The user can increase the damage of their eldritch-based weapons by +2. 	+3
Weaponsmith 	CFT +3
MED -1	The user has a crafting talent with improving weapon damage with temporary fixes and modifications. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	The user can increase the weapon damage of a non-high tech rifle or non-high tech melee weapon by +2 for its next attack roll only. This perk can be utilized again during an encounter as an action but requires a CFT 12 Diff success. 	weapon by +3
Muffled Maniac 	PER -2 	The user is a capable arsonist, utilizing spraying-type weapons efficiently; most notably flamethrowers. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	The user can attack twice with a flamethrower each turn but their second attack roll is halved by 5. 	halved by 3.
Heavy Detonation 	STR +2
PER +1	Rocket launchers and grenade launchers are quite the weapon for this user, efficient in many ways when utilizing them against opponents. Humans/Fae/Goliath, Droids/Cyborgs, and Mutants only. 	The user's attack rolls are increased by +2 when using grenade launchers or rocket launchers. 	+3 when
 	 	STRICT RACE SPECIFIC PERKS 	 	
Human Adrenaline 	 	As a human, one is capable of pushing their adrenaline to the limits during physical labor outside combat. Human only. 	+4 to strength or movement once per day.
Cannot be used in combat rolls. 	
Purity's Immunity 	 	As a human, one is capable of benefiting from an incredible immune system which allows the user to access a list of different resistances. Human only. 	Can access different immunities to certain diseases they can have here. 	
Fairy's Iron Shell 	INT +5
CHA -2	The user gains an increase to their casting limit due to their incredible potency to concentrate compared to others and due to their incredible thinking power, they can access level 3 commands. Fae and special-event bio-chip only. Cannot be used with Pixie Dust perk. 	+1 to casting limit.
Access to level 3 commands of fae program.
-2 to strength always. 	
Pixie Dust 	 	The user gains an increase to their casting limit and can reverse recovery fatigue stage 1 only once for an IRP day. Fae and special-event bio-chip only. 	+1 to casting limit. 	+2 to
Fairy Ring Circuits 	INT +3 	The user gains a boost in mental processing power for a turn overloading fail-safes and overclocking internal processors. Results in fatigue and headaches for the following 2 rounds preventing further actions for those rounds. Fae, special-event bio-chip, & Droids. 	+3 to INT for a turn/action
For the next two turns/actions INT cannot be used and you have a -2 to STR and MVT. 	
Android Anthology 	 	With incredible cybernetics, as an android, one is capable of increasing their strength or movement while subtracting from another bruiser stat for a turn. Android & cyborg only. 	+1-3 from one stat and subtract the equal amount from another for a turn. (STR, MVT, PER only). Cooldown 3 turns. 	+1-4
Mutant's Philosophy 	 	As a mutant, one is capable of resisting first stage radiation poisoning once per day. Mutants & Eldritch Mutants only. 	+1 to medical when treating oneself from radiation poison. 	+2 to
Genetic Mess 	 	As a mutant, the user is capable of having a special genetic variation to them from birth or while growing up before stasis. Half-Mutants can also have this. Mutants, Coils & Half-Mutants only. 	Can access a list of different genetic variations they can have here. 	
Advanced Cybernetic 	 	As a cyborg, one is capable of having special cybernetics installed into them. If overuse of cybernetics or over installment of body enhancements occur, the chances of insanity is dependent on the charisma stat. See the limits of special cybernetics here. Cyborg only. Requires to be installed in-role-play with a character that has the Cyber-Doc perk. 	Grants user access to special cybernetics. 	
Program Issued 	INT +3 	As an android, the user can utilize programs and specialized cybernetics which only an android can use. Look here to see which programs can be chosen. Android only. 	Grants user access to one advanced android program. 	
Hologram Play 	 	As a hologram AI, the user can focus on one person in sight and increase their perception by +4. This lasts for two turns and has a one-turn cooldown.
The user cannot switch persons until the cooldown starts. Can also reduce the perception of another target by -2 when they are shooting. This has the same cooldown and happens at the exact time they buff. Hologram AI only. 	Grants users the support ability to improve and ruin the perception of targets. 	
Ghost Scan 	 	As a hologram AI, the user can scan a target within five steps from them and quickly gain an improved perception of details related to said target. They can only keep one scanned target at a time. Hologram AI only. 	+5 to perception rolls on scanned targets. 	
Invisibility 	 	As a hologram AI, the user can fade their light to practically become a ghost for a limited time. This increases their stealth tenfold. +5 to stealth rolls when invisible. Lasts for two turns and has a three-turn cooldown. Hologram AI only. 	+5 to stealth rolls when invisible. Lasts for two turns and has a three-turn cooldown. 	
Force Grant 	INT +5 	As a hologram AI, the user is highly advanced where they can grant a target 2 FP the entire encounter by surrounding them with their light. They cannot transfer this FP boost until the encounter ends with another target or without a GM's permission. Must recover every two turns but the AI must remember to do so. Hologram AI only. 	+2 FP to target. 	+3 FP
Goliath's Methodology 	 	As an awakened Goliath, the user gains this as an additional perk and is not required to replace an existing perk with this. The user can utilize their muscles in many special ways listed here. Goliath only. 	Grants the user specialized muscle-control abilities which are found here. 	
 	 	COMMON ELDRITCH EXCLUSIVE PERKS 	 	
Irregular Limbs 	MVT +3
PER +1	As an eldritch, the user has unique limbs that grant you specialized attacks for grappling or striking. Eldritch Mutants only. 	+3 to all grappling and physical striking combat rolls. 	+4
Intense Bone Density 	STR +3
NTR +2	As an eldritch, the user's bones are so dense that they can be weaponized for attacks or increased strength. Eldritch Mutants only. 	+3 to all strength rolls if the eldritch has bones or usage of bones for melee combat. 	+4
Extra Limbs 	PER -4
MVT +1	As an eldritch, the user's have an extra limb or two that can be used for combat. Eldritch Mutants only. 	Be allowed to attack twice with melee rolls per turn. If eldritch attacks twice in a turn, both rolls have -2. 	
Springy 	STR -5 	As an eldritch, the user is incredibly fast. Cannot use Armored Skin perk with this. Eldritch Mutants only. 	All running rolls, dodging rolls, and jumping rolls have a +3. Movement for climbing is not increased. 
Every other turn, an eldritch can rush out of combat to avoid being struck. 	+4
Amazing Gills 	NTR +3 	As a guppy or gar eldritch, the user is ten times faster and better at hunting under water. Specific Eldritch Mutants only. 	+2 to all combat or nature rolls underwater.
-2 to all combat or nature rolls outside water. 	+3 to all
Armored Skin 	STR +3 	As a feral or abomination eldritch, the user is ten times more denser. Cannot use Springy perk with this. Specific Eldritch Mutants only. 	-2 to all movement and nature rolls.
+3 to defensive rolls against melee or ranged shots. 	+4 to def
Gluestick 	 	As an eldritch, the user can generate special liquid of a specific bodily fluid that can stick/trap a target for three turns and requires acid/solvent or a strength roll of 16+ to escape early. Eldritch Mutants only. 	+4 to shooting out this liquid during combat rolls. 	+5 to shooting
Unique Venom 	 	As an eldritch, the user can have its own generated poison/venom and utilize the advantages from it. This can also be collected by others. Eldritch Mutants only. 	Can utilize one custom poison/venom from the list here. 	
==== Pre-made Stat & Perk Builds ====
For more builds and a review on combat/role-play archetypes, look here.
====== Militia Combatant ======
* STR+3, MVT+2, PER+2, CHA-2, INT-2
* Balanced Shot, Self-Care, Carry-On
* Bruiser Archetype
====== Engineer ======
* INT+3, CFT+2, CHA-2, NTR-1, PER+2
* Diesel Spell, Booksmart, Fusion Core Crafting
* Analyst Archetype
====== Diplomat ======
* CHA+3, PER+2, INT+2, STR-3, MED-2, MVT-1
* Aristocrat, Natural Leader, Intimidating Presence
* Analyst Archetype
Above are just some examples of characters that may lean towards certain skillsets would make their SSE stat distribution be.
== More SSE D20 Rules & Expansions ==
====== Specialized Stats & Perks ======
Some characters can have special perks and stat alterations when earned through events or as established "boss battles" to challenge a cast of characters. An example of this can be found here but it requires special permission from an administrator or specialized host to have access to such options. Playing a Fae or Eldritch which can inherently start with a fourth perk right away can be found in this list.
Weapons and tools can also have access to perks, as well as abilities derived from the type of species you play. Examples can be found in the technology category.
====== Crafting & Recipes ======
This system is also supported by a crafting system which includes recipes for certain items that are either considered "key" tools or consumables of some kind. Perks and stats found in the list above grant access to certain recipes so be on the look out on what could be used! The page can be found here.
====== Health Points & Durability ======
This is utilized to track how long characters can last in an encounter fight before being killed or receive a long-term knock out. Although this part of the system is optional and not always used, the usual number characters have for HP is 10. Bosses can also be scaled in difficulty by the amount of hit points they have. Do note that there are exceptions to the HP list below. Certain bosses might have 10 HP and compromises this weakness with gimmicks etc. Leveling up can increase a character's base HP.
HP	Difficulty Title	Usual Characters
1 	Trash Mob 	Extremely weak eldritch, small animals, droids, and fast-paced encounter enemies.
5 	Child's Play 	Young children below the age of 13, extremely disabled, and Guppy Eldritch. Small animals. (Small debris.)
10	Regular 	Teenagers and Adults. Freak & Beast Eldritch. Commonly where 14+ characters start. (Medium debris.)
15	Volatile 	Perked Teenagers and Adults. Freak & Beast Eldritch as well as large animals. (Strengthened metal.)
20	Mini-Boss 	Special Armored or Perked Teenagers and Adults. Abomination, Gar & Feral Eldritch. (Large debris.)
25	Boss 	Specialized boss. Abomination, Gar & Feral Eldritch.
30	World-Breaker 	An extremely powerful being.
====== Encounter Terminology ======
While role-playing, a GM or the group can decide whether an encounter or RP situations should fall under certain rules. This can be altered at any time but the general terms used in SSE are explained below.
* Loose Encounter: Unlike turn-based, when an encounter is set to loose, all characters can do their actions at around the same time and abilities with durations/cooldowns can either be skipped or treated dependent on how much time has passed in the universe. This is also the usual type of encounter when it's mostly social, investigative, or casual role-play but can also happen in combat.
* Turn-Based Encounter: Unlike loose, when an encounter is set to turn-based, all participants must roll an initiative roll to decide who goes first or the GM can just set an order. All ability cooldowns and durations still apply. This is usually utilized when encounters need strict monitoring like evading traps, combat, and special social encounters.
* Round: A round specifies when all characters/action-based entities have either skipped or had their turn.
* Turn: Outside of character decision when a writer can do the action(s) of their entity/character. Turns usually happen within a few seconds to a few minutes in-universe time. Depending on the GM or group, a turn can consist of one action only but the opportunity of having two turns in a row as well as multiple actions can be set by a GM. The most balanced system respecting the SSE D20 system would either be the one action turn or a turn with three different action-types (movement, attack, and vocal).
====== Stat Attacking Styles & Crits ======
Styles of attacking are crucial to combat rolls and utilizing the best of your character's abilities. Of course, we have to always consider the technique and advantages of fighters but certain block stats can be used though limitedly for countering or attacking rolls.
PER: Has no limits with its usage and will always apply to shooting rolls unless said otherwise by a De-Buff or perk. This can be a great assist to shooting/throwing attacks OR a terrible weakness depending on the state of the character's perception. The user can choose to not use their perception roll for shooting if it's in the positives but are forced to use it if it's in the negatives.
STR: Strength is a great asset to utilize with strength-based attacks and physical melee with weapons or the body. Of course, this stat is also utilized for lifting and other feats similar but when in combat, the user cannot utilize their STR roll for two rolls in a row (including MVT) unless a perk or buff says otherwise. If this were to happen, the user's next turn will cause them to automatically fail an attack/counter roll. The types of attacks this supports are only ones that require heavy usage of muscles like grappling, certain strength-based martial arts, and pushing/pulling. The types of counters this supports is blocking and blunt defending.
MVT: Movement is often utilized for running, agility, and other physical moving feats unless said otherwise by a perk. For attack rolls, movement is only utilized when a really dramatic movement is added to the physical or ranged attack. With strength or another movement roll, it cannot be done two of the user's turns in a row or they will automatically fail their next attack/counter roll unless a perk or buff allows this. The types of attacks this supports are one's based on advantage-point strikes, high jumps, diving, rolling, and crouched physical strikes.
INT: Intelligence is quite the special perk to be used in combat, as it is only utilized through technology-based controlling like drones, hacking, and when the user has a specific perk that lets them utilize the bonus from this stat. But this bonus only applies to physical attacks if the character expresses their intelligence by utilizing tactical maneuvering, weight-distribution, or calculating in the environment to their advantage with attacks/counters. This also includes using the target's body against them in physical encounters.
CHA: Charisma is special due to its direct ties with socializing and it is especially useful in combat when the character wishes to intimidate or trick targets during quick-action moments. Although if the user utilizes this stat, they must treat this like STR and MVT, not being able to utilize stat bonuses to attack rolls two turns in a row.
Critical hits or failures are only considered with natural 20s and 1s during attack rolls. They will always ignore stat bonuses if the roll lands on 1. The damage for crits are specified in the next segment below.
Extended usage of the stat bonuses with limits can occur through the usage of stamina, a benefit from NTR. For further information, visit the Strategic Damage System page.
====== Attack Damage ======
Probably considered the most crucial result to weakening and gaining victory over one's enemies is taking their HP down. In the case of damage, successful attacks are scaled to 1 damage always unless a weapon, perk, stat, or critical influences this. Below is a table following the damage system ruling. This list only covers regular and common attack types.
To view the current weapon types that influence damage stats, they are listed here.
====== Attack Verbs ======
There are many verbs which create special effects, buffs, or de-buffs with the D20 systems in SSE. They are often found in perks of tools, perks, and abilities. Attack verbs are specific in the way they can be found in many manners of attacks and are not specified in items. They are referenced below and are optional to encounters:
Cut: This verb applies to anything that focuses solely on cutting like sharp swords or bullets. They cause better opportunities to penetrate and bleed. Though they do nothing during encounters, if they aren't patched up with good MED rolls or referenced with recovery, the character will likely die.
Blunt: This is special and that its damage can be resisted quite often but even if it is, there is a higher chance for crippling and stunning. A coin-flip is necessary to identify if a target is stunned (this only applies to head or chest strikes) unless the target has a perk that allows this to happen no matter where (like Blunt Gladiator).
These are general explanations on the verbs and their proper effects are found in the Strategic Damage System page.
====== Leveling System ======
This system allows characters during a campaign to feel like they're increasingly improving their skills and benefits alongside general RP through the system, with five levels set to the amount of chapters a character participates in. This of course requires gamemaster supervision and is an optional feature which can be ignored for balancing purposes. Visit the system here.
====== Encounter Turns ======
Usually in SSE, participants go by turns unless it's loose turns. Though this method is preferred when dealing with special encounters like boss battles. For this to be much quicker, something called shared-turns can be implemented. With this method, two or three characters can share a turn through combo-actions or just separate moves. If they share the same target, their counter roll will only need to be rolled once against their attack actions. Of course this is the choice of the participants and/or game master. 
====== Playable Species Affinities ======
Certain types of characters of specific biology will receive two default bonuses known as Species Affinities in correlation to their character race. This allows them to improve outcomes for their rolls! Animals, eldritch, and non-humanoid androids are not included on this list. Cyborgs are also not included as they are an additional aspect to biological/flesh characters that can be humans, coils, etc.
Power affinities are bonuses to their direct stats and/or rolls while Nature affinities are bonuses they can use towards their perks.
Playable Race	POWER AFFINITY 	NATURE AFFINITY
HUMAN 	A human is capable of increasing either their CHA or poison counter rolls by +2 twice a day. 	The Human can pick a fourth normal listed perk when they reach Paragon Level.
MUTANT 	A mutant is capable of increasing either their radiation counter rolls or burn verb counter rolls by +2 twice a day.	The Mutant will always have access to the Radiation Tolerance perk. This does not take up a perk slot.
COIL 	As a coil, the user has the ability to recover their HP by +3 once per day immediately. 	The Coil will always have access to the Regeneration perk. This does not take up a perk slot.
FAE 	If the Fae is an analyst archetype, they can increase either their MED, INT, or CFT by +2 twice a day. 	The Fae will always have access to one dedicated program perk. This does not take up a perk slot.
GOLIATH 	If the Goliath is a bruiser archetype, they can increase either their STR, MVT, or NTR rolls by +2 twice a day. 	The Goliath will always have access to the Goliath's Methodology perk. This does not take up a perk slot.
HALF-FAE 	A Half-Fae is capable of increasing either their CHA, INT, or poison counter rolls by +2 once a day. 	The Half-Fae will always have access to one dedicated program perk. This does not take up a perk slot.
GREATER COIL 	A greater coil can recover their HP to max once per day but will have -3 to STR and MVT for the rest of the day. 	The Greater Coil will always have access to the Regeneration perk. This does not take up a perk slot.
HOLOGRAM 	A Hologram can increase either their stealth rolls or PER rolls by +2 twice a day. 	The Hologram will always have access to the Holo-Play perk. This does not take up a perk slot.
ANDROID 	An Android can either increase their CFT or tech-usage rolls by +2 twice a day. 	The Android will always have access to the Droid Software perk. This does not take up a perk slot.
====== Death Saves ======
A crucial part to SSE and other famous TTRPGs are Death Saves. Within this system, when a character dropping to zero HP; if the session participants/game master wills it, this system can be used as long as the character being downed isn't extremely lethal. They will then be considered unconscious or weakened with barely any conscious. Here with Death Saves, the user must roll their NTR D20 (for biological/cyborg characters) or CFT D20 (for androids/holograms characters) while adding any modifiers as well as bonuses with a limit of three times in a row. Of course, death saving throws cannot occur if they are not stabilized by another character or themselves using MED with a difficulty of 5. If failed, the helper or character doing self-aid has two more chances; the character has 3 turns to be stabilized. 
If the character fails three death saving rolls, they die. if they succeed with a difficulty of 10, they survive but remain unconscious. If they roll a natural 20 on any roll, they regain their consciousness and recover 1 HP. Certain MED, CFT, or support perks from other players can assist a person rolling their death saving rolls but cannot use such perks on themselves if they are doing the rolls. Instant deaths occur when there is more damage equal or more to one's HP, equivalent to extremely lethal as mentioned earlier; no saving throws allowed. 
====== Skill Checks/Proficiencies ======
Generalized skills that can be added onto action rolls related to action/decisions it relies on. Depending on the perks a character has, certain skills will receive a bonus +1 per perk. Each skill check is marked under a specific stat it can be combined with.
Stat	SKILL CHECK 	
N/A 	Stealth 	
STR 	Pain Tolerance 	
NTR 	Immunity 	
CFT 	Sleight of Hand 	
MED 	Medicine 	
 	 	
INT 	Memory 	
INT 	History 	
INT 	Investigation 	
INT 	Mental Fortitude	
 	 	
CHA 	Intimidate 	
CHA 	Persuasion 	
CHA 	Performance 	
CHA 	Deception 	
Category:Dice System
Category:Sixth Sun Era Wiki
Category:1E - First Edition