Combat System

## Offensive Stats

These are the attack stats. They determine how often and how hard your weapons hit.
Strength - For melee-based attacks.

Firepower - This represents the damage output of a character's energy weapons. Anything from lasers to ion guns to flamethrowers would fall under firepower. Bullets do not - they do physical damage and are stopped by armor.

Initiative - This represents attacks that come from speed, first strikes or sneak/surprise attacks. The faster or better you can get the drop on someone, the more damage you can do while they're caught unawares.

Psyche - Short for Psychological Warfare, this is damage done through mind control (such as cerebro shells), mnemnosurgical attacks, hallucenations or outright fear and intimidation. It bypasses everything else and assaults a character's mind or courage, causing them to either flee, pass out, lose sanity or end up mind controlled. Characters with unusual abilities such as Tarn's spark-exploding voice would fall under this type of attack.

Accuracy - Your character's basic ability to successfully deal damage.

Strength - This is your character's raw physical strength, and is used to determine hand-to-hand or melee combat damage.

## Defensive Stats

Armor - The is the counter to strength and represents how much physical damage your character can resist due to the strength and quantity of their armor.

Shield - This is the counter to firepower. Internal energy fields, heat sinks, electromagnetic shielding and power shunts reduce the damage done to internal systems through firepower attacks.

Sensors - The counter to initiative. Characters with finely tuned sensors can hear someone coming, track fast characters that might normally be a blurr, or even use stealth-crackers to see through cloaking technology, thus reducing the damage from first-strike or speed attacks - they saw it coming.

Resolve - Otherwise known as willpower or courage, this is a character's mental capacity, either though technology or straight up iron-clad determination, to resist mental assaults.

Evasion - Your character's ability to avoid damage, either through tanking it or avoiding it.

## Ability Stats

These stats are used for non-weapon abilities.

Intelligence - This represents how fast your character can learn new information or solve problems.

Skill -How good your character is at their job/function. For example, Ratchet is among the best at what he does, therefore, his skill would be in the 10s.

Leadership - Your character's ability to persuade others, encourage cooperation and teamwork, and make wise decisions affecting a large group.

Speed - Relative speed of your character in their fastest mode. Most cars and trucks are between 4-5, flying vehicles are between 6-7. 1 is immobile (such as becoming a memory stick) where as characters with a 10 speed are probably Blurr.

## Systems

Structural Integrity -

Motion Systems -

Data Systems -

Core Systems -

Spark Integrity -

## Specialties & Weaknesses

You may see +/- near some of your stats. They represent specialties and weaknesses. If you have a +, that means your character is particularly skilled or well-defended in that area and receive a boost to accuracy or evasion in that area. A - represents a weakness or lack of proficiency in that area, and take a small accuracy or evasion penalty.