Stats & Resources
Every character has six stats and a handful of derived numbers. Learn to read them like a cockpit readout — they tell you what you can do.
The six stats
| Stat | Governs |
|---|---|
| Strength (STR) | Melee damage, carrying capacity, crit damage |
| Dexterity (DEX) | Ranged damage, accuracy, dodge, crit chance, speed |
| Constitution (CON) | Max HP, max Stamina, resistances, passive healing |
| Intelligence (INT) | Tech damage, crafting, nano abilities, Frame systems |
| Wisdom (WIS) | Perception, willpower, ability proficiency, magic resistance |
| Charisma (CHA) | Social skills, leadership, summon strength |
Your derived numbers
Max HP is built from CON, your level, and your Health Tier:
Max HP = 50 + (CON × 5) + (level × CON × (1 + HealthTier × 0.25)) + (level × HP per level)
Your Health Tier is set by the GM at creation based on your build:
| Tier | Meaning | Typical builds |
|---|---|---|
| 0 | Frail | Psychic mutants, glass cannons |
| 1 | Standard | Most characters |
| 2 | Tough | Regenerators, demons, angels, cyborgs |
| 3 | Tanky | Physical mutants, dedicated tanks |
Each tier adds +25% CON scaling per level — it's the biggest single driver of how much punishment you can take.
Your power pool is determined by species and type — and you get exactly one, or none:
| Pool | Who has it | Regeneration |
|---|---|---|
| Stamina | Mutants, Nano-Enhanced | 5% of max per turn in combat, 10% out |
| Energy | Cyborgs, Frames, Androids, AI | 2% per turn in combat, 5% out |
| Mana | Demons, Angels | 1% per turn in combat, 3% out; meditation restores 50% in an hour |
| None | Baseline Humans, Beastkin, Halfkin, Splices | — |
A mutant's abilities cost Stamina, not Mana. A cyborg's systems cost Energy. Only demons and angels cast with Mana. Get this wrong and your abilities simply won't fire.
Two more numbers worth knowing:
- Speed =
10 + floor((DEX − 10) / 2) × 3— who reacts first in a fight. - Perception =
50 + (WIS − 10) × 3 + (INT − 10)— what you notice before it notices you.
Leveling
Experience is straightforward: you need your current level × 1,000 XP to reach the next one. Level 1→2 costs 1,000; level 50→51 costs 50,000.
When you level up, your stats grow automatically — species growth plus type bonuses, applied to every stat. You never hand-add points. On top of that, the GM reviews how you actually played the last level and awards a playstyle bonus: +1 to the stat that fits what you did (combat → STR or DEX, tanking → CON, casting → INT or WIS, social → CHA, scouting → DEX or WIS, tech → INT). You level at full resources.
Stat caps vary by species and type: baseline beings cap at 20; Mutants and Nano-Enhanced have no caps at all; Demons and Angels cap at 150, then 300, then 1,000 as they evolve through their stages.
Training
Between levels, you can train. A week of focused practice, a tutor, a gym, a drill — the GM awards training gains: extra points added directly to a stat, 1–3 per training arc, harder to earn as the stat climbs. Training cannot push a stat past its cap (mutants and nanos have no caps to stop them). Skills train separately, through use.
The Omega threshold
Mutants and Nano-Enhanced reach a wall at level 100. Beyond it lies an Omega quest — a story test tied to who you are and what your power has cost. Completing it is how you keep growing. You'll know it when the world starts asking.
Know your limits
The formula for everything is on your sheet. Before a fight, read your numbers: your HP, your pool, your accuracy, your dodge, your damage range. A character who knows their numbers can plan; a character who plans wins fights that luck alone can't decide.