Characters are defined by five Stats: Strength, Dexterity, Intelligence, Health, and Speed. The players can split up their 35 Stat points between these however they see fit, though the Stats must fall inside the human range of 2 to 12. The character also has one more Stat, Hit Points, which is equal to (Health * 3).
Now Skills may be purchased. The Skill chart is at the bottom of the page. If a Skill is listed under a Stat it means there is a base to start from equal to (Stat / 3), discarding any fraction.
Extra levels may now be bought by spending Skill points. Base+1 costs one point. Base+2 costs two points, and so on. However, remember that all levels must be paid for. Jumping straight from Base to Base+5 costs 15 points, because Bases +1 through +4 must also be paid for. There is no limit to how high Skills can get (unless the GM decides to set one).
Tasks are resolved by rolling dice against Skills (or Stats if no Skills apply), with any modifiers that the GM feels appropriate. Rolling equal to or below your modified Skill on two six-sided dice indicates success. Rolling above your Skill results in failure, as does a natural roll of 12 (no matter what your skill). Combat simply consists of lots of task resolutions for combat skills. The Speed Stat controls when characters do things. Each combat "turn" consists of twelve one-second "segments", and each character may act only in segments that correspond to their Speed, as show on the Segment Chart below. A character may perform as many actions as the number in the chart indicates. Characters may move in their segment or they may take up to two actions, one with each hand. If they do choose to take two actions, each will be at a -2 penalty.
As the lead flies and the swords swing, characters will become wounded. As mentioned above, characters have (Health * 3) Hit Points. Once a character loses their Health in Hit Points, they drop to wounded status and have an additional -2 penalty to all actions. When a character loses (Health * 2) Hit Points, they fall unconscious. And if they are then hurt further until they lose (Health * 3) in Hit Points, they die. Example: A character has Health 7. They have 21 Hit Points, but once 7 are gone they become wounded. When 14 are gone, they fall unconscious. And when all 21 are gone, they die.
Skill List Speed Chart
Dexterity Intelligence Speed Segments
Club Bureaucracy 1 1 1
Grav Vehicle Disguise 1 2 3 4 5 6 7 8 9 0 1 2
Hand Blade Forgery
Hovercraft Gunnery 1 1
Long Blade Gambling 2 1 1
Motor Watercraft Hacking 3 1 1 1
Pickpocket Hand Projectile 4 1 1 1 1
Short Blade Helicopter 5 1 1 1 1 1
Tracked Vehicle Interplanetary Craft 6 1 1 1 1 1 1
Unarmed Interstellar Craft 7 1 1 1 1 1 1 1
Wheeled Vehicle Jet Plane 8 1 1 1 1 1 1 1 1
Long Projectile 9 1 1 1 1 1 1 1 1 1
Strength Mechanical 10 1 1 1 1 1 1 1 1 1 1
Polearm Prop Plane 11 1 1 1 1 1 1 1 1 1 1 1
Sail Watercraft 12 1 1 1 1 1 1 1 1 1 1 1 1
No Base Short Projectile
Engineering Social Engineering
Medical Streetwise
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