Derived statistics are values which are calculated based on existing statistics. Derived stats increase or decrease as their underlying stats change thorugh advancement or for other reasons.
For each attribute and each skill, record the derived dice pool on your character sheet. They are as follows.
1-2 1d6
3-5 2d6
6-9 3d6
10-14 4d6
15-20 5d6
Health is a mixture of physical and mental stamina. Roll an END dice pool, and a WIL dice pool. If you have the hardy skill, you may roll that also. Record the total as your HEALTH. If the total is less than 10, then increase your HEALTH to 10. When you are hit, you take damage; when you reach 0 HEALTH you are unconscious.
You need to determine your regular SPEED, and your CLIMB speed. Note that this process also applies to SWIM and other forms of movement.
Your SPEED is equal to the size of your STR dice pool plus your AGI dice pool. You may also add your running dice pool if you have that skill.
For climbing, swimming, zero-g, high-g, etc. replace the running skill and halve the final total unless an exploit tells you otherwise.
Small (or smaller) characters suffer a -1 penalty to SPEED.
This is the distance and height you may jump automatically. It should be recorded on your character sheet in units of feet, not squares (unlike SPEED) in the format 7'/4'.
Your horizontal jump is equal to twice your AGI attribute in feet.
Your vertical jump is equal to your STR attribute in feet, but cannot exceed your horizontal jump.
These values assume a 10' run-up. From a standing start, they are halved.
Your basic carry increment is equal to STR + END multiplied by 10. Record the value in pounds. If you have carry skill, you may add this (the raw value, not the dice pool) before the multiplier. Each carry increment inflicts a -1d6 penalty to physical attribute checks and -1 to SPEED. No matter how many increments are applied, you cannot carry more than your max deadlift (below).
The maximum lift for a creature is 50 lbs times its STR attribute (adding carry if necessary). Note that a creature's max lift capacity is not a comfortable carrying weight; a creature cannot move holding its max lift, and can only hold it for a number of rounds equal to its END attribute.
Large creatures like Ogres gain a +50% bonus to carrying values.
Initiative measures how quickly you can react in combat situations. It is equal to your INT dice pool. You may also add tactics or reactions dice pools. In starship combat, starship tactics is used instead.
A character has four DEFENSE scores: MELEE DEFENSE, RANGED DEFENSE, MENTAL DEFENSE, and VITAL DEFENSE.
The minimum score for any DEFENSE is 10, whatever the size and skill of the character. If a final DEFENSE score is lower than 10, increase it to 10.
For each DEFENSE score, form a dice pool consisting of attribute, skill, and equipment, as normal (and subject to the normal dice pool limit) and multiply the size of the pool by 3.5 (round up). For example, a 5d6 pool gives a DEFENSE of 18, which is the average roll for a dice pool of that size.
To form the dice pool, use the following attributes and skills:
Finally, apply the following modifiers:
Roll a REP dice pool and a LUC dice pool and multiply the result by 20. If the final total is less than 100, increase your starting money to 100. You should now peruse the Equipment sections and purchase weapons, armor, and other equipment for your character. Record this on your character sheet.
If you have a career with a monthly wage, you may roll this each month.
Finally, note down your attacks. You should have two or three, depending on your equipment. The first is an unarmed attack (brawling, boxing, wrestling, martial arts, depending on skills) and the others might be a melee and a ranged weapon.
An attack is recorded in this format:
Laser pistol 3d6 (2d6+2 heat damage; range 12; notes)
The first value (3d6 in the example) is your attack roll. This is a dice pool formed as normal from attribute + skill + equipment.
Melee attacks use STR or AGI.
Ranged attacks use AGI or INT.
The damage value, range, and any notes are found in the weapon's entry.
For example, a Felan with 3 ranks in martial arts does 2d6+2 unarmed damaged.