(STR + END)
Health is used to resist the effects of physical fatigue and stress. It is rolled like a talent with a difficulty level, modified by other factors such as the distance travelled, how much weight the character is carrying and so on. A success indicates no adverse affects while failure means the character’s fatigue level is raised by 1. Once a character’s fatigue level reaches the same number as his END, he passes out.
These are a measure of how much damage the character can take before a certain body part is rendered useless. They are generated as follows:
Head = END x 2
Arms = STR + END
Torso = STR + END x 3
Legs = STR + END x 2
If a body part is reduced to zero, the character is losing blood and must make a difficult Health roll to avoid falling unconscious.
(STR + END x 3)
A character can carry a considerable amount of equipment cross-country but there is a limit. A character may carry, without being burdened, weight in kilograms equal to 3 times the sum of his STR and END. This is called normal load. A character can carry up to twice this amount but is burdened and has his movement reduced. A character may lift up to 4 times this amount and carry it short distances, 50 to 100 meters but this counts as hard work under the fatigue rules (more on that soon). Characters can combine their load capacities to lift or move heavy objects.
(STR x 4)
This is the distance in meters a character can throw a 1 kilogram weight object with accuracy. It is determined by multiplying the character’s STR x 4.
(DEX + PER)
This represents the character’s ability to get out of the way of incoming attacks and to block blows. It is determined by adding DEX and PER rolled like a talent. (More on this in Combat)
Piece of Mind
(INT + END)
Piece of Mind is used to resist the effects of mental fatigue, stress and shock. It is rolled like a talent with a difficulty level, modified by other factors such as time without sleep, physical health and so on. A success indicates no adverse affects while failure means the character’s Stress level is raised by 1. Once a character’s Stress level reaches the same number as his END, the GM will decide how best to represent the character’s mental state. He may pass out, go psychotic or catatonic, etc.
(INT + PER)
Cool is a measure of personal awareness and efficiency in tense situations. It determines the amount of actions a character may take during a combat round and is used to determine whether or not a character panics in life threatening situations. Cool is modified by a number of advantages and is rolled like a talent. Number of attacks = Cool /6.