Derived Statistics

Derived Statistics
 Derived Statistics describe game aspects of an actor, and are produced mathematically using other statistics. 

Life (Bulk*5 + Tone*2)
Life represents an actor's ability to survive physical damage. Big, strong barbarians can take more punishment than small, wimpy computer programmers. When an actor gets shot with a gun, the weapon's damage reduces the actor's current Life total. When Life is reduced to 0 the actor starts bleeding out.

Structure (0)
Structure represents how much damage an actor's mechanical and cybernetic parts can take. Getting shot in the robot arm is much less painful than getting shot in the other squishy one. Most prosthetics and some cybernetic options add to structure. Weapon damage is applied to structure before being applied to life.

Grip Save (Grip@2)
Grip Save represents an actor's ability to handle pain and disorientation. An Actor must make a grip save attempt whenever it takes Life damage. Failing this attempt causes the actor to go into shock.

Humanity (Grip*10)
Humanity represents an actor's connection with the human race. Cybernetics and Combat Epistemology increase inhumanity. Should an actor's inhumanity surpass its humanity, it goes full on murder toaster. Don't be a murder toaster.

Speed (4)
Speed represents how far an actor can move on land as 1 action. Some cybernetics increase speed, and getting your legs blown off decreases it.

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