Making a character:
Races and their stats you roll.
Encouraged rules for rolling:
Roll out 1 extra roll per roll and throw out the lowest.
Finally allow for the rerolling of 2 stats.

Races:

Human

Android

Telecin

Geltz/Metamorph

Quadlek

Constrat

Strength:

3d6

2d6

3d6

3d6

4d6

3d6

Intelligence:

3d6

2d6

3d6

3d6

3d4

6d3

Wisdom

3d6

1d6

4d6

3d6

2d6

3d6

Dexterity

3d6

3d6

3d6

3d6

3d6

3d6

Agility

4d6

3d6

3d6

7d3

3d6

3d6

Endurance

3d6

3d6

3d6

3d6

4d6

3d6

Willpower

3d6

2d6

3d6

3d6

3d6

4d6

Charm

6d3

1d6

3d6

3d6

3d6

3d6

Luck

3d6

3d6

3d6

3d6

3d6

3d6

Stealth

3d6

3d6

3d6

3d6

3d6

3d6

Life

3d6

3d6

3d6

3d6

3d6

3d6

Natural Armor

0

1d4

3

1/2 damage vs blunt

2+ 1d4 spine retaliation

1

Energy

1d6

1d4

1d6

1d6

1d6

1d6



Roll 3d6 and multiply by 10 for starting dollars. The currency

After getting your character's attributes, calculate their game mechanics:
Character Sheet Mechanics:
Initiative roll: 1d10+agility bonus

HitN0: Roll 20 sided dice and roll at or under your HitN0.

Dodge: Roll 20 sided dice and roll under your dodge. The difference of your dodge vs your roll is how effective you dodged and is compared to the difference of their HitNo vs their roll.

Example 1a:
Player is attacking melee with a HitN0 of 12.
Enemy is dodging with dodge of 7.
Player rolls 10 which is less than or equal to his HitN0, so he will hit unless the enemy dodges. 12-10 = 2 HitN0 difference
Enemy dodge rolls 3. The dodge difference is 7-3 = 4 dodge difference
If Dodge difference>HitN0 difference, the dodge happens

Example 2a:
Player is attacking melee with a HitN0 of 15.
Enemy is immobile and inelligable to dodge.
Player rolls 15 which is less than or equal to his HitN0, so he will hit unless the enemy dodges. 15-15= 0 HitN0 difference
Enemy cannot dodge.
So since Player rolled at or under his HitN0.

Example 3a:
Player is attacking melee with a HitN0 of 7.
Enemy has a dodge of 10;
Player rolls 9 which is greater than or equal to his HitN0, so he misses. No dodge needed.

Example 4a:
Player is attacking melee with a HitN0 of 15.
Enemy has a dodge of 10;
Player rolls 1 which is a critical success.
The attack is undodgable due to critical success.

Example 5a:
Player is attacking melee with a HitN0 of 12.
Enemy has a dodge of 14;
Player rolls 3 which is less than or equal to his HitN0, so he will hit unless the enemy dodges. 12-3 = 9 HitN0 difference
Enemy rolls 5. The dodge difference is 14-5 = 9 dodge difference
Since the dodge difference must be greater than 0, this attack hits.

There are special rules for having over 15 of a HitN0 or Dodge:
If you have over 15 in any stat, you get one roll for every 15 division of it and the remainder.
You can only critically succeed or fail on the first roll.

Examples 1b:Say you have 20 as hitnumber.
You get two rolls:
One you roll 15 or under for success.
Two you roll 5 for success. (20-15)
If you roll a 1 on the first roll you critically success hit and undodgable.
If you roll a 20 you critically miss, and may hit something random around you.
If you roll a 16,17,18,19 on the first roll, you roll again with your remainder.
On the second roll, you roll 5 or under for success.

So lets say you roll a 2 on your first roll. You hit and still use the 20-2=18 as your hitnumber difference.

Or lets say you roll a 16 on your first roll so you move to the second roll as 16,17,18,19 are misses.
But if you roll a 2 on your second roll. You hit. For the HitNumber roll you subtract the 15 for the first roll, so (20-15)-2=3

Examples 2b:Say you have 70 as hitnumber.
You get five rolls:
One you roll 15 or under for success.
Two you roll 15 or under for success.
Three you roll 15 or under for success.
Four you roll 15 or under for success.
Four you roll 10 or under for success.

You roll a 17 on first roll so go to next roll.
You roll a 16 on your second roll so go to next roll.
You roll a 2 on your roll. You hit. For the HitNumber roll you subtract the 15x2 for the first roll, so (70-30)-2=38 hit n0 difference their dodge must overcome.

Example 4:
Player is attacking melee with a HitN0 of 15.
Enemy has a dodge of 20;
Player rolls 9 which is greater than or equal to his HitN0, so he misses. No dodge needed.

1=Critical success
20=Critical failure

Damage: Actual Damage - (1/2 armor + Roll(1 to 1/2 Armor))

In Combat if melee vs melee: If one tries to run away, the other gets a free attack.
One may Tactically withdraw to avoid this, but move only one square back instead of full move.

(Character Sheet Item X) Missle HitN0: 1/2 Dexterity + 1/2 Agility
(Character Sheet Item X) Melee HitN0: 1/2 Strength + 1/2 Dexterity
(Character Sheet Item X) Save vs Mind: 10+(Willpower/Wisdom attribute modifiers)
(Character Sheet Item X) Save vs Chemical: 10+(Willpower/Enudurance attribute modifiers)
(Character Sheet Item X) Save vs Physical Crush: 10+(Willpower/Strength attribute modifiers)
(Character Sheet Item X) Dodge: 1/2 natural armor + 1/2 agility
(Character Sheet Item X) Defense: 1/3 Endurance + Armor
(Character Sheet Item X) Speed: 1/2 Agility + 1/2 endurance (5 feet squares)

100% Encumberance = 25% Speed
75% Encumberance = 50% Speed
50% Encumberance = 75% Speed
25% Encumberance = 100% Speed

Atrtribute modifiers
4- -4
5-6 -3
7-9 -2
10-12 -1
13-15 0
16-18 +1
19-21 +2
22-23 +3
24 +4