
The following character details can be outlined on a character sheet.
Attributes
Attributes determine the baseline of proficiency for a character’s performance. In short, how they do what they do.
Agility
The versatility, flexibility, and range of physical motion and the amount of control over it.
- Speed: The capacity for quick reflexes and swift movements, both in combat and other situations.
- Dexterity: Precision and nimbleness in handling tools, firearms, and delicate tasks.
- Sneakiness: The art of moving silently and remaining unnoticed, essential for stealthy operations and infiltration.
- Acrobatics: The ability to perform complex maneuvers and agile feats, such as parkour or acrobatic dodges during combat.
Intelligence
The ability of a character to solve problems or generally adapt to stress or conflict.
- Quickness: Acuity of thought and ability to swiftly process thoughts and input or to respond with quick wits.
- Analytical Thinking: The skill of analyzing data, situations, and patterns to make informed decisions and deduce hidden information.
- Cunning: The ability to outsmart others and devise effective strategies for combat, missions, and overcoming challenges.
- Resourcefulness: Quick thinking and the ability to improvise in adverse situations.
Resilience
Durability, grit, stamina, and the ability to resist change or resolve against diminishing factors.
- Endurance: Stamina and the capacity to endure physical hardships, such as prolonged combat or running long distances.
- Willpower: Mental fortitude and determination to withstand fear, mental manipulation, or stress-inducing situations.
- Tolerance: The ability to endure physical pain and fight on despite injuries.
- Stability: The resistance to being knocked back or knocked down in combat, maintaining balance and composure.
Perception
Acuity and general level of consciousness, presence, and responsiveness to outside stimuli
- Awareness: The capability to detect and notice subtle details in the environment, potential threats, or hidden objects.
- Insight: The skill of reading people, deciphering their intentions, and recognizing deception during interactions.
- Tracking: The ability to follow trails, footprints, or digital breadcrumbs to locate targets or missing objects.
- Observation: The keenness to gather valuable information from a scene or situation, even in chaotic circumstances.
Skills
Skills are learned or innate abilities or techniques that a character possesses. They describe what they can do.
Combat
Fighting ability ranging from defense to attack and proficiency at meeting conditions for victory in conflict situations.
- Melee Combat: Proficiency in close-quarters combat, utilizing weapons like blades, clubs, or unarmed techniques.
- Ranged Combat: Skill in using firearms, ranged weapons, and accuracy at hitting targets from a distance.
- Grapple: Ability to effectively hold, pin, restrain, or wrestle an opponent with or without causing damage.
- Countermeasures: The ability to evade, parry, or block incoming attacks and respond to opponents’ moves.
Modding
Effectiveness at altering the world or the environment, whether virtual or actual, in accordance with one’s needs or intentions.
- Cybernetics: Knowledge of interfacing with computers or integrating and maintaining cybernetic enhancements or implants to enhance physical or mental abilities.
- Hacking Proficiency: Ability to modify or manipulate digital systems, altering security, gaining access to restricted information, or leaving hidden digital signatures.
- Engineering: Skill in crafting, repairing, or modifying technological devices, weapons, or equipment.
- Augmentation Mastery: Expertise in enhancing existing tools, weapons, or equipment with modifications or upgrades.
Streetwise
Capacity for productive communication and creating beneficial and constructive relationships.
- Negotiation: The art of reaching mutually beneficial agreements and persuading others to cooperate.
- Networking: Building and maintaining a web of contacts and allies within the criminal underworld, corporations, or activist circles.
- Intimidation: The ability to assert dominance and instill fear in others, potentially gaining leverage in negotiations or confrontations.
- Street Etiquette: Understanding the unwritten rules and customs of various social groups, which can open doors or avoid dangerous situations.
Infiltration
Infiltration skills focus on stealth, covert actions, and intelligence gathering, enabling characters to operate silently and effectively in secretive scenarios.
- Stealth: The ability to move undetected, remain concealed, and bypass security systems.
- Sleight of Hand: Proficiency in pickpocketing, lockpicking, and manipulating objects unnoticed.
- Intrusion: Skills related to digital penetration, bypassing firewalls, and accessing secure networks covertly.
- Espionage: Techniques for gathering intel, eavesdropping, and extracting information from targets.
Metrics
Metrics are variable throughout gameplay and can be depleted or restored by different actions.
- Health – The number of points relating to physical health. 3 points and below are unconsciousness. 0 points mean character death.
- Power – The amount of force a character is able to output
- Energy – The stamina a character has remaining
- Stress – The mental strain on the character
- Bits – The character’s cash on hand
3rd World Movement and Combat
Intelligence stats play double duty in 3rd World both representing their standard Intelligence numbers and also mappeed onto Agility stats. For example, to Traverse in 3rd World, you flip against Solve. To Handle, you flip against Decode. The numerical placements for virtual Agility are the same, but the quantities used are from Intelligence.
For Combat in 3rd World, rather than flipping against Energy and Power, the Stress stat is used in lieu of Energy and all blows are 1 point for Tails (0) and 2 points for Heads (1). The only true defeat in 3rd World is accomplished through a combination of Modding during Combat.