# Stats

Your MK 1 CASKET (Contained Active Service Killer Escort Tool) has a number of upgrades that could be made to it - which is important, as you're more or less flying around in a pop-up toaster otherwise. These upgrades are permanent and can be replaced as long as your pilot still draws breath (or ammonia soup, depending on where you're from). If you get your ship blown up, we'll just build you a new one after you get back home.

# Skills

Most people are good at something - most, mind you. You lot are probably the worst bunch of misfits and cowards I've ever seen, so here's your chance to prove you're better than a mildly sentient doorjamb. Simply mark down what you're good at and we'll get you processed - unless you're not good at anything, in which case you were really stupid to let us catch you. Actually, you all ought to get a low mark on intuition to begin with.

# Character Creation Rules

Everyone starts with zero levels in all stats and skills. No points are given out.

You can add positive levels during character creation, but must take a greater penalty each time you do so. In other words, having a total of +1 positive initial levels means you must take a total of -1 levels elsewhere, i.e. you can add one to Energy (Energy +1) but must subtract one from something else, like Durability (Durability -1)

The amount of negative levels you take increases with your total positive levels:

- +1 levels means you take -1 levels elsewhere
- +2 levels means you take -3 levels elsewhere
- +3 levels means you take -6 levels elsewhere
- +4 levels means you take -10 levels elsewhere
- you cannot add more than four levels total.
- initial levels cannot be less than -2.
- initial levels cannot be more than 2.

To give a further example, let's say I want to put two points into Durability. That means I must take three points from something else, so I set Energy to -1 and Computer Systems to -2. Then, let's say I also want to add a point to Engines. That's a total of +3 (2 for durability and 1 for Engines), so I therefore must subtract a total of six. I already have -3 between Computers and Energy, so I subtract another one from Energy, subtract another from Hacking Systems, and then subtract another from PSI Unit. I now have a total of +3 against -6.

Stats are separate for both Stats and Skills - you can't put +3 into Stats and then try to subtract six from Skills - it doesn't work that way. You could technically keep all your stats at zero and just mess with your skills even if you wanted, or have +2 in stats and +1 in skills.

Getting all zeroes isn't necessarily the best option.

Remember that if you go all zeroes, you'll have a fair chance of failing at everything you do.

If you get a few 1s or 2s, you could stick to those skills as much as possible and have a better chance of survival.

But you should only do that if you don't plan on raising the skills you put negative levels in.

# Levelling

For every successful mission, you get ten points to put in any of your skills, and ten points to put in any of your stats. Levelling stats/skills costs as follows:

- lvl -2 to lvl -1: 10 points
- lvl -1 to lvl 0: 5 points
- lvl 0 to lvl 1: 5 points
- lvl 1 to lvl 2: 10 points
- lvl 2 to lvl 3: 15 points
- lvl 3 to lvl 4: 20 points

Points last between missions, so if you can't spend them all you can use them after the next mission.

# Second character bonus

If your first character happens to die, your second character you make gets a boost in experience and creds, to make sure you don't get tons of levels behind other characters when the campaign has already progressed quite a bit.

For stats/skills, you get half of the stat/skill points you earned in previous missions. Same goes for promotion points. And you also get half the amount of alien abilities your previous character had. Your level will be halfway between your old and your new character.

For creds, you get max( newlevel*5 , ( max(X/2,5) + min(X/4,gifts) ) ) where X = worth of equipment:

So:

Calculate half of what your equipment was worth the start of the last mission. Then add half of what your previous character earned last mission IF its head got brought back.

If this is less than the 5 starting creds, take those five instead.

Then we have the generosity bonus: the worth of everything you gave away before last mission, up to a maximum of half of the previous two terms (rounded down).

Add these two. If that's somehow lower than your new level*5, take that instead.

So say, your character finished a mission, earned 10 stat/skill points, 8 credits and 2 promotion points. During mission 1, it also gives away 3 creds worth of stuff to another character. Then it dies in mission 2. Its head does not get brought back.

So, your equipment at the start of mission 2 was worth 5+8-3 = 10 creds. Half of that is 5. You did not get a reward for mission 2, so that's +0. The sum of the first two parts is thus 5. This is not less than 5, so we keep it.

Then, for the generosity bonus, you gave away 3 creds. Half of the previous terms is 2.5, rounded down gives 2. 3 is more than 2, so the generosity bonus is 2. This gives a total of 7.

Then, your new level is 1.5, so 1.5*5 = 7.5 = 7 rounded down. 7 is not less than 7, so we keep that.

Which means your new char starts with 7 creds. It also gets 5 stat/skill points and 1 promotion point.

Another example: your character did 2 mission previously, earned 17 creds, 20 stat/skill points and 2 promotion points. You also gave away 4 creds of stuff.

Then, in mission 3 you die, get brought back, officially earn 8 creds and 2 promotion points, but decide not to continue and start with a new character. Your new level will be 2.5.

So, your equipment at the start of mission 2 was worth 5+17-4 = 18 creds. Half of that is 9. You did get a reward for mission 2, so that's +8/2 = +4. The sum of the first two parts is thus 13. This is not less than 5, so we keep it.

Then, for the generosity bonus, you gave away 4 creds. Half of the previous terms is 6.5, rounded down gives 6. 4 is not more than 4, so the generosity bonus is 4. This gives a total of 17.

Then, your new level is 2.5, so 2.5*5 = 12.5 = 12 rounded down. 17 is not less than 12, so we keep that.

Which means your new char starts with 17 creds. It also gets 15 stat/skill points and 2 promotion points.

The back-story for this is that your second char has already been in one or more missions in another platoon, and has then been transferred to platoon 56.

Your new alien power(s) are assigned at the start of your first mission with that character. So no changing your stats because you don't like what you got.