Stats
To get starting Stats: Roll 2d8+8 for each. You then have 10 points to put wherever you want. Starting Stats cannot exceed 30.
Strength:Governs Carry Weight, armor max, and gives bonuses to melee damage. Shotgun, Sword,Ax, Club, Thrown and Concrete Druidism.
Dexterity: Governs aim, balance and dexterous actions. Movement, skullduggery, stealth, smg, rifle, Spear and Corpse Art.
Endurance: Governs HP and resisting physical effects. Explosive, Unarmed, and Iron Fatalism.
Mind: Governs spell memory and certain mental actions. Search, Examine, Medical,City lore, electronics, mechanics, synthomancy and Concrete druidism.
Will: Governs MP and resisting mental effects, as well as enhancement limits. Corpse art, Iron fatalism, Neon Conduction, and Flesh Ministration.
Speed: Governs movement speed, reactions and initiative. Pistol, Dodge, Cover, Neon Conduction.
Skills
Skills are broken down into Utility, Combat and Magic. Each skill also has a governing Stat. Skills begin at a level equal to ½ their governing stat and are raised up from there. Increasing stats after character creation DOES NOT increase their governed skill. Skills can not exceed 25 at start. You have 40 points to put wherever you want.
UTILITY
Search: Used to find hidden items, doors, and stealthy enemies. Rolled automatically when there’s an opportunity. Governed by Mind.
Examine: Used to examine items, enemies, etc. Can be used to learn about items, display enemy stats, and the like. Governed by Mind.
Movement: Used to do out of the ordinary movements, such as climbing or acrobatic actions. Governed by Dexterity.
Skullduggery: A blanket skill for things like bashing down doors, picking locks, disarming bombs and general roguish actions. Governed by Dexterity.
Medical: For the use of healing items and other medical actions. Governed by Mind.
Repair: Used to attempt to repair damaged or disabled things. Has some overlap with electronics and mechanics for mechanical or electronic things. In these cases, you may use whichever skill is higher as the roll. Governed by Mind.
City Lore: Rolled to see if a character knows about something around them. For instance, if a player sees a new enemy, they will roll this to see if they know what it is, and thus get some info on it. Governed by Mind.
Electronics: Used to handle, repair or manipulate anything electronic. Governed by Mind.
Mechanics: Used to handle, repair or manipulate anything mechanical. Governed by Mind.
Stealth: Used to remain unseen, stay quiet and generally not be noticed. When acting together in a close group, the player with the lowest stealth is the one who the roll is made against, since if he is noticed you all probably will be. If you are separated, the rolls are individual. Governed by Dexterity.
COMBAT
Pistol/Revolver: Weakest gun but most common ammo. Shifts aim to next highest part on critical success. Governed by Speed.
SMG: Low value dice but the number of dice rolled is dependant on your Dex modifier. On critical success, the attack doesn’t use ammo. Governed by Dexterity
RIfle: Good damage. All around solid weapons. Deals Double damage on critical success. Governed by Dexterity
Explosive: Very high damage, wide range, single use. Destroys enemy armor and weapons critical success. Governed by Endurance.
Shotgun: Lots of pellets per shot. Very high damage maximum, but each pellet has chance to miss even on successful shots. Cripples anything hit on critical success. Governed by Strength
Sword: Average damage. Strikes twice on critical success. Governed by Strength
Ax: High damage, but unbalanced. If you miss, you can’t attack the next turn. Severs on critical success. Governed by Strength
Club: Average damage, Stuns on critical success. Governed by Strength.
Spear: Lower damage, but deals double damage to armor. Ignores armor on a Critical success. Governed by Dexterity.
Thrown: Varying damage. Critical success sticks the object in the target and deals 1 damage a turn unless removed. Governed by Strength.
Unarmed: 1d2 damage + bonus from strength. Damage can be boosted with certain weapons. Cripples on critical success. Governed by Endurance.
Dodge: Used to avoid melee and thrown. Critical success gets a free counter hit. Governed by Speed
Cover: Used to avoid guns and explosives. Only rolled if you’re in cover. Critical success gives you a +3 bonus on all cover rolls this round. Speed.
MAGIC
Synthomancy: Uses a boombox and Cassette tapes to perform magic. Governed by mind.
Corpse art: Manipulates and uses corpses in all spells, thus requires them to do magic. Governed by the average of Will and Dexterity.
Iron Fatalism: Uses spells that drain HP instead of MP. Ritual tool of self harm. Governed by the average of Endurance and WIll.
Neon Conduction: Uses light and electricity to fuel magics, cannot cast spells without them. Governed by the average of Speed and Will.
Concrete Druidism: Directly manipulates Ouro and the demons that inhabit it. Powerful, but each spell increases the number or strength of monsters in the area. Governed by the average of Mind and Strength.
Flesh Ministration: Can enhance players with demonic flesh and creates servants from captured flesh. Governed by Will.
In order to prevet issues people had with DIG, starting skills now get a boost up from zero by governing stats, though increasing the stats later doesn't increase the skill.
If you guys would like, It would be nice if you could fill in a character sheet (really just a list of your numbers for all stats and skills), just so I could see what the distribution is like and work from there. Oh and when it says "Average" I mean add the two numbers and then divide by 2 to get a number that is the average of the two stats.