Getting Weapons
Getting a weapon costs 1 point.
First, you choose the type of weapon: whether it is ranged or melee. Then you choose the damage.
Bash is the default and does cost anything.
Bleed costs one point.
Fire costs two points.
Poison costs three points.
If you want another type of damage, just ask. It'll be decided whether or not it's appropriate and what it's point cost is.
Then, decide the statistics. Increasing a statistic by one costs 1 point.
Strength begins at 1. You cannot reduce this.
Handling begins at 0. For every point in the negative it is (Like -1, -2, etc) you gain a free point.
Getting Armor
Getting armor costs 1 point.
Integrity begins at 1. You cannot reduce this.
Flexibility begins at -1. You can make Flexbility be -0, but you cannot make the modifier positive. Every extra negative modifier (Meaning not required by the size of Integrity) gets you can extra point.
Coverage begins at one limb. Every extra limb covered costs a point.
Protection begins at one type of damage, which you choose. Every extra type of damage protection costs two points.
Getting Tricks
(Note: Tricks are essentially more adaptable spells. They can be mundane skills, supernatural abilities, cybernetics, or physical mutations)
Getting a trick costs 1 point. Dice are used to roll for stats, but you can spend a point to give a specific statistic a bonus equal to the amount of points you spend on it.
Function: How well it does it's function on a 1-10 scale.
Cooldown: How long it takes to reactivate.
To decide what the Trick itself is, you roll on the
the Effects list to determine what the power is. You decide what the power is based on the results, though you can discard certain effects if you feel you have a better idea then it. The GM then gives the mechanical implications of this.