[@Raddum] The tabletop elements mostly exist in combat beside from certain scenarios where checks is applied. We don't roll for checks, you're either strong enough to lift a broken door or not. Combat elments are: [b]Fatal Shots[/b] (EG: getting your unarmored head hit with a direct assualt plasma rifle will reduce your skull to candle wax) [b]Normal health[/b] (all other hits) Stats: [b]Strength:[/b] applies to certain checks against getting your ass knocked over, your melee attack effectiveness, certain equipment handling due to heaviness and scenarios. [b]Dex:[/b] this determines your chance to auto-dodge attacks in an open feild. Your ability to let off shots in a rapid succecsion. Certain atheletic/acrobatic checks. Intiative (if your dex is higher than your enemy you go first, basically) [b]Int:[/b] this determines your plus to hacking, medicine, science shit. It also gives you OOC hints and clues to certain events. If a character with an int of 10 is looking at a vase, I will directly say. [i]"you notice a pattern of symbols on the vase and ectr"[/i] [b]Con:[/b] is your resistence to physical effects. If you're in intense pain, Like marriage, Your con determines how long you can last under those circumstances. It also determines your resistence to bio weapons and illnesses/infections. [b]Charisma[/b] I give you points based on stuff your character said was appealing to their target [i]"Your beard reminds me of my mothers locks"[/i] = 2 then I plus any charisma bonuses you have. The characters disposition/training/personality give them an invisible number for you reach for desired effects. [b]Career Points:[/b] basically a bonus to things relating to your career. EG: mechanic get a plus to repairing something or figuring out how it works. Careers also give you logical benefits: if you're a solder you may get a bonus to handling weapon recoil Or, for example, if you're a merchant you might start off with extra credits. The more pure non-homebrew DnD rules are: turns which is one movement and one action plus any minor actions (eg: closing a door dosen't take up your action unless the door is stuck or needs to be locked. An attack takes up an action)) you get a certain amount of feet you can travel in combat. Out of combat, you basically can move freely like in normal forum RP/ Most of the stat stuff is truly tied into your gear. So, if you're a fan of shopping. This may be for you. The final thing we have is points: Points are abstract expressions of time and personal development: At the start you can spend your precious points for early access to more expensive gear. Your points after your first mission is used to "do stuff". You can spend a point and say "in the month we were gone. My guy spent 2 points and opened up a small shop which he left in the care of his brother" or something. That will produce a tiny amount of credits each year for you. or My dude trained at the gym endlessly and increased his strength by 1. Or, you can spend points to buy something at a huge downtime discount, so it's feasible for you to buy that big ass gun you wanted. Because in RP, your guy saved up for it.