Strength = Charisma = Intelligence = Dexterity = Constitution =
Willpower = Perception = Willpower is equal to constitution, while perception is equal to intelligence. Sometimes these stats can be modified separately from the stats they are based on, which is why they're separate.
Advantages:
Combat reflexes 15pts You are rarely surprised or caught off guard in a fight. +10% to all defense rolls and +5% to all other dexterity rolls made during combat.
Fearlessness 15pts You are hard to shake. +10% to willpower rolls. You cannot get disadvantage on willpower or perception in any situation.
Technological understanding 15pts You can comprehend cutting edge as well as old-school technology. You know of ancient weapons and post-2022 modern tools.
Magical 15pts In any situation you can focus greatly and create or destroy an object no bigger than a minifridge. It takes an intelligence check, though. During the time of focusing you can’t defend yourself or perceive anything else.
Perfect balance 10pts You will never lose your balance in any normal situation no matter how small the surface you’re on is (tree branches, ledges, tightropes, etc.) In situations where the surface is slippery or unstable you get a +30% to dexterity rolls.
High pain threshold 10pts At any moment when your character is in pain and it is affecting them, you can roll for willpower and if you succeed your character will ignore the pain.
Daredevil 5pts When you take an unnecessary risk (according to the DM), +5% to all rolls.
Sense of danger 5pts In any situation with a hazard the DM can secretly roll perception for you, and if the check succeeds they will tell you that you sense something off about the situation.
Acute senses 10pts per 5% read about acute senses here, because it's too long to explain on this page.
Disadvantages:
Obsession (long term) -20pts
Obsession (short term) -10pts You have a specific obsession to achieve a goal (of your choice) that is hard to overcome. Whenever you have to do anything that might interfere with your goal, roll for willpower. If you fail, you continue to pursue your goal, otherwise you can resist. Short term goals such as killing someone or pickpocket are worth 10 character points while long term goals such as becoming President are worth 20 character points.
Technological ignorance -15pts You cannot comprehend any technology made after 2022 without significant studying or training.
Honesty -10pts You have a strong compulsion to be honest in any given situation. When you feel you must resist this, make a willpower roll. If you fail, you must be honest regardless of the consequences, otherwise you are able to lie.
Overconfidence -10pts Whenever you are being too cautious (to the DM’s discretion), you must make a willpower roll. If you fail, you must do something wild and spontaneously dangerous. If you succeed, you can continue to be cautious… for now.
Unluckiness -10pts Once per session, the DM can force you to suffer from unfortunate luck. This can be in the form of failing an important die roll, having an enemy show up at a horrible time, etc. If something bad needs to happen for the plot, it’ll happen to you :) However, you’ll never die from this unluckiness.
Pacifism -10pts You find it very hard to harm or kill people. Monsters (zombies, etc.) don’t count. -30% on any attack roll against a person.
False belief -5pts You believe something completely untrue. What you believe is up to you, but it must be obvious to any given observer. For example you might wear a hat that says THE EARTH IS FLAT. People will react negatively to you because of this. Any charisma rolls you make are -5%.
Skills:
Each character point you put in will give you +1% added to the base stat on any rolls for these skills. Some skills will have "HARD" next to them, this means that it takes 2 character points to equal 1% because these skills are more difficult to learn
Animal handling (Int) The ability to train and work with an animal.
Area knowledge (Int) How well you know the local area— hidden spots, the people there, etc.
Brawling (Str) The ability to just go at it with someone and attack them physically.
Camouflage (Int) The ability to use given materials to hide in plain sight.
Climbing (Dex) Self explanatory
Computer Operation (Int) The ability to use a computer like a regular person would— open a file, download something from the internet, etc.
Computer Programming (Int) HARD The ability to write code and create new programs for a computer.
Diagnosis (Int) The ability to determine what is making a person sick or injured, as well as tell what killed a person.
Disguise (Int) The ability to make yourself appear as someone else.
Diplomacy (Cha) HARD The ability to reach a compromise that is as in your favor as possible.
Electronics Repair (Int) HARD The ability to diagnose a problem and repair it in any given electronic device.
Engineer (Int) HARD The ability to create new technological devices and systems, as well as diagnose problems in technological devices and systems.
Escape (Dex) The ability to get out of any given situation— be it ropes and chains or a locked room.
Explosives (Int) The ability to handle, disarm, and arm explosives.
First Aid (Int) The ability to patch up an injury in the field.
Forgery (Int) The ability to create a falsified document.
Gambling (Int) The ability to tell whether a gambling game is rigged, whether someone is cheating, and how to cheat yourself.
Holdout (Int) The ability to hide an object on yourself.
Intimidation (Cha) The ability to scare someone intensely.
Interrogation (Cha) HARD The ability to force information out of someone.
Lock Picking (Int) The ability to pick a lock and force locked things open.
Lying (Cha) The ability to lie and deceive.
Mechanical Repair (Int) HARD The ability to diagnose a problem in and repair any given mechanical object. This includes cars, watches, bikes, etc. Anything that doesn’t involve electricity.
Naturalist (Int) The ability to identify dangerous situations in nature such as plants, animals, weather, etc. You can also identify positive situations like edible plants or wildlife.
Navigation (Int) The ability to figure out where you are and how to get to another specific place from your current location.
Physician (Int) HARD The ability to heal long and short term wounds and treat long and short term diseases or illnesses.
Pickpocket (Int) The ability to steal from someone’s clothing or plant something in it.
Public Speaking (Cha) The ability to talk a crowd into doing what you want.
Scrounging (Int) HARD The ability to find something in any given situation that others might have missed.
Socializing (Cha) The ability to talk to someone and come across like a normal, nice person.
Specific Weapon (Dex or Str) The ability to use a specific type of weapon— such as bats, crowbars, axes, knives, your fists, etc. Pick one type of weapon. This is added to your accuracy roll when you use that weapon.
Stealth (Dex) The ability to hide in any given situation, or follow someone without being seen.
Tracking (Int) The ability to follow someone you see or find someone based on the trail they’ve left.
Traps (Int) The ability to create, set up, and disarm traps.
Vehicles (Int) The ability to drive and maneuver vehicles, specifically cars or ATVs or similar motor vehicles.