alrighty then... HERE GOES! oh, and if it is generic, I am sorry. I could not find any perfect systems. Luck - gives a +1 bonus to any regular roll, and makes your crit chance 2%x(Luck divided by ten) Endurance - factors into damage, subtract endurance from rad levels Intellect - factors into scrapping, tinkering, and building. also helps hack. for
hacking: Roll a d(intellect divided by 10), and add it to hacking
progress. when you reach hack rank, you have hacked the machine. Scrapping, tinkering, and building all have seperate systems. Scrapping:
Choose a material/ingredient. 50% of the materials are given to you,
plus .5% for each 10 invested. when you reach 70%, add another
ingredient to salvage. that ingredient starts at 40, plus .4% for every
10 when that ingredient reaches 70%, get another, and give it 30% + .3%
for every ten, and so on. when you have all ingredients, get a rare item
from salvaging. Tinkering: add 5% of the original desired stat,
minus the item complexity. add 5% for every 10 intellect, until it
reaches the 5th tinker. then that stat can have previous addons changed.
to change an addon, add another tinker, and take out one of the other
tinkers. this includes boosts, such as sharpened and bloodied. Building:
collect ingredients. Use the starter damage and effects, than add for
every ten int: either another effect, or a 4% original damage boost Strength:
If it is bigger than item size, you can carry it. If it is not, you
cannot. 1.2 times bigger means you can use it if it is a weapon Charisma: add this to every sell price, and subtract from buy price. Gm decides the minimum/maximum prices Constitution:
Restore half of this per every rested turn. (you cannot rest in
combat.) health is equal to Constitution+endurance+strength. At 500 Charisma, 400 intellect, and level five, you can unlock mutant taming. ratio of damage: Subtract enemy endurance from your strength, left overs are either added or subtracted from the damage. Damage: Weapon damage and levelx10