[b]Leveling up[/b] Every character gains a competence point at the end of an adventure. Get new upgrades in-game (buy, steal, receive them as payment). [b]Healing[/b] How fast wounds heal depends on the conventions of the settings. The setting may have injectors with nanorobots that heal people in minutes or hours. On the other hand, dirty back alley clinics may do the job with realistic healing times? The GM decides. [b] Fighting System (d20)[/b] When a character hurts someone she / he inflicts one damage point to the relevant health category of the target. The category depends on what kind of damage the weapon inflicts: »Blunt«, »Sharp« or »Bang 1-3: Bad Fail: You miss your target and may hit a bystander or one of your team, or your weapon just jams. 4-6: Fail: You just missed. 7-9: No fail, but no success either: You may transform it into a »glancing blow« but accept a severe complication. But if the target has cover, you hit the cover instead anyway. 10-13: Glancing Blow: You did it, but somehow a complication appears. But if the target has cover, you hit the cover instead anyway. 14-16: You hit it. Well done. 17-20: Bullseye! Do an additional damage point. You may choose to pass on this extra damage but gain some other advantage, like hitting the target in an unprotected spot or defeating a minor goon instantly. Positive or negative circumstances may modify your roll by +1 or –1. When the damage reaches the »T.B.« entry in the health meter, make a »Tough Bastard« roll and see if your character can resist the pain or have to act defensively for a round. Users of the »Android body« upgrade don’t feel pain and ignore this. When the damage reaches the K.O. entry, your character falls unconscious. If the character suffers further damage, she/he is dying and needs medical help soon.