Characters in Blue Light are defined by five Attributes:
Body: How strong and tough the character is
Reflexes: How quick and coordinated the character is
Intellect: The character's knowledge and intellectual problem-solving ability
Psyche: The character's intuition, awareness and general mystic ability
Presence: The character's charm, willpower or force of personality
All stats are rated from 5 to 10.
5 is very poor - the very lowest level of human capability
6 is poor - not catastrophic but enough that it's likely to be noticed
7 is typical - no better or worse than most people
8 is good - the character is probably known among his friends for being good at this
9 is exceptional - this is an unusually high level of ability for most people
10 is legendary - likely to be noticed by everyone and of universe-class ability
Player characters get 40 points to spread around their attributes making them quite exceptional overall.
When attempting a task, pick up 2d6 and
try to roll equal to or less than the most relevant attribute. If you
do, you accomplish the task succesfully. If you succeed with doubles,
you get a critical success and succeed beyond your expectations.
Higher doubles are considered better, so a double-5 is better than a
double-3 (assuming both are succesful). If a task is particularly hard (or easy), the GM may apply a modifier to the success chance from -6 (outrageously difficult) to +3 (pathetically easy).
Player characters also get 3 Specialties for free at character creation. These are specialized sub-areas of an attribute at which the character is particularly apt. These three specialties must be from three different attributes. When you have a specialty relevant to the task you're attempting, roll an extra die and keep the two that produce the most favorable result.
Specialties are free-form and may be defined by the player. Here are some examples:
Body: Brawling, Lifting, Wrestling, Power-Mace, Drinking
Reflexes: Martial arts, blaster, spaceship piloting, climbing, acrobatics
Intellect: Starship engineering, life science, warp physics, administration, navigation, general knowledge
Psyche: Alertness, searching, tracking, sensory instruments, survival
Presence: Charming, intimidation, willpower, bluff, deceit
Characters also have one Special Attribute called Edge. Edge is the character's general level of experience and battle-hardenedness. Edge starts at 1 for all PCs (although it's possible to increase it with bonus points). I'm not going to go into how Edge works precisely yet save to say that it limits the character's ability to push himself.
Lastly, there are three Derived Attributes: Life Points (LP), Shock Points (SP) and Energy Points (EP).
Life Points is how much damage your character can tolerate before being incapacitated and is equal to Body+2xEdge. If a character's LP are reduced to 0 or less, he will lose one SP per round until unconscious. If it reaches its original value times -1, he'll die.
Shock Points is how much damage it will take to knock out or stun your character. It's equal to (half Body, round up)+Edge. If a character's SP reaches 0 or less, he's stunned until it gets back to 1 or more. If it reaches its original value times -1, the character is unconscious. As long as the character's LP is 1 or greater, he'll regenerate 1 SP at the start of each of his turns.
Energy Points represents fatigue and willpower and the character's ability to push himself. They are equal to Presence+2xEdge. The character may spend a number of of EP per turn equal to his Edge score. Defending against attacks cost 1 EP. Enhancing your chance of success with a task also costs 1 EP. A character can't spend EP that he hasn't got so he may find himself with no ability to defend himself once all his EP are gone.
That's the basics. Next: Assets and Drawbacks.