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==The Crunch (1st Edition)== When you make a character, you get to choose three things, based on what kind of furry you want to be: Family (what general class of furry you want to be EX: Canidae for dogs), species (self-explanatory), and morphism (Body shape - this is how you become a taur). After that, you get to assign classes of dice to four stats: Mind, Body, Community, and Economy. There are five categories of substats that sort of act like skills, which determine the number of dice you get to roll for a particular check: Dexterity, Resilience, Acuity, Strength, and Presence. This seems innocent enough, until you start to think about just how much overlap there is between the three "physical" stats. After all, there isn't a ton of difference between Mind:Acuity, which is about sensing things, and Body:Acuity, which is about feeling things with your sensory organs. The last column, the Economy stat, is the thing that makes the entire system go out the window. Ignoring the idea of substats in economy making little to no sense, the Economy stat is a measure of your Ledger, which is a thing that grants you money every so often by simply...doing nothing. That's right, the biggest incentive to go out and go on an adventure as a murderhobo, cold hard cash (or credits in this case) is handed to you for free by sitting on your ass and doing literally nothing. There is therefore no incentive to do anything in the setting, especially when combined with the fact that the Corps are mechanically able to retcon anything that happened as something completely minor. You will never make an impact on the story, the setting, or anything else in furry space taking the game as written. Truly, in the grimdarkness of the far future, there are only furries. By min-maxing the Economy stat, you make it very, very simple to buy pretty much anything you want while still having points to allocate so you aren't a withered, anti-social husk of a furry. Within a few sessions of doing nothing, it is entirely capable to buy the strongest weapon in the game, with a set of power armor to lift said weapon, and then absolutely trivialize every single combat you might want to get involved with. It is no surprise that the Economy stat was totally scrapped from character generation in the second edition.
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