Basics

DICE
This system makes use mainly of the d20, though you will use all of the dice in a standard 7 die set.

DIFFICULTY
The standard difficulty of most rolls you will make is 15. Certain rolls will be higher or lower difficulty than this. You want to roll equal to or higher than the difficulty of any test that you roll.

MAKING ROLLS
Whenever you are called upon to make any non-damage roll, roll a d20 and add or subtract any and all modifiers. 

d20 roll + Stat Modifier + Skill Rating + Any other Modifiers = Final test result!

Contested Rolls: Whenever someone actively opposes a test you make, a Contested roll occurs. During Contested rolls, both sides make one roll and compare results, with the highest result winning. If the roll is a tie, then roll the test again until someone wins the contest. 

Triumphs and Blunders: Whenever you roll a 20 on your d20 without any modifiers, you have Triumphed. This means that the best possible result occurs. Similarly, if you roll a 1 on a d20 roll without any Modifiers, you have Blundered, and the worst possible result occurs. You can only Blunder or Triumph on Stat, Skill or attack roll.  

ADVANTAGE & DISADVANTAGE
Sometimes random chance and circumstance can aid or hinder your attempts to succeed. Whenever you get Advantage on a roll, you roll that test twice and use the higher result. Whenever you get Disadvantage on a roll, you roll that test twice and use the lower result.

STATS
Your character’s 4 Stats represent their raw potential and natural-born ability. Stats are rated on a scale from 0 to 10. The four Stats of your character are detailed further below.

Vigor is a measure of your physical prowess, strength, endurance, toughness, and general level of health.

Agility is a measure of your flexibility, reflexes, hand-eye coordination and speed.

Smarts is a measure of your general level of formal education, wits, perception and mental acuity.

Presence is a measure of your force of personality, personal magnetism, charisma, intuition and instinct, and that certain special something that sets you apart from everyone else.

Stat Modifiers
Depending on your rating in a Stat, you will have a Stat Modifier that is added or subtracted to all rolls relating to that Stat. Having a higher rating in a Stat makes you more likely to succeed, and having a lower Stat makes you less likely to succeed. The list of Stat Modifiers is presented below.

0-Handicapped (-5 Stat Modifier)
1-Abysmal (-4 Stat Modifier)
2-Very Bad (-3 Stat Modifier)
3-Bad (-2 Stat Modifier)
4-Below Average (-1 Stat Modifier)
5-Average (No Stat Modifier)
6-Above Average (+1 Stat Modifier)
7-Good (+2 Stat Modifier)
8-Very Good (+3 Stat Modifier)
9-Superb (+4 Stat Modifier)
10-World Class (+5 Stat Modifier)

Example: Dave wants to lift a heavy rock so that he can throw it through a police car window. Lifting the large rock is a Vigor roll at difficulty 15. Dave has taken quite a lot of steroids this evening, and currently has a Vigor score of 8 due to his poor life decisions. Dave rolls a d20 and adds his Vigor modifier (+3 for having a Vigor score of 8) to the final result. 

SKILLS
Each Stat has 4 Skills linked to it. Skills are rated on a scale from 0 to 5, with a rating of 0 being unskilled, 1 being novice, 2 being trained, 3 being professional, 4 being expert and 5 being master. You add your rating in a Skill as a direct modifier to any applicable rolls.

Vigor Skills: Athletics, Bully, Close Combat, Survival
Agility Skills: Acrobatics, Ranged Combat, Stealth, Thievery
Smarts Skills: Lore, Perception, Heal, Tinker
Presence Skills: Charm, Primal, Entertain, Disguise

Example: Using the previous example with Dave lifting his big rock, let’s say that Dave has an Athletics skill of 2 (once again, all due to his rampant steroid abuse). Since the Athletics Skill is linked to the Vigor Stat, Dave would add together all his modifiers together and add them to his d20 roll. Dave would roll a d20 + his Vigor Modifier (3) + his Athletics Skill (2) for a grand total of +5 to his d20 roll.   

EDGES
Stats are a measure of your natural potential. Skills measure things you have learned through training and practice. Edges are perks and advantages that your character has picked up through pure chance or circumstance. Edges enhance your character in various ways and have a wide variety of functions. Many Edges can be purchased twice to increase their effects.

Requirements: Some Edges have Stat or Skill (or sometimes both) requirements in order to purchase them. If an Edge does not have any Requirements written on the Edge’s description, than it can be chosen by anyone.

List of Edges: Vitality Boost, Charmed Life, Status, Sex Appeal, Armor Training, Weapon Training, Tech Training, Lucky Shot, First Strike, Riposte, Point Blank Shot, Beast Master, Treasure Hunter, RAGE!, Mystical Blood, Double Strike, Bodyguard, Sneak Attack, Third Wind, Brawler, Thick Skin, Quick Draw, Photomemory, Linguist, Magic Resistance, Poison Proof, Iron Will, Self Sufficient, Artisan

LUCK
Dice can always turn on you and make life miserable, but Luck Points can help turn the tides of favor your way. By spending a point of Luck, you can re-roll any 1 roll you make or that is made against you and use the better result. Your Luck Pool refills entirely at the start of every adventure.

Leftover Luck Points: Any unspent Luck points that you have at the end of an Adventure automatically convert to 100 Units of Wealth each.

DEFENSE
Your Defense rating is the difficulty of all attacks rolled to hit you in combat with an attack. Your Defense is calculated using the formula below.

Base Defense (10) + Agility OR Smarts Modifier + Armor Modifier + Shield Modifier + Bonus Modifier

Base Defense: Your Base Defense is equal to 10. Why? I don’t know…it just is. Gawd.

Agility or Smarts Modifier: Being really quick or being able to predict the moves of an opponent beforehand can both come in handy for making you a harder target, so, add the better of your Smarts or Agility Modifier to your Defense!

Armor Modifier: If you are wearing Armor, it will grant you an Armor Modifier to your Defense. Heavier Armor grants a more impressive bonus, making you harder to hit in combat.

Shield Modifier: If you are using a shield, it will also grant you a modifier to your Defense.

Bonus Modifier: Some special items, Edges or special abilities can grant you Bonus modifiers to your Defense rating.

REALLY IMPORTANT: The same types of Defense Modifiers do NOT stack! So, if you have a special ring that grants you a +2 Bonus Modifier to Defense, as well as a magical cloak that grants an additional +1 Bonus modifier to Defense, you would NOT add both of them together. Instead, you would use the SINGLE most favorable Bonus modifier.

HIT POINTS
The state of your Character’s general health and well being are depicted as a pool of Hit Points. When your Character is reduced to 0 Hit points or less, they are knocked out. Hit Points are regained after a time by resting or through the use of the Heal skill or other healing items.

SPEED
Your Speed is a measure of how many feet you can move in one Half Action. Your Speed is directly related to your Species, as some are faster on their feet than others!

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