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Dice Basics This game uses regular six sided dice.

The number before the D is how many to roll, and any number after a + is how much to add to the roll. For instance 2D+2 means roll two dice and add two to the resulting total. One die rolled is always the Wild Die. Use a different color die to represent this or roll the dice one at a time making the last die rolled the wild die. If the wild die results in a six, then roll again adding the six and the new result together. If a six comes up on the reroll, then you add six and reroll again! Keep doing it until the wild die lands on something other than a 6. How to Make a Character 1: Distribute 12 dice between the four attributes. No attribute may have less than one nor more than four dice assigned to it. 2: Distribute 7 dice to skills and perks. No skill may have more than two dice assigned to it at character creation. 3: Select Complications. During character creation only, players may select up to two complications, which will usually be reflected by capping one of your four Attributes at 2D, or taking a given GM approved drawback, such as "Can't Swim", etc. These grant no additional skill dice during character creation; however, if one comes up in play the character earns one CP. Characters may not earn more than one CP per complication per session regardless of how often it comes up. CP may be used to "boost" die rolls. 4: Choose Gear. Splitting Dice: skill and attribute dice may be split into pips. Each die is equal to three pips. An attribute must always have at least 1D. An attribute may have dice only (no bonus pips), +1 or +2. Going to +3 advances the die code to the next largest die. Example progression is 1D, 1D+1, 1D+2, 2D, 2D+1, etc. Attributes Each character has four attributes which measure basic physical and mental abilities that are common to every creature. Characters distribute 12D among the four attributes. These are normally rated on a scale of 1D to 4D, although perks may change these limits. When putting dice into each attribute you can put whole dice in each or use a mixture of whole dice and pips. Might represents physical strength, toughness, and amount of damage dealt when striking unarmed. Agility represents aim and coordination. Wit represents mental creativity and intelligence. Charm represents charisma, resolve, and leadership. Skills Characters are further defined by skills. Players may allocate up 7D on skills to best represent the unique talents of their character. Unspent skill dice can be used to purchase Perks.Skills are areas of expertise that represent focus and training. When putting dice into each skill you can put whole dice in each or use a mixture of whole dice and pips. No more than 2D may be spent in each skill during character creation. Each skill defaults to the level of the related attribute. For example, a character who has a Might of 3D has 3D in all skills under Might before allocating any dice. If two dice are added to Brawling it is recorded as 5D. SKILLS Athletics Gambling (unlikely to be useful) Computers

+ Dodge (adds to Figured Stat) + Firearms + Hurled + Melee Intrusion Knowledge* Landcraft (not used) Linguistics Medicine Notice Persuasion Repair Ride Savvy (streetwise) Science Stealth Survival Trapcraft Watercraft (not used) PERKS Daredevil (2):Once per session you may throw caution to the wind taking extremely reckless action that may result in your own death. Your dodge, block, and parry are reduced by half however all Might rolls are doubled when resisting damage for one round. Destiny (2):Characters with Destiny feel they are fated to some grand purpose. Once per game session a character may declare a failed roll is not part of their Destiny and immediately reroll to get a different result. Lucky (2):Once per session you can declare you are feeling lucky. Double the result of your next roll. Perceptive (2):The GM may reveal small clues to you that others would miss. Once per session a character may announce they are studying an object or situation and the GM may reveal something that would be impossible for a normal character to determine. If nothing is revealed this perk may be used again. Elementary, my dear Watson. Tough (2): +1 Soak rolls Recall (1):Any time the character chooses to recall anything he has experienced, the GM must tell him the truth in as much detail as the character would have been aware. DIFFICULTY Very Easy Easy Moderate Difficult Very Difficult Heroic 2-5 6-10 11-15 16-20 21-30 31+

COMPLICATIONS All Thumbs (bad with technology, mechanical things) Sickly (-2 to resist poison/disease, etc) Bad Eyes (-2 to Notice for vision, or hearing for Nearly Deaf) Socially Awkward (-2 interaction rolls) Elderly (-1/2 Move, -1 Might, +1 Wit)

Young (+5' move, -1 Might, -1 Wit) Illiterate (cannot read or write) Obese (-1/2 move, +1 Might) Small (+5' move, -1 Might) TURN ORDER (round = 10 seconds) 1. Declare all actions for the round 2. Determine Initiative order by rolling Agl for each participant 3. Roll for actions attempted, Target may get a Resist roll MULTIPLE ACTIONS Each Action past the first is a -1D penalty from ALL actions MOVEMENT Characters may move up to 15 feet (3 "squares") as a free action not counted as part of a turn. For the cost of an action, a character may move 30 feet (6 sq). For faster movement, character rolls Athletics skill and adds to Move, if he meets TN 12 or more if not he only moves 10 feet (2 sq). HERO POINTS Characters start with 1 Hero Point and may spend it before any roll. o Gain +6 to any single roll o Once per combat, use HP to reduce Severity of a Wound by 1 Level o Change small "story element " (window is unlocked or can of pain nearby!) HEALING Characters may make a Might check at various TN to heal 1 Wound Level, depending on your Wound Levels. WOUND LEV. Stunned Minor Severe Incapacitated Mortal NAT HEAL 30 min 2 hours 8 hours 24 hours 1 month DIFF 8 10 12 14 16

ASSISTED HEALING Someone with Medicine can make a check once per day to improve patient by 1 Wound Level. ATTACKING/DEFENDING TN to hit Target = Dodge (Melee x 3) Full Dodge = at cost of 1 Action, +10 to Dodge May actively dodge, rolling Dodge Dice, but low roll may also result DAMAGE Attacker rolls weapon damage if he hits Subtract Soak below then see DAMAGE RESULT SOAK Attacker's damage roll - Target's Soak (Might x3) DAMAGE RESULT Dmg Tot WOUND LEVEL EFFECT <1 Unharmed none 1-3 Stunned -1D all actions this Round 4-8 Wounded (Severely if second hit) -1D all actions until Healed 9-12 Severely Wounded -2D all actions until Healed

13-15 16+

Incapacitated Mortal

-3D; may make Might vs TN 15 to Hold On Might vs TN 15 Critical (see Critical)

CRITICAL CONDITION Roll's DoS Effect <4 Coma or Death (out of action) 4-8 Unstable (roll against next turn) 9-12 Stabilize at -4D penalty until healed 13-15 Stabilize and regain 1 Wound Level 16+ Stabilize and regain 2 Wound Level

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