1. Notes

5.1 Core Rule System

Core Rule System

Skills

A skill test is rolled on a D100 and must result in a roll of equal to or lower than the score currently in the skill. The difficulty of success is adjusted by the difficulty. Once these modifiers have been applied then the critical range is calculated.

 

Difficulty

Modifier

Simple

+40%

Easy

+20%

Moderate

0

Difficult

-20%

Hard

-40%

Heroic

-60%

 

Time Frame

 

>5 secs

Attack, perception

10-60 secs

Reroute power, use comms, apply medpac, quick search

1-6 mins

Apply first aid, basic tech test, build a fire, basic scavenge

10-60 mins

Complex tech test, thoroughly search an area

1-6 hours

Major repairs, build a shelter, gather resources

6-24 hours

Research

10-60 hours

Star Ship repairs

1-6 days

Construct complex tech

 

Complex Skills

Certain Complex skill require training and unless you have training in that a Complex skill you cannot perform that skill. However, some skills can be used untrained and the default is equal to the relevant attribute score; a Prowess of 16 gives a 16% chance to succeed at a Stealth Task.

 

Taking your time

Test the time frame table for each additional increment in time above the required time a +5% modifier is added to the final MOS.

 

Aid another character

The helping character must make a moderate skill test; if successful they may add the appropriate Attribute score to the skill test of the character ultimately performing the test.

 

Opposed roles

Opposed rolls (player vs opponent),

 

Critical

Success

Failure

Fumble

Critical

Reroll

Wins

Wins

Wins*

Success

Loses

Reroll

Wins

Wins*

Failure

Loses

Loses

Reroll

Reroll

Fumble

Loses*

Loses

Loses

Uh Oh!


Critical and Fumble rolls

A critical is always on a roll of 20% of the character’s skill.

A Fumble is a roll of 96% or higher.

 

Skills over 100%

For every full 100% in a skill the character possesses Fumbles are reduced by 1%

 

Improving your character

 

Experience Points, in a typical game session a character will earn between 1 and 3 EP’s. Extra EP’s can be earned for Roleplaying, Heroic Actions and Story completion.

 

Skill improvement, on a successful skill check the player makes a mark/reminder against that skill and then at the end of the session the player can then select a skill that they have successfully used and spend 1 EP to improve that skill. Any remaining marks are removed and cannot be carried forward. Extra improvement checks can be earned for Roleplaying, Heroic Actions and Story completion.

 

They then roll D% if the roll is equal to or higher than the current skill score then they roll 1D4+1 and add it to the Base % of the skill. If they roll lower, then they add +1% to their skill. For skills in excess of 100% the play must roll D% lower than the relevant attribute score and if successful then they add +1, however if they fail they do not add anything.

 

Core Skills are automatically known; Combat Skills can be improved by simply starting to use the weapon. Complex Skills must be learned and require 3 EP’s to purchase at 0% (the character still gets their skill priority bonus and attribute modifier as the base).

 

Tombs, grimoire, manuals and guides can provide a one-off bonus, once a book is read; this requires 1 weeks’ worth of downtime. The reader makes a skill test and if they roll equal to or higher than their current skill total then they can add the tier rating of the manual to their base skill. If they fail, then nothing new is learned.

 

Hero Points

 

Perk points, a player can choose to exchange 3 EP or 1 Hero Point for 1 Perk point.

 

Cash, in exchange for 1 Hero Point a player can generate cash up to a max of once per session. This will garner 100 Silver Pieces. This is incidental cash not intended as an income. Anyone abusing this will find themselves unable to do this for a period determined by the Ref.

 

Attributes, a player can choose to spend 3 EP’s rolls to attempt to increase one Attribute by one point.

·         Multiply the Attribute to be increased by five.  Then roll D%.

·         If this D% result is greater than the Attribute x 5, the Attribute increases by one point.

·         If this D% result is equal to or less than the Attribute x 5, the Attribute does not increase.  A roll of 96 to 00 on this roll always results in the Attribute increasing. 

The maximum a natural human character can increase an Attribute to is, 21. For non-humans this varies depending on species bonus.

 

Hero Points

Hero points differentiate heroes from the masses. It allows the character to perform extraordinary feats. All characters start with 2 Hero Points at creation, a player can earn Hero Points from 0 to 2 per session based on the level of participation they undertook. Bad roleplaying and minimal involvement and relying totally on dice rolls rather than thinking and roleplaying will result in 0 Hero Points being awarded. 2 Hero Points should be for an exceptional session only.

 

Hero Points can be spent on the following

Action Surge - Perform an additional combat action.

Skill synergy – gain a +30% one-time bonus to a skill test.

Second Chance - Reroll a failed skill test.

Near Miss - Causes the amount of damage taken to be halved.

Insight - Gain a clue or hint from the Ref when stuck.

Critical Save - If the character takes a Critical Wound then the character may spend 2 HP’s to mitigate that “death” into being knocked aside and left for dead, a luck roll is required to not be maimed or injured needing implants or repair.

Back from the Dead

If the character exceeds their Health in a negative number, then normally they are slain instantly; however, for the cost of 10 Hero Points the character will be brought back by otherworldly powers at the nearest place of power.

 


 

Combat

 

Combat is broken down into rounds of 6 seconds of time during which up to 3 actions can be taken.

1.       Combat/Skill or Talent use.

2.       Defensive action, evade or parry.

3.       Movement, move up to a maximum of the character’s movement rate, this can be split.

 

Combat Matrix

 

Attack

Parry

Result

Impale

Critical

Defender blocks, no result

Impale

Success

Normal damage, ignore armour

Impale

Failure

Max damage, ignore armour

Impale

Fumble

Max damage, ignore armour, defender rolls on fumble table

Critical

Critical

Defender blocks, no result

Critical

Success

Normal damage, armour applies, if parrying weapon/shield takes 2 points of damage.

Critical

Failure

Max damage, armour applies

Critical

Fumble

Max damage, armour applies and defender rolls on fumble table

Success

Critical

Block succeeds and attacker’s weapon takes 1 points of damage.

Success

Success

Defender blocks, no result

Success

Failure,

Normal damage, armour applies

Success

Fumble

Normal damage, armour applies and defender rolls on fumble table

Failure

 

No result

Fumble

 

Attacker Rolls on Fumble Table

 



Attack

Evade

Result

Impale

Critical

Defender evades, no result

Impale

Success

Normal damage, ignore armour

Impale

Failure

Max damage, ignore armour

Impale

Fumble

Max damage, ignore armour, defender rolls on fumble table

Critical

Critical

Defender evades, no result

Critical

Success

Normal damage, armour applies, armour degrades by 1 step.

Critical

Failure

Max damage, armour applies

Critical

Fumble

Max damage, armour applies and defender rolls on fumble table

Success

Critical

Evade succeeds

Success

Success

Evade succeeds

Success

Failure,

Normal damage, armour applies

Success

Fumble

Normal damage, armour applies and defender rolls on fumble table

Failure

 

No result

Fumble

 

Attacker Rolls on Fumble Table


 

Combat Fumbles

 

Close Combat Fumble Table

1D20                     Result Effect

1-3                         Falter Lose next Combat Action.

4-6                         Drop Weapon. Weapon falls 1D4 metres away.

7-9                         Lose Balance Lose next 1D3 Combat Actions.

10-12                    Damage Weapon, Weapon takes 2 points of damage from opponents parrying weapon. Else weapon strikes an inanimate object (tree, wall, ground, etc.) and does 2 points of damage to itself.

13-14                    Stumble Trip and fall prone. Forfeit next 1D3 Combat Actions. All defensive actions at a –20% penalty.

15-16                    Armour Damaged, reduce armour by 1D6 (or +’s once D6 are gone). If not armoured, roll again.

17                          Hit Ally, accidentally strike a nearby companion for normal rolled damage. If no ally within reach, hit self instead.

18                          Unlucky Roll twice on this table.

19                           Break Weapon The weapon strikes the ground, a wall, or a similar surface capable of causing damaging. The weapon breaks.

20                           Hit Self Inadvertently hit own hit location for normal rolled damage, plus Damage Modifier.

 

Natural Weapon Fumbles Table

1D20                     Result Effect

01-03                    Hesitate Lose next Combat Action.

04-06                    Numb Limb. Limb is temporarily paralysed until a successful Endurance roll is made, starting next Combat Action.

07-09                    Entangle Self Lose next 1D3 Combat Actions.

10-12                    Damage Limb, Limb is injured from striking opponents parrying weapon, armour or an inanimate object (tree, wall, ground, etc) and does damage to itself.

13-14                    Sprawl Trip and fall prone. Forfeit next 1d3 Combat Actions. All defensive actions at a –20% penalty.

15-16                    Break Limb. Limb is immobile (a Critical Wound).

17-18                    Hit Ally Accidentally strike a nearby companion for normal rolled damage. If no ally within reach, damage is done to self instead from wrenching a random location.

19                           Fated Roll twice on this table.

20                           Cursed Roll three times on this table.

 

Ranged Weapon Fumbles Table

1D20                     Result Effect

1-2                          Disoriented. Attacker loses next Combat Action.

4-6                         Drop Weapon. Weapon falls 1D3 squares away.

7-9                         Snare Weapon. Lose next 1D3 Combat Actions.

10-12                    Lose Weapon. Weapon string either snaps or weapon is lost when thrown.

13-14                     Damage Weapon. Weapon when fired or thrown suffers 2 damage to itself.

15-16                     Hit Ally. Accidentally strike a nearby companion for normal rolled damage.

17-18                    Misfire. Inflict normal damage on self.

19                           Bedevilled. Roll twice on this table.

20                           Damned. Roll three times on this table.

 

 

Initiative

Roll 1D10 + Initiative + Combat sense + Modifiers from miscellaneous sources.

 

Close combat

Weapons skill test.

 

Evade, Parry

Roll Evade to test to actively avoid attacks, -30% per additional action after the first (this is cumulative).

 

Surprise/Ambush

If the characters gain surprise then they will get a free round before the opponents can attack, defences work normally unless “sneak” attacks are performed.

 

Full Evade

Apart from performing an evade, no other action can be done this allows the defender to have a full evade vs ranged attacks and a +50% vs close combat.

 

Heavy Attack

The character can choose to sacrifice some accuracy to gain some extra damage through extra effort, for example wielding a 1 handed weapon 2 handed, making a haymaker or simply throwing your weight behind the blow. When doing this you take -30% penalty to attack but gain +2D6 damage to the weapon you are using.

 

Dual Wield

If a character wishes to use two weapons to attack during combat, then they will suffer a -30% to their attack. Each weapon must be one handed. Ambidexterity perk reduces this by -5% per level. If they use one to attack and the other to parry or block (unless a shield) they still suffer this penalty. Dual wield increases the damage of the main weapon by +1D6 damage, it also allows for an additional parry before the normal penalty of -30% is imposed.

 

Sneak attacks

If the attacker can get a stealth attack vs an opponent, and opposed stealth vs Perception test is required. Against an unprotected opponent the outcome is a Critical Wound. Against a protected opponent the damage is Maximised.

 

Disarm

A successful location attack vs Evade followed by a successful Endurance test against the hand holding the weapon will cause the target to drop what they are holding.

 

Trip/Throw

A successful Brawling/Martial Arts vs Evade can be used to knock the target prone instead of causing damage, the target loses their next action and must then use a move action to get up or be at -40% on all skill actions. Large or 2 Handed weapons cannot be used.

 

Shove
A successful opposed Athletics test can be made to move an opponent back 5’. This can be used to shove an opponent off a ledge; they will then take the falling damage.


 

Ranged Attack

Weapon skill test.

Aim, cannot move and gain +10% per action aiming up to a max of 3 rounds (+30%).

Standard, -30% per additional attack after the first (weapon must have Semi Auto).

Burst, -20% to hit, uses 3 rounds unless is defined by the weapon, increased damage (see weapon),

-30% per additional attack after the first (weapon must have Burst).

Auto, no modifier to hit however covers a 20’ area; uses all ammo in a clip unless limited; increase the burst damage of a weapons damage by 1 step. E.g. an 8mm SMG damage increases from 5D6 to 6D6, a 10mm SMG damage increases from 6D6 to 1D4X10, an 8mm assault rifle increases from 1D4+1X10 to 1D4+2X10 (weapon must have Auto).

 

Range

Attack modifier

Close

+40%

Short

0

Medium

-20%

Long

-40%

Extreme

-60%

 

 

Hit location

Location

Penalty

Damage Modifier

Random location 3D6

Head

-60%

X 2

3-5

Hand

-60%

X 1

6

Arm

-40%

X 1 

7-8

Shoulder

-40%

X 1

9

Chest/Back

-20%

X 1

10-11

Stomach

-40%

X 1

12

Groin

-60%

X 2

13

Upper leg

-20%

X 1

14

Lower leg

-40%

X 1

15-16

Foot

-60%

X 1

17-18

 

Knockout

Against an unprotected head target, a successful opposed attack vs a Concentration will result in the target being knocked unconscious. Depending on the margin of success depends on how long the target is out for the count.

Margin of success

Time spent unconscious.

01-10

10 seconds

11-20

20 seconds

21-30

30

31-40

1 minute

41-50

5 minutes

51-60

10 minutes

60-80

20 minutes

81+

1 hr

 

Cover

Modifier

Light smoke

-10%

Heavy smoke

-30%

Poor light

-10%

Moonlight

-20%

Darkness

-40%

 

 

¼ cover

-10%

½ cover

-20%

¾ cover

-30%

Fully covered

See barriers

 

 

Wooden door/ Partition wall

1D6/20

Metal barrier

4D6/40

Security barrier

5D6/50

Airlock door

1D6X10/200

Bulkhead door

1D6X10/200 per 5’

 

 

Stone/brick wall

3D6/100

Fortified stone wall

1D4+1X10/200

 

 

Prone, close

+20%

Prone , ranged

-20%

Crouched

-10%

Damage

There are various types of damage.

 

Attribute, attributes can be reduced from the effects of disease and Fatigue. If Body drops to 0 or less, then the character is dead.

 

Stun, this is light damage that is recover per hour rather than per day of rest. It can be used to subdue an opponent; once your health reaches zero the character will lapse in unconsciousness.

If the character has a mixture of lethal and stun combined greater than their total health, then they will also lapse in unconsciousness.

 

Lethal, this is the amount of damage a character can withstand before death occurs. Once a character reaches 0 then they take a Critical Wound.

 

Critical Wound, a concentration roll is made the character to remain conscious; however, they are automatically considered to have the fatigue level of Exhausted; unless medical treatment occurs within the number of minutes equal to the Body Attribute score the character will perish.

 

 


Movement based on 30’ movement

Distance covered in feet

Climb

10

Crawl

10

Hustle

60

Run

100

Sneak

20

Swim

20

Walk

30


 

Hazards

 

 

Acid

The strength of the acid is the main factor in its corrosive strength. Water can be used to wash away weak acid but either a First Aid or Tech-Repair test is required to reduce the strength from Strong to mild to weak.

Strength

Damage per round

Weak

1D6

Mild

3D6

Strong

5D6

 

 

Diseases

Diseases usually reduce a characters Attribute Scores, most often it is Body that is reduced.

A successful Endurance test is required to resist catching the disease, if they fail then an additional test is required either several hours or days later. Once a successful test has been made then the character has fought off the disease.

Disease

Virulence

Damage

retest

Haemorrhagic fever

-20%

1D6

1D6 hours

Influenza

0

1D2

1D3 days

STD

-5%

1D2

1D3 weeks

Bio-weapon

-10%

1D6

1D3 hours

Radiation

-50%

1D6

1 day

 

 

Electricity

Electricity is an unpredictably and deadly force. Its effect is unpredictable and it can be lethal. For each round of exposure, the character will take the according damage to the intensity of the electrical source. An endurance test can be made to reduce this damage by half; however, a fumble will result in an instant and unpleasant death with no chance for revival.

Source

Damage

9 volt battery

2D6 Stun

Car battery

3D6

110v domestic

4D6

240v domestic

6D6

Power line

2D6X10

Substation

3D6X10

Lightning strike

4D6X10

Generator

6D6X10

 


 

Toxins

Toxins require an Endurance test to resist, they act immediately. They can be naturally occurring or manufactured.

Toxin

Delivery

Effect

Tranq gas

Airborne

Unconsciousness

Scorpion venom

Injected

3D6 dmg + Paralysis

Nerve Agent

Contact

6D6 + 1D4 Mind damage

Arsenic

Ingested

6D6 + 1D6 per hour

 

 

Alcohol and Drugs

 

The body can tolerate some toxicity, however there is a limit once that limit is reached it can cause negative effects. A normal character can drink a number of “cups” of their favourite alcoholic beverage or take a “dose” of drugs equal to their BODY mod score before it has any realistic effect.

For each one past that score an Endurance test with a cumulative penalty of -10% for each addition cup is required. Once the character fails an Endurance test they are considered to have the Winded Fatigue condition and each subsequent failure progress down that fatigue track until they either stop or pass out. Each 2 hours of sleep reduces the fatigue track by one stage.

 

Examples of “Cups” are as follows, a tankard of Ale, a cup of mead, cup of wine, a shot of spirit.

Examples of a dose, a pipe of stink weed, a snort of Hush, a lick of a frog…

 

 

Extreme Temperatures

Unless wearing suitable protective gear the following effect occur in hostile environments.

Heat

Effect

Cold

Effect

30 degress

1D6/hour

0 degrees

1D6/hour

50 degrees

2D6/hour

-25 degrees

3D6/hour

200 degrees

1D6/round

-50 degrees

2D6/minute

500 degrees

4D6/round

-200 degrees

1D6/round

Fire

3D6/round

Liquid nitrogen

6D6/round

Welding torch

6D6/round

 

 

Plasma

1D4+1X10/round

 

 

 

 

Drowning

A character can hold their breath equal to their Body X 12 in seconds. After this period a successful Athletics test is required to hold their breath for an addition Body X 6 in seconds. If the test fails or they run out of time, then drowning will occur causing 2D6 damage per round.

 

 

Space Exposure

For the first 15 seconds a character can survive exposure to space by holding their breath and closing their eyes. For every subsequent round an Endurance check must be made, this decreases by 10% per subsequent round. A failed check will mean that on the subsequent round the character will suffocate and fall unconscious and take 3D6 damage per round from decompression, radiation exposure and suffocation.

 

 

 

Falling and Collisions

Armour is ignored when taking damage in this way.

 

Falling

Damage

5-10’

2D6 Stun

11-20’

6D6 Health

21-30’

1D6+1X10 Health

31-40’

2D6+1X10 Health

41+

Fatal

 

Collision speed in mph

Impact damage

10

1D6

11-20

2D6

21-30

4D6

31-40

6D6

41-50

1D6X10

51-60

2D4+1X10

60+

Fatal

If wearing a harness reduce damage by 3 speed categories

 


 

Health and Fatigue

 

 

Fatigue

Fatigue can be incurred in several ways, below are the most common.

 

A character will become fatigued in a number of ways.

·         After staying awake for a number of hours equal to Body + 16 hours

·         After performing heavy labour equal to Body X 0.5 in hours

·         After performing strenuous exercise equal to Body X 0.5 in minutes (running, swimming, climbing)

·         After walking equal to Body in hours

·         Going without water for more than Body in hours

·         Going without food for more than Body +12 in hours

 

A rest of at least 8 hours and a drink or meal will remove the condition.

 

Level of Fatigue

Effects

Fresh

None.

Winded

All skill tests (including further tests to resist Fatigue) suffer a –10% penalty.

Tired

All skill tests (including further tests to resist Fatigue) suffer a –20% penalty. Action Points are reduced by 1. Initiative is reduced by 2.

Wearied

All skill tests (including further tests to resist Fatigue) suffer a –30% penalty. Movement is reduced by 10’. Initiative is reduced by 4.

Exhausted

All skill tests (including further tests to resist Fatigue) suffer a –40% penalty. Initiative is reduced by 6. Movement is reduced by 20’.

Characters must make a Concentration test every minute or fall unconscious for 1D3x2 hours

Debilitated

All skill tests (including further tests to resist Fatigue) suffer a –60% penalty.. Initiative is reduced by 8. Movement is reduced is reduced to 5’

Character must make a Difficult Concentration test every Combat Round or fall unconscious for 1D6x2 hours.

 

Healing

 

Natural Healing

 

Recovery: Body X 0.5 - recovery of Power and Stun damage per hour of rest and recovery of Health per day of rest.

Medical Aid

 

A successful First Aid test is required to apply a first aid kit and adds +10% to the test. 20% of max health restored. A first aid kit takes 1 minute to apply. A failed first aid test only restores 10% max health.

 

A successful Medicine test is required to use Medical Care. X 2 Recovery rate per hour of treatment.

 


 

Provisions promote recovery faster, by eating a good meal (up to twice a day) the character will recover Health.

 

Provisions*

Quality

Cost

Wound recovery/meal

Avail

Provisions, poor

3

1D6

C

Provisions, average

6

2D6

U

Provisions, good

12

3D6

R

Provisions, fine

24

4D6

VR

* Provisions consume 1 ENC per day of supplies (2 x provisions per day).

Or from Magic.

 

Attributes

 

Healing Attribute Scores, requires Medical Care and 12 hours of treatment per Attribute Score point to recover or Magic.

 

Breaking in!

 

Pick locks

If a door, chest or other secure location is protected by a lock then a successful Devices skill test is required. No thieves’ tools? Add +10 to the difficulty.

 

Lock Complexity

Penalty

Time Required

Example

Lesser

0

1 round

A standard door or box

Minor

-4

1D3 rounds

A secure door or chest

Major

-8

1D6 rounds

A standard treasure chest

Greater

-12

2D6 rounds

A Safe door

Greatest

-16

3D6 rounds

A vault door

 

Devices

Traps, mechanisms, machinery, clockworks,

Device Complexity

Penalty

Time Required

Example

Simple

0

1 round

Jam a lock

Average

-4

1D3 rounds

Repair a pulley or wagon wheel

Hard

-8

1D6 rounds

Disarm or reset a trap

Difficult

-12

2D6 rounds

Disarm or set up a complex trap

Impossible

-16

3D6 rounds

Repair or disable a clockwork device

 

Trying again, each retry add a -4 penalty and doubles the time already taken.