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  1. Notes

1. The Core Mechanics

Rules

Table of contents

Everything a character might possibly attempt that could result in failure is resolved by testing attribute stats; in order to successfully test a stat, a player must roll below it on a d20.

Enemies don’t make tests, a character must avoid their attacks by making a test, the only time an enemy would roll is for damage.

A Note On Modifiers

Keep in mind that Tests require you to roll under a stat, and that modifiers are applied to your diceroll.

If a rule tells you to make a roll at -2, you insert the '-2' modifier in Roll20. A negative modifier is good.

If a rule tells you to make a roll at +2 to an attack roll (for example), you insert the '+2' modifier in Roll 20. This is a debuff - positive modifiers decrease your chance to hit.

Making Tests

Rolling on or above indicates things went poorly or that the Action did not go as planned. The GM will then narrate the outcome of the failed Action describing how the Characters are affected. A GM never rolls dice to resolve NPC or Monster Actions, or negative elements of the environment such as traps - if they involve a Character, that Player will roll. Otherwise, the GM will make a swift and fair judgment call that moves the story forward and abides by the logic of the unfolding fiction, taking note if need be. 

  • STR is used for physical feats, defending in melee and making melee attacks
  • DEX is for swiftness, agility, hand-eye coordination, reflexes. Used for dodging and making ranged attacks.
  • CON is for resilience and physical well-being.
  • WIS is for cunning, perception, and intuition.
  • INT is for knowledge, judgment, and technical abilities.
  • CHA is for influence and the power of personality.

Advantage & Disadvantage

A GM may decide that an Action or outcome isn’t straightforward; perhaps something is more or less likely to happen - perhaps having a greater or lesser effect - this is called having an Advantage or a Disadvantage. Advantage and Disadvantage means when a roll is being made, it should be made twice as follows:

  • With Advantage the Player chooses which result to use.
  • Disadvantage means the GM chooses the result to use.

Usage Dice

A lot of systems use Usage Dice. If you roll a 1 or 2, the dice size 'decreases' one tier. The tiers are D20 > D12 > D10 > D8 > D6 > D4. When you roll a 1 or 2 on a d4, the dice is depleted.

Distances

Distances are defined in abstract tiers, though sometimes, we might measure distance on the virtual tabletop.

  • Close (~5ft)
  • Nearby (Up to ~30ft)
  • Faraway (Up to ~60 ft)
  • Distant (Beyond 60 ft)

During their turn, Creatures may normally Move somewhere Nearby. If a Creature is Nearby to something and decides to Move towards it, they’re now Close to it. Moving shifts you one step along the range band, either closer to or further away from a Creature, object, or location.

Rest

Once per day (or mission), when characters rest for about an hour, they may roll their HD and regain that many HP.

Returning to home base means that characters will get proper rest and heal back to full health. The only exception to this is serious injuries, which will need to be healed by the station's medic.

Using Your Background

Once per session, a Player may tell the DM that their Character is using their Background to aid them in making an Attribute Test. The Player should give a convincing narrative explanation as to how their Character’s Background relates to the current Action, and provide some kind of useful exposition about the Character’s story. If the DM agrees - the Player may roll that Attribute Test with Advantage.


Continue to 2. Combat