Stats & Skills

  • Body Strength and toughness
    • Athletics: you do well at sports with little or no training
    • Brawl: you know how to handle yourself in a fight
    • Endurance: you are more durable than most
    • Health: you have a strong metabolism and are resistant to disease
    • Run: you can get around quickly or run long distances when you need to
    • Swim: you are a strong swimmer
    • Throw: you can throw hand held objects farther and more accurately than most
  • Brains Natural intellect
    • Cryptography: knowledge of codes, ciphers and encryption
    • Education: know the basics of basic school subjects
    • Electronics: repair & build electronics
    • First Aid: treat wounds with proper equipment
    • Language (Type): speak, read, write in the chosen language
    • Mechanics (Type): repair, diagnose and use machines of the chosen type
    • Medicine: treat wounds as a surgeon with proper equipment
    • Navigation (Land/Sea): you can navigate at land or sea
    • Tactics: versed in the art of war and can use terrain, manpower and equipment to your advantage
  • Command Charisma and leadership
    • Inspire: you can inspire optimism despite tense situations
    • Intimidation: you can cause fear through physical or psychological threats
    • Leadership: you can effectively direct those under your command even under fire
    • Performance (Type): you have an entertaining skill and the ability to perform it for large groups
    • Seduction: you can attract members or the targeted sex
  • Cool How you react under pressure
    • Bluff: you can BS your way out of situations
    • Lie: you can lie convincingly
    • Mental Stability: you are resilient to shock and keep a cool head in grotesque or stressful situations
  • Coordination Dexterity
    • Anti-Tank Rocket: you can fire and maintain anti tank rockets
    • Dodge: you can get out of the way of attacks and physical danger
    • Driving (Type): you can operate a vehicle of the chosen type
    • Flame Thrower: you can fire, repair and maintain flamethrowers
    • Grenade: you are adept at using grenades
    • Machine Gun: you can fire, repair and maintain MGs
    • Pilot (Type): you can pilot a particular type of airborne vehicle
    • Pistol: you can fire, repair and maintain pistols
    • Rifle: you can fire repair and maintain rifles
    • Sailing (Type): you can pilot a sea borne vehicle of the chosen type
    • Stealth: you are light on your feet and can remain out of sight
    • Sub Machine Gun: you can fire, repair and maintain SMGs
  • Sense the five senses
    • Hear: Keen hearing
    • Sight: You can see farther
    • Smell: Sensitive smell
    • Taste: Sensitive taste
    • Touch: highly developed sense of touch

Basic Resolution Mechanics

Resolution involves rolling D10s equal to your Stat + Skill (maximum 10 dice) and choosing a set of matched dice. There are two different test types (Static & Vs tests) and two dice measures (Height & Width) covered below. If you have more than one set of matching dice you can choose which set to use.

Height & Width

all dice matches will have a height and a width. Height is how well you did at the test. Width is how quickly you accomplished it.

Vs Tests

For Vs tests the wider (more dice) set will go first and apply effects, height (higher number) breaks ties. Players resolve before NPCs. In the case of a direct challenge where there can be only one winner, the player and NPC will roll their dice pools based on what they are trying to do.

For Example: a player is trying to intimidate an NPC who is being evasive about giving up information. The Player rolls their pool of Command + Intimidate and the NPC resists with their Cool + Lie, in this case width is not a factor and the highest match set will win the contest.

Static Test

For easy tests a single match succeeds for a static test. Harder tests will require you to hit a minimum Height (target number or higher) to succeed.

Cooperation

If you want to help another player and you have the appropriate skill you can add dice to the test but you will share the consequences in proportion to the number of dice you lent the other player and you may take no other actions.

Multiple Actions

You can choose to try and do multiple actions during your turn but you will need multiple matching sets to succeed at the actions. Subtract 1 die from your pool for every extra action you are attempting. If the two or more actions you are attempting require different Stat + Skill dice you will use the lower pool for the test.

Combat

Combat is resolved in three parts

  1. Declare: lowest sense score declares first, PCs win ties. Describe the the action(s) you are going to attempt and assemble the appropriate dice pool.
    • Good descriptions may earn bonus dice
  2. Roll: Roll your dice.
  3. Resolve: If you have a match you resolve your action. Starting with the widest result.
    • Ties are broken by Height then Sense score. PCs win vs NPCs.
    • Attacks immediately do damage and deduct 1 die from the highest set of the opponent being attacked.
    • Dodges succeed against any attack narrower than the dodge set.

Damage

More matches and higher numbers are better in combat since they equate to more impactful damage locations and higher amounts of damage. There are two types of damage. Shock is blunt force, non-lethal damage. Killing damage can end your PC and has a much longer recovery time.

Damage Location

RollHit Location (Amt Damage)
1Left Leg (5)
2Right Leg (5)
3-4Left Arm (5)
5-6Right Arm (5)
7-9Torso (10)
10Head (4)

Damage types

Shock Damage

Shock damage is typically non-lethal and not too hard to shake off. Put a single / through location box on your character sheet for each shock damage you suffer at that location.

  • If Head location fills with shock damage you pass out.
  • If Torso location fills with shock your body and coordination stats are reduced by -4 dice.
  • Shock damage applied to a location that is already filled with shock becomes killing damage at 1 to 1.

Healing Shock Damage: As soon as the combat ends you remove half of the shock damage rounded up is removed. Every day thereafter you heal shock equal to the width of a Body+Health roll.

Killing Damage

Killing damage can end your character or cause permanent injury to a location and requires a lot more time to heal. Put two slashes X in a damage location to signify killing damage.