Game System

Task Resolution

Actions represent actions taken by characters using their skills and/or raw ability. In order to determine if a task succeeds, first determine the skill total, which is equal to the sum of the relevant ability and skill modifier rating. Then roll two six-sided dice and calculate their sum. This gives us a dice total. A character accomplishes a basic task when his dice total is less than or equal to his skill total. Also, snake eyes (double ones) is an automatic success and boxcars (double sixes) is an automatic failure.

When two or more characters are directly competing against each other, the winner is the one whose skill total less the dice total (skill total - dice total) is greatest. If in combat, ties always go to the defender.

This entry is provided for players who want to know how the code functions. All rolls are coded into the game.

For Example: A character is attempting to read hand scribbled directions using his Literacy skill. His reasoning ability is 4 and his skill modifier (Literacy) is 6—this makes a skill total of 10. He rolls two dice which result in a 5 and 4, which totals 9. Since the dice total of 9 is less than the skill total of 10, the task is successful and Jim is able to decipher the directions.

Personal Combat

When in combat, characters preform actions in blocks of time called turns. One action may be performed per turn.

In order to determine the order in which characters’ act, each player rolls one die and adds his fitness and awareness ratings to it. The characters may then act in the order of highest result too lowest. If there are ties, compare fitness ratings.

All attack and defense rolls use the fitness ability and a fitness-based skill as listed below.

Personal Combat Tasks

Melee Attacks fitness + melee
Axes, clubs, rocks/bricks, knives
Thrown Attacks fitness + athletics
Rocks/bricks, knives, grenades, etc.
Brawling Attacks fitness + brawling
Punching, kicking, and grappling
Firearms Attacks fitness + firearms
Pistols, rifles and shotguns
Melee Defenses fitness + melee
Block or parry melee attacks
Brawling Defense fitness + brawling
Block or parry punches and kicks
Dodging and Evasion fitness + athletics
Dodge melee, brawling, and ranged attacks
Escaping fitness + athletics
Break free from and avoid grappling attacks

Determining Personal Damage

Successful attacks will potentially inflict damage to an opponent, but the amount and type of damage depends on the attack. Remember, blunt weapons and fists cause fatigue, while sharp blades and guns cause injury.

Personal Damage Value

Brawling 1FAT
Revolvers & Semi-Auto Pistols 2INJ
Rifles 4INJ
Stun Pistols 4FAT
Club/Baseball Bat 1FAT
Knives 1INJ
Lead Pipe/Crowbar 2FAT
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