Post by Galadare on Dec 17, 2005 3:06:39 GMT -5
Skill Checks
To test against a skill, you roll a number of six sided dice equal to your level in the skill. You take the highest roll as your roll and add 1 for every additional 5 or 6.
Once you have done this you add the Attribute I tell you to add, depending upon the circumstances. You also add any other relevant modifiers.
In addition to the Threshold of a task, it also has a complexity (cpx), which is usually 1. The difference between your Skill cpx and the task cpx is applied to your roll as a bonus or a penalty (as appropriate).
Next you compare the roll with the Threshold of the test. If you surpass it, the difference is your Margin of Success (MoS). If your foll is lower the difference is your Margin of Failure. Ties are considered to be ambiguous results.
If you roll all 1s, it is a fumble. The roll is treated as a 1 and all the usual modifiers apply as normal. It's conceivable to still pass the check. However, when you fumble the GM applies some unfavorable side effect to the situation. The weapon jams, the computer crashes, etc.
For untrained skills, you roll two dice and take the lowest result. Furthermore, any roll of a 1 is a fumble.
Opposed Skill Checks
Opposed roll function exactly as stated above except:
1) The threshold is determined by the "defender's" roll.
2) Ties go to the "defender".
3) Complexity only applies if both characters are using the same skill (Hand-to-hand for example).
4) MoF is usually not important, and only the "attacker's" MoS is used.
Attribute Tests
Attribute tests are used when there isn't a skill that applies. The classic example is a Strength (STR) test to break down a door.
Essentially this works like a skill test and is treated as though you have 2 levels. There is no complexity.
Emergency Dice
An Emergency Die can be used to add one die to any roll. No more than five Emergency Dice may be used on a single test.
For example: If I had a Stealth skill level of two I would have two dice to roll when testing that skill. If I wanted to be really sneaky, I could spend two Emergency Dice and roll 4 dice for that one test.
Gaining Emergency Dice
Experience Points can be exchanged for Emergency Dice on a one-for-one basis.
Combat
Combat is a series of opposed tests. The first of which is initiative. In most cases, the Combat Sense skill is used for initiative, but there are other possibilities depending upon the situation.
Initiative is unique in that MoS isn't calculated. The highest roll simply goes first.
Attacks are opposed rolls too. Small Arms and Heavy Weapons are opposed by Defense. Hand-to-hand and Melee are opposed by either the same skill or Defense.
To calculate the damage dealt, the attackers MoS is multiplied by the damage appropriate to the attack (IE, UD for Hand-to-hand, AD + the weapon's damage for Melee, and the weapon's damage for Small Arms and Heavy Weapons).
Th damage dealt is then compared to the defenders would thresholds. The defender receives a wound of the type corresponding to the highest threshold surpassed.
For example: A character with a Stamina of 30 would have a flesh wound threshold of 15, a deep wound threshold of 30 and an instant death threshold of 60. If that character were to receive 35 points of damage, he would suffer a deep wound, but he would not also suffer a flesh wound.
Armor
Armor modifies its user's wound thresholds. The Armor's value adds directly to each threshold.
For example: If the afore mentioned character were to wear a flack vest worth 10; his flesh, deep and instant death thresholds would be 25, 40, and 70 respectively.
To test against a skill, you roll a number of six sided dice equal to your level in the skill. You take the highest roll as your roll and add 1 for every additional 5 or 6.
Once you have done this you add the Attribute I tell you to add, depending upon the circumstances. You also add any other relevant modifiers.
In addition to the Threshold of a task, it also has a complexity (cpx), which is usually 1. The difference between your Skill cpx and the task cpx is applied to your roll as a bonus or a penalty (as appropriate).
Next you compare the roll with the Threshold of the test. If you surpass it, the difference is your Margin of Success (MoS). If your foll is lower the difference is your Margin of Failure. Ties are considered to be ambiguous results.
If you roll all 1s, it is a fumble. The roll is treated as a 1 and all the usual modifiers apply as normal. It's conceivable to still pass the check. However, when you fumble the GM applies some unfavorable side effect to the situation. The weapon jams, the computer crashes, etc.
For untrained skills, you roll two dice and take the lowest result. Furthermore, any roll of a 1 is a fumble.
Opposed Skill Checks
Opposed roll function exactly as stated above except:
1) The threshold is determined by the "defender's" roll.
2) Ties go to the "defender".
3) Complexity only applies if both characters are using the same skill (Hand-to-hand for example).
4) MoF is usually not important, and only the "attacker's" MoS is used.
Attribute Tests
Attribute tests are used when there isn't a skill that applies. The classic example is a Strength (STR) test to break down a door.
Essentially this works like a skill test and is treated as though you have 2 levels. There is no complexity.
Emergency Dice
An Emergency Die can be used to add one die to any roll. No more than five Emergency Dice may be used on a single test.
For example: If I had a Stealth skill level of two I would have two dice to roll when testing that skill. If I wanted to be really sneaky, I could spend two Emergency Dice and roll 4 dice for that one test.
Gaining Emergency Dice
Experience Points can be exchanged for Emergency Dice on a one-for-one basis.
Combat
Combat is a series of opposed tests. The first of which is initiative. In most cases, the Combat Sense skill is used for initiative, but there are other possibilities depending upon the situation.
Initiative is unique in that MoS isn't calculated. The highest roll simply goes first.
Attacks are opposed rolls too. Small Arms and Heavy Weapons are opposed by Defense. Hand-to-hand and Melee are opposed by either the same skill or Defense.
To calculate the damage dealt, the attackers MoS is multiplied by the damage appropriate to the attack (IE, UD for Hand-to-hand, AD + the weapon's damage for Melee, and the weapon's damage for Small Arms and Heavy Weapons).
Th damage dealt is then compared to the defenders would thresholds. The defender receives a wound of the type corresponding to the highest threshold surpassed.
For example: A character with a Stamina of 30 would have a flesh wound threshold of 15, a deep wound threshold of 30 and an instant death threshold of 60. If that character were to receive 35 points of damage, he would suffer a deep wound, but he would not also suffer a flesh wound.
Armor
Armor modifies its user's wound thresholds. The Armor's value adds directly to each threshold.
For example: If the afore mentioned character were to wear a flack vest worth 10; his flesh, deep and instant death thresholds would be 25, 40, and 70 respectively.