BASIC RULES

Here are the nuts and bolts of how to “do things” in the game.

Stat Roll – Every time you try to do something with a chance of failure, make a stat roll. That means roll d100 and compare the result to one of your stats. If you roll equal to or less than your stat score, you succeed.

Which stat you roll against depends on what you’re doing. For physical tasks you’d make Might or Grace rolls. For mental or spiritual tasks, make Mind and Will rolls. Ultimately, it’s up to the GM what stat you roll against.

Modifier – If circumstances make a task easier or harder than average (whatever the GM thinks that is), the stat you roll against is modified up or down, depending. The GM should use 10 percent increments.

In the rules, this reads like “+10 to something,” meaning you add 10 to your stat before you compare your dice result to it (which makes it easier to succeed). And of course, “-10” means to subtract it from your stat (which makes it harder).

The GM can assess any penalty or bonus, but should rarely give more than plus or minus 30.
Unless stated otherwise, all modifiers – from rules, circumstances, whatever – are cumulative.

Critical Success and Failure – If you roll 01-05, you’ve scored a Critical Success. That means you carried off the attempt in some spectacular fashion. If you roll a 96-00, that’s a Critical Failure. That means you not only fail, but something extra bad happens.

Skill Roll – Since skills are linked to stats, skill rolls are really just stat rolls.
If you don’t have a skill, you roll against HALF the value of the linked stat (or not at all, if the GM thinks you’d have no chance of success).

If you have a skill, you roll against that skill’s stat.

Opposed Rolls – Sometimes, two characters will directly compete – when a burglar sneaks past a guard, for example, or when two character scramble for a fallen weapon. In that case, both characters roll against whatever stat or skill the GM thinks is most appropriate. The lowest successful score wins. If there’s a tie, it’s a stalemate.

Cooperative Rolls – In some cases, one character can “help” another increase chance of success on a roll. The helping character makes whatever roll is necessary. If this succeeds, the helped character get a +10 on the task. Multiple people can help out, unless the GM says they can’t for some reason.

Long-Term Rolls – Some tasks can’t be completed quickly. Doing things like building a clockwork golem, repairing an airship’s Gaxium core, or creating a new power require a roll at the beginning, middle, and end of the project. If any roll is failed, the character must go back a step.

Equipment and Encumbrance
Obviously, equipment will be available on a setting-by-setting basis. Individual GMs will have to tailor a list of equipment for their campaigns. There are no rules for Encumbrance in this system - if any character seems to be overloaded, use the rules for fatigue in Hazards.

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