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Glossary

Characteristics

Characteristic Abbreviation Roll Description
Strength STR 3D6 Physical force, muscle power, and ability to exert oneself
Constitution CON 3D6 Health, hardiness, and resistance to injury and illness
Size SIZ 2D6+6 Physical mass and overall dimensions of the body
Intelligence INT 2D6+6 Capacity for learning, reasoning, and problem-solving
Power POW 3D6 Inner force, willpower, and spiritual strength
Dexterity DEX 3D6 Agility, coordination, and speed of reflexes
Appearance APP 3D6 Physical attractiveness, bearing, and personal charm

Characteristic Rolls

Roll Based On Description
Effort STR x5 Forceful manipulation of objects, brute lifting, and pushing
Stamina CON x5 Enduring physical hardship, resisting fatigue and shock
Idea INT x5 Flash of inspiration or recollection of useful information
Luck POW x5 Random chance, fortune, and avoiding misfortune
Agility DEX x5 Quick reflexes, balance, and physical coordination
Charisma APP x5 Personal magnetism, first impressions, and social presence

Derived Characteristics

Characteristic Formula Description
Move (MOV) 10 (humans) Movement rate in meters per combat round
Hit Points (HP) (CON + SIZ) / 2, rounded up Amount of damage a character can sustain before incapacitation
Power Points (PP) Equal to POW Energy used for powers, magic, and psychic abilities
Damage Bonus (db) STR + SIZ table Extra damage added to melee and thrown weapon attacks

Damage Bonus Table

STR + SIZ Damage Bonus
2-12 -1D6
13-16 -1D4
17-24 None
25-32 +1D4
33-40 +1D6
41-56 +2D6
57-72 +3D6
73-88 +4D6
Each +16 +1D6

Success Levels

Level Threshold Description
Critical 1/20 of skill (minimum 1) Exceptional success with maximum possible effect
Special Success 1/5 of skill Better than normal success with enhanced effect
Success Equal to or less than skill Task accomplished as intended
Failure Above skill value Task not accomplished
Fumble 96-00 (skill <100%) or 00 (skill 100%+) Catastrophic failure with adverse consequences

Difficulty Levels

Difficulty Modifier Description
Automatic No roll needed Routine task requiring no chance of failure
Easy Skill x2 Simple task with doubled chance of success
Normal Standard skill Average difficulty requiring a normal skill roll
Difficult Skill /2 Challenging task with halved chance of success
Impossible No roll allowed Task cannot be accomplished under current conditions

Skills

Skill Base Chance Description
Appraise 15% Judging the value, quality, or authenticity of items
Art 05% Creating or performing works of artistic expression
Artillery 00% Operating large-scale mounted weapons and siege equipment
Bargain 05% Negotiating prices and terms in trade or deals
Brawl 25% Unarmed fighting using fists, kicks, and headbutts
Climb 40% Scaling walls, cliffs, trees, and other vertical surfaces
Command 10% Leading, directing, and inspiring groups of people
Craft 05% Making, building, or repairing physical objects by hand
Demolition 01% Setting and disarming explosives and demolition charges
Disguise 01% Altering appearance to pass as someone or something else
Dodge DEX x2% Evading attacks, hazards, and physical dangers
Drive 20% Operating ground vehicles such as cars and trucks
Energy Weapon 00% Firing energy-based ranged weapons like lasers
Etiquette 05% Knowing and following social customs and protocols
Fast Talk 05% Quickly convincing someone through rapid speech and misdirection
Fine Manipulation 05% Precise hand work such as lockpicking or surgery
Firearm 00% Shooting pistols, rifles, shotguns, and similar weapons
First Aid 30% Providing immediate medical treatment for injuries
Fly 00% Piloting or controlling personal flight by any means
Gaming INT+POW% Playing games of skill, chance, or strategy
Grapple 25% Seizing and restraining an opponent in close combat
Heavy Machine 01% Operating heavy industrial or military machinery
Heavy Weapon 00% Firing heavy military weapons like machine guns and rockets
Hide 10% Concealing oneself or objects from detection
Insight 05% Reading body language and sensing motives or deception
Jump 25% Leaping over obstacles or across gaps
Knowledge 10% Recalling academic or specialized factual information
Language 00% Speaking, reading, and understanding a foreign language
Listen 25% Detecting and interpreting sounds
Literacy 00% Reading and writing in a known language
Martial Arts 01% Formalized fighting techniques that enhance unarmed damage
Medicine 05% Diagnosing and treating illness, disease, and serious injuries
Melee Weapon Varies Fighting with handheld close-combat weapons
Missile Weapon Varies Attacking with thrown or projectile ranged weapons
Navigate 10% Finding direction and plotting courses on land or sea
Perform 05% Entertaining an audience through music, acting, or oratory
Persuade 15% Convincing others through reasoned argument and discussion
Pilot 01% Operating aircraft, watercraft, or spacecraft
Projection 00% Using projected energy powers or psychic abilities
Psychotherapy 01% Treating mental and emotional disorders through therapy
Repair 15% Fixing broken mechanical or electronic devices
Research 25% Finding information through libraries, archives, or databases
Ride 05% Riding and controlling a mount such as a horse
Science 01% Understanding and applying scientific principles
Sense 10% Detecting hidden or unusual things through heightened awareness
Shield Varies Using a shield to block incoming attacks
Sleight of Hand 05% Performing manual tricks, pickpocketing, and palming objects
Spot 25% Visually noticing details, clues, and hidden objects
Status 15% Social standing, reputation, and influence in society
Stealth 10% Moving quietly and remaining unseen
Strategy 01% Planning and executing tactical and strategic operations
Swim 25% Moving through water without drowning
Teach 10% Instructing others and transferring knowledge effectively
Technical Skill 05% Operating and maintaining complex technical equipment
Throw 25% Accurately hurling objects at targets
Track 10% Following trails, footprints, and other signs of passage

Professions

Profession Key Skills
Cowboy Craft, Firearm (Rifle), Knowledge (Natural History), Navigate, Ride, Throw, Track
Detective Disguise, Fast Talk, Firearm (Pistol), Insight, Listen, Research, Spot, Stealth, Track
Doctor First Aid, Knowledge (Biology), Language, Medicine, Persuade, Psychotherapy, Science, Status
Hunter Firearm (Rifle), Hide, Listen, Navigate, Spot, Stealth, Track, Throw
Lawman Bargain, Command, Firearm (Pistol), First Aid, Insight, Persuade, Spot, Status
Noble Bargain, Command, Etiquette, Knowledge (History), Language, Persuade, Ride, Status
Sailor Climb, Dodge, Grapple, Navigate, Pilot (Boat), Repair, Swim, Throw
Scientist Craft, Knowledge, Language, Medicine, Research, Science, Technical Skill, Teach
Soldier Brawl, Climb, Dodge, Firearm, First Aid, Heavy Weapon, Melee Weapon, Strategy
Spy Disguise, Fast Talk, Firearm (Pistol), Hide, Insight, Listen, Sleight of Hand, Stealth
Thief Appraise, Climb, Dodge, Fast Talk, Fine Manipulation, Hide, Sleight of Hand, Stealth
Warrior Brawl, Dodge, Grapple, Melee Weapon, Ride, Shield, Spot, Throw

Combat Terms

Term Description
Combat Round A 12-second period in which all characters may act
Turn A 5-minute period consisting of 25 combat rounds
Narrative Time Freeform time passage outside structured rounds and turns
Statement of Intent Declaration of planned action at the start of each round
Movement Distance a character can travel during a combat round based on MOV
Actions Activities a character can perform during a combat round
Resolution The process of determining the outcome of actions and attacks
Attack An offensive action attempting to deal damage to a target
Parry Blocking an incoming attack using a weapon or shield
Dodge Evading an attack entirely through physical movement
Special Success (combat) Maximum weapon damage plus rolled damage plus damage bonus
Critical Hit Bypasses armor and deals maximum possible damage
Damage Bonus (db) Additional damage from physical strength added to melee and thrown attacks
Armor Points (AP) Protection value subtracted from incoming damage
Hit Points (HP) Measure of how much damage a character can endure
Knockback Forced movement caused by a powerful blow exceeding target's SIZ
Missile Fire Ranged attacks using projectile or thrown weapons

Spot Rules

Rule Description
Ambush An undetected attacker gains Easy attacks on the first round
Backstab A surprise melee attack from behind that may deal increased damage
Cover Physical protection reducing chance of being hit by ranged attacks
Darkness Reduced visibility increasing difficulty of actions and attacks
Disease Illness with severity levels: None, Mild, Acute, Severe, Terminal
Drawing a Weapon Readying a weapon takes time unless already in hand
Falling Damage taken from drops, calculated by distance fallen
Firing into Combat Ranged attacks into melee risk hitting unintended targets
Knockout Attack A non-lethal blow attempting to render the target unconscious
Poison Toxic substance with a POT (potency) value resisted on the Resistance Table

Game Terms

Term Description
Gamemaster (GM) The player who runs the game, controls NPCs, and adjudicates rules
Player Character (PC) A character controlled by a player in the game
Non-Player Character (NPC) A character controlled by the Gamemaster
Session A single sitting of gameplay, typically lasting several hours
Scenario A self-contained adventure or storyline for the characters
Campaign A series of connected scenarios forming an ongoing story
Resistance Table A matrix comparing active vs passive characteristics to determine success chance
Opposed Skill Roll A contest where two characters roll against their skills simultaneously
Experience Check A mark earned for successful skill use; rolling above the skill value raises it
Power (setting) A supernatural ability such as magic, psychic powers, or mutations
Allegiance A moral or factual alignment to a cause, deity, or philosophy
Sanity Mental stability, potentially eroded by horrific or supernatural experiences