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 |