The Game System

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Basics

Getting Started

Playing the Game

The Game Master describes the events that occur in the game world, and the players take turns describing what their characters do in response to those events. Unlike storytelling, however, the actions of the players and the characters controlled by the Game Master (frequently called non-player characters, or NPCs) are not certain. Most actions require dice rolls to determine success, with some tasks being more difficult than others. Each character is better at some things than he is at other things, granting him bonuses based on his skills and abilities.

Dice

Whenever a dice roll is required, the roll is noted as “d#,” with the “#” representing the number of sides on the die. If you need to roll multiple dice of the same type, there will be a number before the “d.” For example, if you are required to roll 4d6, you should roll four six-sided dice and add the results together. Sometimes there will be a + or – after the notation, meaning that you add that number to, or subtract it from, the total results of the dice (not to each individual die rolled). Most die rolls in the game use a d20 with a number of modifiers based on the character’s skills, his or her abilities, and the situation. Generally speaking, rolling high is better than rolling low. Percentile rolls are a special case, indicated as rolling d%. You can generate a random number in this range by rolling two differently colored ten-sided dice (2d10). Pick one color to represent the tens digit, then roll both dice. If the die chosen to be the tens digit rolls a “4” and the other d10 rolls a “2,” then you’ve generated a 42. A zero on the tens digit die indicates a result from 1 to 9, or 100 if both dice result in a zero. Some d10s are printed with “10,” “20,” “30,” and so on in order to make reading d% rolls easier. Unless otherwise noted, whenever you must round a number, always round down.
As your character goes on adventures, he earns wealth, magic items, and experience points. Wealth can be used to purchase better equipment, while magic items possess powerful abilities that enhance your character. Experience points are awarded for overcoming challenges and completing major storylines. When your character has earned enough experience points, he increases his character level by one, granting him new powers and abilities that allow him to take on even greater challenges.

The Most Important Rule

The rules in this book are here to help you breathe life into your characters and the world they explore. While they are designed to make your game easy and exciting, you might find that some of them do not suit the style of play that your gaming group enjoys. Remember that these rules are yours. You can change them to fit your needs. Most Game Masters have a number of “house rules” that they use in their games. The Game Master and players should always discuss any rules changes to make sure that everyone understands how the game will be played. Although the Game Master is the final arbiter of the rules, all of the players should contribute their thoughts when the rules are in doubt.
Rounding Fractions
In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger.
Exception: Certain rolls, such as damage and hit points, have a minimum of 1.

Character Creation

A) Get a Character Sheet

Make you character in the Google spreadsheet, feel free to edit your own page, but keep neat.

B) Determine Ability Points

Start by generating your character’s ability scores. These scores determine your character’s most basic attributes and are used to decide a wide variety of details and statistics.

C) Determine Skills

Determine how many Skills you have. The more broad the skill the smaller bonus it will have, the more specific the larger the bonus. May range from -4 to +4.
A skill must be something that a normal human being could learn how to do. And in some special cases you cannot learn how to do something if you do not have the ability to do it. For example, you cannot have a skill in “mind spoon-bending” if you don’t have telekinetic powers.

D) Determine Special Features

Depending on the DM’s discretion you may be given Special Features points, which you can use to give your character distinctive and significant abilities. These things can include but are not limited to:

More Ability Points
More Skill Points
Cybernetics
Mutations
Telekinetic Powers
Psychic Powers
Physical Alterations
Fame & Popularity
Wealth
Contacts
A useful heirloom

E) Get Equipped

Each character is given a certain amount of wealth at the being and with it they can acquire items such as gear, property, vehicles, mercenaries, food etc…
Gear
NOTE THE NEXT THREE ITEMS ARE OUTDATED, PLEASE USE THE GOOGLE SPREADSHEET!
Guns
Melee
Armour

F) Description & Personality

Choose or make up a name for your character, determine his or her age, alignment, and physical appearance (such as height, weight, eye and hair color etc). It is helpful to think of a few unique personality traits as well, to help you play the character during the game.

G) Determine Hit points, Vitality points, Saving Throw, Initiative, and Attack and any other game mechanic.

Long Section, go to: Mechanics

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The Game System

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