Attributes

Attribute Breakdown

In The Basics System You Have 6 Attributes Which Make Up Your character. Your race determines what your total attributes can be along with their starting range and scores. Most races have between 10 and 16 attribute points to distribute.

Body: B is for Body. It means I can rough house all day.

Body is your physical fortitude and toughness. It helps determines your HP, PP, fortitude, recovery rate and recovery pool.

HP: Your hit points are equal to 6 +body.

Fortitude: Your fortitude is equal to body/2 rounded down(minimum 1). This is added to your armor to determine your total soak.

Recovery Rate: Your recovery rate is how many PP you recover with a breather and how many HP you recover with a sleep. Your recovery rate is equal to (body/3)+1 (rounded down).

Recovery Pool: During a breather or a sleep you may spend points from your recovery pool to recover HP or PP. Each hit allows you to recover either 1 HP or 1 PP. Your recovery pool is equal to your body.

Power Points Body factors into your power point Power along with intelligence. Power Points is 5 + Body + 4(Intelligence).

Agility: A is for agility. It means I put things where I want them, sneak real well and can react really fast.

Agility is your fine motor skills. It determines your accuracy, your ability to sneak and pick pockets, your sequence and your dodge.

Accuracy: Agility is vital for determining your accuracy. Your base accuracy is equal to your agility. Your total dice pool for attacks is based on weapon accuracy + agility.

Starting AP: Agility is a major determining factor in determining your starting AP, which is 20+agility+savvy.

Sneak: Sneak is opposed by a detection check. You must BEAT an opponents detection roll to remain undetected. If you meet an opponents detection score, you remain unnoticed but the target knows something is there and can begin actively searching for you or taking any other action he deems appropriate. You can still benefit from sneak attack damage while he is actively searching.

Outside of combat check for stealth roughly every minute. Add the total of the worst parameters the character had during that minute. For instance, if the character spoke (-4) and had no cover (-2) he takes a -6 total when he makes his next stealth roll. The GM should give any appropriate penalty to those he is trying to avoid detection from, such as if they are at a low risk post and not paying attention (-1), to drinking and playing a game of poker (-4).

Inside combat or once an opponent has become aware, stealth should be rolled each round, unless the character decides to stay stationary and try and wait out the searching. Stealth should be rolled at the end of the characters turn, after he has taken all his actions so all bonuses and penalties can be accounted for.

Stealth Situation modifier Notes
Cloaking-Invisibility +4 Also grants a +1 on your threshold to hit you in combat
Moving -2
Sniping: Making an attack with a silenced or most melee and unarmed weapons -3 cumulative per attack
Sniping: Making an attack with a compressed weapon -6 cumulative per attack
Sniping: Making an attack with a non compressed weapon -9 Cumulative
You have no cover -2 does not apply if sneaker has hide in plain sight
light cover between you and all targets +1 such as bushes or fences
Heavy Cover between you and all targets +2 A wall covering half your body
Total Cover between you and all targets +4 A wall covering your whole body.
Speaking -4 Cumulative
Carrying a light source -6
Using a laser -2 such as a laser sight or laser pen
Armor penalty -ACP

Regaining Stealth. If you are spotted during combat you cannot gain stealth again unless you break line of sight. You must then spend a full round action becoming hidden again. Outside of combat breaking line of sight is generally considered enough to try again. Either way your opponents will probably still be actively looking for you.

Sniping Trying to remain hidden while in combat. This is cumulative with all your other penalties to sneak for the round. If successful you manage to attack without getting noticed. Generally this should make targets aware, but there are times you may be able to pick off enemies with no one else noticing. Sniping takes a move action for each attack.

Legerdemain: Legerdemain is used for sleight of hand, escape artist, picking pockets, and concealing small items on one’s person.

Pick Pocket To successfully pickpocket you must beat the marks detection. If you meet the marks detection score, you successfully steal the object but are also detected. If you don’t even meet the detection score, you do not get the item and are detected. All penalties are cumulative (Target can be aware and suspicious of you for instance (total -3).

Situation Modifier Notes
Each CU of the item -1
Item is worn -4 Requires the proper rank of Pick Pocket perk
More than one item -1 per item some items may be grouped together without penalty. For instance when pickpocketing bullets you may get 2d6 per attempt rather than a single 1
Mark is unaware +1 This could be because he’s moving through a crowd when you strike, or because you snuck up on him while he’s alone
Mark is aware of your presence -1
Mark is suspicious/paranoid -2
Mark is moving vigorously -2 such as in combat or moving quickly through crowded streets
Applying poison, planting an explosive, etc. -3

Hiding items on your person requires a Legerdemain check opposed by the searching persons detection. Each CU of the item grants a -1 penalty to your legerdemaine for this check, and the size and shape of some items may make hiding impossible at the GMS discretion. The GM may apply any penalty to the searching party as he deems appropriate. For instance, if you go through security at work 5 times a week the guard may know you, giving him a -3 to detection. A guy at a club may be mostly just waving people through. Drawing and stowing hidden items takes a full round action. On a draw the searcher rolls again vs the same threshold as he searches again. On a draw or better the searcher finds what he was looking for.

Escape Artist. If you meet the threshold you are able to escape your bonds in the listed amount of time, but anyone nearby will know that you have broken out. If you exceed the threshold you can break out and no one will be the wiser….yet!

Escape Threshold Notes
Grapple Opposed Grapple Standard Action
Pin Opposed Grapple Full round action
Tied with Rope Opposed Legerdemain or Grapple 2 full round actions
Tied with chain and lock Opposed Legerdemain or Grapple 4 full round actions
Manacles 3 4 full round actions
Masterwork Manacles 4 6 Full Round Actions
Transport Cuffs – Arms and legs 5 8 Full Round Actions
Masterwork Transport Cuffs- Arms and legs 6 10 full round actiona (1 minute)

Sleight of Hand Legerdemaine is used for any other sleight of hand you may want. This could include juggling, parlor tricks, card tricks, etc. The thresholds and penalties are set by the GM.

Squeezing Legerdemaine is used to slip through tight areas. Generally you can slip through a space 1 size category smaller than yourself at the speed of one hex as a full round action. At a threshold of 2 you can move at +3 hexes per space, and for every net hit you reduce the increase to your movement by 1 for the round. At a threshold of 6 you can squeeze through a space 2 sizes smaller than you at 1 hex per full round action. It is possible to get stuck in the middle of such movement if you cannot make the threshold again.

Acrobatics: Acrobatics is your balance and ability to move nimbly.

Balance: Acrobatics is checked when someone needs to maintain their balance. This could be from an unstable platform, an earthquake, some traps or running through an oil slick. If you hit the threshold you remain standing, if you fail you fall prone.

Cross a Narrow Surface: Acrobatics is checked when crossing a tight rope, or even a log over a stream. If you hit the threshold you can move at +2 MP over the narrow surface, and if you succeed by at least 1 net hit you can move over it at only +1 MP. If you fail you fall. You need to make a check each round in combat, or roughly every 10 yards out of combat. High wind or obtrusive can raise the DC, sometimes when your over a perilous situation. If you use a balance beam while walking you gain a +2 to your acrobatics check.

Balance Threshold examples
Trivial 1 A giant log
Easy 2 A Brick Wall
Average 3 A Balance Beam
Very Hard 6 A tight rope
Impossible 7 String

Falling: Acrobatics dictates your ability to fall gracefully. When falling you may make an acrobatics check (immediate action?) to reduce the DV of the fall. For each hit on acrobatics you reduce the DV of the fall by 1. So if toy fall 10 hexes and roll 3 hits on acrobatics you’d only roll 7 dice of falling damage. Falling damage rolls against fortitude only, armor has no effect. Additionally, if you gain a number of hits equal to or greater than the total damage you incur you may choose to remain standing rather than falling prone at the end of a fall.

Avoid an attack of opportunity for movement You may attempt to avoid attacks of opportunities while moving through threatened squares. Make an acrobaticcs check and for each hit you may move through 1 hex without provoking an AOO. This movement costs +1 MP.

Strength I can run all day and swing big things with might!

Strength is ones physical strength and capacity. Strength determines melee DV, carry units, encumbrance, recoil reduction and athletics.

Melee DV: Each point of strength increases your melee damage value by its total score. Melee DV also applies to unarmed attacks, shield and ranged weapon bashing, and a few ranged weapons.

Recoil Reduction: You gain a recoil reduction of +1 for every 3 points of strength.

Carry Units: Your total carry units equal 9+strength. If you exceed this your excess weight feeds into Encumbrance (See below). This is a representation of how much weight and bulk you can carry. Some light items may have higher carry because of its size or shape. Some small items may have huge carry because they weigh so much.

Encumbrance: Your encumbrance equals your strength. This is how much weight in armor, shield and some enhancements you can have equipped. Additionally, if you have excess weight of carry units they carry through here and stack with whats equipped. For every point of encumbrance over your total you take a -1 to athletics, sprint speed, sneak, Legerdemain, acrobatics, move points, and action point refresh.

AP Recovery Rate Strength is a major factor in your ability to keep performing during combat. It determines your AP recovery rate which is 11+ ({Strength+Intelligence}/4).

Athletics: Athletics constitutes sprinting, swimming, jumping and climbing as outlined below. It can also account any other rolls as the gm feels are appropriate, such…..

Sprint: Sprinting is a move action and costs 1 PP. Sprinting allows you to move faster while in combat. You may only sprint once per round. On any round you sprint your accuracy dice pool decreases by 2, but your melee DV increases by 2. When you sprint you add your sprint speed to your base pace when determining how many movement points you receive for that move action.

Athletics Sprint Speed
0 or less +1
1 +2
2-3 +3
4-6 +4
7-10 +5
11-15 +6
16-21 +7
22-28 +8
29-36 +9
37-45 +10
46+ +11

Distance Running: You can walk at your base pace in kilometers per hour. For each hit on athletics you can add 1 kilometer per hour. Distance running is tyring and each hour after the first you must make a grit check at the nuber of hours ran -1. On a failure, you suffer a level of fatigue. This is assuming you are carrying your standard gear. If you go with no gear you can double your distance speed.

Swimming: It costs 3 MP to move on a successful swim check. You can sprint while swimming. You can hold your breathe for a number of rounds equal to your athletics. While swimming your threshold is reduced by 2, your ROF is reduced by 1 (minimum 1) and you take a -4 accuracy penalty. These penalties do not apply if you have a swim speed. If you succeed with a hit on a swim check you can either move for 2 MP or cut the combat penalties in half, or both if you succeed with 2 net hits.

While out of combat in calm water you need not roll athletics while swimming. Swimming is generally checked against when long distance swimming (see exertion), in a storm or undertow, or each round in combat. On a failure you make no progress and begin to flail. If you fail on your next check you go underwater and must hold your breathe or risk drowning.

Condition Threshold
Calm Water (Pool) 1
Choppy Water (Some oceans) 2
Extreme Water(whirlpool) 3
Undertow +1
Storm +1

Climb: While climbing out of combat you make a climb check roughly every 10 hexes. On a success you travel 10 hexes, on a raise you can move 20 before needing to check again. On a failure you make no progress, while a consecutive failureally means you fall.

While climbing in combat the stakes are grearly raised. You generally make a climb check every round. If you don’t meet the threshold you fall. If you meet the threshold you can move one hex per 3 MP. If you exceed the threshold you can move at a rate of 2 MP per hex or cut your combat penalties (see below) in half. If you succeed by 2 net hits you can do both. You cannot sprint while climbing.

While climbing your threshold is reduced by 2, your ROF is reduced by 1 (minimum 1) and you take a -4 accuracy penalty. You can make a disarm check vs someone while climbing. Each net hit must be matched with an athletics check. If the target fails to meet the threshold they fall.

If a target has a climb speed they can climb at their base pace and suffer no combat penalties. They may also sprint while climbing.

Difficulty Threshold Example
Very Easy 1 More of a hill than a climb
Easy 2 A craggy cliff face with plenty of hand holds
Normal 3 A sheer cliff face with sparse and intermittent grips.
Hard 4 an inverted cliff face with sparse and intermittent grips.
Very Hard 5 An inverted cliff face with sparse and intermittent grips in a storm.
Impossible 6 An inverted wall with no grips whatsoever without gear.

Jump: Strength determines how far you can jump. Jumping costs 1 PP and is part of your movement (you must have MP). If you end your turn mid jump (such as over a pit) you must wait until next round when you have more MP to finish moving, and you must turn in enough move actions to travel as far as possible.

There are standing jumps and running jumps.

Standing jump: Every 2 hits you get gives you 1 hex of movement. If you are jumping high rather than far it takes 4 hits for 1 hex.

Running Jump: when doing a running jump you need to sprint at least 3 hexes before making the jump. When you making a running jump add 1?? to the number of hits you land. For a long jump each hit lets you travel 1 hex. If jumping high every 3 hits moves you 1 hex.

Fly: Flying is part of athletics. Fly is for magical or natural flight, a flying vehicle or mount uses the drive skill under savvy. While flying each hex you move up or down costs 1 MP. Movement is otherwise on a 1 to 1 basis. You may sprint while flying unless your form of movement says otherwise.

If your flying without the benefit of magic certain maneuvers have a threshold.

Fly Maneuver Threshold Notes
Hoover 3 Hoover in mid air without moving.
Heavy Winds 3 Move at half speed or double speed.

Intelligence:

Intelligence is a major determining factor in many skills, power points, medic and in magic.

Power Points (PP): Your power points are determined by your body and int at 5+Body+4xint.

AP Recovery Rate Intelligence is a major factor in your ability to stay ahead of your opponents as combat progresses. It determines your AP recovery rate which is 11+ ({Strength+Intelligence}/4).

Skill Specialization You gain a number of skill specializations equal to your intelligence +1. Half these (rounded up) must be applied to knowledge skills. The other half may be applied to other skills as desired. If you are not playing with skill specializations all skill specializations may go into knowledge skills. You may carry through one +1 of skill specialization.

Knowledge: Knowledge is a baseline dump for all kinds of skills. You have knowledge and specialized knowledges. For more information see skills.

Security: Security skill is the catch all skill to deal with locks, traps, hacking security systems, mines or any other security issue a particular setting may have. Locating traps is a detection check vs the security of the one laying a trap or the threshold of the trap. Disarming traps and picking locks is against a threshold set by the person who set the lock or trap. Security checks generally takes 1 minute. Both of these can vary based on complexities that may be involved. Some bombs for instance may be 20 minutes per check.

Security Level Threshold Lockpicking Hacking Hot Wire
Trivial 1 A basic interior door handle lock A swipe screen A cord is unplugged
Easy 2 A Pad Lock Basic Password Protection A Generator
Average 3 A Basic Exterior Door Lock Advanced Passwords An Old Vehicle
Challenging 4 An advanced exterior door lock Fingerprint scanner Modern uncomputerized vehicle
Hard 5 Security Vehicle, Safe Voice Recognition Vehicle with computer lock and exterior necessary device
Very Hard 6 Safe Room Biometric Scanner Military vehicle
Impossible 7+ Lock is on the other side of the door, Bank Vault Biometric, password locked, voice recognition Military Base Power Supply
Tier Basic Extended Test Advanced Extended Test Value Opportunities
1 3 3 3
2 5 6 4
3 7 9 5
4 9 12 6
5 11 15 7
6 13 18 8
7 15 21 9

Lockpicking When you meet the threshold of a trap or lock you disable the trap or lock. If you exceed the threshold, you may manipulate the or lock, and if possible even recover them to use later(such as a padlock). On a failure you jam the lock and the lock can no longer be picked.

Some locks (such as a high tech safe) require an extended test. In such a case the threshold is usually double or triple the traps threshold, while the target number you are going for is the traps threshold. You usually have a number of chances to unlock the lock at 9-tier. If you roll a failure you reduce your chances by 1. If you roll a critical failure you automatically lock yourself out. If you hit the threshold before you run out of chances you successfully unlock the lock.

Traps & Mines Detecting Traps uses detection as normal. When disarming a trap if you meet the threshold you may bypass the trap. On a raise or better you kept the trap in tack and may take it with you (if possible) or reset it (if possible). On a failure you set off the trap or mine and the trap goes off on yourself and others who may be in the traps range. On a critical failure you do not get a save to avoid. While setting a trap the number of net hits you receive set both the traps detection and disarm threshold.

Some traps, mines and explosives require an extended test. In such a case the threshold is usually double or triple the traps threshold, while the target number you are going for is the traps threshold. You usually have an amount of time equal to the traps tier to disarm it. This could be a different unit of time for different traps, rounds, minutes or even hours. Count each net hit towards the extended test. On a failure you loose 1 time unit before the trap goes off. On a critical failure the trap goes off early, like right now!

Security is also used to set traps, mines and locks. The threshold you roll while setting a trap sets the threshold for both detection and disabling.

Hacking Hacking shoots for the same thresholds as lockpicking. If you exceed the threshold you may go into the terminal and interact with that terminal. On a raise you may interact with the entire security system. On a failure the security system sets off an alert and locks you out of the terminal.

Hacking may often require an extended test. In such a case the threshold is usually double or triple the terminals threshold, while the target number you are going for is the traps threshold. You usually have a number of chances to unlock the lock at 9-tier. On a draw nothing happens. If you roll a failure you reduce your chances by 1. If you roll a critical failure you automatically lock yourself out. If you hit the threshold before you run out of chances you successfully unlock the lock.

Hot Wire Sometimes you need to get a device or vehicle going without having any proper authorization or tools. This is where hot wiring comes in. It often require you finding proper wires and activating them together. On more computerized models it probably requires a little more leg work. On a failure you short the battery and you cannot attempt again. On a critical failure the car makes a big sound as it blows out, perhaps drawing attention to you.

Medic: Medic is used for healing when using healing potions, powers healing kits. When using such items and abilities you usually make a medic check and net hits count towards healing afflictions. Each use of medic is outlined below. You must have an appropriate power or item to deliver the appropriate use of medic. You will need to be adjacent to a target to use an item, while a power will have its range listed. At each tier of the medic perk (or its equivalent as long as it affects mundane healing) you gain an a modifier as if you were using a power. These only apply to items or non-power healing. Healing using powers uses the powers trapping as listed under powers. Unless otherwise stated whenever administering a medic check the target takes a level of fatigue.

Heal Make a medic check. You recover net hits in hit points for the target.

Cure

Surgery Without proper training you are considered inept with revive.

Revive Without proper training you are considered inept with revive. You must administer revive within a number of minutes equal to the targets body. For each minute you take a -1 to your medic. Additionally you take a -1 for each level of fatigue the target is suffering. Make a medic check vs the threshold of the difference between your current hit points and your -body score. So if you die at -6 and are currently at -9the threshold is 3. If you hit the threshold the target is 1 hit away from death (-5) and takes a level of ling fatigue. If you fail you can try again but each failure gives the target a level of fatigue.

Succor Make a medic check. For the next 12 hours you ignore your hits in fatigue. At the end of the 12 hours you take a level of fatigue and 1 hit point of damage.

Stop Bleeding

Charisma

Charisma dictates persuasion, bluff, intimidate, discernment, gather information, and prices when buying and selling, disguise.

Note: often, specialized skills can be used in place of attributes for opposed charisma rolls. For instance, if someone is lying about being a noble, knowledge (nobility) can be used in place of charisma or sharps. But general knowledge would not be applicable, the target would have to have specialization, or rolls vs the target attributes. It is up to the GM if a specialized skill applies in this situation.

Barter: Your barter equals 1/3(charisma) (rounded down). For each point of barter when you purchase an item, you get a 1 loot refund for each hit(point of wealth you loose) up to your barter. When you sell an item, you may roll an additional dice do to see how much you earn for each point if barter, up to the items value.

Persuasion The fine art of bringing people over to your way of thinking. Persuasion is used to negotiate conflict, gather information, allure and for some performances.

Persuasion can be used to persuade others to agree with your arguments, to resolve differences, allure, performance negotiate conflicts. Generally this is an opposed check vs the target’s discernment or intelligence. Depending on what is being asked the gm can add any difficulty modifier he feels is appropriate.

Agree sometimes you just want to get someone to agree with you, or to let you do something. This could be something trivial such as asking a little girl if you can climb the tree to get her cat for her, or as major as the king letting your small group cross through the secret tunnels into enemy territory to sabotage an enemy siege engines, which may premptively cause a war. In both of those cases you make a simple persuasion vs the threshold set by the GM for the task.

Avoid Conflict Sometimes you want to try and avoid the conflict. While often it will be impossible to avoid a fight you may be able to talk yourself out of a conflict with some quick wit. For instance, the police want to stop you but are unsure of what they saw. In such a situation you can try and fast talk your way through. Make a persuasion check opposed by the parties discernment (or a set threshold as determined by the PC). On a draw each party attempts to negotiate again. On a success you talk your way past the encounter, at least for a moment. On a failure its going DOWN! The gm determines how many draws are allowed, but generally it is between 0 and 2. After that many draws one side breaks rank and engages.

Negotiations Sometimes you have to win an arguement or dispute to get your way. This is different than getting someone to agree with you, because there is active conflict. You could be in a room full of politicians trying to convince them to vote one way while a few others try to convince them differently, a courtroom, or even a spirited debate. There are 2 approaches the GM may take, and he may make in secret which it will be. He can either set a secret extended test threshold. Or he can give several rounds, and each group rolls at the end of each round.

After each round of arguementation each side involved makes a persuasion check with any bonus or penalty granted for their arguements. If no side beats another in hits, no score is exchanged. If one side has more net hits than another the GM notes down those hits for that party. In an extended test, the first party to reach the threshold is the winner (“Enough, I have made my decision). In a round based test the party with the most hits at the end is the winner (”The winner of our Oxford debate on the constitiuonality of the revoulationary war is…"

In a close conflict the GM may rule with nuaisance. For instance, you may win, but he may assign some resources to the other party till. Or you may loose, but the congress will still allow you to pursue your goal but with no state support.

Allure: Allure is ones physical magnitude. While often representative of beauty, it could be other characteristics of magnitism such as physical presence, aura or just the way one represents them self. The GM can request it when appropriate, such as when meeting the prince for the first time and making an impression or getting up in front of an inattentive audience and catching their attention.

Performance: Ones ability to perform whether acting, singing, poetry, etc. Generally used for intangible benefits, such as free room and board for the night for playing in a bar room or a meeting with the president for your new blockbuster. Performance can use diplomacy or bluff.

Bluff Sometimes called lying(but that’s such an ugly word) bluffing is the act of purposely being deceptive, hiding the truth or manipulating someone with misinformation. It is an opposed roll vs discernment or sharps. The gm can add any difficult modifiers he feels are appropriate for the lie. Bluff is also used for disguise, feint and some performances.

Lying You use bluff to lie. To successfully lie to someone you must lie, and then make a bluff opposed by the targets discernment. If you succeed, the target believes your lie, until he has a reason nt to anymore. On a draw you may attemp the bluff again in a different way. On a failure the target knows you are lying and can no longer be convinved of this particular lie. Modifiers for lying are listed below.

Lie Modifier
Lie is Unlikely -2
Lie is Impossible -5
Target has inside knowledge of the situation -3
Target has first hand knowledge of the situation -6
You have been caught lying before (cumulative) -5

Disguise Disguise allows you to appear and pass as someone else. Part of disguise is voice inflection and features. Generally you would need a disguise kit to make a disguise, but having access to appropriate resources or a prop room may do too, perhaps at a penalty at the GMs discretion. Disguise is opposed by detection at a glance (1 time only) or discernment if interacted with and suspicion is raised (potenitally multiple times)

Disguise Disguise Check Modifier Notes
Minor details only +2 Enough to not get recognized but not appear as anything else
Disguised as different gender –2
Disguised as different race –2
Disguised as different age category –2
Disguised as different size category -5

If disguised as a specific person targets you interact with who know them get bonuses to their discernment as follows:

Familiarity Dtection Bonus
Recognizes on sight +2
Friends or associates +3
Close friends +4
Intimate +6

Feint As a full round action you can use bluff to perform a feint. Roll a bluff vs discernment. If the target fails he is unaware vs you until your next attack during your turn. You may make a single attack in the round you feint as part of the full round action. Feint is a mind-affecting affect.

Performance Ones ability to perform whether acting, singing, poetry, etc. Generally used for intangible benefits, such as free room and board for the night for playing in a bar room or a meeting with the president for your new blockbuster. Performance can use diplomacy or bluff.

Intimidate. The fine art of scaring the bejebuses out of someone! You can intimidate someone to give you information, take actions that do not endanger it or offer other limited assistance. Intimidate is an opposed check vs discernment or strength. If you meet the opposed threshold you convince the person, but after the assistance is given the target is resentful and may plot revenge or report them to the authorities.

Scare As a standard action you can shake an opponent within 3 hexes. You make an intimidate check opposed by willpower or discernment. If the target fails he is shaken for net misses rounds. This is an emotion effect.

Taunt As a standard action you can force an opponent to attack you. This is opposed by willpower or discernment. If you succeed with a net hit the target must attack you. On a draw he need not attack you, but becomes dazed for the rest of the round if he attacks another opponent. If you fail the target can act normally. This is an emotion affect.

Restrict Action Sometimes you need to keep someone quite, or stop someone from taking an action. Maybe they witnessed you committ a crime or they know your deepest darkest secret. In all these instances you use intimidate to keep someone quite, opposed by the targets discernment. On a draw the target doesn’t take the action for 1d6 hours. If you succeed with net hits, for each net hit the target does not take the action for at least 2 days. After this time the target may decide to come forward, or may still decide its against his own self interest, generally the longer the amount of time the less likely he is t take the action. Either way the target will hold resentmet towards you. How this plays out in the future i up to the character and the GM.

Interrogation/Give Information Sometimes you need to extract information from a target that they don’t want to give up. Usually this is a simple intimidate check vs discernment. On a success he gives you the requested info, while for net hits he comes even more clean without request.

More advanced foes are a little more complicated. Maybe the target is a military trained agent or just has the resolve to stay quite. In such cases you must make an extended intimidate opposed by discernment. The threshold is normally double the targets tier. You count net hits towards achieving the goal, while the targets net hits reduce your total. You must beat the threshold within a number of attempts equal to the targets threshold. If you fail to do so the targets resolve is set and he cannot be broken.

Discernment Sometimes you want to try and get a deeper feel for the motivations of an individual you are dealing with. In this case you make a discernment check opposed by the target’s charisma(or appropriate skill – diplomacy, intimidate or bluff). When you are successful you get a broad sense of what is going on, with more hits providing more information at the GMS discretion. You can use discernment to tell if someone is lying, to resist intimidate, and just get a read on situations or individuals you are dealing with.

Detect Lie You may attempt to detect a bluff with discernment. This is an opposed roll. On a draw you get a sense of lie, but can’t put your finger on which part or how. On a success you know its a lie, and can detect which part specifically may be a lie.

Resist Intimidate & Feint You may attempt to resist feint and scare with discernment, rather than willpower.

Read Situation/individual You may read the underlying situation or motives of individuals involved. For instance, if you are in an arms deal you may detect one side is undercover cops, or one side intends to attack the other side. On an individual you can get a sense that she may be trying to get you to do something maybe not totally legal for her, or if she really is a damsel in distress. The threshold is set by the GM.

Appraise For each hit on appraise you succesfully identify an item of that tier or lower. At the GMs bequest you may need specialized knowledes ro make appraise vs something. For instance, he may allow most gear to fall under discernment, but magic takes knowledge arcana, or computer tech takes knowledge {computers}

Contacts: Contacts represent a collection of contacts, or your ability to meet the right people to get the job done that you need. This is using contacts as an abstract concept. If you wish ro use contacts as NPC’s see Contacts. Contacts as an abstract are used to control rumors, gather information, purchase and sell gear,

Control Rumors Sometimes, you need a specific spin on things! Thats what controlling rumors is for! Depending on the setting this can control anything from backroom parlor talk, barroom speeches, all the way up to the media. The big thing about controlling the rumor is you want to be the first in front of the story. If you are first you may spend 1d6 hours planting the proper rumors (or news stories, etc) to spin it to your advantage. Roll your diplomacy with proficiency and for each hit that is how belieavable your story is too the masses.

You may also attempt to counter a story, or someone may try their own spin. If two parties are spinning it at the same time then its easy enough. You each roll your diplomacy, and whoever has net hits ends up with the main stream narrative. The other parties stroy also gets out, but it is not highly believed, except maybe by conspiracy theorists.

If a party tries to spin a story after another party he is considered inept at his roll to spin his story. Otherwise it functions the same as 2 parties spreading rumors at the same time. After about 48 hours it becomes impossible to spin a story. It has spread 2 far and gone 2 long.

Gain Access Sometimes you want to gain access somewhere your not supposed to go. This can be you dropping a name, or having your celebrity friend personally calling the bouncer to let you in. The tier is set by the establishment you are trying to get in. A private club may be a contacts of 2 or 3 while a secret service protected private party may require a 5 or 6 contacts.

Gather Information: Gather information is used to gather Intel on the streets, and generally takes 3 hours of legwork. A success gives you a piece of relevant information. The more net hits the better the info. On a failure you will get some info but it may be bad or even misleading or dangerous.

Purchase/Sell Gear: Purchasing and selling high tier, restricted and illegal gear takes an extended contact test. Generally gear of tier 4 or above requires finding the gear, as does all restricted and illegal gear. The threshold is the tier of the gear. Restricted gear adds +1 to the threhold and illegal gear adds +2.

Some gear is exempt from this check, such as vehicles that technically fall in tier 4 or 5.

Savvy

Fate, luck, instinct, perception, intuition. All of these intangibles make up ones Savviness. In particular savvy affects ones ability to gamble, their detection, their smarts pool and Sequence.

Starting AP: Agility is a major determining factor in determining your sequence, which is 20+agility+savvy. In a tie, the higher savvy determines who gets to decide to go first.

Edge: ones luck, intuition, fortune, knowledge and karma is all rolled into ones edge.

Savvy is used to determine your edge. Your edge is your current edge/maximum edge. Your maximum edge = your savvy. Edge is used for a myriad of special abilities as defined below. Temporary bonuses to savvy don’t increases your uses of edge, but they do add their bonus to all edge rolls below.

Your edge pool renews somewhat at GM Fiat. Generally at the start of a new dungeon or scene your edge pool will be used. For instance, if going to a new city with many quests your edge pool may renew. After going through the city they find a dungeon. Perhaps edge renews here. If your campaign is more mission based, edge should be restored at the start of each mission.

Uses for edge is as follows. All abilities take one point of edge unless stated otherwise. You cannot use edge more than once for any action. You cannot use any edge if your current edge is 0.

Maximum edge is your maximum limit.

Uses of edge is how many charges you have of edge. By default this is equal to your maximum edge but can be affected by several factors.

Current edge is your uses of edge left AFTER spending the edge for whatever action you are purchasing. Your current edge never exceeds your maximum edge, even if you have more uses of edge than your maximum.

A dice pool augmented with edge can break the 20 dice pool limit.

Increase Dice Pool: Edge can be used to increase the dice pool for nearly everything – most skills, saves, accuracy, initiative, soak and attribute rolls, before or after it is rolled. If used before a roll is made it uses your maximum edge. If made after the roll is made it uses your current edge. Increase dice pool cannot be used on damage or recovery pool rolls.

Do Over Reroll all misses, but keep your hits

Avoid Fatigue While receiving healing you may expend an edge to avoid the level of fatigue that naturally occurs with healing.

Refresh Dice Pool: Sometimes you need quick access to depleted resources. You may restore a depleted dice pool up to to your maximum edge. You do not, hiwever, gain additional actions to use this dice pool.

Cut in Line: At the start of a new round you can declare you are cutting in line. If you choose to do roll your current edge. You gain 1 AP for each hit and can act whenever youd like in the round.

Decisive Action You may take your turn immediately (as long as you are not interrupting a round) and cannot be interrupted.

Close Call: Turn a critical failure into a regular failure.

Seize the Initiative: You can take any action (your full round or immediate actions) you’d normally be allowed to take for 10 AP or less without expending any AP.

Adjust Power on the Fly: You may spend a point of edge to adjust a powers trappings and modifications for a single casting of the power. For 2 edge you can choose a trapping not available to your class.

Final Stand: If an attack would make you go unconscious or kill you you may make a current edge + grit check vs a threshold oyothe damage done. If you make it you immediately get one final turn before passing out or dying. You cannot benefit from any healing during a final stand. You expend all remaining AP for a final stand.

Stave Death: If you would die you you can make a current edge + grit check vs the damage done. If you make it, you fall unconscious(if not already) at -1 hit points and are bleeding out instead. You gain a level of long fatigue (in addition to all other affects that may happen.)

Drive: Ones ability to navigate a vehicle or ride a creature. This is added to the vehicles or mounts agility to determine the total roll. For more information see Vehicles.

Detection: Perception or the ability to spot the hidden. Detection is used to locate sneaking creatures, traps and ambushes. Generally this is oposed by a target’s stealth or security threshold, but other circumstances could set the threshold as well.

Detection Situation modifier Notes
Darkness -2 A full moon on a starry night.
Heavy Darkness -4 Over cast night sky. A pitch black cave armed with only a torch.
Total Darkness -6 Complete absence of light, inside a cave with no light source present. While Blinded
Deaf -2
Light smoke, fog or rain -2
Heavy smoke, fog or rain -4
Sleeping -12

You usually get one detection roll automatically.

Detecting traps & hidden doors This is a simple success test with the threshold set by what is hidden.

Detecting Hidden Characyers This is used to detect hiding opponents (or allies if playing hide and seek.) On a draw you detect something nearby but have not spotted them, and you may instantly begin combat. On a success you find the hidden target and may decide how to proceed.

Survival: Survival is used for tracking, not getting lost, avoiding natural disasters, surviving in the wilderness.

Tracking DC Notes
Very soft ground 1
Soft ground 2
Firm ground 3
Hard ground 4
Dark +1 Darkvision negates
Multiple creatures -1
Rain or Snow +1

Cover you tracks you move at half speed but add your hit’s to tracking. For every two people (rounded up) in the party you reduce your net hits by 1 unless you move at quarter speed.

Not Getting Lost: Depending on circumstances you may need to roll for getting lost. If your following a well traveled road you shouldn’t need to roll for getting lost. If you have to travel through uncharted wilderness, or go through gang war torn turf scarred by battles you may need to roll to fund your way through without losing time.

Modifier Threshold Notes
City 1 Urban Sprawl
Known Wilderness 2 Forest that people use.
Unknown Wilderness 3 Territory rarely if ever used by humans, but the area or surrounding area has background.
Unknown Area 4 Never explored region. Area recently rearranged by magic or technology into an unfamiliar landscspe.
Underground 5
Can see the sun and stars -1
Moving on horseback or vehicle +1

Tracking Sometimes you need to track an individual or a group. When doing so you move at half speed while looking for the clues you need to follow. Any penalty you are taking to detection (such as darkness or blindness) you suffer a -1 to your tracking roll. The thresholds and modifiers are listed below. Tracking is a simple success test. You need to roll a new tracking check once every 3 hours. If you loose the trail you may spend 3 hours trying to pick up the trail. Each attempt after the first to pick up the trail increases the threshold by 1 (including any other modifiers such as snow).

Condition Threshold Notes
Favorable Terrain 1 A muddy forest
Unfavorable Terrain 2 Sand on a windy day
Impossible Terrain 3 Pavement
Target is small or smaller +1
Target is Large or larger -1
Target is flying, swimming or using magic +3
More than 1 Target -1
More than 10 targets -2
Every Day that has passed +1/Day
Rain, snow, strong winds +1/6 hours
Area Well Travelled +1
Area has extreme traffic +2

Avoiding Natural Disasters

Gething along in the wild: Sometimes you need to forage for food and water while making ones waY through the world. You move at half speed while foraging. You may also make a check to find shelter. While often not necessary, extreme heat, cold, rain etc can cause fatigue. Finding shelter grants a +2 to any check to avoid any kind of fatigue from environmental conditions, but it does not stack with a tent.

_Situation Threshold Notes
Forage food and water or find shelter- City, forest, savanna 1 For each hit over the threshold you forage for 1 additional person.
Forage Food and Water or find shelter – Mountains, Desert 2 For each hit over the threshold you forage for 1 additional person.
Forage Food and Water or find shelter- Wasteland, artic 3 For each hit over the threshold you forage for 1 additional person.
Predict the weather 4

Handle Animal Survival is used to handle animals. You can calm animals and even avoid encounters with them completely. To calm an animal who is not yet hostile the check is the animals threshold + 1. To calm a hostile animal use the animals threshold +3. It takes a full round action to attempt to calm an animal. On a success a non hostile creature calms and a hostile animal becomes non hostile. You must succeed again to calm the animal. If the creature is in a pack the threshold is increased by 1. A calmed animal can be successfully navigated without combat, unless taking perceived hostile actions such as approaching its young.

Attributes

BASICS 2.0 underableedingsun