Core Mechanics
General Mechanic for Skill Checks:
Most rolls you make during a game session will be for Skill Tests, generated using dice. To make a Skill Test, you will roll percentile dice using two 10-sided dice, referred to as ‘D100’. Before you roll, be sure to indicate to players and the GM which die represents the tens die and which represents the units die. If you rolled a face ‘6’ on the tens die and a face ‘1’ on the units die, you generated a result of 61%. When you generate a result of ‘00’, it is equal to 100%. Rolling equal to or under the Total Chance for success means you succeed at your Skill Test. Rolling over the Total Chance for success indicates failure.
Skill Test Summary:
First, you must determine the Skill that’s being tested. Generally, your GM will call upon you to Test a specific Skill as you role-play within the campaign world. However, you may also request to use a specific Skill to change events into your or another’s favor. Each Skill is related to a Primary Attribute.
Once you’ve identified the Skill to be tested, now determine the Base Chance to use it. First, add the Primary Attribute value to bonuses conferred by Skill Ranks. Then, apply any penalties your Peril Condition Track may confer. This may cause you to ignore some or all of your Skill Ranks. The sum of these is your base chance.
PERIL CONDITION PENALTIES
Your Peril Condition Track may impose penalties to your Total Chance for success. If you are Unhindered or Imperiled, you suffer no additional penalties. However, if your status on the Peril Condition Track is “Ignore 2 Skill Rank”, “Ignore 3 Skill Ranks” or even “Ignore 4 Skill Ranks”, you must subtract the bonuses your Skill Ranks normally confer to you.
Assisted Tests:
An assisting ally must at least possess one Skill Rank in the relevant Skill to assist another. Whenever an ally intends to assist your Skill Test, they must hand one of their D100 (their tens die) to you. This die is called an Assist Die and can replace the tens die result of the next Skill Test you make.
Degrees Of Success:
You determine Degrees Of Success by adding together the tens die (a result between 1 to 10) and the relevant Primary Attribute Bonus the Skill is derived from. Some actions may require a number of degrees of success before they can be considered to be complete.
Fury Dice:
Anytime you roll for Damage, if it generates a face ‘6’ on the Fury Die, add an additional 1D6 Fury Die to Total Damage value. If that Fury Die then generates another face ‘6’, it continues to ‘explode’, generating yet further additional 1D6 Fury Dice. Fury Dice can explode as many times as you can generate face ‘6s’.
Lady Luck and Mistress Misfortune:
Each session, a number of Luck tokens are generated according to the number of players +1. These tokens do not carry over to the next session, and will be regenerated at that time. You can use the Luck tokens in the following ways:
Combat:
Combat is done through the use of action points. Each player has a base level of 3 action points. More points can be gained through augmentation with cyberware, magic, or high levels of Agility.
The following steps are how combat unfolds:
Most rolls you make during a game session will be for Skill Tests, generated using dice. To make a Skill Test, you will roll percentile dice using two 10-sided dice, referred to as ‘D100’. Before you roll, be sure to indicate to players and the GM which die represents the tens die and which represents the units die. If you rolled a face ‘6’ on the tens die and a face ‘1’ on the units die, you generated a result of 61%. When you generate a result of ‘00’, it is equal to 100%. Rolling equal to or under the Total Chance for success means you succeed at your Skill Test. Rolling over the Total Chance for success indicates failure.
Skill Test Summary:
First, you must determine the Skill that’s being tested. Generally, your GM will call upon you to Test a specific Skill as you role-play within the campaign world. However, you may also request to use a specific Skill to change events into your or another’s favor. Each Skill is related to a Primary Attribute.
Once you’ve identified the Skill to be tested, now determine the Base Chance to use it. First, add the Primary Attribute value to bonuses conferred by Skill Ranks. Then, apply any penalties your Peril Condition Track may confer. This may cause you to ignore some or all of your Skill Ranks. The sum of these is your base chance.
PERIL CONDITION PENALTIES
Your Peril Condition Track may impose penalties to your Total Chance for success. If you are Unhindered or Imperiled, you suffer no additional penalties. However, if your status on the Peril Condition Track is “Ignore 2 Skill Rank”, “Ignore 3 Skill Ranks” or even “Ignore 4 Skill Ranks”, you must subtract the bonuses your Skill Ranks normally confer to you.
Assisted Tests:
An assisting ally must at least possess one Skill Rank in the relevant Skill to assist another. Whenever an ally intends to assist your Skill Test, they must hand one of their D100 (their tens die) to you. This die is called an Assist Die and can replace the tens die result of the next Skill Test you make.
Degrees Of Success:
You determine Degrees Of Success by adding together the tens die (a result between 1 to 10) and the relevant Primary Attribute Bonus the Skill is derived from. Some actions may require a number of degrees of success before they can be considered to be complete.
Fury Dice:
Anytime you roll for Damage, if it generates a face ‘6’ on the Fury Die, add an additional 1D6 Fury Die to Total Damage value. If that Fury Die then generates another face ‘6’, it continues to ‘explode’, generating yet further additional 1D6 Fury Dice. Fury Dice can explode as many times as you can generate face ‘6s’.
Lady Luck and Mistress Misfortune:
Each session, a number of Luck tokens are generated according to the number of players +1. These tokens do not carry over to the next session, and will be regenerated at that time. You can use the Luck tokens in the following ways:
- After a failed skill test, reroll the dice and accept the new outcome
- Gain 1 action point during combat
- Treat any Fury die value as a face value of '6'.
Combat:
Combat is done through the use of action points. Each player has a base level of 3 action points. More points can be gained through augmentation with cyberware, magic, or high levels of Agility.
The following steps are how combat unfolds:
- Determine initiative - Roll 1d10+AB
- Choose which weapon to attack with and make an attack roll
- If you meet your success threshold, the enemy will have a chance to defend
- They may always attempt to dodge by making an Agility check using an action point. Their bonus or malus is opposite of what you have.
For example, if the DM determines that the attack you are making is "easy" (+10%), the enemy will have a "challenging" (-10%) dodge - If attacked with a melee weapon, they may attempt to parry with a weapon of their own by making an opposed weapon "attack". If successful, they receive no damage.
- If the target fails or chooses not to defend, roll for damage. Damage is equal to your CB + 1d6 (Fury dice). Some weapons will have special rules involving a different way to calculate damage.
- If this damage exceeds their damage threshold, they will be wounded.
- If Total Damage exceeds base Damage Threshold, the defender moves one step down the Damage Condition Track negatively.
- If Total Damage exceeds 6+Damage Threshold, the defender moves two steps down the Damage Condition Track negatively.
- If Total Damage exceeds 12+Damage Threshold, the defender moves three steps down the Damage Condition Track negatively.
- If Total Damage exceeds 18+Damage Threshold, they are instantly slain
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