Chapter 1: Core mechanics
This chapter introduces the core mechanics and key
permutations.
Two types of dice are used: d10s to determine success
or failure, and d6s to determine variable damage and initiative.
The Success Check section outlines how to set Target
Numbers (TN), calculate skill bonuses, and roll dice to determine success or
failure for skill checks, attacks, and other endeavors. This is further
expanded by explaining how Advantage/Disadvantage, Margin of Success (MoS), and
Rolling Doubles interact in determining success or failure.
Mechanics for Variable Damage Rolls and the Armor
System explain how you deal damage—and how armor can stop or reduce it.
Finally, the Edge system is detailed, providing ways
for players to influence rolls, manipulate initiative, boost damage, survive
otherwise fatal blows, and even avoid outright death with the costly Edge
Burn mechanic.
Success checks
The game’s mechanic for resolving skill checks, attack
rolls, and more is the Success Check (SC):
1.
Determine Target Number (TN)
2.
Determine Advantage/Disadvantage
3.
Roll 2d10 (3d10 if
Advantage/Disadvantage)
4.
Add Skill Bonus (skill ranks + 2
governing attributes)
5.
Success if dice and skill bonus ≥ TN
6.
Margin of Success (MoS) is equal to the
result minus TN.
1. Determine the Target Number (TN)
The GM sets a Target Number based on the task's difficulty.
TN values typically range from 15 to 30, though higher TNs are possible for
exceptionally difficult tasks. TNs below 15 are rarely used; anything that easy
is probably not worth checking for—unless the character has a low chance of
success and the task is of dramatic importance.
2. Determine Advantage and Disadvantage
Determine whether you have Advantage or Disadvantage on the
check.
·
Advantage: Advantage can be granted by
favorable conditions, gear, or character talents. Another way to gain Advantage
is by spending a point of Edge (see below).
·
Disadvantage: Disadvantage can be imposed
due to unfavorable conditions, lack of proper gear, or using certain game
options.
Using Edge in conjunction with Advantage/Disadvantage:
·
Edge can be spent during this step to gain
Advantage if you do not already have it or to remove Disadvantage, but you cannot
do both for the same check. For example, if you have Disadvantage on a
check, you can spend a point of Edge to remove it, but you cannot also spend
another point of Edge to gain Advantage.
3. Roll Dice
Roll 2d10 and add the results together.
·
With Advantage: Roll 3d10, then remove
one die of your choice (usually the lowest result, but there are exceptions) before
adding the results together.
·
With Disadvantage: Roll 3d10, then remove
one die chosen by the GM (usually the highest result, but there are exceptions)
before adding the results together.
4. Add the Skill Bonus (SB)
Identify the relevant skill for the task, then add your Skill
Bonus (SB) to the dice roll.
Calculating the skill bonus:
·
Skill Ranks: Add the character’s ranks in
the skill being used.
·
Key Attributes: Combine the values of the
two key attributes for the skill.
5. Determine Success or Failure
If the total meets or exceeds the TN, the check is
successful. Otherwise, it is a failure.
6. Magnitude of Success/Failure (MoS)
Not all successes and failures are equal. Some checks may
require only a simple success or failure, but for many checks, how well
you succeeded (or how badly you failed) is essential.
Calculate Margin of Success (MoS): MoS is the total
from the SC minus the TN. MoS indicates how well the check was performed.
·
Positive MoS:
o 0
to 4: Marginal (but still a success).
o 5
to 9: Significant Success.
§
Attack: Add 1d6 to your damage pool.
§
Non-attack: At the GM’s discretion, gain
Advantage on your next related SC.
o
10 or more: Complete success.
§
Attack: Add 2d6 to your damage pool.
§
Non-attack: At the GM’s discretion, gain
Advantage on your next SC (even if unrelated). Alternatively, the GM might
offer another benefit.
·
Negative MoS:
o
-1 to -5: Marginal failure.
o
-6 to -10: Significant failure. You gain
Disadvantage on your next related SC.
o
Below -10: Complete failure. You gain
Disadvantage on your next SC and additional penalties at the GM’s discretion.
Success/Failure example: Let’s say you’re trying to
climb a sheer cliff to escape some Fenrisian wolves chasing you. This is
governed by the Athletics skill, which is Strength/Agility-based. You’re a
decently strong (ST 9) and agile (AG 7) Space Wolf wannabe, with a skill rank
of 4. So you’ve got a massive +20 bonus to your climb checks. But the cliff is
a hard climb, TN 30. For this example, there are no other factors such as
Advantage, Disadvantage, or Edge; it’s just your skill + 2d10 vs. TN 30. That
means you have about a 64% chance of success (see below for the math)—basically,
a two-thirds chance.
Now we factor in MoS. What does success mean? Do you climb
straight to the top on a Complete Success? What about A Significant or Marginal
Success? And what does failing mean? Do you get nowhere? Do you fall? And if
you fall, from how high, and is there any chance of recovering?
There is no one definite answer to how the GM wants to
structure this, but in this example, we’ll say that a Complete Success means
you climb to the top, no problem. Getting a Significant Success means you get
about halfway up the cliff, then have to make another check, but with Advantage
(thus VERY likely to succeed). Marginal means you get halfway, need to check
again, but don’t get Advantage on the second roll. If you get a Marginal Failure,
however, you don’t get anywhere. So, depending on your progress, you’re either
at the bottom, looking up at the cliff, or halfway up. You’re free to try
again, but it’ll take time, which means the wolves might catch up to you...
which will be a problem if you’re trapped below the cliff. A Significant
failure also means you’re getting nowhere, and you now take Disadvantage on
your next try. If you’re still on the ground, maybe this will make you give up
(but remember the wolves); if you’re halfway up, you have to decide whether to
try to make it to the top or get down again. A Complete Failure, however, means
you fall. How high you fall depends on how far you’ve made it, so it would be
better if you just fumbled the initial check.
This example is meant to illustrate how Success Checks and
MoS can help shape the narrative and make otherwise pretty boring dice rolls
interesting.
Rolling doubles
Rolling doubles amplifies success and failure. For this
reason, you might want to keep a double instead of the highest number when
rolling with Advantage. For the same reason, the GM might tell you to remove a
lower number if that leaves you with a double—and he knows you’ll fail even
more spectacularly.
·
If You Succeed: If you rolled a double
and succeeded, add 5 to your Margin of Success (MoS). This represents an
extraordinary performance.
·
If You Failed: If you rolled a double and
failed, subtract 5 from your Margin of Failure. This represents a significant
mishap.
·
If You Used Edge: Always add 5 to your
MoS, even if you would fail the check. This might make you succeed after all—or
at least reduce the severity of your failure.
·
If you rolled a double ‘10’: Always add 5
to your MoS, even if the check failed, in the same manner as if you spent Edge.
A double ‘10’, however, is not an automatic success!
·
If you rolled a double ‘1’: Always
subtract 5 from your MoS, even if the check failed. If you used Edge on this
check, the net modifier is +0.
Understanding the probability curve of 2d10
Rolling 2d10
creates a bell-shaped probability distribution. Unlike a single d20 or d100,
2d10 rolls cluster results around the middle, making mid-range results more
common.
Probability
breakdown for 2d10:
1.
Probability
of Rolling 5 or Higher:
Approximately 94% (compared to 80% for 1d20)
2.
Probability
of Rolling 10 or Higher:
Approximately 64% (compared to 55% for 1d20)
3.
Probability
of Rolling 15 or Higher:
Approximately 21% (compared to 30% for 1d20)
4.
Probability
of Rolling 20:
Approximately 1% (compared to 5% for 1d20)
This distribution
helps address design challenges by providing a predictable range of results,
allowing for a balance between variability and success. The rules for
Advantage/Disadvantage, Edge, and rolling doubles add another layer of complexity
and depth to the equation.
Difficulty
Some challenges
and tasks may be assigned intermediate TNs. For example, if something is
slightly more complex than Moderate but not quite Challenging, a TN of 22 could
be appropriate.
If the difficulty
level is pretty obvious, like a check being Very Difficult (i.e., beyond what
most people can achieve), the GM should say “Very Difficult”, and the players
should interpret that as “around 35”. The GM may hint (or straight-up lie) if
the difficulty is less apparent—or not tell you the difficulty at all.
Moderate
difficulty has a TN of 20. Assuming a +15 skill bonus, a professional in the
field should succeed approximately 95% of the time, while a less skilled but
still trained person (+10 skill bonus) will succeed about 2/3 of the time. The
same professional would have a 2/3 chance of succeeding at a TN 25 task, but
this would drop dramatically to 1/5 for a TN 30 check. Using Advantage, they
could significantly increase their chances of success, and, if able to spend
Edge, further improve them.
Most checks will
be in the 15-30 range, but knowing players, they are likely to try stuff
that’s, if not downright impossible, then close to it. There is no hard upper
limit for TNs, but anything above 40 is virtually impossible for all but the
most epic of characters.
If a task is literally
impossible, such as a normal person flapping their arms to fly, then it cannot
even be attempted. Don’t bother rolling the dice—it’s an auto-fail, and the GM
is well within his rights to punish your character for just being stupid and
the player for behaving in a way that’s really not in character.
10 (Very Easy)
This task is straightforward and requires minimal effort.
Most people, even without specialized training, should be able to accomplish it
easily. It’s typically not worth rolling unless you’re under significant
pressure or have Disadvantage in conjunction with a low skill modifier.
15 (Easy)
A task that might require some attention but is well within
the capabilities of most people with a basic understanding or some relevant
experience.
20 (Moderate – Default)
The standard difficulty for tasks that present a challenge
but should be manageable for someone with relevant skills or experience. A
professional in the field should succeed most of the time.
25 (Challenging)
A more difficult task requiring a higher level of skill or
expertise. Success is not guaranteed, even for a professional, and may require
some level of preparation or focus.
30 (Difficult)
A task requiring significant skill or expertise. Only those
highly trained or experienced can regularly succeed.
35 (Very Difficult)
A challenge only the most skilled individuals can achieve.
Even for experts, success is far from guaranteed.
40+ (Near Impossible)
A task almost beyond the reach of even the most skilled
experts. Success requires exceptional skill, luck, perfect conditions, or
extraordinary effort. Failure is highly likely.
Advantage/Disadvantage
While some
situations may apply flat bonuses or penalties to success checks (usually when
your skill is directly impacted rather than the circumstances of the check),
the system more commonly utilizes the Advantage/Disadvantage mechanic to
represent dynamic changes in a situation.
·
Advantage means you roll an extra die (3d10 instead
of 2d10) and then remove a die of your choice.
o You will usually want to remove the lowest roll,
but sometimes, you might want to remove another result to get a double.
·
Disadvantage means you roll 3d10 and then remove a
die of the GM’s choice.
o You will usually have to remove the highest
roll, but sometimes, you might be forced to remove another result to force a
double.
How Advantage
and Disadvantage Affect Rolls
·
Advantage and Disadvantage are roughly
equivalent to a +2.5 or -2.5 modifier on your success check
(discounting the effects of rolling doubles), but do not affect the maximum or
minimum you can roll.
Multiple
sources of Advantage/Disadvantage
·
If you
have multiple sources of Advantage, there is no additional benefit.
·
If you
have multiple sources of Disadvantage, there is no additional penalty.
o If you already have Disadvantage, you
cannot use a game effect, such as a talent or attack option that would incur
Disadvantage. Chapter 6: Combat has more on this.
·
If you
have BOTH Advantage and Disadvantage on the same check, you have neither.
Example 1: You have two sources of Disadvantage. Your
check has Disadvantage.
Example 2: You have two sources of Disadvantage. You
spend 1 point of Edge to gain Advantage. Advantage and Disadvantage cancel out,
so you have neither.
Removing
Advantage/Disadvantage
Some game effects
may call for removing Advantage or Disadvantage from a check. This is
NOT the same as giving Advantage or Disadvantage.
For example, night
vision goggles remove Disadvantage from combat checks made in low-light
conditions (among other things), which means you can gain Advantage from
another source without it being canceled out.
Using Edge with
Advantage/Disadvantage
If you spend Edge
to gain Advantage or remove Disadvantage, there are two added benefits:
·
Using
Edge happens after all other sources of Advantage/Disadvantage are
checked/cancel each other out. For example, if you’ve got both Advantage and
Disadvantage on a check, they cancel each other out, and you have neither. If
you are using Edge now, you can gain Advantage on that check.
·
Any
double will increase MoS by 5, even if the check would normally result in a
failure (and thus normally incur -5 MoS). For example, if you spent Edge to
gain Advantage, but rolled 2, 2, and 4 vs TN 20 with a modifier of +12, you’d
normally cancel a ‘2’ and get a total of 18 (Marginal Failure), but in this
case you could retain the double ‘2’ and gain a 2+2+5+12=21, which is a
Marginal Success. The same applies if you spend Edge to remove
Disadvantage and the dice come up a double—it’s always +5 MoS, even on a
failure, which means you’ll either fail less badly or maybe you’ll push it up
to a Success after all.
Initiative and Actions
During combat and other high-stakes situations, the game
goes into Structured time. Structured time is divided into Rounds, and
characters take their Turns using a framework of Actions to accomplish their
objectives. Each turn, each character can use three Actions: one Major (an
attack, a spell, or a special ability), one Move (walking, jumping, driving a
vehicle, etc.), and one Minor (using an attack option, a talent, etc.).
The system uses Initiative both to determine who acts
first and how much they can accomplish.
Initiative is determined at the start of combat using Xd6 +
AGILITY + CUNNING. Normal people roll a single d6 for initiative, but PCs and
some NPCs can roll more d6s from their talents, equipment, magical powers, and
more. If initiative is very low, you might not even get your Minor action, but
if it is high, you will get bonus actions. Some epic heroes or lethal foes can
move and attack twice, even thrice, in a single round.
The combat chapter has more details on Initiative and
Actions.
Variable damage rolls
Damage, whether
from weapons, spells, or environmental effects, is determined by rolling several
d6 and adding a modifier based on the weapon’s Strength attribute. Melee
weapons use the wielder’s Strength (see below); most ranged weapons use their listed
Strength value (except for thrown weapons). The bell curve created by multiple
d6 rolls means that the more dice you roll, the more likely you are to get
average results, but you will still occasionally see extreme rolls.
Weapon
examples:
While the
Equipment chapter has all the details, it’s worth mentioning that for firearms,
2d6+4 is considered the "standard" damage of a light firearm, such as
a light pistol. Heavy pistols do 3d6+5 damage; 4d6+6 is assault rifle damage;
6d6+8 is typical sniper rifle damage; while your trusted assault cannon does
8d6+10 damage.
Melee damage is
less varied, with 2d6+ST being the standard damage for a weapon such as a
sword. Punching someone with the intent to harm them does 1d6+ST Stun
damage, which is dangerous but not as terrible as being stabbed or shot.
High damage
bonuses:
If you have a high
ST bonus compared to the number of dice you’re rolling, you must convert THREE
(3) points of that bonus for each damage die of the base weapon.
·
You
only do so if your bonus is greater than +3.
·
You
only do this once for each damage die of the base weapon.
For example, if
you’re attacking someone with a sword and your ST is 3, you do 2d6+3 damage.
You can’t convert, because your ST is only 3. But if your ST is 4, you instead
roll 3d6+1 damage. If your ST was 6, you could roll 4d6 instead of 2d6+6. But
if you are ST 6 and only have a dagger (1d6 damage), you can only convert 3
points, so you would roll 2d6+3 and not 3d6.
Damage
permutations:
There are many
other sources of damage adjustments, including modifiers for how well you hit
(your MoS, see above), the type of attack you made, the talents you have, and
more.
Here are some
examples to illustrate:
1.
Stracher
P-11 Heavy Pistol vs. Inertial Body Armor: The P-11 does 3d6+2 damage vs. PT 20/DR 40. The attacker must roll at
least 20 damage, so he needs a total of 18 on 3d6 to penetrate. Anything less
is entirely stopped by the armor. That’s close to impossible. But for the sake
of argument, let’s say the attacker landed a Solid hit (+1d6) and spent 1 Edge
for bonus damage (+2d6), and suddenly the math is much more reasonable. Getting
18+ on 6d6 is not automatic, but it is very likely. Let's assume a total damage
of 24. The armor soaks up 40% of that, or 9.6 points (rounded to 10), leaving 14
points of damage.
2.
FAM-90
vs. Medium Body Armor: The
FAM-90 does 5d6+1 damage vs. PT 25/DR40. A French Legionnaire fires a burst,
doing 6d6+1 damage (5d6+1 base damage, +1d6 from burst), for a total of 24,
just shy of the 25 needed to penetrate the target’s armor. If the attacker had
the Armor Piercer talent (reduced PT by 2), the shot would have penetrated. But
wait. The FAM-90 is a Gauss weapon, so it reduces PT by 5 in single-shot mode
and by 3 in burst mode. This was a burst, so minus 3, meaning the attack
penetrates after all and does 14 points of damage.
The Combat chapter
delves into damage in more detail.
Damage mitigation (armor)
If you get hit,
you will suffer damage. Armor can help mitigate damage, either partially or fully.
All forms of armor (physical, psychic, etc.) are rated for Penetration
Threshold (PT) and Damage Reduction (DR).
·
Damage
below the PT is entirely negated (although the armor itself can become
degraded).
·
Damage
that’s at least equal to PT has penetrated but is reduced as follows:
o Penetrating damage is reduced by the armor
DR as a percentage.
As a rule of
thumb, light armor is PT15/DR20, medium armor is PT25/DR40, and heavy armor is
PT35/DR60, but there is considerable variation between armor types and models.
Anything heavier than light armor will slow the wearer and reduce their Dodge
defense.
Edge
Edge is a fluid and powerful resource that
players can use to influence roll outcomes, increase damage, and avoid
catastrophic injuries. Edge is designed to be spent frequently, with the
knowledge that it can be regained through rest, success, or even failure.
Using Edge
·
Improve
Initiative:
·
Boost
Initiative: Spend 1 Edge
to boost your initiative by +2d6 for one turn. Essentially, you try to push
yourself to the next higher initiative bracket for a bonus action.
·
Use
a Reaction:
·
Use
a Reaction: Spend 1 Edge
to gain an additional Reaction outside your turn. You can do this only once per
turn (essentially once between each of your turns).
·
Gain
Advantage or Remove Disadvantage:
·
Gain
Advantage: Spend 1 Edge to
roll 3d10 and choose which die to remove.
·
Remove
Disadvantage: Spend 1 Edge
to negate Disadvantage and roll 2d10 normally.
When using Edge in
this manner, any double adds 5 to the total (instead of subtracting 5 if
it would otherwise be a failure. Thus, a double could potentially transform a
failure into a success.
·
Boost
Damage:
·
Boost
Damage: Spend 1 Edge to
add +2d6 when determining variable damage. If you spent Edge on your attack
roll, you cannot also spend Edge to boost damage.
·
Reduce
Injury Severity:
·
Lessen
Injury: Spend 1 Edge to
reduce the severity of an injury by 1 step. This can prevent a serious injury
from becoming life-threatening or turn an inconvenient moderate injury into a
grazing blow. You don’t change the number of points of damage you take, just
the effects of the damage, so cumulative damage can still take you out. This is
a separate effect from Edge Burn (see below).
Edge Recovery
Edge is designed to be a fluid resource,
encouraging players to spend it freely, knowing they can regain it through rest
or gameplay.
There are two
methods for recovering Edge: simple or complex. The two methods cannot
be combined; it’s either one or the other.
Simple:
You recover all
spent Edge between sessions.
·
If
sessions are especially long or intense, the GM is free to declare (but is not
obliged to do so) an additional refresh befitting the situation.
·
The GM
can also award a single point for truly remarkable feats, but this is an
exception rather than a rule.
The benefit of the
simple method is that it’s simple to keep track of. The downside is a lack of dynamism.
Complex:
·
Long
Rest: Regain 1 Edge point,
but only if the rest is part of an active adventure situation, rather than
downtime.
·
Between
scenarios (not sessions):
Regain all Edge points, regardless of success or failure.
o The length of a “scenario” can, of course,
vary, but it is generally considered to be any story arc with a beginning, a
middle, and an end. Most scenarios take multiple sessions to play, with 2-4
being normal.
·
Edge
Regained During Play: In
addition to recovering during rest and downtime, players can regain Edge based
on their actions, achievements, and setbacks. The ease with which Edge is
regained is influenced by both the character’s current Edge and their maximum
Edge, as well as the magnitude of their successes (or failures). The bigger the
gap and the greater the success/failure, the greater the gain. For example, a
character with max Edge 7 and current Edge 1 will recover more easily than a
character with max Edge 2 and current Edge 1.
1.
Achievements
and Success:
Characters regain Edge after achieving significant objectives,
defeating major enemies (bosses), or devising clever solutions.
Example: Overcoming
a major obstacle or defeating a powerful (boss) enemy might restore 1 or more Edge.
Taking down the Big Bad will restore Edge to its maximum value for everyone.
2.
Failures
and Setbacks:
Edge can also be regained when the team faces significant failures
or setbacks, reflecting the characters’ resilience in the face of
adversity.
Example: Coming up
with a good plan that, for whatever reason, fails might restore some
Edge as the characters grit their teeth in the face of adversity. No Edge is
restored if the plan was stupid or never likely to succeed in the first place,
but Edge can definitely be rewarded for bold (if dangerous) or even desperate
plans.
When using the
complex method, players should feel incentivized to actively use Edge during
play, rather than hoarding it as a last resort.
Edge Burn
Edge Burn is a last-resort mechanic used to prevent
a character’s death. By permanently sacrificing a portion of their Edge,
a character can avoid immediate death but still require urgent medical
attention and a lengthy recovery period.
·
Effects
of Edge Burn:
o Avoids outright death but needs immediate
medical attention and long-term recovery.
o Cost: Edge Burn reduces the character’s current Edge by 1 and permanently
reduces their maximum Edge score by 1. This means they can no longer regain
that point of Edge, limiting how often they can use this feature.
o Restrictions: Edge Burn is only used to prevent outright
death—it cannot be used to avoid other forms of harm or failure. For example,
if a troll rips off your arm and beats you to death with it, you will somehow
survive long enough to be brought to the ER, but the arm still needs to be
reattached, regrown, or replaced.
This mechanic
provides players with a safety net in extreme situations, but at a cost that
grows heavier over time, ensuring Edge Burn is used only in truly life-or-death
moments.
Edge Burn might
not be appropriate for all settings, so check with the GM to see if this rule
is in use.
