Rules

 

The game uses the “2D10 System”, a game engine built around Success Checks (SCs) using 2d10 plus a modifier based on skill ranks and two key attributes. If the total equals or exceeds the Target Number (TN), the check succeeds. Permutations include Advantage/Disadvantage, rolling doubles, Margin of Success (MoS), and more.

Combat uses an action system where each character gets 1 Major, 1 Move, and 1 Minor action per turn (plus 1 Reaction). Damage is rolled with d6s and modified by attributes or weapon stats. Armor uses Penetration Threshold (PT) to stop damage outright and Damage Reduction (DR) to mitigate damage that penetrates.

Edge is a “hero points” type resource that can be spent to influence 2d10 checks, boost initiative, increase damage, or survive otherwise fatal situations.

The goal of the rules is fast, reactive, and cinematic play—high-stakes decisions with minimal overhead—with a dash of grittiness on top.

These rules provide a flexible framework that can be quickly adapted to cover any setting and sourcebook. This version, however, is optimized for 2300AD, a hard sci-fi setting.

Here are some key changes/additions to this version of the rules: Changes to Edge use, converting damage bonuses to additional damage dice, the ability to take Tier 3 talents at character creation, skill specializations for high-rank skills, some additional talents, updates to Defense calculations and Active defenses, tweaks to some combat options, and more.

Chapter 1: Core mechanics

Chapter 2: Characters

Chapter 3: Attributes

Chapter 4: Skills

Chapter 5: Talents

Chapter 6: Combat

Chapter 7: Equipment WIP