ZeroSpace 4e EN:Introduction: Difference between revisions

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==What Is A Roleplaying Game?==
==What Is A Roleplaying Game?==


As trivial as it sounds, two distinct elements set "roleplaying games" apart from other things which are not roleplaying games: roleplaying and game play.
'''Roleplaying''' involves '''taking on a persona''' or character and making decisions based on what that character would do in a given situation. Maybe those decisions aren't the most tactically advantageous, but that's part of the fun of roleplaying.


First, a roleplaying game involves ''roleplaying''. Roleplaying involves taking on a persona or character and making decisions based on what that character would do in a given situation. Does having a character in a game, by itself, make that a roleplaying game? No. The little dog token in a Monopoly game and a Blood Elf in World Of Warcraft are both characters, but Monopoly and World Of Warcraft are not roleplaying games. Can you roleplay as a dog while playing Monopoly? Yes, and you can roleplay as an elf while playing World Of Warcraft. What keeps these from being roleplaying games is that the ''roleplaying'' is not part of the ''game'' -- you can't get your Monopoly dog out of jail through unscripted conversation with the jailer, nor can you use roleplaying to convince an ogre in World Of Warcraft to let you pass by without a fight. If the rules of the game do not allow for the possibility that a conflict ''could'' be resolved through unscripted conversation (however unlikely that might be), then it isn't a roleplaying game.
'''Games''' have '''rules that govern conflicts''' and whether something a character attempts is successful. In most games, there is some random element to make the game more fun (''ZeroSpace'' uses two six-sided dice).
 
Second, a roleplaying game is a ''game''. Roleplaying games are sometimes compared to improvisational theatre, and there are similarities, but improv theatre isn't a game. How can you tell if something is a game? Games have rules that govern things like conflicts between players and whether something a player attempts is successful. Improv theatre is fun, but there aren't any rules like this. Therefore, it's not a roleplaying game.
 
''ZeroSpace'' has more rules than some games, but less than others, and an essential part of conflict resolution involves making decisions that your character would make under the circumstances. Maybe those decisions aren't the most tactically advantageous, but that's part of the fun of roleplaying.


If you would like to read more about who plays roleplaying games, and why and where they play them, check out [http://www.theescapist.com/5ws.htm The Escapist -- The Five Ws of RPGs].
If you would like to read more about who plays roleplaying games, and why and where they play them, check out [http://www.theescapist.com/5ws.htm The Escapist -- The Five Ws of RPGs].
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===The Players===
===The Players===


In a roleplaying game, each player adopts a persona called a player character, or "PC". The player characters are imaginary people who inhabit the fictional universe of ''ZeroSpace''.
In a roleplaying game, each player adopts a persona called a player character, or '''PC'''. The player characters are imaginary people who inhabit the fictional universe of ''ZeroSpace''.


In many ways, the player is like an actor who chooses their own part and writes their own lines as the play progresses. The game moderator sets the stage and introduces the characters to their world, but the story is driven by the player characters.
In many ways, the player is like an actor who chooses their own part and writes their own lines as the play progresses. The '''game moderator sets the stage''' and introduces the characters to their world, but the story is '''driven by the player characters'''.


===The Game Moderator===
===The Game Moderator===


The game moderator, or "GM", creates the story and portrays everyone that the player characters encounter during their adventures. These are called non-player characters, or "NPCs". The players help create the adventure by responding to the challenges the GM presents and by pursuing the PCs' own goals. This dynamic creative process creates a story which neither the game moderator nor the players could have created alone.
The game moderator, or '''GM''', creates the story and portrays everyone that the player characters encounter during their adventures. These are called non-player characters, or '''NPCs'''. The players help create the adventure by responding to the challenges the GM presents and by pursuing the PCs' own goals. This dynamic creative process creates a story which neither the game moderator nor the players could have created alone.


==Ground Rules==
==Ground Rules==
Line 36: Line 32:
===Be Cooperative===
===Be Cooperative===


A roleplaying game is fundamentally a cooperative activity. The players (one of whom is the game moderator) are not in competition. The goal is not to be the most powerful character, nor to win every fight. The goal of a role-playing game is to experience fun stories and to entertain everyone at the table.
A roleplaying game is fundamentally a '''cooperative activity'''. The players are not in competition with the GM nor with each other. The goal of a role-playing game is to experience fun stories and to entertain everyone at the table.


'''Expert Tip: Making the game fun is everyone's responsibility.'''
'''Expert Tip: Making the game fun is everyone's responsibility.'''
We hope that you are the kind of player that creates interesting characters and enjoys creating stories with your friends. With that in mind, here are some suggestions.


* '''Encourage each other:''' If someone does something cool, or has a great idea, let them know. It will make them feel good, and it will let people know what kind of game ''you'' find fun.
* '''Encourage each other:''' If someone does something cool, or has a great idea, let them know. It will make them feel good, and it will let people know what kind of game ''you'' find fun.
* '''Embrace setbacks:''' Don't get frustrated if things are going badly. Recovering from a setback makes the eventual victory all the sweeter.
* '''Embrace setbacks:''' Don't get frustrated if things are going badly. Recovering from a setback makes the victory sweeter.
* '''Be considerate:''' Don't hog the spotlight. Take turns being the center of attention.
* '''Be considerate:''' Don't hog the spotlight. Take turns being the center of attention.
* '''Don't play a jerk:''' Playing a flawed character can be fun, but don't go so far with it that you make the other players unhappy. Being "true to your character" is not an excuse for ruining the game.
* '''Don't play a jerk:''' Being "true to your character" is not an excuse.
* '''Respect everyone's boundaries:''' Roleplaying games can be silly and light, dark and gritty, or anywhere in between. If a topic or a certain plot element makes any of the players uncomfortable, respect that and avoid it. Consider using [https://tinyurl.com/x-card-rpg John Stavropoulos' X-Card], particularly if the players are new to each other.
* '''Respect everyone's boundaries:''' If a topic or a certain plot element makes any of the players uncomfortable, respect that and avoid it. Consider using [https://tinyurl.com/x-card-rpg John Stavropoulos' X-Card], particularly if the players are new to each other.


===Use Common Sense===
===Use Common Sense===


If something in the rules violates the way you think your game should work, then override it. If the rules permit something ridiculous, or would prevent something completely ordinary, then override them. Do not be one of those players who adheres to the letter of the rules in defiance of common sense.
If something in the rules violates '''the way you think your game should work''', then override it. If the rules permit something ridiculous, or would prevent something completely ordinary, then override them.


'''Expert Tip: Don't use the rules unless you need to.'''
'''Expert Tip: Don't use the rules unless you need to.'''


In fact, if you can play a fun game session without referring to the written rules, you should. Saying "it works like this" is often a better solution than flipping through a rulebook for an answer.
In fact, if you can play a fun game session without referring to the written rules, you should. '''Saying "it works like this" is often a better solution''' than flipping through a rulebook for an answer.


===Avoid Rule Arguments===
===Avoid Rule Arguments===


We've tried to make the rules for ''ZeroSpace'' as clear as possible, but there's only so much we can do. Sooner or later, there will be a difference of opinion among the players regarding what a rule means, or how a rule should be implemented. Discussion and consensus are healthy, but the time for rule discussions is between games, not during games. If a rule discussion takes longer than 60 seconds, the game moderator should make an executive decision and table additional discussion for later. If players balk, the GM should be kind but firm, and move on.
Sooner or later, there will be a difference of opinion among the players regarding what a rule means, or how a rule should be implemented. The '''time for rule discussions is between games''', not during a game. If a rule discussion sidetracks the game, the game moderator should make an executive decision and table additional discussion for later.
 
===Respect Genre Conventions===
 
''ZeroSpace'' is a space fantasy game, and it has certain genre conventions. Robert McKee defines genre conventions as the "specific settings, roles, events, and values that define individual genres and their subgenres."
 
For example, there are no rules for running out of fuel, or for recharging a blaster. It's not that starships do not run out of fuel, or that blasters never need recharging. Of course they do, and if a character intentionally empties their blaster, then the gun runs out of juice just as you'd expect. It's just assumed that they don't normally run out of juice unless there is a dramatic reason for it. The rest of the time, the character is refueling the starship or recharging the blaster when it's convenient to do so.
 
Another genre convention in ''ZeroSpace'' is that main characters almost never die, and only when it is for a dramatic reason, while nameless characters go down after a single hit (maybe they die, maybe they don't -- no one cares, because they are nameless characters).


==Core Mechanics==
==Core Mechanics==
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===Rolling Dice===
===Rolling Dice===


When a character attempts a task and the outcome is either contested or there is some random element involved, the player must roll dice to see if the character succeeds. The player rolls two six-sided dice ("2d6") and counts the dots. The player adds this to the character's appropriate attribute (Agility, Brawn, etc.) and an appropriate skill (Diplomacy, Ranged Combat, etc.). This total is the character's Action Value, or "AV".
When a character attempts a task, the player must roll dice to see if the character succeeds. The player rolls '''two six-sided dice (2d6) and adds them''' together. The player adds this to the character's '''appropriate [[ZeroSpace_4e_EN:Attributes|attribute]]''' (Agility, Brawn, etc.) and '''[[ZeroSpace_4e_EN:Skills|skill]]''' (Diplomacy, Ranged Combat, etc.). This total is the character's '''Action Value''', or '''AV'''. If the character has '''appropriate [[ZeroSpace_4e_EN:Equipment|equipment]]''', they may '''add their Equipment Level''' to their Action Value, but only '''up to their skill level'''.
 
'''2d6 + [Attribute] + [Skill] + [Equipment (up to Skill)]'''
 
If the character has appropriate equipment, they may add their equipment level to their Action Value, but only up to their skill level. If the character's Action Value equals or exceeds the DV (Defense Value or Difficulty Value) assigned by the GM, the character's attempt succeeds. There is no roll for routine tasks: a character automatically succeeds at a routine task.


'''Expert Tip: On a tie, the character who initiated the action wins the contest.'''
'''Expert Tip: Only roll when there is risk.'''


Skill rolls are covered in more detail in the [[ZeroSpace_4e_EN:Actions|Actions]] chapter.
If the character is actively competing against an opponent, the '''Difficulty Value''', or '''DV''', is equal to '''8 plus the opponent's appropriate attribute and skill'''. The opponent's equipment helps them just as it helps the player characters, up to their skill level.




{| cellpadding="4" cellspacing="1"
{| cellpadding="0" cellspacing="0"
|-  
|-  
| class="aligncenter" colspan="2" style="font-size: smaller;"|''Table: Unopposed rolls''
| class="aligncenter" style="font-size: 400%; font-weight: bold; line-height: 80%;"|2d6
|
| class="aligncenter" style="font-size: 300%; font-weight: bold; line-height: 80%; vertical-align: middle; padding: 0 50px;" rowspan="3"|vs
| class="aligncenter" colspan="2" style="font-size: smaller;"|''Table: Opposed rolls''
| class="aligncenter" style="font-size: 400%; font-weight: bold; line-height: 80%;"|8
|-  
|-  
! class="aligncenter h1cell" colspan="2"|Difficulty Value (DV)
| class="aligncenter" style="font-size: 157%; font-weight: bold; line-height: 80%;"|+ [Attribute] + [Skill]
|
| class="aligncenter" style="font-size: 157%; font-weight: bold; line-height: 80%;"|+ [Attribute] + [Skill]
! class="aligncenter h1cell" colspan="2"|Difficulty Value (DV)
|-  
|-  
! class="alignright"|12
| class="aligncenter" style="font-size: 120%; font-weight: bold; line-height: 80%;"|+ [Equipment (up to Skill)]
| class="alignleft"|Moderately difficult
| class="aligncenter" style="font-size: 120%; font-weight: bold; line-height: 80%;"|+ [Equipment (up to Skill)]
!
! class="alignright"|8 +
! class="alignleft"|[Attribute] + [Skill] + [Equipment (up to Skill)]
|-
! class="alignright"|15
| class="alignleft"|Remarkably difficult
|
| class="alignright"|
| class="alignleft" rowspan="5"|''Examples:''<br />Brawn + Hand-to-hand Combat<br />Agility + Ranged Combat<br />Presence + Mental Combat<br />etc.
|-
! class="alignright"|18
| class="alignleft"|Extremely difficult
|
|
|-
! class="alignright"|21
| class="alignleft"|Inconceivable!
|
|
|-
| colspan="2"|
|
|
|-
| colspan="2"|
|
|
|-
| colspan="2"|
|
|
|}
|}


===Bonuses===


A character's roll may have one or more bonuses. Only the highest bonus applies. Receiving a +1, a +2, and a +3 bonus at the same time adds 3 to the character's roll.
If no one is actively working against the character, the GM sets the Difficulty Value (DV). '''Moderately difficult''' tasks have a difficulty of 12 ('''DV 12'''). More difficult tasks have a higher difficulty.


'''Expert Tip: Only the highest bonus applies.'''
If the character's Action Value '''equals or exceeds the DV''' (Defense Value or Difficulty Value) assigned by the GM, the character's attempt '''succeeds'''.


A bonus is usually +{{KM4_SKILL_BONUS}} added to the character's Action Value (AV) or defense, although some maneuvers such as [[ZeroSpace_4e_EN:Actions#Suppressing_Fire|suppressing fire]] have a variable bonus. Similarly, a character's damage roll may have one or more bonuses. These are usually +1 or +{{KM4_SKILL_BONUS}} points of damage. The highest bonus is added to the attacker's damage.
'''Expert Tip: On a tie, the character who initiated the action wins the contest.'''


===Penalties===
Rolling dice is covered in more detail in the [[ZeroSpace_4e_EN:Actions#Rolling_Dice|Actions]] chapter.


A character's roll may have one or more penalties. Unlike bonuses, penalties are cumulative. Incurring a -1, a -2, and a -3 penalty at the same time subtracts 6 from the character's roll.
===Bonuses And Penalties===


'''Expert Tip: Penalties are cumulative.'''
A character's roll may have one or more bonuses. '''Only the highest bonus applies.''' Receiving a +1, a +2, and a +3 bonus at the same time adds 3 to the character's roll.


A penalty is usually -{{KM4_SKILL_BONUS}} subtracted from the character's Action Value (AV), although some maneuvers such as [[ZeroSpace_4e_EN:Actions#Sweep_Attack|sweep attack]] have a variable penalty. Similarly, a character's damage roll may have one or more penalties. These are usually -1 or -{{KM4_SKILL_BONUS}} points of damage. All damage penalties are subtracted from the attacker's damage.
A character's roll may have one or more penalties. '''Penalties are cumulative.''' Incurring a -1, a -2, and a -3 penalty at the same time subtracts 6 from the character's roll.


===Damage===
===Damage===


If the attacker's roll succeeds, the player rolls dice based on the character's Power Level (1d6 + Power Level) or on the full equipment level of the weapon (1d6 + equipment level). The target's resistance (Damage Resistance, Mental Resistance, or Alteration Resistance) is deducted from the points of damage. If the attack is a normal attack, the remaining points of damage are deducted from the target's Health (or Endurance, if it is a [[ZeroSpace_4e_EN:Actions#Stunning_Attacks|stunning attack]]). If the attack is a mental attack or an alteration attack, half of the final points of damage are applied to the target (round down, even if the fraction is more than one-half, to a minimum of 1). Roll damage and deduct resistance before dividing.
If the attacker's roll succeeds, the player rolls for damage based on the character's Power Level ('''1d6 + Power Level''') or on the Equipment Level of the weapon ('''1d6 + Equipment Level'''). The target's resistance (Damage Resistance, Alteration Resistance, or Mental Resistance) is deducted from the points of damage.
 
===Damage Resistance===
 
Damage Resistance (DR) protects characters from attacks. The character's Damage Resistance is subtracted from the points of damage an attacker deals. The character takes the remaining points of damage. If the character has more than one source of Damage Resistance, only the highest value applies.
 
====Armor====
 
Armor is rated by its effectiveness and complexity, from level 1 to level 5. The Damage Resistance provided by armor is equal to its full equipment level +{{KM4_SKILL_BONUS}}. For example, level 2 Armor grants 5 points of Damage Resistance (2 + {{KM4_SKILL_BONUS}} = 5). Armor does not normally provide Alteration Resistance or Mental Resistance. However, it is common for armor to integrate one or more [[ZeroSpace_4e_EN:Equipment#Field_Kits|field kits]], communications, a tactical helmet display, extreme heat or cold adaptation, and so on.
 
====Shields====
 
Energy shields are rated by their effectiveness and complexity, from level 1 to level 5. The character receives a Damage Resistance bonus equal to the full equipment level of their energy shield. If the character has more than one Damage Resistance bonus, only the highest value applies. Shields do not normally provide Alteration Resistance or Mental Resistance.


Energy shields lose effectiveness as they withstand attacks. The shield grants its full Damage Resistance bonus against the first successful attack in a scene. The second attack in a scene, the shield grants one less than its full Damage Resistance bonus. This continues until the Damage Resistance bonus granted by the energy shield is reduced to zero. The energy shield will be restored to full effectiveness after the fight is over, when the shield coils have had a chance to recharge.
If the attack is a normal attack, the remaining points of damage are deducted from the target's Health (or Endurance, if it is a [[ZeroSpace_4e_EN:Actions#Stunning_Attacks|stunning attack]] attack).


'''Expert Tip: If the first attack penetrates your energy shield, run away.'''
If the attack is a mental attack or an alteration attack, half of the final points of damage are applied to the target (round down, even if the fraction is more than one-half, to a minimum of 1). '''Roll damage and deduct resistance before dividing.'''


===Rounding===
===Rounding===


When a number is divided, round down, even if the fraction is more than one-half. A fraction may not be rounded to less than 1, as long as the original number was more than zero.
When a number is divided, round down, even if the fraction is more than one-half, to a minimum of 1. For game purposes, half of 5 is 2, and half of 1 is 1.


==Glossary==
==Glossary==
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:The five basic character traits: Agility, Brawn, Presence, Reason, and Power Level.
:The five basic character traits: Agility, Brawn, Presence, Reason, and Power Level.
;AV
;AV
:''Action Value'': 2d6 + [Attribute] + [Skill] + [Equipment (up to Skill)].
:Action Value: 2d6 + [Attribute] + [Skill] + [Equipment (up to Skill)].
;base move
;base move
:Normal ground movement based on the character's attributes or powers; requires a move action.
:Normal ground movement based on the character's attributes or powers; requires a move action.
Line 219: Line 156:
:Base move x 2; requires a move action.
:Base move x 2; requires a move action.
;DV
;DV
:''Defense Value'': 8 + [Attribute] + [Skill] + [Equipment (up to Skill)].
:Defense Value: 8 + [Attribute] + [Skill] + [Equipment (up to Skill)].
:''Difficulty Value'': 12 (Moderate), 15 (Remarkable), 18 (Extreme), 21 (Inconceivable).
:Difficulty Value: 12 (Moderate), 15 (Remarkable), 18 (Extreme), 21 (Inconceivable).
;Endurance
;Endurance
:Ability to physically and mentally exert oneself (Brawn + Presence).
:Ability to physically and mentally exert oneself (Brawn + Presence).
;forcing an action
:A character sacrifices their next turn in order to dive clear, activate a defensive power, or take another purely defensive action.
;game moderator (GM)
;game moderator (GM)
:The player who sets the story in motion, plays everyone and everything in the game other than the PCs, and arbitrates any disputes.
:The player who sets the story in motion, plays everyone and everything in the game other than the PCs, and arbitrates any disputes.
Line 230: Line 165:
:An exceptional ability that a normal person ''can'' have, but that most people do not have.
:An exceptional ability that a normal person ''can'' have, but that most people do not have.
;GM
;GM
:''Game moderator'': the player who sets the story in motion, plays everyone and everything in the game other than the PCs, and arbitrates any disputes.
:Game moderator: the player who sets the story in motion, plays everyone and everything in the game other than the PCs, and arbitrates any disputes.
;Health
;Health
:Ability to withstand physical hardship and injury (Agility + Brawn).
:Ability to withstand physical hardship and injury (Agility + Brawn).
Line 238: Line 173:
:Move the distance permitted by Agility, Brawn, or a movement power; may be a base move, double move, or all-out move.
:Move the distance permitted by Agility, Brawn, or a movement power; may be a base move, double move, or all-out move.
;non-player character (NPC)
;non-player character (NPC)
:A fictional character belonging to and controlled by the game moderator.
:A fictional character controlled by the game moderator.
;NPC
;NPC
:''Non-player character': a fictional character belonging to and controlled by the game moderator.
:Non-player character: a fictional character controlled by the game moderator.
;PC
;PC
:''Player character'': a fictional character belonging to and controlled by a player.
:Player character: a fictional character controlled by a player.
;penalty
;penalty
:A number subtracted from an Action Value (AV), a Defense Value (DV), or a damage roll. Penalties are cumulative.
:A number subtracted from an Action Value (AV), a Defense Value (DV), or a damage roll. Penalties are cumulative.
Line 248: Line 183:
:A living, breathing person playing the game.
:A living, breathing person playing the game.
;player character (PC)
;player character (PC)
:A fictional character belonging to and controlled by a player.
:A fictional character controlled by a player.
;power
;power
:An ability beyond what is possible for ordinary mortals.
:An ability beyond what is possible for ordinary mortals.
Line 258: Line 193:
:Ability to analyze data, draw conclusions from the facts at hand, and solve problems.
:Ability to analyze data, draw conclusions from the facts at hand, and solve problems.
;run
;run
:''Double move'': base move x 2; requires a move action.
:Double move: base move x 2; requires a move action.
;round
:One round is six seconds, give or take, giving us ten rounds per minute. During a round, each character gets a turn.
;scene
:A scene typically starts when the characters arrive at a place, and ends when they leave.
;sentient
;sentient
:Capable of perception, problem solving, self-awareness, and anticipation of future events; a creature which is sentient; a person.
:Capable of perception, problem solving, self-awareness, and anticipation of future events; a creature which is sentient; a person.
;skill
;skill
:Allows a character to apply their attributes to solve a specific problem or accomplish a specific task.
:Allows a character to apply their attributes to solve a problem or accomplish a task.
;skill roll
;skill roll
:Rolling dice and determining the outcome; see the [[ZeroSpace_4e_EN:Actions|Actions]] chapter.
:Rolling dice and determining the outcome; see the [[ZeroSpace_4e_EN:Actions|Actions]] chapter.
;sprint
;sprint
:''All-out move'': base move x 6; requires a move action.
:All-out move: base move x 6; requires a move action.
;success
;success
:An Action Value (DV) that equals or exceeds the Difficulty Value (DV).
:An Action Value (DV) that equals or exceeds the Difficulty Value (DV).
;turn
:During their turn, a character can use a move action, a standard action, and one or more quick actions.
;walk
;walk
:''Base move'': normal ground movement based on Agility; requires a move action.
:Base move: normal ground movement based on Agility; requires a move action.





Latest revision as of 19:18, 5 January 2023

Arrow up 16x16.png Contents

zerospace
noun
the gravitational center of a warp engine's Lorentzian manifold.

What Is This?

ZeroSpace is a science fiction game which takes place in a vast patchwork of interstellar empires populated by thousands of strange and wonderful aliens.

What Is A Roleplaying Game?

Roleplaying involves taking on a persona or character and making decisions based on what that character would do in a given situation. Maybe those decisions aren't the most tactically advantageous, but that's part of the fun of roleplaying.

Games have rules that govern conflicts and whether something a character attempts is successful. In most games, there is some random element to make the game more fun (ZeroSpace uses two six-sided dice).

If you would like to read more about who plays roleplaying games, and why and where they play them, check out The Escapist -- The Five Ws of RPGs.

The Players

In a roleplaying game, each player adopts a persona called a player character, or PC. The player characters are imaginary people who inhabit the fictional universe of ZeroSpace.

In many ways, the player is like an actor who chooses their own part and writes their own lines as the play progresses. The game moderator sets the stage and introduces the characters to their world, but the story is driven by the player characters.

The Game Moderator

The game moderator, or GM, creates the story and portrays everyone that the player characters encounter during their adventures. These are called non-player characters, or NPCs. The players help create the adventure by responding to the challenges the GM presents and by pursuing the PCs' own goals. This dynamic creative process creates a story which neither the game moderator nor the players could have created alone.

Ground Rules

Be Cooperative

A roleplaying game is fundamentally a cooperative activity. The players are not in competition with the GM nor with each other. The goal of a role-playing game is to experience fun stories and to entertain everyone at the table.

Expert Tip: Making the game fun is everyone's responsibility.

  • Encourage each other: If someone does something cool, or has a great idea, let them know. It will make them feel good, and it will let people know what kind of game you find fun.
  • Embrace setbacks: Don't get frustrated if things are going badly. Recovering from a setback makes the victory sweeter.
  • Be considerate: Don't hog the spotlight. Take turns being the center of attention.
  • Don't play a jerk: Being "true to your character" is not an excuse.
  • Respect everyone's boundaries: If a topic or a certain plot element makes any of the players uncomfortable, respect that and avoid it. Consider using John Stavropoulos' X-Card, particularly if the players are new to each other.

Use Common Sense

If something in the rules violates the way you think your game should work, then override it. If the rules permit something ridiculous, or would prevent something completely ordinary, then override them.

Expert Tip: Don't use the rules unless you need to.

In fact, if you can play a fun game session without referring to the written rules, you should. Saying "it works like this" is often a better solution than flipping through a rulebook for an answer.

Avoid Rule Arguments

Sooner or later, there will be a difference of opinion among the players regarding what a rule means, or how a rule should be implemented. The time for rule discussions is between games, not during a game. If a rule discussion sidetracks the game, the game moderator should make an executive decision and table additional discussion for later.

Core Mechanics

Attributes

Each character has seven attributes which describe their basic physical and mental abilities.

  • Agility: coordination, ranged combat fighting ability, and general flexibility
  • Brawn: physical might, hand-to-hand fighting ability, and general hardiness
  • Presence: determination, mental combat fighting ability, and general empathy
  • Reason: ability to analyze data, draw conclusions from the facts at hand, and solve problems
  • Power Level: technological might, alien potency, psychic potential, and so on
  • Endurance: a character's ability to physically and mentally exert themselves
  • Health: a character's ability to withstand physical hardship and injury

See the Attributes chapter for more information.

Rolling Dice

When a character attempts a task, the player must roll dice to see if the character succeeds. The player rolls two six-sided dice (2d6) and adds them together. The player adds this to the character's appropriate attribute (Agility, Brawn, etc.) and skill (Diplomacy, Ranged Combat, etc.). This total is the character's Action Value, or AV. If the character has appropriate equipment, they may add their Equipment Level to their Action Value, but only up to their skill level.

Expert Tip: Only roll when there is risk.

If the character is actively competing against an opponent, the Difficulty Value, or DV, is equal to 8 plus the opponent's appropriate attribute and skill. The opponent's equipment helps them just as it helps the player characters, up to their skill level.


2d6 vs 8
+ [Attribute] + [Skill] + [Attribute] + [Skill]
+ [Equipment (up to Skill)] + [Equipment (up to Skill)]


If no one is actively working against the character, the GM sets the Difficulty Value (DV). Moderately difficult tasks have a difficulty of 12 (DV 12). More difficult tasks have a higher difficulty.

If the character's Action Value equals or exceeds the DV (Defense Value or Difficulty Value) assigned by the GM, the character's attempt succeeds.

Expert Tip: On a tie, the character who initiated the action wins the contest.

Rolling dice is covered in more detail in the Actions chapter.

Bonuses And Penalties

A character's roll may have one or more bonuses. Only the highest bonus applies. Receiving a +1, a +2, and a +3 bonus at the same time adds 3 to the character's roll.

A character's roll may have one or more penalties. Penalties are cumulative. Incurring a -1, a -2, and a -3 penalty at the same time subtracts 6 from the character's roll.

Damage

If the attacker's roll succeeds, the player rolls for damage based on the character's Power Level (1d6 + Power Level) or on the Equipment Level of the weapon (1d6 + Equipment Level). The target's resistance (Damage Resistance, Alteration Resistance, or Mental Resistance) is deducted from the points of damage.

If the attack is a normal attack, the remaining points of damage are deducted from the target's Health (or Endurance, if it is a stunning attack attack).

If the attack is a mental attack or an alteration attack, half of the final points of damage are applied to the target (round down, even if the fraction is more than one-half, to a minimum of 1). Roll damage and deduct resistance before dividing.

Rounding

When a number is divided, round down, even if the fraction is more than one-half, to a minimum of 1. For game purposes, half of 5 is 2, and half of 1 is 1.

Glossary

Action Value (AV)
2d6 + [Attribute] + [Skill] + [Equipment (up to Skill)]; Action Value (AV) is compared to Difficulty Value (DV) to determine if the action is successful.
Agility
Coordination, ranged combat fighting ability, and general flexibility.
all-out move
Base move x 6; requires a move action.
Alteration Resistance
The amount the defender subtracts from the points of alteration damage rolled by the attacker; the remaining points of alteration damage are halved.
attribute
The five basic character traits: Agility, Brawn, Presence, Reason, and Power Level.
AV
Action Value: 2d6 + [Attribute] + [Skill] + [Equipment (up to Skill)].
base move
Normal ground movement based on the character's attributes or powers; requires a move action.
base attribute
An attribute when the character is fully healed and not impaired in any way.
black zones
A location suspected to have Instrumentality activity.
bonus
A number added to an Action Value (AV), a Defense Value (DV), or a damage roll. Only the highest bonus applies.
[Brackets]
Text in [Brackets] indicates that it is replaced by some other value, such as an attribute
Brawn
Physical might, hand-to-hand fighting ability, and general hardiness.
character point
Spent to buy attributes, skills, and special abilities for a character.
Damage Resistance
The amount the defender subtracts from the points of normal damage rolled by the attacker.
Defense Value (DV)
8 + [Attribute] + [Skill] + [Equipment (up to Skill)]; Action Value (AV) is compared to Defense Value (DV) to determine if the attack is successful.
Difficulty Value (DV)
12 (Moderate), 15 (Remarkable), 18 (Extreme), 21 (Inconceivable); Action Value (AV) is compared to Difficulty Value (DV) to determine if the action is successful.
double move
Base move x 2; requires a move action.
DV
Defense Value: 8 + [Attribute] + [Skill] + [Equipment (up to Skill)].
Difficulty Value: 12 (Moderate), 15 (Remarkable), 18 (Extreme), 21 (Inconceivable).
Endurance
Ability to physically and mentally exert oneself (Brawn + Presence).
game moderator (GM)
The player who sets the story in motion, plays everyone and everything in the game other than the PCs, and arbitrates any disputes.
gift
An exceptional ability that a normal person can have, but that most people do not have.
GM
Game moderator: the player who sets the story in motion, plays everyone and everything in the game other than the PCs, and arbitrates any disputes.
Health
Ability to withstand physical hardship and injury (Agility + Brawn).
Mental Resistance
The amount the defender subtracts from the points of mental damage rolled by the attacker; the remaining points of mental damage are halved.
move action
Move the distance permitted by Agility, Brawn, or a movement power; may be a base move, double move, or all-out move.
non-player character (NPC)
A fictional character controlled by the game moderator.
NPC
Non-player character: a fictional character controlled by the game moderator.
PC
Player character: a fictional character controlled by a player.
penalty
A number subtracted from an Action Value (AV), a Defense Value (DV), or a damage roll. Penalties are cumulative.
player
A living, breathing person playing the game.
player character (PC)
A fictional character controlled by a player.
power
An ability beyond what is possible for ordinary mortals.
Power Level
Technological might, alien potency, psychic potential, and so on.
Presence
Determination, mental combat fighting ability, and general empathy.
Reason
Ability to analyze data, draw conclusions from the facts at hand, and solve problems.
run
Double move: base move x 2; requires a move action.
round
One round is six seconds, give or take, giving us ten rounds per minute. During a round, each character gets a turn.
scene
A scene typically starts when the characters arrive at a place, and ends when they leave.
sentient
Capable of perception, problem solving, self-awareness, and anticipation of future events; a creature which is sentient; a person.
skill
Allows a character to apply their attributes to solve a problem or accomplish a task.
skill roll
Rolling dice and determining the outcome; see the Actions chapter.
sprint
All-out move: base move x 6; requires a move action.
success
An Action Value (DV) that equals or exceeds the Difficulty Value (DV).
turn
During their turn, a character can use a move action, a standard action, and one or more quick actions.
walk
Base move: normal ground movement based on Agility; requires a move action.