Core Rules
Ability Check
Roll equal or under an Ability score on 1D6 to succeed in any given action or activity.
1 = critical success. 6 = critical failure.
With Advantage roll 2D6 and keep the lowest number. Specialisms give PCs Advantage on relevant actions or activities. With Disadvantage roll 2D6 and keep the highest number.
Damage
Standard Success: 1 Hit + Weapon Score.
Critical Success: 1D6 + Weapon Score.
Most weapons carry a Weapon Score of 1. Heavy weapons carry a Weapon Score of 2.
Rapid fire weapons can be handled as follows: roll 2D6 with advantage per target or cartridge; if targets are in cover roll 1D6.
To react against an NPC or environmental event, PCs roll for a relevant Ability.
Against NPC attacks specifically, PCs roll Resistance or Speed (if applicable). Failures = Hit reduction (see table below).
Healing
When a PC reaches 0 Hits, they are incapacitated and will die in 1D6 rounds, unless they are revived by a successful PC Aid roll. A standard success restores 2 Hits, a critical success restores 1D6 Hits. Further healing can take place away from immediate danger, with appropriate medical attention and with time. A critical failure when aiding an incapacitated PC results in their immediate death.
Non Player Characters
NPCs vary depending on their type and importance. The following elements can be combined in any way, but are given here in their basic form, ranked by NPC Hits.
| NPC Level | Standard Damage
|
Critical Damage
|
Additional | ||
|---|---|---|---|---|---|
| 2 Hits | 2 | 3 | PC Advatage on rolls | ||
| 4 Hits | 2 | 3 | vz | ||
| 8 Hits | 3 | 1D6 | |||
| 16 Hits | 1D6 | 1D6+1 | PC Disadvantage on rolls | ||
| 32 Hits | 1D6+1 | 2x1D6 (and keep the highest) | PC Disadvantage on rolls |