Game Rules.   Posted by GM.Group: 0
 NPC, 1 post
Sat 31 Oct 2015
at 08:10
Game Rules
Special thanks to Sunwise.

In this thread, we will explain how SPECIAL system will work, along with how your rolls will effect your gameplay. Although we have no rules against min-maxing, it is strongly encouraged you don't. Allocate your SPECIAL points based on what you believe your character would actually have, not on what you will get out of them.

For starters, let us define SPECIAL.

Strength determines how physically strong your character is. Having high strength allows you to carry more, have more health, and be more effective in melee combat.

Perception determines how aware your character is. By having high perception, your character will be more likely to notice things when scavenging, or scouting an area. Perception also governs ranged combat, determining how well you can aim.

Endurance determines your stamina, and energy. Having high endurance allows your character to carry more, and have more health. Endurance also governs how long you will be able to run before you get tired.

Charisma determines how well your character interacts with people, mostly NPCs. Charisma is highly involved with intimidating, persuading, or talking with NPCs.

Intelligence determines your character's knowledge. Intelligence is involved with lock picking, repairing things, and other puzzle-like situations.

Agility determines how fast and nimble your character is. Having high agility allows your character to have better reflex when attacking, or aiming.

Luck determines how lucky your character is. It is ever present, though it also directly deals with dodging.

Skills are used to further augment your SPECIAL. Each skill will be linked directly to one of your SPECIAL attributes, and both will be used frequently in rolls. There are 28 skills in total.

Skills and their linked attributes:

The strength skills are: Climbing, Fighting, Brawling, force, and Intimidation.

Climbing: How well you can climb up certain obstacles.

Fighting: How well you handle yourself in melee combat with a weapon.

Brawling: How well you handle yourself in melee combat without a weapon.

Force: How capable you are of moving, and lifting objects.

Intimidation: Using the threat of violence to get your way.

The perception skills are: Notice, Shooting, Tracking, Attunement, and Driving

Notice: How well you pick up on, and notice things out of place.

Shooting: How well you can fire a weapon.

Tracking: How well you are able to follow somebodies tracks.

Attunement: Your ability to detect, and determine things of otherworldly nature.

Driving: How well you are able to operate any sort of vehicle.

The endurance skill are: Swimming, Defiance, Resistance, and Psychic Resistance

Swimming: How long, and how well your character can swim.

Defiance: Your refusal to give up despite taking physical damage and harm.

Resistance: How capable you are of resisting physical things, like spores, taint, and soot when you have no access to filters.

Psychic Resistance: The ability to withstand psychic attacks on ones mind.

The charisma skills are: Bartering, Taunting, Intuition, and Persuasion

Bartering: The ability to haggle, and get better prices for goods.

Taunting: The ability to tease, and egg someone on.

Intuition: The ability to feel, and read the emotions of others.

Persuasion: The ability to convince someone through your charm.

The intelligence skills are: Healing, Investigating, Survival, Navigation, Repair, and Hacking

Healing: Your ability to provide aid to others.

Investigation: The effectiveness with how you use written or other sources.

Survival: Your ability to survive outside of the many stations.

Navigation: Determines how capable you are of maintaining your course in the maze like undergrounds, and above grounds.

Repair: Your ability to repair damaged items, and devices.

Hacking: Your ability to hack into any electronic devices.

The agility skills are: Sprinting, Stealth, Pick-pocketing and Lock-picking

Sprinting/Coordination: Moving quickly from place to place, and keeping your balance.

Stealth: Your ability to move undetected.

Pick-pocketing: Your ability to steal items from others undetected.

Lock-picking: Your ability to open locks.

Luck is an ever constant attribute, that is played out in the narrative.

Skill Points: At the end of every chapter, you will be rewarded skill points. How many you receive will depend on a number of factors, and be subject to how well you performed your tasks. There are two things you can do with skill points. You can purchase another point in a current skill you have, or you can buy an entirely new skill. To purchase another point in a skill you have, it costs 2 skill points up to the linked attribute, and then to go above the linked attribute it costs 3. To purchase an entire new skill costs 2 points. All new skills start at 1.

Rolling mechanics

In this RP, we use 2d10 as our dice. Normally, all rolls are 2d10+(SPECIAL ATTRIBUTE+SKILL)/2. All stat modifiers will be rounded down.

If you don't have a skill, then you simply fall back on the SPECIAL attribute. For instance, if you want to do a melee attack, but do not have the fighting skill, then you will simply roll 2d10 + (Strength)/2

A quick example: John wants to persuade Tom to give him his ring. John has 6 Charisma, and 7 persuasion. John adds his persuasion, and charisma together, making 13, then divides them by 2. Rounding down, he gets 6 again. He then rolls 2d10 dice, and adds the 6 to whatever result he gets.

The following is just a couple of the more common rolls that one might have to make. There will undoubtedly be many more potential rolls your character might have to make depending on his or her actions, these are simply examples.


These are rolls to HIT, NOT damage.

Attacking using only your fists- 2d10 + (Strength+Brawling)/2

Attacking using a melee weapon - 2d10 + (Strength+Fighting)/2

Attacking using a ranged weapon - 2d10 + (Perception+Shooting)/2


Scavenging for loot - 2d10 + (Perception+Notice)/2

Scouting the area - 2d10 + (Perception+Notice)/2

Intimidation - 2d10 + (Strength+Intimidation)/2

Persuasion - 2d10 + (Charisma+Persuasion)/2

Barter/trading/dealing - 2d10 + (Charisma+Bartering)/2

Lock-picking - 2d10 + (Agility+Lock-picking)/2

Note: To ensure the game continues at a steady pace, if a player isn't around and I require a roll, I'll send them a PM and give them a couple of hours. If they still haven't responded by then, I will make their roll for them using the RPoL dice system.

Calculating success, failure, critical success.

For all rolls, when you roll 2x1, or snake eyes, your action are automatically a failure regardless of what bonus and modifiers you have. On the contrary, if you rolled a 2x10, or two tens, your action will result in a critical success. A roll also results in a critical success when the roll's total (that is, the total of the 2d10 plus whatever stats are added into the action) is 10 or more higher than the target number for success. For example, if you need 15 or higher to succeed at a task, a total roll of 25 or more will critically succeed.

Target Number

Target number is the number that you would need to roll for or higher for your action to be count as a success.

Normally, for all actions out of combat, the target number is set to 15. That means you need to roll 15 or higher for your action to be a success. For a critical success, you will need to roll 25 or above.

The target number for fighting against NPCs will be different. When rolling against NPCs, the target number will be NPC's corresponding stats.

For example, if you try to barter with a NPC, they will accept the deal if your 2d10+(charisma+Barter)/2 was higher than (2d10+target's(Charisma+Barter)/2).


Your health is determined by 10+(Strength+Endurance)/2. When wounded, your health will naturally recover overtime. Natural recovery only happens when you are resting. Another way to recover health is through using first aid kits, or receive treatments.

In most cases, you will not 'die' when your health drops to 0. Your character will be rendered unconscious, and vulnerable. Any major damage taken in this state will result in death. Basic realism still applies, if you jump off a 10 story tall building's roof, you will die no matter what.

Acts & Chapters

The game is divided into acts and chapters. Acts are the overarching story, and much more prolonged. A chapter will be concentrated sections, and much shorter. At the end of each chapter, characters will be rewarded skill points depending on a number of factors. They will then be able to use these skill points however they choose. (See above for what skill points do.)

Currency and Usables

MGA's: MGA is the currency of the game. Most items will have a MGA price that you can check out in the Equipment compendium. Remember, some items that are only useful as character building items will not.

Meals Ready to Eat or (MRE): Meals ready to eat are rations for when you are not in a station. One meal is the equivalent of a full days worth of food. If you risk leaving a station without being prepared, you will have to use survival rolls, or get lucky, in order to survive.

Filters: Filters are necessary for Gas Masks to be able to protect you from the harmful gasses in the tunnels. Without a filter, Gas Masks will not work. A filter will last as long as a scene lasts, meaning you will only need one per use of your gas mask. However, there may be multiple times in the lines when you need to use it more then once, so its best if you are prepared with more then one.


For a character to die, they must first be downed. The downed state is when a character's health reaches 0. At this point, the character is incapacitated, and unable to perform any action other then an attempt to heal themselves. There are two ways for a character to be revived during this state.

Firstly, another character can stabilize your character with a INT + Healing roll (2d10+(INT+Healing)/2). If they fail this roll, your character will die.

Secondly, the incapacitated character may also perform a roll as an attempt to stabilize themselves, using a END + Defiance roll (2d10+(END+Defiance)/2). Once again, a failure will result in death.

Game Etiquette: All OOC posts should go in the Out of Character thread, found here: link to a message in this game

Keep it civil. If you find you have any disagreements with another player or with a GM, feel free to shoot me a PM and we can discuss it like adults. One of the two GM's will step in to resolve any major ones if the players prove unable to do so. Persistent fighting will force us to remove you from the game, though I highly doubt that will ever be a problem.

Colored Text is okay, although I personally don't find it necessary, and won't be using it in my own posts. If you enjoy it, you can use it.

This message was last edited by the player at 08:56, Mon 20 Mar 2017.