QUICK REFERENCE

  1. SKILL ROLLS

    DICEBASE ROLLMODIFIERS
    D100Roll under skill level to succeed

    Natural '96 – 99' = Automatic Failure

    Natural '00' Automatic Critical Failure
    Situational Modifiers
    1. STATISTICS

      I.Q. / M.E. / M.A. / P.S. / P.P. / P.E. / P.B. / Spd. / Luc. / Per.

      DICEBASE ROLLMODIFIERS
      D20Target Number = Character Statistic

      Roll under Statistic to succeed

      Natural '1' = Automatic/Critical Success

      Natural '20' = Automatic/Critical Failure
      Situational Modifiers
      1. INITIATIVE

        DICEBASE ROLLMODIFIERS
        D20Natural '1' = Automatic Loss of 1 action.

        Natural '20' = Can only be superseded by another Natural 20 with bonuses
        Perception Modifiers

        P.P. Modifiers

        Level Modifiers

        Situational Modifiers
        1. TO HIT ROLL

          DICEBASE ROLLMODIFIERS
          D20Natural '1' = Critical Failure

          Natural '2 – 4' = Automatic Miss

          Natural '20' = Critical Hit
          Combat Skill Modifiers

          Situational Modifiers

          Weapon Modifiers

          Armour Modifiers

          Range Modifiers
          1. DODGE

            DICEBASE ROLLMODIFIERS
            D20Target Number = Opponent Hit Roll

            Must equal or exceed to succeed
            Combat Skill Modifiers

            Situational Modifiers
            1. FEAR CHECK

              DICEBASE ROLLMODIFIERS
              D20Target Number = Horror Factor

              Natural '1' = Critical Failure

              Must exceed to succeed
              Intimidation Modifier

              Situational Modifiers

              M.E. Bonus
              1. PSI SAVE

                DICEBASE ROLLMODIFIERS
                D20Target Number = 15 (Non Psi)

                Natural '1' = Critical Failure

                Must exceed to succeed
                Power Modifier

                M.E. Bonus
                1. INTIMIDATION

                  DICEBASE ROLLMODIFIERS
                  D100Target Number = Opponent Skill Roll

                  Must equal or exceed to succeed
                  M.A. Bonus
                  1. SEDUCTION / CHARM

                    DICEBASE ROLLMODIFIERS
                    D100Target Number = Opponent Skill Roll

                    Must equal or exceed to succeed
                    Seduction Skill

                    P.B. Bonus
                    1. POISON

                      DICEBASE ROLLMODIFIERS
                      D20Target Number = Poison Strength

                      Must equal or exceed to succeed
                      P.E. Bonus
                      1. COMA / DEATH

                        DICEBASE ROLLMODIFIERS
                        D100Target Number = Medical Availability

                        Roll under Medical level to survive
                        P.E. Bonus
                        1. CALLED STRIKE

                          DICEBASE ROLLMODIFIERS
                          D20Called Strike to hit a specific location

                          11 +
                          Combat Strike Modifiers

                          Location Modifiers
                          1. THE ATTRIBUTES

                            Intelligence Quotient (I.Q.):

                            Indicates the intelligence of the character. The exact I.Q. is equal to the I.Q. attribute multiplied times ten.
                            Characters with an I.Q. of 17 or better will receive a one time bonus that is added to all the character's skill percentages.

                            Mental Endurance (M.E.):

                            Measures the amount of mental and emotional stress the character can withstand.
                            Any character with a M.E. of 16 or higher will have a bonus to save against hypnosis, mental attacks and psychic phenomena.

                            Mental Affinity (M.A.):

                            Shows the character's personal charm and charisma.
                            Natural leaders, with an M.A. of 17 or higher, have a bonus to invoke trust or intimidation in others.

                            Physical Strength (P.S.):

                            This is the raw physical power of a character. The P.S. times 10 indicates how heavy an object (in pounds) the character can carry. A character can lift 30 times the P.S.
                            Exceptionally strong characters, having a P.S. of 15-19, can carry 20 times their P.S. and lift 40 times their P.S.
                            Someone with a P.S. of 20-23 can carry 30 times their P.S. and lift 60 times their P.S.
                            Anyone with a P.S. of 24 or higher can carry 50 times their P.S. and lift 100 times their P.S.
                            Any character with a P.S. of 17 or better receives a bonus to damage in hand to hand combat.

                            Physical Prowess (P.P.):

                            Shows the degree of dexterity and agility of the character.
                            A P.P. of 17 or higher is rewarded with bonuses to dodge, parry and strike.

                            Physical Endurance (P.E.):

                            Demonstrates the character's stamina and durability. The amount of physical punishment, and resistance to fatigue and disease, is determined by P.E. A character can carry the maximum weight load (see P.S.) for the P.E. times 4 minutes. Carrying the maximum weight while running or fighting can only be done for the P.E. times 2 minutes.
                            If a character lifts the maximum weight (see P.S.), then it can only be held for as many melee rounds (15 seconds each) as the character has points of P.E.
                            A character can run at maximum speed for one minute for each point of P.E. The character's P.E., as a measure of the body's life force, is also used to determine Hit Points and S.D.C.
                            Any Character with a P.E. of 17 or better receives bonuses to save against coma, death and toxins.

                            Physical Beauty (P.B.):

                            Is an indication of the physical attractiveness of the character.
                            A P.B. of 17 or better will be rewarded with a bonus to charm or impress.

                            Speed (Spd.):

                            Specifically, this is the character's maximum running speed. The Spd. times 20 is the number of yards or meters that the character can run in one minute.
                            There is no special bonus from enhanced speed other than the ability to run very quickly.

                            Perception (Per.):

                            Just besause someone is smart, it does not mean they are observant. Perception indicates how well the character is at observing their environment, noticing the little details others might miss.

                            Luck (Luck):

                            Luck is just that, luck. It confers no bonuses to skills or other rolls, but there are times when it is just a matter of luck if something is a success. And some people are luckier than others.

                            HIT POINTS (H.P.)

                            Hit points might best be thought of as life points because they indicate how much physical damage (cuts, bruises, etc.) a character can withstand before he/she dies. These are the points that are observed during a battle to determine how much damage is inflicted. When a character has zero hit points, he is in a coma and will soon die unless extensive medical aid is given. When a character's hit points have been knocked far below zero, he is dead and beyond saving.

                            STRUCTURAL DAMAGE CAPACITY (S.D.C.)

                            Most things, have a Structural Damage Capacity. For living beings, Structural Damage Capacity (S.D.C) points are similar to hit points, but represent physical toughness or endurance rather than life. S.D.C. in people is a sort of reserve stamina that enables them to suffer physical abuse, shock and impact without actually suffering damage. A perfect example is a boxer. In training, the boxer builds up his body, toughening muscles and increasing his resistance to fatigue and pain. The boxer has developed a lot of extra S.D.C.; enough so that he can get knocked around a lot without suffering hit point damage.
                            Every time someone takes damage, that number is subtracted from the character's structural damage capacity (S.D.C.) first unless otherwise stated. When the S.D.C. reaches zero, the remaining damage affects the character's hit points.