Natural '20' = Can only be superseded by another Natural 20 with bonuses
Perception Modifiers
P.P. Modifiers
Level Modifiers
Situational Modifiers
TO HIT ROLL
DICE
BASE ROLL
MODIFIERS
D20
Natural '1' = Critical Failure
Natural '2 – 4' = Automatic Miss
Natural '20' = Critical Hit
Combat Skill Modifiers
Situational Modifiers
Weapon Modifiers
Armour Modifiers
Range Modifiers
DODGE
DICE
BASE ROLL
MODIFIERS
D20
Target Number = Opponent Hit Roll
Must equal or exceed to succeed
Combat Skill Modifiers
Situational Modifiers
FEAR CHECK
DICE
BASE ROLL
MODIFIERS
D20
Target Number = Horror Factor
Natural '1' = Critical Failure
Must exceed to succeed
Intimidation Modifier
Situational Modifiers
M.E. Bonus
PSI SAVE
DICE
BASE ROLL
MODIFIERS
D20
Target Number = 15 (Non Psi)
Natural '1' = Critical Failure
Must exceed to succeed
Power Modifier
M.E. Bonus
INTIMIDATION
DICE
BASE ROLL
MODIFIERS
D100
Target Number = Opponent Skill Roll
Must equal or exceed to succeed
M.A. Bonus
SEDUCTION / CHARM
DICE
BASE ROLL
MODIFIERS
D100
Target Number = Opponent Skill Roll
Must equal or exceed to succeed
Seduction Skill
P.B. Bonus
POISON
DICE
BASE ROLL
MODIFIERS
D20
Target Number = Poison Strength
Must equal or exceed to succeed
P.E. Bonus
COMA / DEATH
DICE
BASE ROLL
MODIFIERS
D100
Target Number = Medical Availability
Roll under Medical level to survive
P.E. Bonus
CALLED STRIKE
DICE
BASE ROLL
MODIFIERS
D20
Called Strike to hit a specific location
11 +
Combat Strike Modifiers
Location Modifiers
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.
SKILL ROLLS
Natural '96 – 99' = Automatic Failure
Natural '00' Automatic Critical Failure
STATISTICS
I.Q. / M.E. / M.A. / P.S. / P.P. / P.E. / P.B. / Spd. / Luc. / Per.
Roll under Statistic to succeed
Natural '1' = Automatic/Critical Success
Natural '20' = Automatic/Critical Failure
INITIATIVE
Natural '20' = Can only be superseded by another Natural 20 with bonuses
P.P. Modifiers
Level Modifiers
Situational Modifiers
TO HIT ROLL
Natural '2 – 4' = Automatic Miss
Natural '20' = Critical Hit
Situational Modifiers
Weapon Modifiers
Armour Modifiers
Range Modifiers
DODGE
Must equal or exceed to succeed
Situational Modifiers
FEAR CHECK
Natural '1' = Critical Failure
Must exceed to succeed
Situational Modifiers
M.E. Bonus
PSI SAVE
Natural '1' = Critical Failure
Must exceed to succeed
M.E. Bonus
INTIMIDATION
Must equal or exceed to succeed
SEDUCTION / CHARM
Must equal or exceed to succeed
P.B. Bonus
POISON
Must equal or exceed to succeed
COMA / DEATH
Roll under Medical level to survive
CALLED STRIKE
11 +
Location Modifiers
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.