The rules of this game will be very similar to GURPS lite. This section lists all the rules to be used in the campaign. Most of it is copy-paste, I might reword sections to make it slightly more understandable.
Success rolls are the standard form of determine the results of actions. To determine success you roll 3d6 against your target (usually a skill or attribute). Modifiers are then applied based on certain conditions up to GM discrepancy. Once base roll is found it is compared to the target +/- modifiers. If the roll is at or below the target(and modifiers) then it is a success. If not it is a failure.
Other things to know:
- a roll of 3 is always a success along with a critical success
- a roll of 4 is always a success along with a critical success
- a roll of 5 is a critical success if the target is 15+
- a roll of 6 is a critical success if the target is 16+
- a roll of 17 is always a failure and a critical failure if the target is 15-
- a roll of 18 is always a failure along with a critical failure
- a roll that is 10 or more higher than the target is a critical failure
Contests are tests of skill, whenever two or more parties are involved in a confrontation it is a contest. There are two types of contests quick contests and normal contests.
Split second actions, lunging for a gun for example, are decided by a Quick Contest. Each competitor makes the appropriate success roll. The one who Succeeds the most or even at all is the winner. If both fail the one who failed least would win and if it is a tie both win equally.
Anything that would take up more than a few seconds are decided with Normal Contests. As before each competitor makes a success roll. If both succeed or fail than the relative positions are unchanged and another roll is needed. If one succeeds and the other fails that person is the winner.
All you need to know for reaction rolls is that upon meeting new people I’ll roll to see how they react. Modifiers are always present based on how you approached them and other factors. They will always be secret and you will only know the results through how the NPC acts around you.
Will be described on the Character Creation page.
Encumbrance and Move
The rule book states:
“Encumbrance” is a measure of the total weight you are carrying, relative to your ST. The effects of encumbrance are divided into five “encumbrance levels.” All but the lowest level will reduce your actual Move to a fraction of your Basic Move and give a penalty to Dodge, as follows:
- No Encumbrance (0): Weight up to Basic Lift (see p. 5). Move = Basic Move. Full Dodge.
- Light Encumbrance (1): Weight up to 2xBL. Move = Basic Movex0.8. Dodge -1.
- Medium Encumbrance (2): Weight up to 3xBL. Move = Basic Movex0.6. Dodge -2.
- Heavy Encumbrance (3): Weight up to 6xBL. Move = Basic Movex0.4. Dodge -3.
- Extra-Heavy Encumbrance (4): Weight up to 10xBL. Move = Basic Movex0.2. Dodge -4.
Drop all fractions. Encumbrance can never reduce Move or Dodge below 1.
Note that these levels are numbered from 0 to 4. When a rule tells you to add or subtract your encumbrance level from a die roll, this is the number to use. For instance, encumbrance gives a penalty to Climbing, Stealth, and Swimming skills.
Physical feats will be determined by me, if you want to know if you can succeed on a certain task I will tell you beforehand or you can look at the free lite rulebook on the website (it’s the same one I’m using).
Very paraphrased version of the rules.
Turn order is decided by Basic Speed