A successful Stat check requires you to roll less than or equal to your character’s Stat Value or Stat Value average on 2d6. The greater the difference between the target number and the dice roll, the greater the degree of success or failure.
Regardless of the actual target number, an unmodified or “natural” roll of 2 always succeeds
(considered to be at least a “marginal success”), and an unmodified roll of 12 always fails (considered to be at least a “marginal failure”).
DICE ROLL MODIFICATIONS: -3 Nearly Trivial. +3 Quite difficult. +6 Practically Impossible.
Contested Stat Checks: If two or more characters are working directly or indirectly against each other (such as two people pulling on a contested object), each character must make a Stat check dice roll. The character with the greatest degree of success (or least degree of failure) is considered to have the advantage over the other.
COMBAT DICE ROLLS
The target number for Combat Dice Rolls is the character’s Combat Value rather than a Stat. A successful combat action requires you to roll_ less than or equal to_ your character’s Combat Value on 2d6. Unlike Stat checks, combat dice rolls either succeed or fail.
Regardless of the actual target number, an unmodified roll of 2 always succeeds and a roll of 12 always fails.
DICE ROLL MODIFICATIONS: The GM has the option of modifying the dice roll should the attack or defense be particularly easy or difficult.
COMBAT ROUNDS: Each round of combat covers a short but fluid 1 to 10 seconds of time from the characters’ perspectives, depending on their actions and the circumstances
INITIATIVE: Initiative determines who acts first in a fight and is checked at the beginning of each round. Each player involved rolls 1d6 and adds the result to his or her character’s Combat Value. The GM does the same for any NPCs engaged in the conflict. The character with the highest total has “gained initiative” and acts first, followed by others in descending order. Should two or more characters or NPCs have the same Initiative, their actions are simultaneous.
ATTACK: Before rolling the dice, you should clearly describe the method of attack. If a Defense Roll fails or is not attempted at all, the target will suffer the damage associated with the attack.
NON-COMBAT ACTION: Such actions include untying a rescued captive, running, using analytic sensors, changing weapons, climbing into or out of a vehicle, withdrawing from combat, writing a note, changing clothes, etc. Speaking a few words during combat, running about while attacking, or making a dramatic speech does not constitute an action.
A non-combat action may succeed automatically, or the GM may require a Stat check (with or without modifiers) to determine whether it succeeds. Some non-combat actions may take a number of rounds to perform at the GM’s option.
DEFEND: Your character can defend once each round, and only once, regardless of how many people or creatures are attacking. To successfully defend against an attack, you must roll less than or equal to your character’s Combat Value on 2d6 after adding the difficulty modifiers that the GM applies (if any). If the defense roll is successful, the attack is blocked, dodged, or otherwise negated, and no damage is delivered to your character.
The amount of damage your character delivers to a target reflects his or her understanding of advanced combat techniques as well as the power of a character’s weapons and/or Attributes. The damage value’s reliance on the attacker’s Combat Value reflects the equal importance of the Body Stat (force of the blow and manual dexterity), Mind Stat (knowledge of a body’s vulnerable areas), and Soul Stat (determination and luck) when inflicting injury upon an opponent.
The damage delivered by your character will depend on the attack form used:
• Unarmed Combat — Your character’s Combat Value.
• Armed Combat (average weapon) — Your character’s Combat Value, multiplied by 2.
• Armed Combat (powerful weapon) — Your character’s Combat Value, multiplied by 3.
• Combat Using an Attribute — Your character’s Combat Value, plus additional damage.
Average weapons include knives, clubs, pistols, and small swords. Powerful weapons include rifles, machine guns, large swords, and small explosives.
The damage inflicted is subtracted from the target’s current Health Point total. Normally, if a character is reduced to zero or fewer Health Points, he or she is incapacitated and is often knocked out. A character who is reduced to -20 or fewer Health Points will die within an appropriately dramatic length of time unless immediate medical attention is available.