Game Basics

Basic Game Mechanics

How long does it take?

Firing a ranged weapon takes only a split second, but programming a mech or fixing a starship can take hours, sometimes days. So how do you figure out how long it takes to do something? Some skills may only take a round, but require such concentration that the character can do nothing else in the round – first aid, computer use or driving a rover are good examples. Skills that cover complex actions may list a range of times, such as "one round to five minutes" or "one round to two hours." The actual time required

Skill and Attribute Checks

Sometimes you may try to do something and no specific skill applies. In cases, you make an attribute check: Roll number of dice of particular attribute. The GM assigns a difficulty or sets up an opposed check when two characters are engaged in a contest using one attribute against another. In some cases, a test of one’s attribute doesn’t involve luck. Just as you wouldn’t make a height check to see who make a height check to see who is taller, you don't make a Strength check to see who is stronger. When two characters arm wrestle, for example, the stronger character simply wins. In the case of identical scores, then make opposed Strength checks.

Example Attribute Checks

  • Forcing open a jammed or locked door: Strength
  • Tying a rope Dexterity Navigating a maze: Perception
  • Remembering to lock a door: Knowledge
  • Repairing a damaged weapon: Technical

Failed Checks

If you fail a skill or an attribute check, you may retry it in most cases. If the reroll is being made under stress (combat, time constraints etc) add the difference between the difficulty of your previous roll and the number you rolled to the next skill check to reflect that situational pressure.
e.g. If you were rolling for 16 but you rolled 10, add 6 to the difficulty of your next skill check.

Using Ranged Combat Skills

Dexterity's ranged combat skills all work the same way.

The "ranged combat" skills include: Artillery, Energy Weapons, Grenades, Heavy Weapons, Ranged, Thrown Weapons and Vehicle Weapons. (Starship Weapons and Capital Ship Weapons are also "ranged combat" skills, but they're covered by Mechanical).

When a character fires a ranged weapon, the Difficulty is based on the Ranged Defense Value of the target or the distance to any targeted objects: the further away a target, the higher the difficulty number. If your skill roll is equal to or greater than the Difficulty, your attack hits. It's not always that simple, sometimes the target is behind a cover or makes a full dodge so the GM has to alter the difficulty accordingly.

Using Melee and Brawling Skills

Melee skill covers any type of melee weapons and brawling covers any type of hand-to-hand attacks. When attacking an opponent the character has to roll equal to or higher than the Defense Value of the target to hit. When attacking with weapons it’s the Melee Defense Value and when attacking with bare hands (or claws) it’s the Brawling Defense value. In close combat any targets using melee may parry if they have any actions left in that round. In that case the parrying player has to roll one point above the roll of the attacker to parry. If successful no damage is dealt.

Actions Per Round and Initiative

At the beginning of the round every player declares how many actions he will be attempting during that particular round. When a player declares more than one action, he gets a negative modifier of -3 per additional action to all actions attempted during that round. The player with the lowest initiative declares first and the player with the highest initiative declares last.

After all actions have been declared the player with the highest initiative starts the round. Making his first action followed by the first action of the second player (or opponent) and so on.

Using Full Reaction

Full Reaction - the character ads 10 to his appropriate defense. However, a character making a full reaction can't do anything else in that round.

Taking 10

When a character has time and is not rushed and has at least 3D on a governing attribute assigned to the skill he is checking. He may take 10 and instead of rolling and add 10 to his skill number.

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