ACTIONS AND SKILLS
OPPOSED ACTIONS:
When two characters are doing things that oppose each other.
- Each character rolls 1 die for each point of Attribute or Skill (whichever is applicable). Sum up the results.
- A modifier to an action means reduction or increasing of the number of dice rolled.
- Compare the results. The one with the higher result wins.
- In case of a tie, reroll.
USING AN ATTRIBUTE OR SKILL:
- Assign a difficulty number:
- Very Easy task difficulty 5: Knowing that PolyGraphics is a famous computer company. Attaching a laser sight to a gun.
- Easy task difficulty 10: Knowing that PolyGraphics is famous for its cyberspace simulation software. Attaching a smart module to a weapon.
- Moderate task difficulty 15: Knowing that PolyGraphics was the first megacorp to develop IC. Fixing a malfunctioning laser sight.
- Difficult task difficulty 20: Knowing the software development strategy of PolyGraphics. Fixing a wrecked smart module.
- Very Difficult task difficulty 30: Suggesting a development plan for one of PolyGraphics projects. Building a smart module.
- Roll 1 die for each point of Attribute or Skill (whichever is applicable). Sum up the results.
- A modifier to an action means reduction or increasing of the number of dice rolled.
- The number has to be equal or greater than the difficulty number for success.
HERO POINTS
- Usage of a Hero Point in a combat turn doubles all the character Attributes and Skills for that turn.
- Usage of a Hero Point for a specific action doubles the Skill or Attribute used for that action.
- A Hero Point used, is lost for the ramainder of the adventure.
- At the end of an adventure, the character gets back his hero points.
- If the adventure was successful, or it was a failure, but the player did his best, the character gets an extra hero point.
EXPERIENCE POINTS (XP)
- To increase a skill spend XP equal to the current skill level to increase it to the next level. E.g.: increasing a skill from 3 to 4 costs 3XP.
- To learn a new skill - spend XP equal to the skills Attribute-1 to learn the skill at a beginning level equal to the Attribute. E.g.: A character with Dexterity 3 needs to spend 2 XP to learn Firearms for a beginning level of 3.
- When Computers or CyberrDeck skills are increased, increase ALL the skill's sub skills by 1. Also, you can increase one of the sub skills by another 1 level.
DEFAULTING TO ATTTRIBUTES
- When not having a specific skill, the character can do things with his Attributes as defaults.
- When trying to use an unlearned skill (except Operation skills), use the Attribute-2 as a default. E.g.: To fire a gun with no Firearms skill, use Dexterity-2.
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