Chapter 1: Core Mechanics
This chapter introduces the core mechanics driving gameplay,
focusing on the Success Check (SC) system for resolving skill checks, attacks,
and other actions. The Success Check Workflow outlines setting Target
Numbers (TN), calculating skill bonuses, and rolling dice to determine success
or failure.
The chapter explains Advantage and Disadvantage,
which modify dice rolls, and how players can use Edge to manipulate
outcomes or gain powerful advantages. It also covers the Margin of Success
(MoS) system and the Triumph/Despair Rule, adding depth to how
success or failure impacts the game.
Additionally, mechanics for Variable Damage Rolls and
the Armor System ensure combat is both tactical and impactful. The Edge
system is explored in detail, providing ways for players to influence rolls,
recover Edge through rest and play, and even avoid death with the costly Edge
Burn mechanic.
Success
check workflow
The game’s mechanic for resolving skill checks, attack rolls,
and more is the Success Check (SC):
2d10 + skill (ranks + 2 governing
attributes) vs. Target Number (TN) = Success if equal to or greater
1. Determine
the Target Number (TN):
The GM sets a Target Number based on the difficulty of the
task. TN values typically range from 15 to 30, though higher TNs are possible
for exceptionally difficult tasks. Lower TNs are rarely used; anything that
easy is probably not worth making a check for.
2. Advantage
and Disadvantage:
·
Advantage:
o
Effect: If you have Advantage, you roll
3d10 instead of 2d10.
o Procedure:
After rolling, remove the lowest result, then add the dice roll
result to your skill bonus.
o Acquisition:
Advantage can be granted by the GM based on favorable conditions,
advantageous gear, or character talents. The most common way to gain Advantage
is by spending a point of Edge (see below).
·
Disadvantage:
o Effect:
If you have Disadvantage, you roll 3d10 instead of 2d10.
o Procedure:
After rolling, remove the highest result, then add the dice roll
result to your skill bonus.
o Acquisition:
Disadvantage can be imposed by the GM due to unfavorable conditions, lack
of gear, or powerful adversaries.
3.
Edge
Edge can either be spent to gain Advantage if you do not
already have it or remove Disadvantage, but it cannot be to do both for one
check.
·
Spend for Advantage: If you spend Edge to
gain Advantage, you may remove any dice, not just the lowest, from the
dice pool, making you more likely to roll a double (see Triumph/Despair below).
o
If you already have Advantage, you may spend
Edge to access the additional benefit (but there is no "double Edge"
in the game, so you don’t roll additional dice).
4. Roll
Dice:
·
Without Advantage/Disadvantage: Roll 2d10
and add the results together.
·
With Advantage: Roll 3d10, add the
results, then remove one die of your choice before adding the skill bonus.
·
With Disadvantage: Roll 3d10, add the
results, then remove one die chosen by the GM before adding the skill bonus.
5. Calculate
the Skill Bonus:
·
Identify the relevant skill for the task.
·
The skill bonus is determined by adding
together:
o Two
Primary Attributes: Combine the values of the two primary attributes most
applicable to the skill.
o Skill
Ranks: Add the character’s ranks in the specific skill being used.
6. Compute
the Total:
Add the total from the dice roll to the skill bonus.
7. Determine
Success or Failure:
·
Compare to Target Number (TN): If the
total meets or exceeds the TN, the check is successful.
·
Calculate Margin of Success (MoS): The
Margin of Success is the total from the SC minus the TN. MoS indicates how well
the check was performed.
o Positive
MoS: Represents how much the check exceeded the TN, influencing the quality
or impact of success.
o Negative
MoS: If the total is below the TN, the MoS is negative, indicating the
degree of failure.
8. Triumph/Despair
Rule:
·
Rolling Doubles:
o
If You Succeed: If you roll a double and
succeed, add 5 to your Margin of Success (MoS). This represents an
extraordinary performance.
o
If You Fail: If you roll a double and
fail, subtract 5 from your Margin of Failure. This represents a significant
mishap.
9. Magnitude
of Success/Failure:
·
Positive MoS:
o 0
to 4: Marginal (but still a success).
o 5
to 9: Significant Success.
§
Attack: Add 1d6 to your damage pool.
§
Non-attack: At the GM’s discretion, gain
Advantage on your next related SC.
o
10 or more: Complete success.
§
Attack: Add 2d6 to your damage pool.
§
Non-attack: At the GM’s discretion, gain
Advantage on your next SC (of any kind). Alternatively, the GM might offer
another benefit.
·
Negative MoS:
o
-1 to -5: Marginal failure.
o
-6 to -10: Significant failure. You gain
Disadvantage on your next related SC.
o
Below -10: Complete failure. You gain
Disadvantage on your next SC and additional penalties at the GM’s discretion.
10. Note
on Simplicity:
Some checks may require only a simple success or failure.
The detailed MoS breakdown applies when the extent of the outcome matters for
the narrative or situation.
Example:
Task: Tricking someone in a conversation.
·
Relevant Attributes: Cunning + Presence
·
Skill: Deception
·
Skill Bonus Calculation: Cunning +
Presence + Deception ranks.
·
Advantage Scenario: Suppose you have
Advantage. Roll 3d10 (e.g., 7, 4, and 3), add them for a total of 14. You
choose to remove the 3, resulting in a total of 11 + skill bonus.
·
Disadvantage Scenario: Suppose you have
Disadvantage. Roll 3d10 (e.g., 8, 5, and 2), add them for a total of 15. The GM
removes the 8, leaving a total of 7 + skill bonus.
Understanding the probability
curve of 2d10
Rolling 2d10
creates a bell-shaped probability distribution. Unlike a single d20 or d100,
2d10 clusters results around the middle, making mid-range results more common.
Probability
breakdown for 2d10:
1.
Probability
of Rolling 5 or Higher:
Approximately 94% (compared to 75% for 1d20)
2.
Probability
of Rolling 10 or Higher:
Approximately 64% (compared to 55% for 1d20)
3.
Probability
of Rolling 15 or Higher:
Approximately 21% (compared to 25% for 1d20)
4.
Probability
of Rolling 20:
Approximately 1% (compared to 5% for 1d20)
This distribution
helps design challenges with a predictable range of results, allowing for a
balance between variability and success.
Difficulty levels
Some challenges
and tasks may be assigned intermediate TNs. For example, if something is
slightly more complex than Moderate but not quite Challenging, a TN of 22 could
be appropriate.
If the difficulty
level is pretty obvious, like a check being Very Difficult (i.e., beyond what
most people can achieve), he’ll just say Very Difficult. The GM may hint (or
straight-up lie) if the difficulty is less obvious.
The default
difficulty is Moderate, with a TN of 20. Assuming a +15 skill bonus, a
professional in the field should succeed approximately 95% of the time, while a
less skilled but still trained person (+10 skill bonus) will get it right about
2/3 of the time.
10 (Very Easy)
This task is straightforward and requires minimal effort.
Most people, even without specialized training, should be able to accomplish it
easily. It’s typically not worth rolling unless under significant pressure
or Disadvantage.
15 (Easy)
A task that might require some attention but is well within
the capabilities of most people with a basic understanding or some relevant
experience.
20 (Moderate – Default)
The standard difficulty for tasks that present a challenge
but should be manageable for someone with relevant skills or experience. A
professional in the field should succeed most of the time.
25 (Challenging)
A more difficult task requiring a higher level of skill or
expertise. Success is not guaranteed, even for a professional, and may require
some level of preparation or focus.
30 (Difficult)
A task requiring significant skill or expertise. Only those
highly trained or experienced can regularly succeed.
35 (Very Difficult)
A challenge only the most skilled individuals can achieve.
Even for experts, success is far from guaranteed.
40+ (Near Impossible)
A task almost beyond the reach of even the most skilled
experts. Success requires exceptional skill, luck, perfect conditions, or
extraordinary effort. Failure is highly likely.
Advantage/Disadvantage explained
While some
situations may apply flat bonuses or penalties to success checks (usually when
your skill is directly impacted rather than the circumstances of the check),
the system more commonly utilizes the Advantage/Disadvantage mechanic to
represent dynamic changes in a situation.
Advantage means you roll an extra die (3d10 instead
of 2d10) and then remove the lowest roll, while Disadvantage works in
the opposite way: you roll 3d10 and must remove the highest roll.
How Advantage
and Disadvantage Affect Rolls
·
Advantage and Disadvantage are roughly
equivalent to a +2.5 or -2.5 modifier on your success check. This
is comparable to the more traditional +2/-2 modifier system, but with a
key difference: the probability distribution changes rather than just adding a
flat modifier.
o Advantage: Shifts the likelihood of rolling higher
numbers, without changing the maximum or minimum possible roll.
o Disadvantage: Similarly shifts the likelihood of rolling
lower numbers, without changing the max/min outcomes.
For example:
·
Rolling
2d10 + 2 gives an average result of 13, with a floor/ceiling of 4 to
22.
·
Rolling
2d10 with Advantage (3d10, remove lowest) gives an average result of
around 13.5, but the floor/ceiling remains at 2 to 20.
Key Differences
·
Advantage/Disadvantage
doesn't stack:
No matter how many sources of Advantage you have, you only roll one extra die
and remove one (similarly for Disadvantage). Multiple sources of Advantage
won’t increase the number of dice rolled.
·
Flat
Modifier vs. Advantage:
While a flat modifier like +2 always shifts the total result, Advantage
shifts the distribution of results, which means it affects your overall
chances of success differently. Advantage increases your odds of higher results
without directly changing the highest or lowest possible roll.
Using Edge with
Advantage
·
Edge interacts directly with Advantage,
but not Disadvantage. When you spend Edge to gain Advantage, you
can choose which die to remove from your roll, rather than automatically
removing the lowest one. This gives you much greater control over the outcome.
·
Maximizing
Triumph/Avoiding Despair:
Spending Edge to manipulate the die removal lets you strategically aim
for better outcomes, particularly by increasing your chances of rolling a
double and triggering a Triumph (or avoiding a Despair if you
suspect a failure). For instance, if you roll a set of dice that includes
doubles, you can use Edge to keep those doubles, triggering a stronger
success. Similarly, if the roll seems doomed, you can remove a die to limit
your failure.
Summary of Edge
Impact on Advantage
·
Advantage
with Edge: Roll 3d10 and choose
which die to remove.
·
Normal
Advantage: Roll 3d10 and
remove the lowest die.
·
Disadvantage: Roll 3d10 and remove the highest
die (cannot be modified by Edge).
Variable damage rolls
Damage, whether
from weapons, spells, or environmental effects, is determined by rolling a
number of d6 and adding a modifier based on the weapon’s Strength
attribute (melee weapons use the wielder’s Strength, ranged weapons use their
own).
The equipment
chapter has details on weapon damage, the magic chapter on astral and spell
damage, the matrix chapter on matrix combat, and anything that doesn’t fit
those categories in the gameplay chapter.
Examples:
1.
Street
Samurai: ST 6 attacks a
thug with a sword, doing 2d6+6 damage (2d6 for the sword, +6 for ST).
2.
Guard: Shoots a runner with a burst from his SMG,
doing 3d6+4 damage (2d6 base for the SMG, +1d6 from burst, +4 for the weapon’s
ST).
The bell curve
created by multiple d6 rolls means that the more dice rolled, the more likely
you are to get average results. This system provides consistency in damage
while still allowing for extreme highs and lows.
Weapon
examples:
While the
Equipment chapter has all the details, it’s worth mentioning that for firearms,
2d6+4 is considered the "standard" damage of a light firearm, such as
a light pistol or Ingram Smartgun (ignoring the burst and smart-gun features for
now), heavy pistols (such as the Ares Predator) does 3d6+5 damage, 4d6+6 is assault
rifle damage, 6d6+8 is a typical sniper rifle, while your trusted assault
cannon does 8d6+10 damage.
Melee damage is
less varied, with 2d6+ST being the standard damage for many weapons, but a
troll attacking you with a two-handed fractal-serrated glaive will do a lot
more damage than that. Punching someone with the intent to harm them does 1d6+ST
stun damage, which is kind of bad but not as terrible as being stabbed
or shot.
Magic spells, Matrix
combat, environmental hazards, and vehicle combat follow a similar pattern but
with unique quirks, so once you learn the base system, you’re well-equipped to
handle more exotic forms of combat.
Armor system
If you get hit, be
it in the physical world, Astral, or Matrix, you will take damage. Armor can
help mitigate damage entirely or partially. All forms of armor are rated for
Penetration Threshold (PT) and Damage Reduction (DR).
·
Damage
below the PT is ntirely negated (although the armor itself can become
degraded after multiple hits).
·
Damage
that’s at least equal to PT has penetrated and do FULL damage, adjusted as
follows:
o Penetrating damage is reduced by the armor
DR as a percentage (don’t worry, there’s a table for this that greatly
simplifies calculation).
Example:
Pistol vs. Light
Armor: 2d6+4 vs. PT 15/DR 30.
The attacker must roll at least 15 damage, so he needs 11 total on 2d6 to
penetrate. Anything less is entirely stopped by the armor. But for the sake of
argument, let’s say he rolled a 12, so 16 total. The armor soaks 30% of that,
or 4 points, leaving 12 damage.
This is a straightforward
example of using a semi-auto pistol against light armor protection. If the
shooter got a high MoS, he’d get extra dice, burst fire does more damage, there
are special ammo types, etc. If the defender had more serious armor protection
(assault armor PT35/DR60), the attacker would need a much more powerful weapon
to penetrate. This and much more are covered in relevant chapters (combat,
equipment, magic, etc.).
As a rule of
thumb, light armor is PT15/DR20, medium armor is PT25/DR40, and heavy armor is
PT35/DR60, but there is considerable variation between armor types and models. Anything
heavier than light armor will slow the wearer and reduce their Dodge defense. All
armor follows the same general rules, be it manufactured armor, natural armor,
magical armor, Matrix armor, vehicle armor, or whatever.
Edge
Edge is a fluid and powerful resource that
players can use to influence the outcome of rolls, increase damage, and avoid
catastrophic injuries. It’s designed to be spent frequently, with the knowledge
that it can be regained through rest, success, or even failure.
Using Edge
1.
Gain
or Remove Advantage/Disadvantage:
·
Gain
Advantage: Spend 1 Edge to
roll 3d10 and choose which die to remove.
·
Remove
Disadvantage: Spend 1 Edge
to negate Disadvantage and roll 2d10 normally.
2.
Boost
Damage:
·
Add
+1d6 to a Damage Roll:
Spend 1 Edge to roll an additional 1d6 and add it to your damage total.
3.
Reduce
Injury Severity:
·
Lessen
Injury: Spend 1 Edge to
reduce the severity of an injury by 1 step (to a minimum of minor). This can
prevent a serious injury from becoming critical or life-threatening.
Edge Recovery
Edge is designed to be a fluid resource,
encouraging players to spend it freely, knowing it can be regained through rest
or during gameplay.
·
Short
Rest: Regain 1 Edge point
after a short rest.
·
Long
Rest: Regain all spent
Edge points after a long rest.
Edge Regained
During Play
In addition to
rest, players can regain Edge during gameplay based on their actions,
achievements, and setbacks. However, the ease with which Edge is regained is
influenced by both the character’s current Edge and their maximum Edge.
1.
Achievements
and Success:
·
Characters
regain Edge after achieving significant objectives, such as reaching key
milestones, completing missions, defeating major enemies (bosses), or coming up
with clever solutions.
·
GM Discretion
and Edge Influence: The
difference between a character’s current Edge and maximum Edge will influence
how often the GM rewards Edge for these successes.
o Characters who have fewer Edge points
remaining compared to their maximum (e.g., 1 of 7) will more likely regain Edge
for a notable success.
o Characters closer to their maximum Edge
(e.g., 5 of 7) may find it harder to regain Edge as they haven’t yet been
pushed to their limits.
2.
Failures
and Setbacks:
·
Edge
is also regained when the team faces significant failures or setbacks,
reflecting the characters’ resilience in the face of adversity.
·
Current
Edge Influence: Characters
with lower Edge (e.g., 0 or 1 Edge) will find it easier to regain Edge in these
situations. Players who are running low on Edge are seen as needing to regain
their "fighting spirit" more quickly when things go wrong.
·
Conversely,
characters who still have a high amount of Edge remaining (e.g., 5 or more) may
not regain Edge as easily from setbacks, as their reserves haven’t yet been
depleted.
Edge Burn
Edge Burn is a last-resort mechanic used to prevent
a character’s death. By permanently sacrificing a portion of their Edge, a
character can avoid immediate death but still require urgent medical attention
and a long recovery period.
·
Effect
of Edge Burn:
o The character avoids immediate death but
still needs immediate medical attention and long-term recovery.
o Cost: Edge Burn reduces the character’s current Edge by 1 and permanently
reduces their maximum Edge score by 1. This means they can no longer regain
that point of Edge, limiting how often they can use this feature.
o Restrictions: Edge Burn is only used to prevent outright
death—it cannot be used to avoid other forms of harm or failure.
This mechanic
provides players with a safety net in extreme situations, but at a cost that
grows heavier over time, ensuring that Edge Burn is only used in truly
life-or-death moments.
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