Evolution System RPG Basic Rules Guide
Evolution System RPG Basic Rules Guide
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EVOLUTION SYSTEM
What is Roleplaying?
Roleplaying games are games of make-believe using one’s imagination. There is no way to win or
even a set end to the game, which can be found in other types of games. The fun comes from
pretending to be the characters you play and the accomplishments they achieve. Imagine back to
your childhood when playing Cop and Robbers, Cowboys and Indians, or Robin Hood. These are
role-playing characters spawned from inspiration of imagination.
The problem with imaginations is sometimes the conflict of who is right and who is wrong. A
prime example is that your buddy the Cop says he shot you, while you, the robber, say he did not.
So who is right? Games of pure imagination have no rules, and thus no sure way to resolve
conflicts. Thus the Game Master was created to referee the game rules, using rules presented in
the mechanics of the system used. In this case, the Game Master is called the Overseer, and he uses
the Evolution System for the role-playing rule set.
BASIC RULES
Dice Notation
These rules use the following die notations:
d2 = d6 divided by 3
d3 = d6 divided by 2
d6 = six-sided die
d10 = ten-sided die
d100 = two ten-sided dice (A number between 1 and 100 is generated by rolling two different
colored ten-sided dice. One die (designated before rolling) is the tens digit. The other die is the
ones digit. A roll of a 10 represents the number zero on the ten and one digits; except if two 10s
are rolled which results in the roll of 100.)
Resolving Conflicts
All Problems are resolved through the use of d100. Characters or the game’s Overseer must match
or roll under their Characteristic score that is relevant to the conflict. If a character matches or rolls
under their score, then they are successful in resolving the issue. If the character rolls 01 then they
have a critical success accomplishing the extraordinary. If the character rolls 100, it is a catastrophic
failure.
Bonus/Penalty Types
Circumstance: These are situational bonuses or penalties that are given Bonus/Penalty Type
by the Overseer to fit an individual, strange, or unique situation. Circumstance
There may be multiple circumstance bonuses or penalties that apply Enhancement
to situation. As long as the situation is different, the bonus or penalty Equipment
stack. Morale
Enhancement: This bonus or penalty is created from a magical or Occupational
supernatural effect. Racial
Support
Equipment: This bonus or penalty is associated with the use of armor,
Surprise
gear, or weapons.
Tactical
Morale: This is a bonus or penalty gained from a boost or loss in
confidence.
Occupational: This is a bonus gained from an occupation. These bonuses are rare.
Racial: This type of bonuses or penalties are associated to one’s own unique race.
Support: This bonus is granted when multiple PCs or NPCs tackle a non-combat task as a group
working together.
Surprise: This bonus is given out by the Overseer when a surprise occurs and is unique to each
surprise type of action.
Tactical: This bonus or penalty is associated with combat and terrain. There may be multiple
tactical bonuses or penalties that apply to situation. As long as the tactical situation is different,
the bonus or penalty stack.
Characteristic Scores
Every character has Characteristic Scores. In Evolution, the score of these Characteristics range
from 01 to 99. A limit, if any, will be specified in the rules hereafter.
Strength (STR)
This is how strong you are. Strength determines your load capacity, STR Brawl Melee
the amount of weight you can carry, drag, or lift before becoming Score Dam Dam
encumbered, and lastly the character’s muscle weight. The primary use 40 +1 —
of this characteristic is actions requiring raw strength. 50 — +1
Any creature that can physically manipulate other objects has a 60 +1 —
Strength score. A creature with no Strength score cannot exert force, 70 — +1
usually because it has no physical body or because it does not move 80 +1 —
and creature automatically fails Strength attempts. 90 — +1
99+ +1 +1
Brawl and Melee Damage Bonus: A high STR score can make the
difference in brawls and melee combat. When a character reaches a particular level of STR
he receives a bonus to damage based on the adjoin table.
Note: Brawl deals KO damage unless a Plug-in Mechanic allows KO to become to
Lethal, while Melee deals Lethal damage in most cases, unless a weapon states
otherwise.
Dragging Power: 20 lbs. x STR
Carrying/Lifting Power: 5 lbs. x STR
Weight Gain: 1.5 lbs. x STR
Agility (AGI)
This is how agile and quick you are to spring into action. AGI Bonus Bonus Bonus
Agility determines your natural defense through quickness Score AP RT MV 1
to dodge attacks and blast-effects. The primary use of this 30 — +1 —
characteristic is actions requiring quickness or speed, 40 — — +1
removal of traps, sleight of hand, and stealth attempts. 50 +1 — —
Any creature that can move has an Agility score. A 60 — +1 +1
creature with Agility score of 0 cannot move. If it can act, it 80 — — +1
applies its Strength characteristic instead. 90 — +1 —
99+ +1 — +1
Action Points: All Races start with a static amount of AP 1 Movement in Hex-Squares
that they spend on various actions each revolution (see
Combat and Tactic: Action Points). A high Agility score grants the character extra AP as
denoted in the adjoining table.
Reaction Time (RT): A high Agility grants the character a bonus, as denoted in the adjoining
table, to his Reaction to determine order of actions during Combat (see Combat and Tactic:
Reaction Time Order). Add the bonus to the die roll.
Movement (MV): All Races start with a static base Movement Rate that they can move per
revolution during combat (see Combat and Tactic: Movement). The higher the Agility the
more range a character can move each revolution of actions as denoted by the adjoining chart.
Each level of your score stacks with the previous bonus.
Endurance (END)
This is your health, resistance to damage, and survivability. END Bonus Bonus Natural
Endurance determines whether you have better or poorer Score LF KO DR
health and the threshold of pain that you can endure. It 10 +1 +1 —
affects your survival chances against chemical addiction, 20 +1 +1 —
disease, and poisons. 30 +1 +2 —
If a character's Endurance changes, his life force also 40 +2 +2 —
increases or decreases accordingly at the same time. 50 +2 +3 +1
60 +2 +3 —
All living creature has an Endurance score. A creature
70 +3 +4 —
with 0 Endurance (such as an apparition, automation, or
80 +3 +4 +1
hologram) has no “physical” body or metabolism. It is
90 +3 +5 —
immune to characteristic damage, and does not suffer lethal
99+ +4 +5 +1
damage, unless stated elsewhere.
Bonus Life Force: The higher the END score, the more bonus Life Force and Knock Out
resistance you have as denoted in the adjoining table. Each level of this bonus adds to the
previous bonus.
Damage Resistance: A high END score will grant a natural resistance to all types of damage.
Add any bonus granted to your existing Damage Resistance types (See Equipment Basics).
Each level of this bonus adds to the previous bonus.
Intelligence (INT)
This is how big your brain is and measures your level of INT Bonus Read/
smartness. The primary use of this characteristic is knowledge Score Languages Write
attempts and recollection of past memories. Intelligence also 40 +1 —
determines the number of Languages that a character can 50 — +1
speak, understand, and write. 80 +1 —
Any creature that can think, learn, or remember has an 90 — +1
Intelligence score. A creature with 0 Intelligence score is an automaton, operating on simple
instincts or programmed instructions. It is immune to all mind-influencing effects (charms,
compulsions and morale effects) and automatically fails Intelligence checks, unless stated
otherwise in the rules.
Languages: All characters start knowing how to read, speak, and write their native racial
language, unless a Plug-in Mechanic states otherwise. A character can learn a new language
or how to read/write a language when his INT score reaches higher levels as denoted in the
adjoining table. Each level of your score stacks with the previous bonus.
Perception (PER)
Perception is composed of sight, sound, and the mind. This is your awareness of surroundings
and general reasoning, the sense of knowing right from wrong and common sense. It determines
your power of deduction and overall willpower against mind-influencing effects (charms,
compulsions and morale effects).
Any creature that can perceive its environment in any fashion has a Perception score. Anything
with no Perception score is a static inanimate object, not a creature.
Charisma (CHR)
This is your attitude, charm, and personality. Charisma determines your appearance (inside and
out), likeability to others, and your influence over them. Charisma is the ability to bluff, charm,
influence others, and reason.
Any creature capable of telling the difference between itself and other things has a Charisma
score.
Combat Skills
The following skills are basic skill essential to the evolution system combat mechanics. Your
Overseer may omit combat skills or expand on the basic combat skills to define more specialized
categories covering hard to find unusual weapons or based by campaign setting.
Combat skills reflect a character’s ability to defend and to fight in hand-to-hand, melee, and
ranged combat. All combat skills are broken down into sub groups with the typical examples
below.
Archery is the trained skill in the use of bows, crossbows,
Combat Starting Value 1
and slingshots.
Archery (AGI + PER) x 0.3
Block is a defensive combat skill to block brawl, melee, Block (PER + STR) x 0.3
and thrown attacks with a shield or melee weapon. Brawl (STR x2) x 0.4
Dodge (AGI x2) x 0.3
Brawl combat is the use of one’s own body to grapple, Firearms (AGI + PER) x 0.3
kick, and punch, dealing KO damage. Heavy Weapon (PER + STR) x 0.2
Dodge is a defensive combat skill to dodge any attacks Magic (MAG) x 0.5
by getting out of the way. Melee (AGI + STR) x 0.4
Thrown (STR x2) x 0.3
Firearms is the skill that covers handguns, rifle, shotgun, 1 Round down
and sub-machine gun.
Heavy Weapons is the skill to utilize a large-sized or bigger firearm or projectile weapon, such
as a cannon, mounted machine gun, or rocket launcher.
Magic covers assault spells that target an opponent through a range attack.
Melee combat determines one’s ability to utilize a bladed or blunt weapon held in one or two
hands.
Thrown combat is one’s resolve in the use of thrown weapons.
Plug-In Mechanics
The Overseer may use several plug-in mechanics that are not crucial to the Evolution operating
system. These Plug-In elements are generally to enhance the campaign flavor and character
creation process offering advanced options to enrich a personalized or unique character or other
abilities. Plug-In Mechanics are detailed in Evolution System Campaign Sourcebooks.
Balance
The Balance method of generating Characteristic scores in an Evolution setting is by rolling 5d10
(generating 5 to 50) eight times. Drop the highest and lowest score and place the other six results
to a score of the player’s choice. Next determine each Combat skill based on the Combat Starting
Value chart located in the Combat Skills section above. Finally, add any modifiers to the
Characteristic and Combat skill scores from Plug-in Mechanics allowed by the Overseer. If a
modifier results in a score of less than 2 or greater than 60, the player must adjust his allocations to
those totals as directed by his Overseer.
Build
The Build method of generating Characteristic scores in an Evolution setting is by having all scores
start at the value of 0 and then buying points on a 1 to 1 basis to the characteristics of the player’s
choice from 138 build points. Add any modifiers to the Characteristic and Combat skill scores from
Plug-in Mechanics allowed by the Overseer. If a modifier results in a score of less than 2 or greater
than 60, the player must adjust his allocations to those totals as directed by his Overseer.
Plus
The Plus method of generating Characteristic scores in an Evolution setting is by rolling 5d10
(generating 5 to 50) seven times. Drop the lowest score and place the other six results to a score of
the player’s choice. Next determine each Combat skill based on the Combat Starting Value chart
located in the Combat Skills section above. Finally, add any modifiers to the Characteristic and
Combat skill scores from Plug-in Mechanics allowed by the Overseer. If a modifier results in a
score of less than 2 or greater than 60, the player must adjust his allocations to those totals as
directed by his Overseer.
Standard
The Standard method of generating Characteristic scores in an Evolution setting is by rolling 5d10
(generating 5 to 50) and placing the total result to a score of the player’s choice. Continue to roll
for each of the 6 Ability Score. Next determine each Combat skill based on the Combat Starting
Value chart located in the Combat Skills section above. Finally, add any modifiers to the
Characteristic and Combat skill scores from Plug-in Mechanics allowed by the Overseer. If a
modifier results in a score of less than 2 or greater than 60, the player must adjust his allocations to
those totals as directed by his Overseer.
Static
The Static method of generating Characteristic scores in an Evolution setting is by having all scores
start at the same value of 25 and then adjusting based on Character options chosen. Add any
modifiers to the Characteristic and Combat skill scores from Plug-in Mechanics allowed by the
Overseer. If a modifier results in a score of less than 2 or greater than 60, the player must adjust
his allocations to those totals as directed by his Overseer.
Modifiers: These are racial bonuses and penalties a player gains to his character for selecting a particular race. Each race has
different modifiers.
Size (SZ): The size of the character as defined by object size.
Physical Stats
Every race has physical stats that give the typical range of height and weight. For random determination use the following:
o To determine height add the height modifier to the base height.
Ht mod + Base = Ht
o To determine weight take the height modifier result and times it by the weight modifier, then add to base weight plus STR
adjustment.
(Ht mod x Wt mod) + Base + ½ STR = Wt
Races
Depending on campaign setting, character race may vary little or largely as this is a Plug-In
Mechanic but utilizes combat mechanics detailed later. The following example is playable human
race.
Human (example)
Humans are the staple top of the food Physical Stats
chain sentient beings in most campaign Gender Base Height Base Weight
settings. They come is variety of many Height Modifier Weight Modifier
different types of eye, hair, and skin Male 60 in. +2d10 in. 120 lb. x1d10 lb.
colors as well as shapes and sizes. Female 55 in. +2d10 in. 85 lb. x1d10 lb.
Average Height Average Weight
Base Values Male 71 in. (5’ 11”) 175 lb.
Life Force: 3 Female 66 in. (5’ 6”) 140 lb.
Action Points: 4
Combat Skills: +20 to three combat skills of the player’s choice.
Movement: 4 hex-squares
Human Modifiers
Humans gain the following racial modifiers at character creation:
Size: Medium (+0 bonus)
+10 bonus to three different Characteristics of choice.
Plug-In Elements (if any)
Knock Out Force (KO): KO is similar to Life Force, but covers the minor damage, mostly from
brawl attack damage. A character’s KO Force is equal to his Life Force, and is tracked as a separate
score. A high Endurance score and Plug-In mechanics may add to a character KO Force, and even
increase it higher than Life Force. When a character is damaged from brawl attacks or non-lethal
attack, he receives a number of wounds in damage that subtracts from his KO Force. If a character’s
KO Force drop to 0, he fall unconscious. If he continue to take KO damage, the damage is tracked
into negative numbers.
CONDITIONS
A number of adverse conditions can affect the way a character operates, as defined here. If more
than one condition affects a character, apply all penalties.
Blindness
A blinded character suffers a –50 penalty to Agility and Perception. Additionally the character
suffers a –25 penalty to combat and cannot use Block, Defend, or Dodge in combat.
Chemical blindness (i.e. pepper spray, stun grenade) is temporary and its effects are healed
over time. Blindness from injury is usually permanent, however a character can seek add from a
doctor.
Characteristic Damage
The character has suffered an affliction that has reduced one or more of his characteristic score.
Lost points are restored through the character’s healing rate when the condition that causes the
loss of the characteristic no longer exists.
Crippled
The character has suffered a crippled limb from immense damage. The effects for a crippled limb
vary depending on the limb as detailed below.
Arm / Hand: Characters with a crippled arm or hand suffer a –25 penalty to combat skills using
two-handed weapons in combat. Additionally they suffer a –25 penalty to Agility rolls that
involve the use of both arms and hands.
Foot / Leg: Characters with a crippled foot or leg, suffers a –1 hex-square movement penalty,
all movement AP costs are doubled in combat, and the character cannot charge or run.
Groin: Characters with a crippled groin suffers a movement penalty and cannot Dodge in
combat. Additionally, all movement AP costs are tripled in combat and the character cannot
charge or run.
Head: see Concussion.
Torso: Characters with a crippled torso cannot Dodge in combat.
Deafened
A deafened character suffers a –50 penalty to Perception and cannot hear others. Additionally the
character cannot use Dodge in combat.
Chemical deafness (i.e. shock grenade) is temporary and its effects are healed over time.
Deafness from injury is usually permanent, however a character can seek add from a doctor (see
Services).
Distressed
A character can become distressed from a variety of reasons, but it is usually due to a fear or morale
effect. Distressed characters suffer a –20 penalty to Agility, Perception, and Strength tests, as well
as a –10 penalty to all combat skills.
Fatigued
Characters become fatigued when failing to rest for at least 6 hours daily. A character that has been
awake for 20 hours can push himself 10% of his Endurance in hours past 20 hours before becoming
fatigued.
Characters that are fatigued suffer a –25 penalty to Strength and Agility checks, a –20 penalty
to all combat skills, and a movement penalty (AP x2). After at least 6 hours of rest a character is
no longer fatigued.
Hallucinations
Characters suffering from delusions and hallucination see things that do not exist creating a
distraction. At the start of any combat encounter a character suffering from hallucinations must
make a Perception check at a –25 penalty or lose half of his AP for 3 revolutions (action points lost
to unpredictable behavior towards the hallucinations).
Nauseated
Characters suffering from nausea gain a –10 penalty to Agility and Strength checks, –20 penalty to
PER checks, and a –10 penalty to all combat skills. A character will remain nauseated until at least
4 hours of rest is had.
Paranoia
Characters suffering from paranoia believe that someone or something is constantly watching them
or out to get them. A paranoid character gains a +20 Perception bonus, but suffers the effects of
being fatigued.
Equipment Basics
Concealed Weapons and Objects
It is assumed that, when attempting to conceal a weapon or other object, a character is wearing
appropriate clothing. Concealing a weapon or object requires an Agility roll with modifiers based
on the size of the item or weapon as detailed in the sidebar (remember this number for future
circumstances). Drawing a concealed weapon also requires an Agility roll. If successful, the
character starts a surprise combat revolution (see Surprise).
Carrying Capacity
A character’s carrying capacity depends directly on the character’s Strength score times 5. If the
weight of everything a character is wearing or carrying amounts to no more than his capacity, the
character can move and perform any action normally (although the character’s movement might
already be slowed by the armor he is wearing).
If the weight of a character’s gear exceeds his capacity, he is considered encumbered. An
encumbered character’s movement is reduced by one-half (round down, min. 1 hex-square), and
he cannot Charge, Dodge, or Run in combat. Additionally the character suffers a –10 penalty to
Agility for every 10 lbs. of weight that he exceeds past his carrying capacity limit.
Damage Resistance
Damage Resistance falls into several different categories and is the main form of protection against
damage to a character’s Life Force. Below are some example of Damage Reduction that can be
found in any campaign setting:
Energy DR (EDR) reduces damage from elemental and energy damage that includes acid, cold,
electric, fire, and magic sources.
Physical DR (PDR) reduces damage from physical damage, such as arrow wounds and melee
damage.
Explosive DR (XDR) reduces damage from an area of effect or blast damage.
COMBAT MECHANICS
Combat is played out in revolutions. Each revolution every player acts in a particular order based
on circumstances. Combat usually runs in the following way:
1. The Overseer determines which characters are aware of their opponents at the start of the battle.
If some, but not all of the combatants are aware of their opponents, those caught unaware supper
a surprise penalty to Reaction Time Order. The combatants who are aware of their opponents can
act normally. If no one or everyone starts the battle aware, there is no surprise penalty.
2. Combatants begin a revolution cycle rolling 1d10 + Reaction Time, with the highest number
acting first, followed by the next lowest, and so on, until all combatants have acted.
3. Combatants spend Action Points to perform various combative actions.
4. When everyone has had a turn, the combatant with the highest RT acts again and steps 3 and 4
repeat until combat ends.
COMBAT ACTIONS
All characters and creatures have the following three actions they may make during a combat
revolution: combative (see Action Point usage), movement, and speech (5 or 6 words). Combat skills and
movement are detailed further below.
ACTION ROUNDS
1 Revolution = 5 seconds
1 Revolution Cycle = 12 Revolutions (1 Minute)
Surprise: When a character or opponent is not aware of the other, then he is surprised. A penalty
to the surprised combatant is applied to his RTO. The Overseer will determine the penalty based
on circumstance.
Combat Attacks: A Character uses his relevant combative skill score to make an attack. If the
character succeeds on his Combat Skill check by rolling equal or lower to his score. If successful he
scores a potential hit against his opponent, at which time the opponent may then choose to Block
or Dodge, should he have any of these options available.
The Opposed Roll: Sometimes an opposed roll is called for from a specific action. An opposed
roll is based on the character’s relevant characteristic versus the NPC or creature’s same
characteristic (in most cases). If one opponent fails the roll, then he loses the contest. If both
combatants fail, than the contest is over with no winner. If both succeed the roll, it is a stalemate,
continuing the contest.
Combat
Combat represents a character’s physical conflict with an opponent or object within a cycle of
actions. Below detail attack types as well as various different combat action and techniques that
require AP expenditure and can used in or on the battlefield for both defense and offense.
In some cases, such as a Plug-In element, the base range may change depending on the weapon
type, allowing the character to add his STR or PER modifier in hex-squares to the base range of the
weapon.
Damage
When a character hits with an attack, he deals a number of damage according to the type of weapon
(detailed under the weapon’s statistic) and any other modifiers that alter that amount. However,
Damage Resistance and some other tactics may reduce the amount of damage a target receives. If
the number of damage a target receives brings the damage result below 1, then the target suffers a
glancing blow receiving no damage. Any damage above zero is deducted from the targets current
Life Force or Knock Out Force. If either score is reduced to zero, that target is knocked unconscious.
If the damage is lethal any additional damage is applied to the character’s END score. Knocked
Out damage compounds into a negative score, taking longer for the character to heal and recover.
Lethal Damage: Any attack that breaks bones or that cuts, burns, or pierces skin the deals one or
more wounds is lethal damage.
KO Damage: This damage is bruising and fatiguing a target into unconsciousness by using Brawl
attack, blunt melee weapons, or special projectiles like rubber bullets.
Lethal Hits
When a character makes a combat attempt and the results are a natural 01 on the dice roll, the
character hits the target in a vital life-threatening location. The target of the lethal hit still may
attempt to evade the attack through use of Block or Dodge attempts (should he have any available).
If the attack is successful the character deals double the damage in wounds to the target and a
status ailment like a crippled limb (as determined by the Overseer). Plug-In elements can increase
both the lethal range and damage multiplier for a lethal hit.
Fumbles
When a character makes a combat roll and the results are a natural 100, the character fumbles his
attack, losing the rest of his AP until his next revolution. He cannot defend himself and is off
balance not able to benefit from block or dodge attempts until his next revolution. Some Plug-In
elements or malfunctioning weapons may increase the fumble range.
ACTION POINTS
When in combat the character gains use of his Action Point Costs*
Action Points (AP) to perform a variety of actions Aim (weapon’s APC +1)
to use during their combative and movement Attack (Brawl) (2)
actions. All Actions listed in the adjoining sidebar Attack (Weapon) (see weapon’s APC)
are detail below and are standard to the Evolution Block /Dodge (see below)
System. Defend (see below)
Draw a Weapon (1)
Action Points (AP) = Racial Base + Modifiers Firearm Burst (weapon’s APC +2)
Firearm Spray (weapon’s APC +2)
Grappling (see below)
Aim Movement (see below)
A character may spend an Action Point to aim a Perception check (1)
ranged or thrown weapon at an opponent. Reload Firearm (1)
Aiming grants a one-time +10 bonus to his next Retrieve an item (1)
combat skill attempt. Special Actions (see below)
Targeted Attack (weapon’s APC + 2)
Use an item (1)
Block *If a character does not have the AP available to
A character receives one free block attempt each perform the desired action, he cannot perform the
revolution. A character must have a medium-side action.
or larger firearm, a melee weapon, or a Cover
shield at the ready to block a lethal attack. Degree of Cover (Example) Penalty
If the Block combat skill attempt is 25% (half wall or tree stump) –10
successful, the character blocks the attack 50% (behind narrow tree or standard-sized
–25
and receives no wounds. If failed, the window)
character takes normal wound damage. 75% (around a corner of a building or
–50
behind a large tree)
Archery and thrown combat 100% (total cover) ∞
projectiles may only be blocked with a
shield. Firearm and magic attacks cannot be blocked. Plug-In element may grant additional block
attempts in a revolution.
Cover
Cover provides an added defense for a character or opponent. The more cover a character has, the
bigger the penalty to an attacker’s combat roll. The Overseer may impose other penalties or
restrictions on attacks depending on the details of the cover.
Defend
A character can opt to defend at the start of his revolution by spending 2 or 4 AP. When a character
defends he gains +1DR for 2AP and +2DR for 4AP. Any combat skills used while defending are
made at a –20 penalty.
Disarm
A combatant may attempt to disarm his opponent weapon through any combat skill. The character
makes a Combat check against the size of the object. The Opponent is allowed a Strength check to
see if he maintains his grip. If the check fails the opponent’s weapon is knocked out of his hands
and usually to the ground.
Firearm Burst
A character with an automatic burst capable weapon (like a machine gun), may fire a volley of
bullets in a hex-square at a single target. While not the most accurate attack, it is an effective attack
form. When performing a Firearm Burst, the shooter makes 3 combat rolls, using the most
successful as his attack, almost guaranteeing damage to a target. The target still receives his normal
chance to dodge, if any.
Firearm Spray
A character with an automatic burst capable weapon (like a machine gun), may fire a spray of
bullets in 3 adjoining hex-squares at multiple targets. When performing a Firearm Spray, the
shooter makes his firearm combat attempt against each target. The first target is targeted normally;
the second target at –20 penalty; and the third target at a –40 penalty. Additionally cover may
apply to a target behind another target. All targeted opponent still receive any dodge attempt
(should they have any available) as normal.
Grappling an Opponent:
A character must be adjacent to his opponent and make Grappling an Opponent Options APC
a successful Brawl combat roll to initiate a grapple. Initiating a Grapple 1
Initiating a grapple cost 1 AP regardless of failure or Attacking while Grappling 2
success. Once a grapple is initiated, and then the Disarming Opponent 3
attacker has several options to choose that cost Escaping Grapple 2
additional AP as detail on the adjoining chart. Forcefully Moving an Opponent 3
Immobilizing Opponent 4
Many of the grappling options below require opposed
Pulling/Using an item in Grapple 2
combatant rolls.
Attacking while Grappling: While grappling an opponent, a character can attack using Brawl
attacks or small melee weapons.
Disarming an Opponent: A combatant can attempt to disarm their opponent’s weapon or an
item held through force of strength. The character must succeed an opposed STR check.
Escaping Grapple: A combatant can attempt to escape the grapple through force of strength or
by their nimbleness of agility. The character must succeed an opposed AGI vs STR or STR check.
Inanimate Objects
Inanimate Objects are easy to hit since they don’t Example Objects Object Size
generally move. Combat rolls usually are not Material Density Size Multiplier
needed to strike an object with a Brawl or Melee Rope 3 Diminutive x1
attack unless it is actually moving. However, if a Plastic 2 Tiny x2
ranged attack is being used to target the object Glass 1 Small x3
from a distance, then the character must make the Wood 5 Medium x5
appropriate combat roll against the size of the Concrete 10 Large x10
object (see Size Modifier). Steel 20 Huge x20
Objects possess a degree of density measured from 1 to 1000 determined by the Overseer.
Density is essentially the Life Force of the object, or how many wounds the object can take before
destruction. The Density of an object has a base Density and a multiplier based on size. Consult
the following chart for common examples of material and density.
Inanimate objects cannot Block, Defend, or Dodge, unless a special circumstance allows
otherwise. Animated objects can Defend or Dodge depending on circumstance.
Movement Sequences AP
Manipulating Objects Normal
Stealth (one-half MV)
0/1
2
In most cases, moving or manipulating an object costs
Jog (MV x2) 1
1AP. This includes drawing or holstering a weapon, See
retrieving or putting away a stored object, picking up an Crouched/Prone/Standing Up
below
object, moving a heavy object, or opening a door. Charging an Opponent (MV x2) 3
Run (MV x4) 3
Movement (MV)
Movement Rate (Square/Hex grid map): A character may move his MV base plus modifier in hex-
squares each revolution.
Charging an Opponent: This is short burst of speed, allowing the character to move twice his
normal movement, immediately engaging an opponent in a Brawl or Melee combat action. In order
to use a charge movement there must be at least (3 hex-squares) between the charger and the
opponent. A success Charge attack adds +1 damage dealt from an HtH or Melee attacks.
Jog: This is a slight increase in speed and allows the character to move double the character’s
normal movement rate.
Normal: A character can move a number of squares equal to his MV for free. Movement beyond
this costs 1 AP to move up to the base rate again.
Crouch, Prone, and Standing Up: Usually to gain advantage of cover, characters drop to a
crouched or prone position. Doing so cost 0 AP, but may be a result of a particular attack type.
Characters in a prone position create a –20 penalty to an opponent’s archery, firearm and thrown
Tag Team
If a character is making a Brawl or Melee attack against an opponent, and an ally is also attacking
that opponent they each gain a cumulative +5 bonus on their combat roll. If more allies attack a
single opponent, the combat bonus increases. The maximum combat bonus that a character can
benefit from is +30 if six characters surround an opponent.
Blinded: The character is blinded and suffers the penalties as detailed under Conditions.
Concussion: The character has taken a mighty wound to the cranium and suffers penalties as
detailed in the Conditions.
Crippled: A character that is crippled suffers penalties using the crippled appendage as detailed
in the Condition Summary.
Thrown Explosives
A thrown explosive, such as a grenade, is a Thrown Explosives Miss
weapon that affects all combatants and objects d10 Location Struck from Intended Target
within a burst radius. When throwing a burst 1 +7 hex-squares short of target
effect weapon, the character picks a hex-square 2 +5 hex-squares short of target
to target. If his Thrown combat roll is 3 +7 hex-squares to right of target
successful, he hits the intended hex-square and 4 +5 hex-squares to right of target
denotation occurs. If missed, however the 5 +3 hex-squares short of target
throw is wild and off target. Roll a d10 to 6 +3 hex-squares beyond target
determine where the explosive lands and 7 +5 hex-squares to left of target
detonates using the following chart. 8 +7 hex-squares to left of target
9 +5 hex-squares beyond target
10 +7 hex-squares beyond target
OVERSEER NOTES
The Overseer is the designer, narrator, rule arbitrator, and storyteller having final say in all rule
disputes. He plays all non-player characters in the story and uses the rules above to maintain the
standards of his visions in the game setting.
After the players complete an adventure, the Overseer will assign Evolution Points (EVP)
based on the risk and success the players had. EVP is used to increase characteristic and combat
skills at a rate of 1 to 1 basic, unless the Overseer deems otherwise.