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System Reference

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Version 0.75

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Table of Contents
1 Introductory
3 The Agent and Agent Sheet
5 Agent Sheet Front
6 Agent Sheet Back
8 Base Stats
9 Health
10 Skills
13 TABs
13 Powers
13 Karma
15 Actions
18 DAT
21 Progression Points
What is this? The Skill system uses branching Skill Trees to organize
base skills and associated specializations. Progression in
This document is the system reference guide for the these skills are weighted for specialization to make sense
D10/0 System. The D10/0 System is a flexible tabletop role for efficient, focus skill growth and to make generalization
playing game system, which maintains a small rule set and useful but costly. Skills use a greater scale than attributes
provides options for custom mechanics that fit a designer’s to allow skill improvement in smaller but immediately
whims. The D10/0 System tries for flexibility, but is not useful increments.
meant to be universal any shape or form. It tries to provide
a foundation to build upon and keep the rule conflicts to a Traits, Assets, and Burdens allow further character
minimum. customizing beyond what Attributes and Skills can
offer. These can be designed to fit a Setting and meet the
Despite the literature in this reference document, one requirements of a designer to encourage a variety of game
should always remember the classic “Rule 0”. Rule 0: styles. Karma further defines a character, but in a less
“Roleplaying games are entertainment; your goal as a group discrete way. Karma can represent reputations, relations,
is to make your games as entertaining as possible.” The backgrounds, history, and other more cosmic standings.
material in this reference document should be understood
in the context of it being guidelines to aid both Game The mechanics use strictly d10 or d100 rolls to keep the
Master and player. Nothing contained within here should number and variety of dice to a minimum.
ever be construed as absolute law. “While the quickest
route between any two points is a straight line, very few
people are going to run through a brick wall to get to the
Basics before anything else...

other side; it makes far more sense to go around it.”
The D10/0 System uses a few terms to describe
common aspects of the system. Definitions are provided to
Why the name “D10/0”? This system uses d10s and
prepare designer and end-user alike.
d100s. d10 is the term used for ten sided dice and d100 is
the term used for one hundred sided dice. d100s are often
simulated by two d10s. There are no other dies used. The Game Master (GM) - This position serves as the
D10/0 name came about as a combination of the terms d10 liaison between the game universe and players. The GM
and d100. is the facilitator of the game, the balancer, the equalizing
force, and the final vote in conflicts. What the players
The Difference aren’t in direct control of is the GM’s domain: storyline,
non-player characters, and universe mechanics. Remember
What makes this game system different that the others the Golden Rule: “The GM makes the rules; don’t argue
out there? Primarily, the individual components come with the GM.” GMs remember the Silver Rule: “Your
together to allow a great degree of flexibility in character players can always play another game; don’t abuse the
design while stemming off some of the confusion that Golden Rule.”
can come from that flexibility. The various components
interconnect with each other but without losing their Setting - The content that uses the D10/0 System.
separate definition. For example, Attributes influence A Setting contains all the information about a game’s
Skills, but both still serve different functions on their own universe. A setting also contains any custom rules and
and are clearly defined. With well defined components, preferences in relation to the D10/0 System.
the game can be clearly tweaked and balanced to the
preferences of a game designer.
Agents - The beings in the game’s universe: Critters,
monsters, active things, and intelligent beings. Players
Other Notable Bits control their own agents. Most significant agents in
the game’s universe will have some form of agent sheet.
There are ten attributes arranged in two groups of Player Agents always have an agent sheet to keep track of
five; one group of tangible aspects and the other intangible important information about them.
aspects. This allows for a variety of characters to be
defined more explicitly by attributes without needing to Attributes - The basic definition of an agent. There
make special exceptions to explain more unique designs. are ten attributes in two groups of five. Tangible attributes:
For example, there’s a Strength and Endurance attribute Agility, Endurance, Intellect, Perception, and Strength.
instead of a unified Body attribute. This way one can have Intangible attributes: Focus, Spirit, Sense, Beyond, and
characters that are tough and resilient but not physically Charisma.
strong, and characters that are strong but have trouble
maintaining an extended use of that very strength. Or a Health - The gauge and checklist of an agent’s
character can be book-smart (Intellect), but lack wisdom wellbeing. The numeric measurement is Health Points.
(Sense). The informative notes are Health Conditions.

1
Skills - The component that determines an agent’s
ability to find solutions for problems. This component
makes use of ten Root skills and added on Branch Skills in a
tree hierarchy.

TAB - Traits, Assets, and Burdens. TABs give an agent


extra definition in a concise way. Traits are matter-of-fact
or balanced aspects, Assets are good aspects, and Burdens
are bad aspects. TABs are often used to encapsulate
archetype abilities, the rules for Powers, and other
mechanics that require more to function properly.

Powers - Abilities that operate on their own rules


that are not best represented by individual components.
A Power can be a module of rules that may be based
on components or a collection of items used with the
components. A power could be an ability that exists on its
own separate of Skills and Attributes. Most powers make
use of power points via functions to control what is and
isn’t possible.

Karma - Information about the relations an agent has


with the setting. These could be notable deeds, reputations,
or how the game universe simply feels in general towards
the agent. While Karma can share some domain with
TABs, they are less clear cut. They often influence the game
universe on a more broad scale, less apparent to the agent
or even the player.

Actions - The activities of an agent. Results of these


actions may present many possibilities depending on the
agent’s ability.

DAT - Damage, Adjustment, and Threat. Damage is


the negative effect on Health. Adjustment can change the
nature of Damage. Threat is an action that can produce
Damage.

Progression Points - The means and currency


for changing an agent. Progression Points grant a Game
Master a way to reward players for accomplishments in a
game. These Progression Points allow a player to purchase
improvements for his or her agent, in a manner of his or
her choosing.

2
The Agent depending on the type of game desired. Higher amounts
will create agents with greater raw ability and possibly
higher derived ability. Lower amounts reduces overall
Agents are the active beings in the game’s world. They potential for an agent and forces greater sacrifice for any
can be characters for the players to play, monsters, critters, high attribute score. NOTE: Small adjustments are only
other important characters, and most things that have recommended. A different of +/- 5 points can vastly change
some degree of independent function. So whether it is the the game experience.
dramatic hero, the quest giving king, or the party’s space Allocate points to desires: Attribute scores define the
ship with some onboard automation... They are all agents. raw aspects of an agent. While Skills describe the refined
Player Agents are proxies for players to interact with ability of an agent, Attributes are always there and the last
the game’s universe. Information about agents are kept on fall back for determining an agent’s potential and ability.
Agent Sheets. Agents have rules for construction to fit the Allocate appropriate to the character. The median, average
Setting. Attribute score is “5”.

Standard Player Agent Build Determine Health


Take the average of Endurance and Spirit and
Process multiply by 10: This is the standard for games where
physical combat is the more common type of conflict. A
A setting should provide some kind agent build process different multiplier can be used to alter the difficulty and
for players to use. Even if it’s just a clone of the standard danger apparent in the game. Even other combinations of
player agent build process, it should be clear what the Attributes can be used to better reflect the conflict aesthetic
process is. Below is the “standard” player agent build of the game. In a game about social order posturing,
process. This process shows the general steps to take when Strength and Charisma could be used. And in a game about
building a player agent. maintaining sanity in the face of other worldly horrors (that
usually will instantly kill you upon physical confrontation
any way), Intellect and Sense could be used.
Fill in the Agent’s information block Record in Normal and Current fields: Simply, the
Choose a Name and Species: Names are always an Normal Health score indicates where an agent’s health re-
important part of the agent creation process. Names are sides on average. Current can be fairly dynamic, even from
first major bit of information about the character of agent agent creation.
another will get. The stage for a character can be set with
just a simple mention of the name. The importance of
Species depends on the setting, but often it is used as the Determine Action Quota
next significant bit information about an agent. Species can Take average of Agility and Focus, rounding
simply be a major classification for the purposes of origin down: The Game Master my choose to round up, if he
or plot, or it can lead to receiving a unique blend of TABs, or she is feeling generous. This is the standard Attribute
Karma, or even Powers that solidify the aspects of that combination for games where physical combat is the
species. common type of confrontation. Depending on the game,
Write in Statistical information and Defining other Attribute combinations can be used to reflect the
Aspects: This is where various tidbits of information is aesthetic of the game. For example in a game where
recorded about an agent. Height, weight, age (sometimes hackers fight in virtual realms, an agent’s ability to act is
separated into different component ages for such times as more of contest of Perception and Beyond.
when physical age is vastly different than mental age), and Record in numeric field of Action Quota: This is
other descriptors. Defining Aspects are items of interest a quick reference number for both Game Masters and
that are relatively prominent or quick to discern and players.
provide unique outwardly apparent characterizations that Fill in Action Quota circles to preference: This
others in the game’s universe can notice. serves as a visual reference for the player. A player can
arrange filed circles in groups for organizational purposes
that coincide with commonly used actions and their costs.
Determine Attributes
Every Attribute starts out at the minimum of “1”:
Attributes typically are capped at 10. But special reasons Choose TABs
can allow attribute scores in excess of 10. This isn’t Decide upon TABs to take and apply bonuses and
common. penalties: The setting is the major determiner of what
45 points are given to allocate to attributes: 45 Traits, Assets, and Burdens are available and how many an
points is the standard bias point amount. It provides agent can have. Traits are meant to be balanced, matter
enough points for player agents to be distinguished from of the fact zero sum aspects. Assets and Burdens can have
the average common person in the game world, but to still different tiers and even associated value costs. The setting
force a player to make sacrifices for very high scores in can have a very modular, flexible route to allow a player to
choice attributes. This bias can be adjusted very slightly chose TABs, a random assignment, or even mandate certain
TABs based on other aspects of an agent.

3
Calculate Skills Determine Actions
Circle two Attribute abbreviations in each Root Significant Actions are recorded in the places given.
Skill: These two attributes will be the major contributors Common Actions worthy of being written down are attacks,
to that Skill. If two attributes are the same value, choose power abilities, equipment functions, and even special uses
the attribute which best reflects how the agent would use of Skills. The Action list is a quick reference for significant
that skill to solve problems. actions that are bit a more involved and unique to your
Calculate the Base rating by totaling the attributes agent.
for each Root Skill, count major contributor
attributes twice: This biases Roots skills towards a
Base of “25” given an Agent with average Attribute scores Agent Sheet - Front Page
of “5”. Anything above 25 is considered above average Information Block - At the top of the front page, it
and anything below 25 is considered below average. This contains basic descriptions about the agent.
biasing can be changed, but it is recommended to just give
more starting Skill Points for players to spend on agent Name - The agent’s name or identification.
Skills. This keeps the system functioning well in the long Game Info - Information about the game the agent
term. belongs to.
Spend a 100 Skill Points to preferences: See the Species - The major classification of the agent. This
Skills section for more information about how to spend could be race, animal species, class, nationality, or
Skill points and how to branch more skills from root skills. character type depending on the setting.
Record newly bought Skill ratings increases in the
Adjust field: If nothing was bought for a Root Skill, put a Statistics - A place for statistical information. Age,
“0” in the Adjust field. gender, height, and weight are some examples.
Calculate the Total rating by adding Base and Defining Aspects - The general purpose catch all
Adjust ratings: Refer to the Skills section for more section for any additional information.
information when calculating Base, Adjust, and Total
Progression Points - A field for Progression Point
ratings for branch skills.
accounting.

Determine Karma
Karma is very setting dependant. Karma, by its very Attributes - Attribute values are recorded here.
nature, is more subjective and reliant upon the game
universe. There are no standard rules for it when it comes
to agent creation. A good agent background story can serve Action Quota - A field is provided for the numeric
as a basis to determine Karma or even other aspects of an value of an agent’s Action Quota and a field of bubbles for
agent can hint to what elements of Karma an agent should visual organization of Action Quota.
have.

Determine Equipment Health Block - This block contains information about


Equipment is reliant on the setting. It is highly an agent’s Health.
recommended that all player agents start out with the same
rough total value of equipment. A recommend standard to
follow is:
Adjustments - This section deals with Adjustments
Most mundane inexpensive items are free to get within
from the DAT.
reason of the game universe. A pack of bubble gum and
some matches might be easy to get in modern times, but
hard to find in the Post-Apoc.
Player Agents should be allowed some means of defense Power Blocks - The Power field contains the name of
and offense matching their abilities. If not at creation, a power and other information. The Normal field contains
relatively close afterwards. the normal power points the agent has for the power. The
The party can have some means of transportation, if Current field contains the current power points the agent
applicable. has for the power.
Each agent should be allowed to get basic equipment
related to his or her chosen role in the party to facilitate and
emphasize that role. The Dude - The default diagram is a humanoid figure,
but can be modified or replaced with better fitting figures.
The Dude has Regions, Bubbles, and Yellow and Red
Determine Adjustments Zones. Regions represent major portions of the agent.
Adjustments depend on equipment, agent TABs, and other Bubbles are multi-purpose fill-in indicators. Yellow Zones
system components. Write down any found in the field. represent regions of the agent that are non-vital points but

4
Name Game Info
Skill Tree Base Adjust Total
Athletic AG EN ST
Species Statistics Progression Points

Defining Aspects

Attributes Action
Quota Close AG FO ST
AG
Agility
FO
Focus Health Current
EN
Endurance
SP
Spirit

IN
Intellect
SE
Sense
Health Normal Health Conditions

PE
Perception
BE
Beyond
Domestic CH SE SP

ST
Strength
CH
Charisma Adjustments

Current Interaction CH SP ST

Power Normal

Current Navigation BE IN PE

Power Normal

Current
Ranged AG FO PE

Power Normal

Action Cost Check

Sensory BE FO PE

Society CH IN SE

Theory BE IN SE

Vocational EN IN SE

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Items Extra Skills Base Adjust Total

Traits - Assets - Burdens Karma

Notes and Other Useful Information

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critical for unhindered function. Red Zones represent vital
regions. The Dude is a multipurpose diagram for keeping
relevant information about an agent. Examples are: Armor
coverage, injuries, and important item locations. Also,
the Dude may be decorated to better represent the agent’s
actual profile and appearance.

Action Slots - These ten slots list the agent’s significant


actions. The Action field details an action’s description,
effects, and source. The Cost field indicates what the action
costs to perform. The Check field indicates the kind of
check and goal number an action requires.

Skills - The Common Root Skills are written and spaced


for branch skills to be recorded beneath them. Base,
Adjust, and Total fields record the different ratings a skill
has.

Agent Sheet - Back Page

Items - The assorted belongings carried by the agent.


Another copy of the Dude provided for marking locations of
gear.

Extra Skills - Extra skill fields provided for more


advanced agents.

Traits, Assets, and Burdens - The discrete


defining points of the agent.

Karma - This section is for Karma information.

Notes - This section is for notes and other information.

7
Attributes Intangible Attributes
Intangible Attributes are related to the aspects of an agent
that are more qualitative and ethereal is nature. You know
Attributes are the simplest definition of an agent. They they “exist”, but can’t quite discretely isolate them. Many
are rawest expression of what an agent is capable of. They of these attributes are not the kind to immediately show
serve as the basis for Skills, TABs, and Powers. Is an agent their qualities externally, unless they are to one extreme or
strong or wise? A charmer? Tough beyond mere mortal another.
men? Attributes answer these basic questions.

The typical agent has attributes within the range of Focus - Coordination, concentration, and application
1 - 10, but can have attributes above 10 with significant of the self. A measurement of an agent’s control over the
reasons. application and balance of body and mind.

Score Meaning Spirit - Courage, will, guts, fighting spirit, and/or faith.
Intangible compliment to Endurance, which measures an
0 Non-existent
agent’s ability to persevere.
1 Barely noted
5 Average
Sense - The Anti-Intellect: Common sense, wisdom, and
10 Amazing
other bits of intelligence. A representation of an agent’s
10+ Exceptional mind’s ability shaped by experience, hard lessons, and raw
intuition.
The Ten Attributes Beyond - Gut feelings, sixth senses, and beyond-the-
empirical perceptions. An agent’s ability to garner useful
There are ten attributes in the D10/0 System and
information from non-empirical senses.
are arranged into two groups of five. One group is for
Tangible Attributes, while the other group is for Intangible
Attributes. Both groups contain complimenting tangible/ Charisma - “Strength” of character. An agent’s ability
intangible pairs. to influence others, get attention, or inspire those to
follow the lead. Charisma isn’t tied to physical looks, but
presence.
Tangible Attributes
Tangible Attributes are related the aspects of an agent that
are far easier to measure in empirical ways, quantify, or
simply point to. These are aspects that are often far easier
for others to notice and recognize.

Agility - Proficiency at physical control. Agility


encompasses flexibility, dexterity, speed, and motor
control.

Endurance - Physical durability and quality. This


incorporates construction, reliability, physique, and
efficiency.

Intellect - Empirical information processing ability.


Can be likened to book smarts, computational prowess, and
logical reasoning.

Perception - Ability to garner useful information from


empirical senses. Agents may have senses that give greater
range, but still rely on Perception to make the sensory
information useful. It doesn’t matter how far you can see,
if you can only manage to zoom in on one spot on the vast
horizon.

Strength - Physical strength and power. Strength


can determine an agent’s physical force in a hit, carrying
capacity, and ability to brute force through situations.

8
Health work against an agent’s health. Settings can have means
for health recovery by using natural healing, medicines, or
other procedures.
Health. Often taken for granted when you have it, Failing Health
not so much when you don’t. The world an agent is in is
sometimes unforgiving and can often lead to trials by fire. When an agent’s health points fall below 0 (zero), the
When things go wrong, consequences happen. Sometimes agent is dying. A dying agent sometimes makes checks to
those consequences lead an agent to be injured, get sick, or avoid further degradation of health and may have difficulty
suffer more permanent effects. But fear not, injuries can performing actions.
be healed, sicknesses cured, and permanent disabilities Death
overcome. It’s not always bad news. Sometimes your
health can be exceptional, so never discount a good night’s After passing a negative health point threshold, the
sleep and taking those extra steps to keep yourself in good agent dies. This threshold, by default, is the negative
shape. value of an agent’s normal health points. What exactly
“death” or “Dramatic Existential Alteration of Theoretical
Health is the well-being of an agent. Health Points are Happenings” means for an agent is explained by the setting.
the numeric way to show health that provides a general Death can be permanent or just an alternative state of
gauge of well-being in a quantitative manner. Health being.
Conditions are informative notes that provide details about
an agent’s well-being in a qualitative manner. Health
points have two fields: Normal and Current. Normal
defines the typical Health points. Current tracks the
current health points.

Standard Health Methods


The standard method to determine starting Normal
health points for a player agent is to take the average of an
agent’s Endurance and Spirit, then multiply it by 10. The
Current equals the Normal at the beginning.
Normal health points can be increased by Progression
Points. A standard increase is the average between
Endurance and Spirit (rounded up) that is added to the
Normal health points.

The Standard Health Range


Current In extraordinary Health, and may
Exceptional above
Normal degrade over time.
Current Typical health point level.
Normal is
Normal Average, everyday healthiness.
Current Suffering from Health Conditions
Injured below
Normal or received Damage.

On the Current On the edge between stable and


is
Brink 0 (Zero) failing health.
Current Health is failing and can develop
Dying below
0 (Zero) detrimental conditions.
Current Dead: Non-functional, moved on,
Dead below
-Normal ceased life functions.

Keeping Healthy
Many elements in the game universe can keep an agent
from having optimal health. Normal maintenance activities
may not be enough when health conditions or damage

9
Skills from a calculation of attributes indicated by abbreviations
next to the skill. Two of these contributing attributes can
be circled to indicate they are major contributors. The
An agent in the world will be tested. An agent’s actions standard calculation totals the values of all contributing
sometimes require skill. Checks based on these skills find attributes, counting major contributor attributes twice.
out if and how they happen. Is the lock deftly picked in A branch skill grows from either a root or another
time or does it jam from incompetence? Does the agent branch skill. A branch skill gains its Base rating from the
quietly creep around the courtyard without being detected parent skill’s Total Rating. This is reinforced by writing
or easily spotted by the first spotlight? Does the agent branch skills under their parent skill.
decipher that key phase out of the ancient texts that warns On the agent sheet there are three columns after a skill
of the troubles to be faced in the next adventure? Agents name. These fields are the different ratings of a skill.
can do a variety of many things. Skills start out broadly
encompassing a variety of activities. Later on, an agent’s
Skill Fields
skill set can become focused and branch out to more refined
Base Starting rating in a skill. Derived from
variations. Or an agent may maintain a broad skill set and Base Rating Attributes or parent’s Total rating.
be a jack of trades, but master of none. An agent could also
focus down a branch of skills to exacting mastery. Either Adjusted Changes in skill rating. The value
Adjust Rating determines the cost for an increment.
way, an agent can develop skills through using them in
impressive ways or carefully develop them through use of Total Determined by adding Base and
Progression Points. Total Rating Adjust ratings.

Using Skills (Rolling the dice) Skill Points


Skills use d100 or hundred sided die rolls. When an Skill Points change an agent’s Adjust (adjusted) rating.
Action by an agent requires a Skill Check, the player rolls The points to increase the rating depends on the current
two ten-sided dice with one die representing the ten’s rating. Skill points can be bought with Progression Points
position and the other the one’s position. The number from or granted by the GM. When a player buys skill points with
the roll is compared to the Total rating of the appropriate Progressional Points, he or she selects a root skill. He or
skill. The difference between these two figures determines she then receives skill points equal to the sum of the major
the result. Please refer to “Actions - Using Actions” section contributing attributes of the root skill. These points can
for more information. be used on the root skill or any skill growing from it. When
a GM rewards skill points, they can either be directed
Roots and Branches towards a specific skill or a branching of skills. Skills
The D10/0 Skill system makes use of a Skill Tree points not directed towards a specific skill can be saved and
of Root and Branch skills. There are ten common root applied at a later time. These skill points in reserve are
skills: Athletic, Close, Domestic, Interaction, Navigation, written as notes on the agent sheet off to the side next to
Ranged, Sensory, Society, Theory, and Vocational. These the relevant skills or in the Notes section of the sheet.
root skills are common to all agents and available for use. As the adjusted rating for a skill increases, it becomes
They also serve as the starting roots for other skills to grow more expensive to increase the adjusted rating. This results
from. Branch skills are skills that emerge from a root that in an increased skill point cost. The standard rule: For
can either be a common root or another branch skill. These every 10 points in the adjusted rating the skill point cost
branch skills serve as focused specializations derived from doubles.
the root skill. The things a branch skill encompasses comes
from a subset of things the root skill encompasses. Branch Standard Exchange Rate
skills with the same root don’t share much in common.
Adjusted
The arrangement of root skills and branch skills
Rating
00 - 09 10 - 19 20 - 29 30 - 39 40 - 49
depends on the setting. Heavier settings could have a
Master Skill Tree which shows all the skills available and Increment 1 Skill 2 Skill 4 Skill 8 Skill 16 Skill
their arrangement. The Master Skill Tree is developed in Cost Point Points Points Points Points
conjunction with the style of agent development the setting
wants to encourage. Broader trees grant more choices and Skill Trees
deeper trees grant more options for specialization. Lighter When an agent starts out during creation, they start out
settings can be more improvised and go with what the with only the common root skills. With skill points a player
group and Game Master decides is sensible enough. So can craft a skill tree of branching skills by buying skills that
long as the new branch skills are incremental refinements branch off the common roots and other branch skills.
of the root, the on-the-fly approach can work well.
Initial Skill Tree Base Adjust Total
Skill Rating and Fields Common Root Skill 10 5 15
The ten root skills on the agent sheet are skills granted
to each agent to use. The Base Rating for a root skill comes When an agent has skills points, a player may choose

10
to purchase a new branch skill by spending 1 skill point
and gain a branch off a skill. This new branch gets its Base These two examples show the extremes in applying
rating from the Total of its root. skill points in a skill tree. Fifty skill points are used in both
Skill Tree Base Adjust Total examples. Typically, an agent will spend points in manners
Common Root Skill 10 5 15 between these two extreme examples, but either extreme is
not without attractive benefits that come at a cost.
Branch Skill A1 15 1 16

A player may decide to purchase another Branch skill Skill Improvement


off of either the common root or the existing branch skill. Events in the game may prompt the Game Master
For example, the player could have bought one off of each. to reward skill points. While Progression Points can be
And as mentioned, the new branch skill gains its Base used to buy skill points, it may be more prudent to reward
rating from its root or where it branched from. exceptional uses of skills directly. There are many reasons
Skill Tree Base Adjust Total for Game Masters to reward skill points to a player’s agent.
Some are more standard and common: Good effective use
Common Root Skill 10 5 15
of a skill that demonstrates developing ability. Entertaining
Branch Skill A1 15 1 16
failures of a skill that showcase a lesson well learned. And
Branch Skill B1 16 1 17 significant effort towards development through education
Branch Skill A2 15 1 16 by the agent or others. These skill point rewards are given
at the end of a session or during a break period between
This process can be repeated so long as a player major parts of the game.
has skill points to spend, the Setting’s Master Skill Tree There are also events involving skills that a bit more
provides new branch skills to purchase and allows the extraordinary. Three examples of such extraordinary
purchase, and/or the Game Master allows. Typically, skill events are Creative Extension, Masterful Repetition, and
trees rarely branch greater than five skills deep due to the Surprising Discovery. These are significant enough that a
branch skills not being significant enough specializations of Game Master may immediately reward skill points rather
their root skills. Common root and branch skills can have than wait till the end of the session.
many skills that branch off from them. The Game Master may reward 1 - 5 skill points
(depending on the impressive nature of the feat) to be
Skill Point Spending spent on a particular skill or a branching of skills. Use of a
Skill Points can be spent in a variety of ways when particular skill heavily usually leads to skill point rewards
working with skill trees. One method is to spend points on for that particular skill. Use of many skills in a particular
branch skills to create a focused branching that grants a branching of skills usually leads to skill point rewards for
high overall ranking to a very specific skill. This example that branching.
grants an excellent Total rating for the Branch D skill at an
efficient skill point cost. But, this is at the cost of general Creative Extension - Using a skill in way either a unique,
ratings and the further the agent has to fall back on other unusual, or envelope pushing manner.
skills (Branch C, Branch B, Branch A, and the Common
Root) the lower Total rating that is applicable. Example
They haven’t seen him. The other warriors are too busy
Focused Example Base Adjust Total looking for signs of which way the he went. He leans out enough
to see they are grouped together talking. He’s tired and worn
Common Root Skill 0 10 10
from running and battling, but feels he can manage one more
Branch A 10 10 20 Flash Strike. There too many warriors around for that to be of
Branch B 20 10 30 any use, unless... The very large oak tree; he notices how tall
Branch C 30 10 40 and massive it is. More importantly, he sees that it could easily
land on top of his pursuers. One Flash Strike, one very large oak
Branch D 40 10 50
tree, and one chance for a clean escape. He carefully sets up for
Focused rating avoiding the higher exchange rates. the Flash Strike behind the tree to making sure to keep himself
hidden. A silvery ghosted arc appears and disappears before
Another method is to spend points in one skill. him, intersecting the tree through. The great oak quietly moves
This suffers increasing skill point costs for skill rating towards the his enemies. Not even the cracking or splintering
increments and doesn’t provide as high a Total rating as the of wood from the trunk is heard; a very clean strike. At only
Focused Example. The key benefit is that the Total rating the last moment, a warrior notices the odd growing sound of
does not reduce as the Focused Example, since you can’t rustling leaves descending upon him. Not even enough time to
falback further. The General Example provides a good warn the others. The victor chuckles and runs off, figuring they
overall general Total rating at higher skill point costs. had other more “pressing” problems than he.

General Example Base Adjust Total Masterful Repetition - Practice makes perfect.
Dedication breeds excellence. Sometimes dedicated
Common Root Skill 0 25 25
repetition will do the job of creatively twisting knowledge or
For broad rating at the cost of higher exchange rates.
uncovering something hidden inside.

11
Example branches: Household chores, art and crafts, many
Example hobbies, and amateur activities.
After every mission and even after every meal, she goes
through her routine. Everyone just shrugs. That’s the way she Interaction
is. She’s dedicated to her goal. The next step of her martial arts Contributing Attributes: Charisma, Spirit, Strength
training is to shatter a plank of wood with a single punch. At the
Activities, experiences, and knowledge about interacting
end of her routine, she prepares a single board. She stares at the
board with a focused gaze that has yet to slice the plank in half, with others.
much to everyone’s surprise. Every part of her body is ready for Example branches: Trading, Negotiation, Diplomacy, and
the next move. She’s done this punch many times. Every time, even Intimidation.
she has looked at an intact board afterwards. Everything is set.
She goes through the motions as every part of her body moves in
a fluid, flowing manner. The fist comes into flush contact with
Navigation
board. At first, it all feels all too familiar. Then, something feels Contributing Attributes: Beyond, Intellect, Perception
different. The wooden plank bows under the force and at the Skills that relate to movement, navigation, piloting, control,
apex fractures in two. For the first time, she can follow through and positioning.
the punch with a sense of accomplishment. A wry smirk on her Example branches: Driving, Riding, Charting, and Locate
face, “I guess I’ll need two boards for now on.”
Ranged
Surprising Discovery - Whether it is luck, natural talent, Contributing Attributes: Agility, Focus, Perception
or dormant skill, one can discover unexpected proficiency. Combative from a distance. Ranged combat.
Maybe it was a fluke, but one can’t argue with the results. Example branches: Bows, Slingshots, Firearms, Plasma
Cannons, and even Throw Rock.
Example
Pinned down under gun fire, he’s not the combative type.
Never fired a gun in his life. The enemy is getting closer as Sensory
the time between the cracks of gunfire and the thuds of bullets Contributing Attributes: Beyond, Focus, Perception
hitting the dirt around him get too close to distinguish anymore. Knowledge of environment, exploration, and manipulation
Something needs to happen. A rifle before him from a fallen of sensory perceptions.
soldier, he takes it. Loaded and ready to fire, at least to the Example branches: Scouting, Spying, Sneaking,
best of his knowledge. His back up against the retaining wall Camouflage, and Detection.
providing him cover, he psyches himself up for the last stand.
They won’t take him alive, neither by his request or theirs. He
stands up, rifle seeking a target, and letting out his best battle Society
cry. The next moments seem to last forever in his mind as the Contributing Attributes: Charisma, Intellect, Sense
rifle finds its first mark. A gentle squeeze of the trigger, a clean Understanding of cultures, languages, methods,
follow through with the recoil, and an enemy drops. The muzzle mannerisms, and politics of civilizations in the present and
of the gun pans to the next surprised enemy, a faint smoke trail
past.
tracing the path. Another squeeze of the trigger, the recoil
ejects a spent casing, and another enemy falls backwards. With Example branches: Bureaucracy , Customs, Etiquette,
cold calculated precision, iron sights line up on the final, now Local Politics, and Russian.
confused, threat. His body engages in a strange automation
resulting in the final foe slumping to the side of road. Still Theory
standing and can’t fathom why, he looks to see if reinforcements
Contributing Attributes: Beyond, Intellect, Sense
had come. He is alone. “Did I do this? ... ... ... My God. I did.”
Higher level knowledge, academic, and scholarly activities.
Example branches: History, geology, mathematics,
The Basic Skills engineering, and similar.
Athletic
Contributing Attributes: Agility, Endurance, Strength Vocational
Non-combative, physical activities Contributing Attributes: Endurance, Intellect, Sense
Example branches: Endurance Running, Gymnastics, Industrial activities, professions, jobs, and other
Weight Lifting, Sports, Yoga, and similar physical activities. applications of knowledge.
Example branches: Welding, Carpentry, Paramedic,
Close Electrician, and Engineer.
Contributing Attributes: Agility, Endurance, Strength
Up close and combative, or Close quarters combat.
Example branches: Blades, Sticks, Brass Knuckles, Kung
Fu, and even groin kicks.

Domestic
Contributing Attributes: Charisma, Sense, Spirit
Activities that aren’t industrial in nature.

12
TAB the multitude of sins commit by the agent that lead the
to finally cross the wrong person. Burden function very
similarly to Assets and can even be “bought” off. But this
TAB stands for Traits, Assets, and Burdens. TAB’s kind of functionality is left to a setting to fully explain.
describe what special abilities, advantages, disadvantages,
or conditional aspects of an agent. TAB’s are tangible and Overall, TABs are extremely dependant on setting
measurable. Traits encompass related advantageous and material. But, light settings can use more common sense
disadvantageous components or “matter of fact” aspects. improvisations to provide further agent definition. Traits
Traits are can be neutral or balanced, related aspects like “Type A-Personality” allows an agent reduced difficulty
that are bundled together. Assets are advantageous and (reducing the needed degree of effort by -1 for d10 checks
provide a significant net benefit for the agent. Burdens are an -10 for d100 checks) in forcefully convincing people to
disadvantageous and provide a significant net detriment for see things his way but increased difficulty when trying to
the agent. be kind or considerate. (+1/+10) The “That Didn’t Hurt”
Asset provides a -1F Adjustment to all damage. The “Space
Traits provide matter-of-fact aspects or balanced Cadet” Burden doubles the difficulty for any Focus checks
benefits and penalties to an agent. These are designed in made to get the agent’s attention when distracted or after
such a manner to be self-contained. This allows Traits to be being idle a long time. Simple mechanics and descriptive
assigned or chosen without needing to externally balance names are highly recommended in these improvisations.
them via other system mechanisms and relatively be zero
sum when it comes agent potential. For example, an agent
could have the trait “Long Tail” that provides reduced
Powers
difficulty when balancing but causes issues when concealing
Powers are abilities that sit outside the domain of
identity and provides a liability in hand to hand combat. In
TAB’s and skills. They allow an agent to perform a variety
theory the potential benefit from reduced balance difficulty
of actions reliant upon their own set of rules. These
is kept in check by the issues for identity concealing and a
rules allow powers to use aspects of the D10/0 System
body part that can be easy and inconveniently grabbed.
in manners fitting of the Setting. Powers can implement
Traits can be granted during agent creation or bought
special abilities, unique professional aspects, magic
later with Progression Points, if applicable.
systems, natural abilities, and other mechanics that
skills nor TAB’s properly cover. Powers can be purely
Assets provide system tangible benefits to an agent.
independent rule sets or depend upon skills, TAB’s,
They require a bit more in design to keep their potential
attributes, or even karma to function.
to the agent in sync with the intent of the setting. Hence,
Assets can be designed to be part of equivalently valued
Power Points are a currency used by Powers to regulate
tiers or even have point costs associated with them. Assets
their use. Similar to Health Points, power points have a
can be given via many routes during agent creation or
Normal and Current value. Normal represents the typical
bought later with Progression Points. Some may have
number available and Current tracks the power points an
requirements before they can be obtained. It falls upon the
agent currently has available. The Normal and Current
setting to fully expand upon how Assets function. They can
values for power points depends on the rules of the powers.
be as simple as conditional Attribute boosts, be part of a
greater rule-set for Powers, or even have their own specific
Powers make use of functions upon power points to
specialty rules. For example, an agent could have the Asset
regulate their use. These functions are “Need”, “Gain”,
“Super Speed”. This assets grants them the Power “Super
“Drain”, “Borrow”, and “Lend”. “Need” is a check to see
Speed” and explains what abilities and how to use them. Or
if there are enough power points available. “Gain” adds
another example is “The Voice” which allows an agent to
power points to the current value of a power. “Drain”
effectively double their Charisma score for a check once a
subtracts power points from the current value of a power.
day to use raw Charisma to manipulate the masses to his or
“Borrow” temporarily reserves power points and effectively
her will.
removes them from use until they are returned. “Lend”
temporarily grants power points and effectively adds them
Burdens provide system tangible problem and issues
to use until they are returned.
to an agent. Similar to assets, they require a bit more
design to keep their potentials in sync with the rest of the
setting. They can be similarly tiered and assigned value Example Power: Marksman Focus
costs. Burdens can granted via many routes during agent A exceptionally trained marksman can develop refined
creation or even “bought”. Depending on the setting, these abilities that put him or her above your average soldier.
Burdens may be taken on willing during the game to gain Using exceptional focus and perception, a marksman can
Progression Points... Or may even be assigned by a Game perform brief feats of seemingly inhuman accuracy.
Master to penalize an agent or as a direct effect of actions Power Points - Normal: Average of Focus and
in the game. For example, “One Arm” could be obtained Perception
after a grievous combat injury destroyed an agent’s arm. Power Points - Current: Starts at Normal. Gain
Or an agent by receive “Curse - Chronic Ailment” for one point an hour rested until Normal reached.

13
While implementation is very dependent on the Setting,
Action - Snap Shot: Drain 1 Karma can make use of Karma Marks and Reputation
The Marksman can quickly take a shot quicker than Stances.
normal with no change in accuracy. The next ranged
attack’s Action Quota cost is reduced by 1. Karma Marks are notes with information that can
highlight an agent’s past experiences, history, current
Action - “That’s an easy shot!”: Drain 1+X situations, and future circumstances. An agent could
The Marksman’s extreme focus can grant them the have been witness to a traumatic event when young and
ability to make the calculations for the next shot in a it has left a mark on them that still affects them. Certain
manner to negate difficulty. The next Ranged attack is new situations that are similar to the traumatic event
made with a 10 point difficulty negation and additional could resonate with that agent more so than others and
power points may be spent to grant an additional 10 points greatly influence decisions. Playing these types of karma
per power point spent. marks out can be the goal of a Setting or a could warrant
Progression Points as instructed by the Setting. An agent
Example: Spirit Shaman may have served in the military and share an unspoken
By controlling the spirits that live in the world beyond- kinship with other military personnel that served in the
but-nearby, the Spirit Shaman can perform feats of the same conflicts. This may allow the agent the unique ability
supernatural to aid his or her quests. to talk to people that wouldn’t be as forth coming and to
Power Points - Normal: Equal to Spirit. get around obstacles that other agents couldn’t. An agent
Power Points - Current: Starts out equal to Spirit, could be Cursed by some old gypsy hex that seems to make
Gain 1 point for every round concentrating. the universe occasionally force the agent to answer for past
wrongs via new circumstances. This could have the agent
Action - Barrier Shield: Need 3, Borrow 3 running into those he or she has wronged in the past that
A quick incantation to the spirits (1 Action Quota spark a new problems. Karma marks can change because of
point) and the shaman can summon a moderate sized game events as directed by the Setting.
energy shield that is held by the hand. The shield presents
a defensive 25 difficulty that protects the shaman from Reputation Stances are small notes about an agent’s
attacks. Any attacks that are prevented because of the standing with the various entities of the game’s universe.
shield’s difficulty contact the shield. The shield blocks up to The subject or target of these stances can be the agent
25 points of damage before failing. When the shield fails, directly or indirectly, another agent, an organization,
a Focus check determines if the Power Points borrowed for or a large generalization. Reputation Stances can be
the shield return or are dispersed. earned. An agent may have reliably performed a variety
of errands reliably for a number of people in a town. The
Action - Spirit Lance: Need 1, Borrow X or Drain X agent becomes the target of a reputation stance as being
If the shaman has the strength, he or she can focus “Reliable” to the town. Reputation Stances can already
energies into a projection of force at a target. This costs exist well before the agent is even created in the game.
2 Action Quota points and makes use of the Ranged -> An agent may be of a particular species not held high
Shaman -> Energy Projection skill. If the projected energy regard in a particular area. So, while the area doesn’t
misses it is returned to the shaman next round. If the have anything specifically against the agent, they are quite
projected energy hits, it is drained from the shaman and “Bigoted” towards the agent because of what he or she is.
does a number of dies of damage equal to the power points And these same Reputation Stance can change because
invested. of game events. An agent can become “Vindicated” by
new, shocking evidence of a crime being revealed to the
Karma public. The people who regarded the agent as a “Criminal”
will change their stances towards the agent with the new
evidence coming to light. This may happen overtime or
Karma in the D10/0 is a summation of how the game instantly.
universe regards an agent. This can involve deeds done,
significant events experienced, or reputations. Karma is
established at agent creation and changed by events in
game.

Karma doesn’t give numerical augments to an agent,


but adds subtle aspects or personality. They can be
goals or obstacles to overcome. Karma can also deal
with an agent’s reputation. Individuals, groups, towns,
organizations, or even entire species can be the subject of
reputations. Karma isn’t static and can change in reaction
to circumstances.

14
Actions Degree of Success. If it is a negative, it a Degree of Failure.
With an average difficulty of “0”, the Degree of Effort can be
translated directly to either the degree of success or failure.
An Action is any activity an agent has in the game This additional metric adds overhead, so it should be used
universe. Most mundane actions just happen. Only only when appropriate. It can add dynamic elements to the
significant actions need further attention. Actions can be game so the final results of actions occur in finer variations
subject to a Check, which is a combination of dice rolls and rather than strictly being binary (pass or fail).
goal numbers to determine if and how an Action occurs.
Actions done during a Strict Period are subject to an Action
Quota cost. Actions can also be altered by other system Degree Information
components. Positive Negative
Difficulty
Degree Degree
Using Actions 0 Average Miss Miss
Actions start when declared by the player when
allowed. Some actions have Checks to determine how well Almost
1(10) Tricky Minor Success
or even if they are performed. The most common checks Successful
are based on either attributes or skills. If an action can 2(20) Challenge Noted Success Noted Failure
feasibly use a skill, it usually does. Otherwise, it uses an
attribute. 3(30) Hard Well Done Fouled Up
Dice and Rolling
Checks are resolved with two ten-sided dice. Checks 4(40) Worrisome Like a Pro Complete Klutz
make use of roll-under mechanics.
• 1 x Ten Sided (0 - 9) - Single die for attribute checks. 5(50) Improbable Amazing FUBAR
Single or multiple dies for damage. Awe-Inspiring Awe-Inspiring
• 2 x Ten Sided (0 - 99) - Skill checks: A die represents 6(60) Impossible? for all the right for all the wrong
the ones and a die represents the tens. reasons reasons

Degrees and Difficulty Consolations and Agitations


When a check is made, either a d10 or d100 is rolled. Successes and failures are not always so absolute or
The rolled number is compared to the attribute or skill even cleanly graduated. Sometimes when an agent’s effort
score. The difference between is considered the Degree of is great in the face of great difficulty, they’ll still fail, but
Effort. will receive some Consolations. And sometimes when an
(Score) - (Roll) = Degree of Effort agent’s effort is so poor for a ridiculously easy task, they’ll
still succeed, but will cause some Agitations. These are
The Degree of Effort determines the quality of effort meant to add another dimension to checks for situations
towards an agent’s action. Positive effort is good, negative within circumstances that binary nor linear determinations
effort is bad, and neutral (0) effort is a miss. Misses are of success or failure won’t properly encompass.
when either canceling amounts of good and bad happen or Consolations are beneficial side effects from a check.
when neither good or bad happens. The greater the degree While, these sides effect don’t ultimately change the
of effort the greater the results are, both good or bad. overall bad result of the check to good, they can serve to
The Degree of Effort does not immediately indicate a aid subsequent checks, alter the situation favorably, and
success or failure. The effort is compared to a Difficulty add other factors to reward the great effort put forth by the
number either known to the player or only known to the agent. Small bonuses to related checks are common along
GM. If the effort is greater than the difficulty, the action is with minor changes to the situation the agent is in. Big
successful. If the effort is less than the difficulty, the action bonuses and major alterations to the circumstances are
is a failure. If the effort is equal to the difficulty, the action reserved for significantly good efforts.
is a miss. A typical difficulty with no bonuses or penalties Agitations are detrimental side effects from a check.
is a “0”. This difficulty can be modified; bonuses reduce the While, these sides effects don’t ultimately change the
difficulty and penalties increase the difficulty. overall good result of the check to bad, they can serve to
For some actions, the Degree of Success or the Degree hinder subsequent checks, make the situation worse, and
of Failure can be measured, if deemed necessary. This is a add other factors to punish the terrible effort put forth by
secondary calculation that is not needed by all actions. It is the agent. Small penalties to related checks are common
often up to the GM to determine if this secondary metric is along with minor change to the situation the agent is in.
needed. Big penalties and major alterations to the circumstance are
reserved for significantly bad efforts.
(Degree of Effort) - (Difficulty) = Degree of Overall, Consolations and Agitations should be
Success/Failure used when there are many other factors and variables
surrounding a check that could and should be addressed.
If the result from the equation is still positive, it is a And they can also be used to reward great efforts that fell

15
ever so close to the goal and punish efforts that came way first. This process can repeat if another qualifying number
too close to failure. These rules can put more effort upon is rolled.
the GM and some players may not be agreeable with them This rule is optional and should only be applied if the
(especially when Agitations are used), so be aware of a context and circumstances of the check allow. Also, in
group’s style preferences. some situations, it is mathematically impossible to overflow
in a particular direction. An agent with a “10” attribute
Cumulative Effort cannot overflow badly when a “9” is rolled on a check.
Some tasks are either so complicated, intricate, or Hence, the overflow is omitted. When an agent’s skill is
extensive that they are require a lot of effort to complete. great, the bonus degree of effort from a positive overflow
Many actions may be require to complete these tasks. To may be moot in comparison to an already sufficient effort.
simulate these situations, a cumulative total of effort is But, it is understandable to roll this overflow for bragging
maintained between checks. This total can increase or rights and to find out the degree of overkill for a check.
decrease depending on the resulting efforts (before or
after difficulty is applied). Often the effort total is only Action Quota
increased, but for tasks where failures can postpone or The Action Quota gauges what an agent can do and
undo previous good efforts, bad efforts can subtract from represents the usable increments of activity within a time
the total. When the total meets or exceeds a goal number, period. An agent can use Actions Points towards actions
the task is considered complete. with costs. If there are enough action points, the agent can
This is an advanced mechanic that introduces more initiate the action when allowed.
complexity and bookkeeping. It is recommended that it An agent is not limited to the action points from a
be reserved for significant tasks and situations. Smaller single round and can allot following rounds towards actions
goals (10/100) are useful for creating tension in dangerous with high costs. The action is started when points are used
situations. Larger goals (100+/1000+) are useful for long towards it and finished when the total points used toward
term, complicated projects that require investment. the action reaches the cost. A piece of machinery could
be very complex and require a bit of effort to use. Hence,
Cooperative Effort it may have a high action quota cost. The agent using the
Some tasks can be approached with cooperative actions machinery would use action points from one round to start
made by multiple agents. With these tasks, the effort from and use from subsequent rounds cumulatively to meet the
agent actions can be applied in different ways to accomplish costs of using the machinery.
the goal easier. If two agents are directly helping each
other, the resulting efforts (before or after difficulty is Action points can be reserved to perform reactions
applied) from their actions can be totaled together. If when the initiative is elsewhere.
two agents are helping each other indirectly, the assisting
agent’s actions can provide effort to reduce or negate the The Action Quota is determined by taking the average
difficulty of the task. of Agility and Focus. This is the standard method.
This mechanic does add a little more work to resolve
tasks, but can encourage group cooperation and make the This is an example of the standard action quota costs.
efforts of the team as whole more significant.
• Moving (Carefully), 1 meter 1 Action Point
• Crawling Prone, 1 meter 2 Action Points
Conflicting Effort • Drawing a weapon 1 Action Points
• Changing Stance (Carefully) 1 Action Points
When the actions of two agents conflict, their efforts • Running Agility value in meters 1 Action Points
contest each other. For these situations, agents take the • Reloading a Magazine 2 Action Points
resulting efforts from their actions and compare them. • Simple Close Attack 2 Action Points
The greater effort (after difficulty is applied) is considered • Simple Ranged Attack 2 Action Points
successful. If more information is desired, Degrees of
Success/Failure, and Consolations and Agitations can be Action point cost are roughly determined based on
derived during this comparison. the number of “verbs” in an action. For example “Move”,
“Run”, and “Draw” each cost one action point. A simple
ranged attack usually has two components: “Aim” and
Overflow “Shoot”. Hence, a simple ranged attack cost two action
When a roll from a check results in a number at either
points. For each major verb in an action or activity, it costs
end of a check’s range, “0” or “9” for 0 - 9 range checks
one action point. To gauge the cost, examine the whole
and “00” or “99” for 00 - 99 range checks, an Overflow
activity. For example, reloading a revolver with a speed
is possible. Depending on the context and circumstances
loader involves: Open, Clear, Load, and Ready. This would
surrounding the check, another roll is made after the degree
cost four action points. Reloading without a speed loader
of effort for the first roll is calculated. If the first roll was
may take quite some time longer depending on the setting.
a “0” or “00” only a positive effort will be added from the
second roll to the first. If the first roll was a “9” or “99” only
Action point cost can, optionally, be further modified
a negative effort from the second roll will be added to the
with further use of significant adverbs. To “crawl” would be

16
one action point, but to “crawl prone” would be two action Bypass
points. A simple ranged attack ( “Aim” and “Shoot”) would Bypass is when a player decides to postpone taking
be normally two action points, but a careless ranged attack the Initiative until later in the turn. Sometimes when a
(“Shoot”) would cost only one action point. The use of player is suppose to get Initative there is nothing useful
adverbs changes other bonuses or penalties to actions. An they can do at the moment. In this situation they can
adverb that makes an action take more action points could bypass their Initiate until a later time, and even interrupt
grant bonuses, while an adverb that makes an action take before Initiative goes to someone else. This can be used
less actions could cause penalties. to strategically cooperate with other agents to perform
simultaneous actions or to interrupt at key moments.
While similar to a Reaction, this allows for an agent to take
their full turn rather an a single reaction.
Action Timing
There are two types of periods: Free and Strict.
Reactions
Free Periods are when time is plentiful. Nothing Reactions are response actions initiated an agent that
forces careful tracking of actions and time. Action quota does not have initiative. Agents can react to another’s
costs are not observed. action when they have enough remaining action points and
there is a viable reason for the reaction. Reactions can be
Strict Periods are when time and actions need to proactive and declared beforehand on an agent’s initiative,
be accurately tracked and organized. Combat uses strict which allows one to react immediately when the conditions
periods. Strict periods can also be used in tense situations are met. Reactions may be delayed by circumstances and
where the timing of actions can determine success or a check may be required to determine when an reacting
failure. Actions during strict periods cost Action Points. agent is allowed to act. These determination checks occur
Strict periods are divided into smaller Rounds. Within in situations where there is a conflict of timing between two
these rounds, the Initiative shifts between all involved actions trying to happen at the same time. For example, if
and the round ends when the last participant has had the an agent was expecting to shoot another coming through
initiative. Initiative determines when someone is allowed the door, but the target was expecting this and ready to
to use action points to perform actions. Strict periods reciprocate upon entry.
can contain many rounds with each round representing a
period of time. The standard length is 10 seconds.

Strict Period Structure


Round 1 2 3 4
Agent Agent Agent Agent Agent Agent Agent Agent
Initiative 1 2 1 2 1 2 1 2

At the start of the strict period’s first round, the agent


to receive initiative first is determined. The standard
method orders agents by highest action quota, descending.
Agents that tie can go simultaneously, if feasible, with
conflicting actions settled by checks as they occur. If this
is not possible, the tied agents make checks against their
Action Quota and the order is determined from the results.
When an agent gets the initiative, its action quota is refilled.
Once that participant chooses how to use action points,
the actions are performed and the initiative shifts to the
next agent. This process repeats in a cycle fashion until the
strict period is over.

During an Agent’s Initiative


1. Receive initiative
2. Refresh action quota
3. Allot action points to actions initiated in previous
round
4. Allot action points to new actions
5. Perform actions
6. Reserve action points for Reactions
7. Pass initiative on

17
DAT can cause is 10. Some circumstances, such as high degrees
of success in an attack or attacks that targeted critical areas,
can allow for Damage Overflows. Similar to Attribute
DAT is three closely related components: Damage, or Skill check Overflows, the die is rolled again and the
Adjustment, and Threat. Damage is the direct negative, maximum allowed for that die is added to the new roll.
detrimental effect upon an agent’s Health. This can be This process can repeat, if another “0” is rolled.
Health Point damage or negative Health Conditions.
Health point damage is represented in points of damage. Variable Notation Examples
The common source of damage comes from weapons. 3D(ST) 3 dies limited by Strength
Health conditions can have damaging effects to an agent 4D 4 dies of damage
which can be permanent or temporary. Adjustment alters 2KD 2 Kilo-dies of damage
damage by changing the amount of health point damage. 2MD(ST) 2 Mega-dies of damage limited by Strength
Threats are actions that can produce damage. 1D(CH) 1 dies of damage limited by Charisma
Damage
Health point damage has two factors: Flat and Damage Examples
Variable. Flat damage is a static amount of damage Threat Flat Variable
produced automatically. Variable damage is produced by Punch 0 1D(ST)
rolling ten-sided dice. These dies can have their maximum Pistol 5 1D
amount “Limited” by a figure or have other operations done
Knife 0 2D(ST)
to model Threats. Notation can make use of metric prefixes
when needed to indicate different classes of damage. Sledge Hammer 10 2D(ST)
Flat damage is often attributed to the static factors Rifle 10 2D
related to a Threat. For example, the platform a weapon is Energy Pistol 10 3D
based on. A rifle is going to have a higher flat damage than Sniper Rifle 15 3D
a pistol due to the design differences. Or heavy weighty Energy Rifle 20 4D
melee weapons may have a high flat damage, since the
sheer constant mass of the weapon is more of a threat than
the force of the user moving it. Adjustment
Variable damage typically comes from the power Adjustment allows for damage to be augmented. An
behind the Threat. For firearms, this can be associated with agent may have multiple adjustments that can stack and/
the type of round the gun fires. A 9mm may only cause or work for different types damage. There are two types of
1D, while a .44 Magnum may cause 2D and 7.62mm NATO adjustments: Flat and Repeating.
may cause 4D. For melee weapons, the power behind the Flat adjustments reduce or increase damage by a fixed
threat is force the user places and how it is applied. While amount. Repeating adjustments reduce or increase damage
a sword may be light, the sharpness of the edge the force by a variable amount. The amount of damage adjusted
behind it can cause multi dies of damage, such 4D(ST), or by Repeating adjustments is determined by how many
4 dies of damage limited by Strength. This means that the multiples of ten are in the damage. For every 10 points
maximum any die can roll is the Strength attribute score. of damage, the repeating adjustment applies to the total
Notation can include many components to simulate damage. Adjustments are processed in the order specified
the types of damage you want: Static and Variable by their notation from left to right. Adjustments can be
elements, Limitations, and Prefixes. In some settings made for specific types of damage and can stack when
certain Threats produce damage on whole different scale appropriate. Flat adjustments are denoted by a “F” after
than normal. For example, a handgun’s damage is hard to the number and ratio adjustments are denoted by a “R”
compare the destruction a tank’s main cannon can produce. after the number.
The tank’s main cannon is on a whole different scale. To Adjustment Notation Examples
support having different classes of threats together at -10F -2R -10 points flat and -2 for every 10 points
the same, metric prefixes can be used to simplify damage -5R -5 points for every 10 points
calculation. The prefix used indicates the scale the die of 1R +1 points for every 10 points
damage is on. Hence while a handgun damage may be 5 +
5F -1R +5 points flat and -1 for every 10 points
1D, the tank’s main cannon is 5K +1KD or 5 Kilo + 1 Kilo-
-1R -10F -1 points for every 10 points and -10 flat
Die of Damage. The use of the prefix Kilo, indicates that the
tank’s main cannon is operating on a scale that’s roughly
Adjustments are used to simulate the effects of armor,
a 1000 times stronger than the handgun. To say the least,
TABs, and Powers. Hard armors that rely upon deflection
one would rather take their chances with a shot from the
and absorbing damage can translate into Flat Adjustments.
handgun rather than the tank.
Soft armors that rely upon redistribution of damage to less
lethal concentrations translate into Repeating Adjustments.
Note About Zeros: A die can never roll a “0” or
Certain TABs and Powers may causes weaknesses or
no damage. When a “0” is rolled, this typically means
sensitivities in agents and can actually increase the damage
the die does maximum damage allowed. Under most
an agent receives.
circumstances, the maximum damage each non-limited die

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Title
Threat
Actions that can produce damage are Threats. Threats AP Cost (B + X) (B + X)’ (B + X)’’
only cause damage when they are fully resolved as many Spread > -S 1 - 10 11 - +S’
actions can occur to change the nature of a threat.
Amount A A’ A’’
The Threat Process Damage (F + VD) (F + VD)’ (F + VD)’’
1. Action becomes a threat
2. Threatened targets determined AP Cost indicates how many Action Points must
3. Nature of the threat altered by other actions be allocated to perform the action. This cost can be a
4. Resolved threat produces damage, if any universal cost that applies to the whole action or vary
5. Damage delivered and adjustments applied depending on the desired threat wanted by the action.
Burst Fire weapons often have a single AP Cost. Streaming
Being Threatened Fire weapons often have many AP Costs that indicate the
A group of adventurers are out to deal with a rowdy possible damage that can threaten targets based on how
bunch of giants. One of the giants flings a boulder at one of long a weapon is trained.
the adventurers called “Bob”. The flung boulder is a threat. Spread determines how the Degree of Effort/Success
Now Bob is Threatened. Unless Bob does something to get from a Skill Check can alter the threat produced. Spreads
out of the way of the boulder or to change the nature of the have Steps that Effort results from Skill Checks can reside
threat, he’s going to receive the attack unhindered. In this within. The ranges (separated by “-”) and notations
case, it is a very large rock hurled at high speeds towards (greater than “>”, less than“<”, equals “=”) in each spread
him. shows what skill effort results apply for that step. If the
Determining the Nature of the Threat skill effort result can’t be placed into a step, the action has
Janet is in a fire fight with the local fuzz. Seeing an failed and doesn’t produce any threat. The size of step can
opportunity, she gets out of cover and unloads her MP5 vary in relation to the precision and accuracy of a weapon.
submachine gun in the direction of an officer. She rolls well The number of steps allows different possible threat results.
enough and threatens the officer significantly. Due to the Some weapons have a simple one step spread. Burst Fire
chaotic nature of burst firing a large number of rounds in weapons often use a number of steps derived from a rate of
a short period of time, we have to determine how many of fire to simulate the number of rounds being shot. With the
those rounds come into contact with the officer to resolve more rounds being shot, the possible damage increase, but
the nature of the threat. Then, the damage the officer an increase in effort is required to put more shots toward
receives can be determined. the target due to recoil. Blast Fire weapons will operate
similarly, but will instead simulate the increase in effort
Advanced Simulations towards concentrating more damage.
Advanced Simulations are rules to handle Damage, Amount shows how many attacks threaten a target
Adjustments, and/or Threats that are not straight forward based on Spread and/or AP Cost. This can be a flat or
to determine. Some weapons and armors operate in a variable amount for either all or individual Spread Steps
complicated manner and require additional systems to or AP Costs. Single shot actions often have only have one
properly simulate. This section has a few examples of entry for all components of the block. Burst Fire weapons
such Advanced Simulations to showcase how these can often have multiple flat amounts per spread step or can
handled in an effective manner. WARNING: These are even have variable amounts that are dependant on the AP
optional and are provided to aid designers and players Cost.
alike in abstracting simulations to use in the game. Using Damage indicates the amount of damage an action
these can quickly complicate actions in a game and make produces that threatens target(s). This can be a single
actions take longer than normal. So, please use with great field that applies one damage notation to the entire action
care. or even individual shots. It can also vary per spread
Advanced Action Simulation Block step, amount, and/or AP cost. Burst Fire weapons will
The Advanced Action Simulation Block contains the often have one damage notation for each successful shot
information required to use an Action of a weapon with indicated by the amount. Blast Fire weapons have different
advanced simulation rules to determine threat. There are notations dependent on the spread step. Streaming Fire
a few components to the block. A Title that indicates the weapons have different damage notations dependent on the
name of the action. The AP Cost indicates the how many AP Cost. Damage notations can have both flat and variable
action points are required based on the desired threat. A damage. It is recommended to avoid using variable damage
Spread indicates how Skill Check Degrees of Effort/Success on weapons that can have high possible Amounts due to
can affect the resulting threat of the action. The Amount excessive rolling from the dies of damage. It is suggested
shows how many attacks (often shots) successfully threaten to stick to either flat damage, substitute the average
a target. The Damage determines the resulting damage amount of “5” in place dies of damage, and/or resolve the
from previous factors: AP Cost, Spread, and Amount. first iteration to multiply out to substitute the remaining
iterations.

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Burst Fire Burst Fire Adjustments
Burst Fire weaponry operates by firing a number of Adjustments operate on each individual attack or shot.
shots in succession in a short period of time. Some Burst This means for the number of shots a burst fire weapon
Fire actions have a set number of shots fired while others fires the adjustment is applied to each individual shot.
can vary based on the number of Action Quota Points spent While it is quite feasible to handle smaller amount burst
on the attack. The primary benefit that comes from Burst fire actions, this can become prohibitive with huge amount
Fire is the increased chance to hit targets multiple times burst fire actions. To handle this, the damage per shot
because of the number of shots fired. is calculated first, then the adjustment is applied to that
result. After determining the post adjustment damage, the
damage can be multiplied by the number of shots.
Three Shot Burst
AP Cost 3 (2 base cost + 1) Blast Fire
Blast Fire weaponry operates by spraying at targets.
Spread > -10 >0 > +10
The spread helps determine resulting damage based on the
Amount 1 2 3 steps and how well the shot is concentrated on a target.
Damage 10 + 2D per shot
The Three Round Burst fires three shots from a Shotgun Blast
weapon. There is only a single AQP cost to perform the
AP Cost 3
action. It has a three step spread. The purpose of the three
shot burst is to not only get more shots fired, but slightly Spread > -10 >0 > 20
increase the odds of hitting. Hence the spread starts out
Amount 1
in the negative effort range. This allows an agent whose
shot is a slightly off to at least get one successful hit. The Damage 5 + 1D 10 + 2D 15 + 3D
amount shows how many shots hit depending on the
spread. Damage is applied for each successful shot. It The Shotgun Blast fires a single shot of many smaller
uses both flat and variable damage because the number of projectiles in a simultaneous mass. There is only a single
possible shots is low enough to not make rolling excessive. AP cost to perform the action. The three step spread shows
The weapon action in this example is roughly based on the the various degrees of success. There is only a “1” Amount
common assault rifle three round burst. as the blast is considered a single shot. There are multiple
damage sections dependent on the spread step. This
simulates the results of an agent’s ability to concentrate the
X Shot Burst (Rate of Fire: 5 per AP) threat upon a target successfully, hence increasing damage.
AP Cost 3 + X (3 base cost + X AP)
Streaming Fire
Spread > -10 >0 > 10 > 25 > 50
Streaming Fire weaponry relies upon the time an agent
Amount 1X 2X 3X 4X 5X concentrates fire upon a target to determine the amount
of damage that threatens. Depending on the weapon, the
Damage 10 per shot
longer concentration can grant the ability for the agent to
The X Shot Burst fires a variable number of shots hit with less than best effort.
depending on the AP cost. This represents the time that the
weapon’s trigger is held. There is still only one AP Cost for
the action. The number of spread steps is increased to five Proton Stream
to present a higher rate of fire and the more chaotic nature
AP Cost 3 4 5
of the weapon’s firing. Similar to the Three Shot Burst,
the first spread step uses negative effort to give slightly Spread >0
off the mark agents a portion of successful hits. The next
Amount 1
step size increases the required skill effort. This represents
the difficulty in making all the shots effectively threaten a Damage 5+ 2D 5 + 3D 5 + 4D
target. The amount uses a variable number of hits based
on the variable element of the AP costs. Hence, an AP The Proton Stream is a single streaming shot that
cost of (3 + 3) means a “3” used to substitute the “X” and produces more damage depending on the amount of time
multiply with the number noted. For example: If an agent spent to concentrate the stream on a target. The are three
performs the action with a 3 + 3 AP Cost and gets an “11” AP Costs that relate to the damage produced. There is a
positive effort from the skill check, the agent would have single step spread for this example. There is a single “1”
successfully threatened a target with 9 (3 * 3) shots out of Amount as the action is considered to be a single shot.
the 15 fired (3 * 5). The damage is a flat amount due to the There are damages to match the number of AP costs. The
number of shots being used in simulating this weapon. The weapon action in this example is roughly based on an
weapon action in this example is roughly based on a high energy stream from a particle cannon.
fire rate fully automatic machine gun.

20
Progression Points
Progressions Points are the currency for developing
an agent. Progression Points pay for changes to an agent
allowed by the Setting. Progression Points are rewards
for accomplishing goals and notable feats: Save the town,
perform a spectacular feat, or even managing have the most
failed checks out of the group.

Progression Point rewards and costs can be tweaked


depending on the type of game wanted. Less points
rewarded and/or higher costs can slow down agent
development to have slower paces games that are less high
powered. More points and/or lower casts will quicker
development and higher powered agents. The standard
amounts are given below. These will provide a middle of
the road approach to agent development for a medium
length campaign.

Progression Points can buy many agent developments,


but purchases can be restricted or forbidden to met the
goals of the setting. Games focusing on keeping the player
agents fragile against tough creatures can prevent the
purchase of Health Point Increases. Games that want
player agents to deal with their past transgressions can
heavily restrict Karma buy-offs until certain conditions are
met.

Standard Reward Table


Degree Amount Example
Minor 1 A noteworthy game session event
Small 2 A very successful game session
Larger 5 A Successful mission completion
Major 10 A Successful story arc completion

Standard Cost Table
Item Cost Notes
Health Point Increase 5
Skill Point Purchase 5
TAB 5 - 10 Varies by TAB degree
Powers 10
Karma 1 - 10 Varies by value on Karma

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