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Rulebook

The Percentacy Rulebook

A universal d100 rules system for narrative tabletop role-playing.

Edition 2026.08

Introduction

There is no shortage of tabletop role-playing systems. Some keep things very simple; others are more complex than they need to be.

But variety is no bad thing, so Percentacy adds another system to the mix. As its name suggests, it is based on the d100. Every roll made under these rules uses a d100 and produces a value from one to one hundred. In practice, this d100 is usually represented by two d10s.

The aim of these rules is to keep the game simple, avoid a flood of dice and still allow for complexity.

Percentacy is a universal system, which means it is not tied to any setting. It is designed more for narrative than simulation-focused role-playing. The rules are intended to be easy to understand and provide a straightforward introduction to role-playing games.

Notes for the game master

These rules provide the game master with a framework for running tabletop role-playing games. Whenever a rule needs or allows interpretation, the game master may interpret it and should not be afraid to do so.

In this spirit, the rules are a framework for a tabletop game that should be fun for both the players and the game master.

Mechanics

The core mechanics of Percentacy are based on checks. A check is made whenever it is necessary to determine whether an action succeeds or fails. For such a check, roll two d10s:

  • one d10 numbered 0, 10, 20, …, 90
  • one d10 numbered 0, 1, 2, …, 9

Add both numbers; 00 and 0 equal 100. The check succeeds if the result is no higher than the target value.

Example: If the target value is 65 and the dice show 40 and 7, the result is 47. Since 47 is less than or equal to 65, the check succeeds.

Fractions are rounded down unless a rule states otherwise.

Stages

Stages show how well a check succeeded. The further the roll falls below the target value, the better the result. One stage is achieved for every ten points of difference.

Zero stages mean a narrow success, one stage a solid success, two stages grant an additional benefit, and three or more stages produce an exceptional result.

Critical successes and failures

A rolled 1 succeeds and a rolled 100 fails regardless of the target value and any modifiers. A 1 is a critical success with at least three stages; a 100 is a critical failure.

The game master should take critical successes and failures into account and reflect them in the situation at hand.

Assists

When a player wants to use an attribute or skill, other players may assist them. The game master may limit the number of assisting characters depending on the situation.

Each assisting character makes a check using a relevant attribute or skill. On a success, the final result of the main roll is reduced by 10; on a failure, it is increased by 10. The effects of all Assists are cumulative. A critical success changes the final result by −25, while a critical failure changes it by +25.

Once all assisting characters have completed their checks, the assisted character makes the main check. Assists do not alter a critical success or critical failure on the main check.

Opposed checks

In an opposed check, the acting character rolls first using a relevant attribute or skill. If this check fails, the opposed check fails immediately.

If the check succeeds, the opposing side then rolls using a relevant attribute or skill. Persuasion could, for example, be used against the other character’s Willpower.

If the opposing side’s check fails, the acting character wins.

If both checks succeed, compare the stages achieved by both sides. Whoever achieves more stages wins.

On a tie, the acting character fails. The game master may decide that the check succeeds in this case after all.

Modifiers

The game master clearly states the modifier before the roll. Favourable circumstances raise the target value and unfavourable circumstances lower it. A noticeable circumstance changes it by 10, a strong one by 20 and an exceptional one by 30; only the strongest applies. If a penalty greater than −30 would be required, the action is not plausible and no roll is made.

Combat

In an ambush, the attacker acts first and the surprised target misses their turn that round. The attacker’s first action counts as their regular turn for the round. Normal turn order follows.

Order

All characters roll and subtract their Initiative; the lowest result acts first. On a tie, the character with the higher Initiative value acts first. If those values are also equal, only the tied characters reroll until their order is established. The order remains in place or is rerolled each round, as the game master decides.

A turn may be delayed until the end of the round. Several delayed turns retain their order. Alternatively, the player may declare a specific reaction. Its condition must be unambiguous and describe exactly one trigger. When that trigger occurs, the reaction interrupts the triggering action and is resolved first. If the trigger does not occur, the turn is lost.

When the android steps through the door, I attack.

Sequence

A turn consists of one action and several free actions, such as shouting or movement. Giving up the action increases the character’s Movement Range by 2 metres for that round.

An attack follows these steps:

  1. The attacker rolls the relevant attack skill. Unless a weapon trait states otherwise, this is Ranged Combat. If the attack check fails, the attack misses. With two or more stages, no defence is possible.
  2. Otherwise, the target may evade using Dexterity or parry using Constitution. An attack can only be parried if this is plausible with the equipment used and in the situation described.
  3. If the defence fails, the original number rolled determines the damage: 01–24, 25–49, 50–74 or 75–99 select the weapon’s four damage values. A rolled 100 never hits.
  4. Add bonuses, then subtract the highest applicable armour value. A hit deals at least 1 damage.

A plausible attack beyond the weapon’s range takes a −20 penalty. Cover also gives −20; total cover prevents the attack.

An area attack is resolved with a single attack check. Affected targets make no defence checks of their own; each target’s armour is subtracted from the damage they suffer. Area damage deals full damage to all targets within half the effect radius and half damage throughout the remainder of the effect radius. The core game does not track ammunition individually. Optionally, each attack consumes one unit of Capacity; reloading at 0 costs an action.

Injury and death

Combat and other actions may cause injury or death. The following order of precedence applies:

  1. At 0 HP, the character dies unless a special rule prevents death or replaces it with unconsciousness.
  2. If the character has more than 0 HP but no more than one quarter of their maximum HP, they become unconscious or cease to function.
  3. If the character has more than one quarter of their maximum HP and loses more than half their maximum HP from a single hit, the game master decides whether they become unconscious or suffer shock.
  4. While the character is conscious and has no more than half their maximum HP, they are also battered.

Unconsciousness caused by low HP ends once the character has more than one quarter of their maximum HP again. The game master determines the duration of unconsciousness caused by a severe hit.

A battered character halves their Movement Range and can no longer evade or parry. While in shock, a character cannot take an action and moves at only one third of their Movement Range. This movement restriction replaces the halved Movement Range imposed by the battered condition. Shock ends through First Aid or as soon as the game master considers it plausible.

Healing and recovery

A successful First Aid check ends shock and stabilises acute injuries, but restores no HP unless a special effect states otherwise.

A rest period comprises at least six hours of largely uninterrupted recovery.

After a rest period, a character recovers 10 HP. A successful Medicine check with appropriate care increases the recovery to 20 HP. This cannot raise HP above their maximum value.

After a longer period of recovery in safety, a character regains all HP. The game master determines its duration to suit the injuries and setting.

Rewinds

Sometimes the dice do not show what a player hoped for. In that case, they may use a Rewind. Every player receives three Rewinds per session. These Rewinds expire at the end of the session.

A Rewind may only be used to repeat a roll made by the player using it. It cannot repeat another person’s roll. The previous roll is treated as though it never happened.

A Rewind cannot be applied to a critical result. If the repeated roll produces a critical result, that result must be played out.

Players are encouraged to use their Rewinds during the session. The game master may award additional Rewinds during a session to reward particularly good play.

Advancement

The game master usually awards advancements after a session or a significant section of the story, but may also grant them at any time when appropriate to the narrative. Each advancement increases the character’s level by 1. The character also receives:

  • 5 attribute points
  • 25 skill points

Attribute limits still apply. Talents and handicaps may be exchanged or given up together when appropriate to the character’s development. The point limits and the required balance of handicaps must still be observed.

Characters

A character is one of the most important parts of a tabletop role-playing game. Their values describe not only what they are particularly good at, but also provide clues about their personality, origins and role in the game world.

Every character has a name, belongs to a species and has a background. They also have attributes, derived values and skills. Talents and handicaps are optional, but can give a character additional strengths, weaknesses and distinctive traits.

The rules in this chapter are primarily intended for player characters. NPCs do not have to follow the same creation rules. This allows the game master to improvise simple characters or give a particularly powerful NPC considerably more HP than an ordinary member of the same species. The fundamental traits of the chosen species should still remain recognisable.

Character creation

A newly created character starts at level 1 and is created in this order:

  1. Choose a concept, species and background.
  2. Distribute 125 points among attributes.
  3. Calculate derived values.
  4. Distribute up to 400 points among skills.
  5. Choose talents and handicaps.
  6. Select items, weapons and spells, if applicable.

Attributes

Attributes describe a character's fundamental physical, mental and social capabilities. Percentacy uses seven attributes: Charisma, Dexterity, Intelligence, Constitution, Strength, Willpower and Perception.

During character creation, distribute a total of 125 points among these attributes. Each attribute must receive at least 5 points and may not exceed 75.

Charisma

Charisma describes presence, personal appeal and persuasiveness. A charismatic character finds it easier to connect with others, earn their trust and inspire them to support a cause.

Dexterity

Dexterity covers bodily control, agility and fine motor skills. It helps with balancing, precise manual tasks and evading attacks in combat.

Intelligence

Intelligence describes how well a character understands connections and solves problems. It is used to apply knowledge, find an ingenious solution or operate complex technology.

Constitution

Constitution represents endurance, health and physical resilience. A high Constitution increases HP, is used when parrying and helps a character endure exertion or long journeys.

Strength

Strength describes raw physical power. It matters when carrying heavy loads, overcoming obstacles or solving problems through direct force.

Willpower

Willpower represents determination, self-control and mental resilience. It helps a character resist intimidation and influence or persevere in seemingly hopeless situations.

Perception

Perception describes awareness and the ability to notice subtle details. A perceptive character discovers tracks, dangers and hidden details that others miss.

Derived values

Three derived values are calculated from attributes and species: HP, Initiative and Movement Range. Points are not assigned to them directly; they change when the values on which they are based change.

HP

HP stands for Health Points and represents a character's life force or structural integrity.

HP = species base HP + one quarter of Constitution, rounded up.

A human has 100 base HP. With a Constitution of 25, they gain another 7 HP for a total of 107 HP.

Initiative

Initiative influences when a character takes their turn in combat. A high value increases the chance of acting before the other participants.

Initiative = Dexterity + Perception.

Movement Range

Movement Range determines how many metres a character may move during a turn. It is determined by species. A human, for example, has a Movement Range of 6 and may move up to six metres per turn in combat.

Skills

Skills describe learned knowledge and abilities. They distinguish characters with similar attributes and show where they have received training or gained particular experience. The Ranged Combat skill, for example, allows the effective use of bows, firearms and energy weapons.

During character creation, distribute up to 400 points among skills. Each skill is linked to one or more attributes and may not exceed its governing attribute by more than 20 points.

When a skill is linked to multiple attributes, the skill catalogue states whether the lowest or highest value governs it:

  • If all linked attributes are required, the lowest attribute value limits the skill.
  • If any one linked attribute is sufficient, the highest attribute value is used.

If a character lacks a specialised skill, they may only attempt the associated action if doing so without training is plausible. In that case, they roll against a suitable attribute with a −20 penalty.

Awareness, Athletics and Melee are essential skills. They represent actions that any character can attempt. If one of these skills is missing from the character sheet, it automatically has a value of 15. If it is listed, use the recorded value instead.

Broad skills such as Crafting or Science receive a field when selected, recorded in the notes. Additional fields may be recorded as separate skills. A new skill needs a clearly defined area of activity, one or two linked attributes and, for two attributes, an indication of whether both are required or either is sufficient.

Talents and handicaps

Talents and handicaps are optional during character creation. They give a character special advantages and defining limitations, making both role-play and game mechanics more interesting.

Each talent has an assigned point value. Selected talents may cost no more than 100 points in total. A character who selects talents must also select handicaps worth at least as many points. A character with 50 points of talents therefore needs handicaps worth at least 50 points.

Items

Items are objects that a character can interact with or carry. They include ordinary equipment, tools, armour, weapons and setting-specific objects such as technological devices or magical artefacts.

Weight and fixed prices are not calculated. Access, legality, rarity and the amount a character can carry must fit the setting and the situation being described.

Suitable equipment enables a specialised action without an additional modifier. Improvised equipment gives a −20 penalty, while exceptional equipment may grant a +10 bonus. If strictly required equipment is entirely absent, the action is impossible.

Armour

Armour absorbs damage and protects its wearer, for example in combat. Only the highest armour value applicable to an attack is used; multiple suits of armour, natural armour and protective fields do not stack.

Weapons

Weapons cause damage and may have additional traits. Their damage values, ranges and traits are listed in the appendix.

Ammunition is not tracked individually in the core game. If scarcity is important in a scene, the optional resource rule can use the capacity values from the appendix. In that case, an attack consumes one unit; once Capacity reaches 0, reloading costs an action.

Spells, psionic powers and similar attacks can also be treated as weapons. Charges or mana are only tracked if the group wishes to use the optional resource rule.

Appendix

The appendix contains setting-neutral references and templates. Custom entries use the same value ranges.

Situations and guidelines

This overview provides the game master with guidelines for resolving common situations at the table without lengthy consultation.

Difficulty and circumstances

Roll only when the outcome is interesting and uncertain. Choose exactly one modifier: the strongest relevant one.

SituationModifierExamples
exceptional advantage+30perfect preparation, complete control, decisive information advantage
clear advantage+20ample time, surprise, ideal support
favourable circumstance+10exceptional tools, useful information, good position
normal challenge0relevant skill, standard gear and reasonable time pressure
demanding−10poor visibility, moderate time pressure, awkward position
hard−20untrained, improvised tools, cover, beyond weapon range
extreme−30almost no visibility, extreme time pressure, the worst possible position

If a penalty greater than −30 would be required, the action is not plausible and no roll is made.

Degree of success

ResultMeaning
critical success (rolled 1)exceptional success; at least three stages
0 stagesnarrow success, basic effect
1 stagesolid success without needless cost
2 stagesextra benefit, greater effect or less time
3+ stagesexceptional effect
failuretarget exceeded; action fails with a fitting consequence
critical failure (rolled 100)failure plus a significant complication

Quick hazards

Before the roll, the game master decides whether a relevant check avoids the hazard or halves its damage. Armour applies only when it protects against that hazard.

Hazard tierDamageExamples
minor10short fall, smoke, small flame, light collision
serious25deep fall, strong poison, building fire, heavy impact
severe40high voltage, vacuum exposure, large explosion, collapsing room
lethal60lava, very great fall, vehicle strike, military explosion
catastrophic90starship collision, reactor core, epic natural force

Ongoing hazards deal damage again at suitable intervals. Protection may reduce their tier.

Quick NPCs

An NPC needs only a profile; adjust one important value if necessary.

RoleAttributesCore skillsHPArmourDamage
supporting character2025400minimal
competent character3050805standard
elite character457012010heavy
overwhelming character609018015devastating

Skill list

Lower value limits the skill; with higher value, the better attribute is sufficient. Untrained 15 marks essential skills; other missing skills use a relevant attribute at −20 when plausible.

Skills by name
SkillCategoryUseCheckUntrained
AcrobaticsPhysicalJumps, balancing and controlled falls.Dexterity
ActingSocialPortray a role for an audience; use Lying for spontaneous deception.Charisma
AlchemyTechnical & CraftIdentify, create and use alchemical or chemical substances, including poisons.Dexterity and Intelligence · lower value
Animal HandlingSocialCalm, guide and train animals.Charisma or Willpower · higher value
Arcane LoreKnowledgeInterpret magical principles, artefacts and traditions.Intelligence and Willpower · lower value
AthleticsPhysicalRun, jump, lift, pull and perform general feats of strength or endurance.Constitution or Strength · higher value15
AwarenessFieldcraftNotice danger, changes and conspicuous details.Perception15
ClimbingPhysicalSafely scale steep or difficult surfaces.Dexterity and Strength · lower value
CraftingTechnical & CraftDesign, make and assess objects in a chosen craft.Dexterity and Intelligence · lower value
Culture LoreKnowledgeUnderstand cultures, politics, law, religions and institutions.Intelligence
DancingPhysicalPerform choreography, ceremonial dances and precise rhythmic movement.Dexterity
DemolitionsTechnical & CraftIdentify, defuse and precisely deploy explosives.Dexterity and Intelligence · lower value
DisguiseFieldcraftAlter appearance, clothing and manner for a prepared identity.Charisma and Dexterity · lower value
DrivingTechnical & CraftControl ground vehicles, including under difficult conditions.Dexterity or Perception · higher value
ElectronicsTechnical & CraftUnderstand and modify electronic hardware, sensors and signals.Dexterity and Intelligence · lower value
EscapePhysicalEscape bonds, holds or confined spaces through technique or force.Dexterity or Strength · higher value
EtiquetteSocialApply customs, hierarchies and appropriate conduct in a society.Charisma or Intelligence · higher value
First AidFieldcraftStabilise casualties, end shock and treat urgent conditions.Dexterity or Intelligence · higher value
FlirtingSocialUse charm to spark interest, build rapport or distract someone.Charisma
HackingTechnical & CraftAnalyse and manipulate digital systems, data and access controls.Intelligence and Perception · lower value
HagglingSocialNegotiate prices, contracts and terms.Charisma or Willpower · higher value
HistoryKnowledgeRecall and interpret historical events, people and contexts.Intelligence
HuntingFieldcraftPlan a hunt and coordinate tracking, approach and field dressing.Perception and Willpower · lower value
ImprovisationFieldcraftRecombine available resources under time pressure; it does not replace a relevant specialist skill.Intelligence and Perception · lower value
InsightSocialAssess motives, emotions, lies and patterns of behaviour.Charisma and Perception · lower value
IntimidationSocialPressure others through presence, force, threats or determination.Charisma or Strength or Willpower · higher value
InvestigationFieldcraftSystematically examine scenes, connect clues and recognise tampering.Intelligence and Perception · lower value
LanguagesKnowledgeUnderstand foreign languages, scripts, codes and shades of meaning.Intelligence
LeadershipSocialCoordinate, motivate and steady a group under pressure.Charisma and Willpower · lower value
LockpickingTechnical & CraftOpen mechanical locks and safeguards without the proper key.Dexterity and Intelligence · lower value
LyingSocialDeliver false statements and spontaneous deception convincingly.Charisma
MechanicsTechnical & CraftUnderstand, operate, maintain and repair mechanical systems.Dexterity and Intelligence · lower value
MedicineTechnical & CraftDiagnose illness and provide lasting treatment for injuries.Dexterity and Intelligence · lower value
MeleeCombatAttack in close combat, armed or unarmed.Dexterity or Strength · higher value15
Nature LoreKnowledgeUnderstand plants, animals, weather and natural systems.Intelligence
NavigationFieldcraftPlot a course using maps, stars, local knowledge or instruments.Intelligence or Perception · higher value
OccultismKnowledgeRecognise cults, rituals, curses and supernatural entities.Intelligence and Willpower · lower value
PerformanceSocialPerform music, song, recitation or other entertainment effectively.Charisma or Dexterity · higher value
PersuasionSocialWin others over with arguments and a credible manner.Charisma or Intelligence · higher value
PilotingTechnical & CraftManoeuvre aircraft, spacecraft or watercraft.Dexterity or Intelligence · higher value
PoisonsTechnical & CraftSafely dose poisons and antidotes; usually a specialisation of Alchemy.Dexterity and Intelligence · lower value
ProvocationSocialRead motives and deliberately provoke others into rash reactions.Charisma and Perception · lower value
Ranged CombatCombatUse bows, projectile, energy and other ranged weapons.Dexterity or Perception · higher value
RepairTechnical & CraftRestore damaged everyday objects to temporary working order across disciplines.Dexterity and Intelligence · lower value
ResearchKnowledgeFind and assess information in archives, databases and sources.Intelligence
RidingPhysicalControl and safely manoeuvre mounts.Dexterity or Willpower · higher value
ScienceKnowledgeApply scientific methods; note a discipline as a specialisation.Intelligence
SeamanshipTechnical & CraftHandle ships, secure cargo and work aboard; manoeuvring uses Piloting.Dexterity or Constitution · higher value
Sleight of HandFieldcraftManipulate small objects, traps and mechanisms quickly or discreetly.Dexterity
SmithingTechnical & CraftForge metal objects; usually a specialisation of Crafting.Dexterity and Strength · lower value
SneakingFieldcraftAvoid noise on difficult surfaces; usually a specialisation of Stealth.Dexterity
SpellcastingSupernaturalUse spells, psionic powers and other supernatural effects with control.Intelligence and Willpower · lower value
StealthFieldcraftHide, move quietly and act inconspicuously.Dexterity or Perception · higher value
StreetwiseSocialNavigate a community’s informal rules, contacts, rumours and dangers.Charisma or Perception · higher value
SurvivalFieldcraftSecure food, shelter, warmth and safe routes in hostile environments.Constitution or Intelligence · higher value
SwimmingPhysicalMove through water, stay afloat and rescue others.Constitution or Strength · higher value
TacticsKnowledgeAssess situations, prioritise risks and plan operations.Intelligence and Perception · lower value
TheftFieldcraftSteal guarded objects and recognise the right moment to do so.Dexterity and Perception · lower value
ThrowingCombatThrow weapons and objects accurately and forcefully.Dexterity and Strength · lower value
TrackingFieldcraftFind, interpret and follow tracks.Perception

Custom skills and fields

A custom skill needs a clear activity and at most two attributes. With two attributes, state whether both or either one is sufficient. Narrow variants of existing skills are fields.

Talent and handicap list

Custom traits use this cost scale:

PointsTalentHandicap
25narrow or small but regularly useful benefitoccasional complication or a penalty of 10–20 in a narrow area
50broad benefit, strong single effect or once-per-scene usefrequent strong penalty, loss of an important option or recurring duty
75rare exception to a core rule or campaign-defining benefitpermanent severe limit, absolute prohibition or loss of a sense

State the trigger, effect, frequency or duration, and any ending condition. Decorative qualities grant no points.

Talents

Talents by name
TalentRule effectCost
AkimboAs one action, use two weapons with the one-handed trait to make one attack with each at −20; resolve targets, damage and defence separately.75
AlertReduce penalties to Perception checks and linked skills by 10, to a minimum of 0.25
CharismaticReduce penalties to Charisma checks and linked skills by 10, to a minimum of 0.25
ContactsOnce per session, you may ask a plausible contact for information, access or a small favour.25
FastYour Movement Range is increased by 2 metres per turn.50
FocusedReduce penalties to Dexterity checks and linked skills by 10, to a minimum of 0.25
Hard to KillOnce per session, when reduced to 0 HP, you fall unconscious with 1 HP instead.75
HealerOnce per scene, a successful First Aid check additionally restores 10 HP.50
LuckyYou gain one additional Rewind at the start of each session.50
Melee FighterIncrease your melee damage by 5 before subtracting armour.50
People SkillsOnce per scene, you may reroll a failed Insight check; the second result stands.25
PowerfulReduce penalties to Strength checks and linked skills by 10, to a minimum of 0.25
PreparedOnce per session, you retroactively have an ordinary, setting-appropriate piece of gear.25
Quick ReflexesYour initiative value is increased by 10.25
Ranged FighterIncrease your ranged damage by 5 before subtracting armour.50
RationalReduce penalties to Intelligence checks and linked skills by 10, to a minimum of 0.25
ResilientReduce penalties to Constitution checks and linked skills by 10, to a minimum of 0.25
ResourcefulFor Survival, Navigation and Improvisation, the penalty for improvised equipment is reduced from −20 to −10.50
SpecialistChoose a skill and a narrow field. In that field, reduce your check result by 10 after rolling; critical results still use the unmodified roll.50
SteadfastReduce penalties to Willpower checks and linked skills by 10, to a minimum of 0.25
Team PlayerOn a successful assist, reduce the main check result by 15 instead of 10.25
ToughOnce per combat, you can ignore shock until the end of your next turn.50
TricksterCritical failures count only as ordinary failures for you; once per session, you may reroll one. The second result stands.75

Handicaps

Handicaps by name
HandicapTrigger and consequencePoints
AddictedChoose a substance or habit. Prolonged withdrawal gives all checks a penalty of 10.50
Bad ReputationChoose a common social sphere. Social checks with people who know your reputation take a penalty of 20.25
BlindYou cannot see. Sight-dependent actions are impossible or take a penalty of 30, as ruled by the game master.75
Chronic ConditionDefine a recurring trigger. Without treatment or supplies, all checks take a penalty of 10 until recovery.50
ClumsyA critical failure on a physical check also causes a small immediate complication.25
Code of HonourDefine a strict code. To knowingly break it, pass a Willpower check; on a failure, you abide by it.50
Compulsive LiarWhen the truth could harm you or a lie could help, pass a Willpower check to answer truthfully. Your sincerity remains suspect even on a success.75
CuriousWhen confronted with an accessible mystery, pass a Willpower check to leave it uninvestigated.25
Dangerous SecretDefine a secret whose exposure threatens an important relationship, position or safety.25
DependentA vulnerable person or group relies on you and regularly faces plausible trouble.50
FragileYour maximum HP are reduced by 20.50
Hard of HearingPerception checks that depend on hearing take a penalty of 20.25
Hot-headedChecks made to resist provocation take a penalty of 20.25
ImpairedYour Movement Range is reduced by 2 metres per turn.50
In DebtYou owe a significant debt or favour that will be called in during the campaign.25
KleptomaniaWhen you see a desirable, accessible object, pass a Willpower check or try to take it.25
ObligatedA person or organisation regularly demands your time, loyalty or risky service.50
PacifistTo deliberately harm a being, you must first pass a Willpower check.50
PhobiaChoose a common trigger. When you encounter it, immediately make a Willpower check without using an action. On a failure, you can neither take an action nor move until the end of your first turn after the encounter. Do not repeat the check during the same encounter.50
RuthlessWhen compassion or loyalty conflicts with your goal, pass a Willpower check or choose the ruthless course; known deeds impose a penalty of 20 on social checks.75
Short-sightedPerception and ranged combat checks involving distant targets take a penalty of 20.25
SuperstitiousIf you ignore your chosen ritual or omen before an important action, the next relevant check takes a penalty of 10.25
TechnophobicElectronics and Hacking checks take a penalty of 20; comparable unfamiliar high technology may also be affected.25
Truth-boundYou cannot knowingly make a false statement or deliberately answer a direct question misleadingly.75
UnfamiliarChoose a common technology or culture. All direct checks involving it take a penalty of 10.25
UnluckyYou gain one fewer Rewind at the start of each session, to a minimum of 0.50
VulnerableThe armour value of worn armour is reduced by 5 for you, to a minimum of 0.50
WantedAn influential party pursues you and causes at least one concrete complication per session when plausible.25

Item list

Choose items by function and name them for the setting. The setting determines prices and availability.

General gear

Suitable gear permits the action, improvised gear gives −20, and exceptional gear may give +10. Strictly required gear cannot be replaced.

General gear profiles
GearFunction
Climbing kitTools and protection for difficult ascents and descents.
Communications deviceTransmits speech or data over a setting-appropriate distance.
Disguise kitClothing, makeup, projection or other means for a prepared identity.
Light sourceIlluminates a modest area and prevents darkness penalties.
Medical kitDressings, diagnostics and supplies for First Aid and Medicine.
Navigation aidMap, compass, scanner or comparable aid for finding a route.
Observation gearBinoculars, sensor or magical aid for distant and hidden details.
Protective clothingProtects against one defined environmental hazard, but not weapon damage.
Provisions and waterSustains one person for a setting-appropriate period.
Recording deviceStores images, sound, measurements or memories.
RestraintsRope, cuffs, force fields or other means of confinement.
Rope and riggingEnables securing, binding, rappelling and simple hoists.
Security toolsLock picks, code probe or magical keys for bypassing safeguards.
ShelterTent, vehicle cabin or portable barrier against the environment.
Survival kitBasic supplies for fire, water, food and weather protection.
Tool kitChoose a craft or technical field; enables proper construction and repair.
TransportMount or vehicle; the setting determines speed, capacity and access.

Armour

Choose an appropriate armour tier. Only the highest applicable value counts; armour, natural plating and protective fields do not stack.

Armour tiers by name
TierExamplesArmour value
Extreme protectionEnergy shield, fortress armour or legendary barrier.25
Heavy armourPlate armour, heavy tactical armour or an exoskeleton.15
Improvised armourHeavy clothing, scrap plates or a makeshift barrier.2
Light armourLeather, protective vest, light plating or natural hide.5
Medium armourMail, tactical armour or reinforced protective clothing.10
Reinforced armourPowered armour, vehicle shell or powerful protective magic.20
UnarmouredOrdinary clothing or no protection.0

Weapons

The original number rolled determines damage: 01–24, 25–49, 50–74 and 75–99 correspond to the weapon’s four damage values. Custom weapons use the sequence of a comparable weapon.

For ranged weapons, range means distance; for melee weapons it means reach. The core game does not count ammunition individually. Capacity and charges belong to the optional resource rule.

Weapons with direct damage values
Weapon01–2425–4950–7475–99CapacityRange (m)Traits and examples
Area weapon60453020120consumable, thrown, area 4 m; e.g. grenade
Automatic long gun5040251530120two-handed; e.g. assault rifle or machine gun
Blunt one-handed weapon25201551one-handed, melee, may be non-lethal; e.g. club or baton
Compact automatic weapon403020103040two-handed; e.g. submachine gun
Fist1510521melee, may be non-lethal
Flexible one-handed weapon403020102one-handed, melee, hard to parry; e.g. chain or nunchaku
Heavy energy weapon60453020880two-handed, armour-piercing 5; e.g. plasma rifle
Heavy one-handed weapon403020102one-handed, melee; e.g. sword, axe or energy sabre
Heavy primitive ranged weapon50402515160two-handed; e.g. crossbow or harpoon
Heavy sidearm50402515640one-handed; e.g. hand cannon or laser pistol
Heavy two-handed weapon504025152melee, two-handed; e.g. great axe or sledgehammer
Improvised weapon25201551melee
Light one-handed weapon25201551one-handed, melee, concealable; e.g. dagger or sap
Long gun5040251510120two-handed; e.g. rifle or rail carbine
Polearm403020103melee, two-handed; e.g. spear or quarterstaff
Precision weapon604530205250two-handed; e.g. sniper rifle
Primitive ranged weapon4030201040two-handed; e.g. bow or sling
Scatter weapon50402515630two-handed, spread; e.g. shotgun or sonic cone
Sidearm40302010925one-handed, concealable; e.g. pistol or ray gun
Supernatural blast50402515340charges, area 4 m, supernatural; e.g. fireball or ice storm
Supernatural bolt40302010550charges, supernatural; e.g. arcane bolt or psionic blast

Species list

Species are neutral body profiles with the same budget: base HP + 10 × Movement Range = 160. Origin and culture belong in background, skills, talents or handicaps.

A custom species copies and names one of the five profiles. Other values require the game master’s approval.

Body profiles with species examples
Body profileSpecies examplesBase HPMovement Range (m/turn)
balancedAlien, Cyborg, Human, Lizardfolk, Mutant1006
fragile & fastFae808
light & agileBeastfolk, Elf, Feline, Goblin, Halfling907
massive & cumbersomeGiant1204
robust & slowAndroid, Construct, Dwarf, Orc, Undead1105

Weapon traits

Weapon traits are optional modules. Without them, weapons differ only by damage and range; with them, use the listed rule.

TraitRule
armour-piercing XReduces the applicable armour value by X, to a minimum of 0.
area X mThe attack is resolved with a single attack check. Affected targets make no defence checks of their own; each target’s armour is subtracted from the damage they suffer. All targets within half the effect radius take full damage; targets throughout the remainder of the effect radius take half damage.
chargesCapacity refreshes after a rest period or according to the power source’s rules.
concealableChecks to discover the hidden weapon take a penalty of 20.
consumableThe item is expended after one attack.
hard to parryParrying this weapon takes a penalty of 10.
may be non-lethalThe attacker may cause a target at 0 HP to become unconscious rather than die.
meleeAttacks with this weapon use Melee instead of Ranged Combat.
one-handedRequires one free, functioning hand or comparable limb.
spreadWithin half range, the weapon deals +5 damage; no attack is possible beyond its normal range.
supernaturalAttacks with this weapon use Spellcasting instead of Ranged Combat.
thrownUses Throwing instead of Ranged Combat.
two-handedRequires two free, functioning hands or comparable limbs.