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:
- 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.
- 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.
- 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.
- 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:
- At 0 HP, the character dies unless a special rule prevents death or replaces it with unconsciousness.
- 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.
- 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.
- 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:
- Choose a concept, species and background.
- Distribute 125 points among attributes.
- Calculate derived values.
- Distribute up to 400 points among skills.
- Choose talents and handicaps.
- 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.
| Situation | Modifier | Examples |
|---|---|---|
| exceptional advantage | +30 | perfect preparation, complete control, decisive information advantage |
| clear advantage | +20 | ample time, surprise, ideal support |
| favourable circumstance | +10 | exceptional tools, useful information, good position |
| normal challenge | 0 | relevant skill, standard gear and reasonable time pressure |
| demanding | −10 | poor visibility, moderate time pressure, awkward position |
| hard | −20 | untrained, improvised tools, cover, beyond weapon range |
| extreme | −30 | almost 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
| Result | Meaning |
|---|---|
| critical success (rolled 1) | exceptional success; at least three stages |
| 0 stages | narrow success, basic effect |
| 1 stage | solid success without needless cost |
| 2 stages | extra benefit, greater effect or less time |
| 3+ stages | exceptional effect |
| failure | target 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 tier | Damage | Examples |
|---|---|---|
| minor | 10 | short fall, smoke, small flame, light collision |
| serious | 25 | deep fall, strong poison, building fire, heavy impact |
| severe | 40 | high voltage, vacuum exposure, large explosion, collapsing room |
| lethal | 60 | lava, very great fall, vehicle strike, military explosion |
| catastrophic | 90 | starship 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.
| Role | Attributes | Core skills | HP | Armour | Damage |
|---|---|---|---|---|---|
| supporting character | 20 | 25 | 40 | 0 | minimal |
| competent character | 30 | 50 | 80 | 5 | standard |
| elite character | 45 | 70 | 120 | 10 | heavy |
| overwhelming character | 60 | 90 | 180 | 15 | devastating |
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.
| Skill | Category | Use | Check | Untrained |
|---|---|---|---|---|
| Acrobatics | Physical | Jumps, balancing and controlled falls. | Dexterity | — |
| Acting | Social | Portray a role for an audience; use Lying for spontaneous deception. | Charisma | — |
| Alchemy | Technical & Craft | Identify, create and use alchemical or chemical substances, including poisons. | Dexterity and Intelligence · lower value | — |
| Animal Handling | Social | Calm, guide and train animals. | Charisma or Willpower · higher value | — |
| Arcane Lore | Knowledge | Interpret magical principles, artefacts and traditions. | Intelligence and Willpower · lower value | — |
| Athletics | Physical | Run, jump, lift, pull and perform general feats of strength or endurance. | Constitution or Strength · higher value | 15 |
| Awareness | Fieldcraft | Notice danger, changes and conspicuous details. | Perception | 15 |
| Climbing | Physical | Safely scale steep or difficult surfaces. | Dexterity and Strength · lower value | — |
| Crafting | Technical & Craft | Design, make and assess objects in a chosen craft. | Dexterity and Intelligence · lower value | — |
| Culture Lore | Knowledge | Understand cultures, politics, law, religions and institutions. | Intelligence | — |
| Dancing | Physical | Perform choreography, ceremonial dances and precise rhythmic movement. | Dexterity | — |
| Demolitions | Technical & Craft | Identify, defuse and precisely deploy explosives. | Dexterity and Intelligence · lower value | — |
| Disguise | Fieldcraft | Alter appearance, clothing and manner for a prepared identity. | Charisma and Dexterity · lower value | — |
| Driving | Technical & Craft | Control ground vehicles, including under difficult conditions. | Dexterity or Perception · higher value | — |
| Electronics | Technical & Craft | Understand and modify electronic hardware, sensors and signals. | Dexterity and Intelligence · lower value | — |
| Escape | Physical | Escape bonds, holds or confined spaces through technique or force. | Dexterity or Strength · higher value | — |
| Etiquette | Social | Apply customs, hierarchies and appropriate conduct in a society. | Charisma or Intelligence · higher value | — |
| First Aid | Fieldcraft | Stabilise casualties, end shock and treat urgent conditions. | Dexterity or Intelligence · higher value | — |
| Flirting | Social | Use charm to spark interest, build rapport or distract someone. | Charisma | — |
| Hacking | Technical & Craft | Analyse and manipulate digital systems, data and access controls. | Intelligence and Perception · lower value | — |
| Haggling | Social | Negotiate prices, contracts and terms. | Charisma or Willpower · higher value | — |
| History | Knowledge | Recall and interpret historical events, people and contexts. | Intelligence | — |
| Hunting | Fieldcraft | Plan a hunt and coordinate tracking, approach and field dressing. | Perception and Willpower · lower value | — |
| Improvisation | Fieldcraft | Recombine available resources under time pressure; it does not replace a relevant specialist skill. | Intelligence and Perception · lower value | — |
| Insight | Social | Assess motives, emotions, lies and patterns of behaviour. | Charisma and Perception · lower value | — |
| Intimidation | Social | Pressure others through presence, force, threats or determination. | Charisma or Strength or Willpower · higher value | — |
| Investigation | Fieldcraft | Systematically examine scenes, connect clues and recognise tampering. | Intelligence and Perception · lower value | — |
| Languages | Knowledge | Understand foreign languages, scripts, codes and shades of meaning. | Intelligence | — |
| Leadership | Social | Coordinate, motivate and steady a group under pressure. | Charisma and Willpower · lower value | — |
| Lockpicking | Technical & Craft | Open mechanical locks and safeguards without the proper key. | Dexterity and Intelligence · lower value | — |
| Lying | Social | Deliver false statements and spontaneous deception convincingly. | Charisma | — |
| Mechanics | Technical & Craft | Understand, operate, maintain and repair mechanical systems. | Dexterity and Intelligence · lower value | — |
| Medicine | Technical & Craft | Diagnose illness and provide lasting treatment for injuries. | Dexterity and Intelligence · lower value | — |
| Melee | Combat | Attack in close combat, armed or unarmed. | Dexterity or Strength · higher value | 15 |
| Nature Lore | Knowledge | Understand plants, animals, weather and natural systems. | Intelligence | — |
| Navigation | Fieldcraft | Plot a course using maps, stars, local knowledge or instruments. | Intelligence or Perception · higher value | — |
| Occultism | Knowledge | Recognise cults, rituals, curses and supernatural entities. | Intelligence and Willpower · lower value | — |
| Performance | Social | Perform music, song, recitation or other entertainment effectively. | Charisma or Dexterity · higher value | — |
| Persuasion | Social | Win others over with arguments and a credible manner. | Charisma or Intelligence · higher value | — |
| Piloting | Technical & Craft | Manoeuvre aircraft, spacecraft or watercraft. | Dexterity or Intelligence · higher value | — |
| Poisons | Technical & Craft | Safely dose poisons and antidotes; usually a specialisation of Alchemy. | Dexterity and Intelligence · lower value | — |
| Provocation | Social | Read motives and deliberately provoke others into rash reactions. | Charisma and Perception · lower value | — |
| Ranged Combat | Combat | Use bows, projectile, energy and other ranged weapons. | Dexterity or Perception · higher value | — |
| Repair | Technical & Craft | Restore damaged everyday objects to temporary working order across disciplines. | Dexterity and Intelligence · lower value | — |
| Research | Knowledge | Find and assess information in archives, databases and sources. | Intelligence | — |
| Riding | Physical | Control and safely manoeuvre mounts. | Dexterity or Willpower · higher value | — |
| Science | Knowledge | Apply scientific methods; note a discipline as a specialisation. | Intelligence | — |
| Seamanship | Technical & Craft | Handle ships, secure cargo and work aboard; manoeuvring uses Piloting. | Dexterity or Constitution · higher value | — |
| Sleight of Hand | Fieldcraft | Manipulate small objects, traps and mechanisms quickly or discreetly. | Dexterity | — |
| Smithing | Technical & Craft | Forge metal objects; usually a specialisation of Crafting. | Dexterity and Strength · lower value | — |
| Sneaking | Fieldcraft | Avoid noise on difficult surfaces; usually a specialisation of Stealth. | Dexterity | — |
| Spellcasting | Supernatural | Use spells, psionic powers and other supernatural effects with control. | Intelligence and Willpower · lower value | — |
| Stealth | Fieldcraft | Hide, move quietly and act inconspicuously. | Dexterity or Perception · higher value | — |
| Streetwise | Social | Navigate a community’s informal rules, contacts, rumours and dangers. | Charisma or Perception · higher value | — |
| Survival | Fieldcraft | Secure food, shelter, warmth and safe routes in hostile environments. | Constitution or Intelligence · higher value | — |
| Swimming | Physical | Move through water, stay afloat and rescue others. | Constitution or Strength · higher value | — |
| Tactics | Knowledge | Assess situations, prioritise risks and plan operations. | Intelligence and Perception · lower value | — |
| Theft | Fieldcraft | Steal guarded objects and recognise the right moment to do so. | Dexterity and Perception · lower value | — |
| Throwing | Combat | Throw weapons and objects accurately and forcefully. | Dexterity and Strength · lower value | — |
| Tracking | Fieldcraft | Find, 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:
| Points | Talent | Handicap |
|---|---|---|
| 25 | narrow or small but regularly useful benefit | occasional complication or a penalty of 10–20 in a narrow area |
| 50 | broad benefit, strong single effect or once-per-scene use | frequent strong penalty, loss of an important option or recurring duty |
| 75 | rare exception to a core rule or campaign-defining benefit | permanent 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
| Talent | Rule effect | Cost |
|---|---|---|
| Akimbo | As 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 |
| Alert | Reduce penalties to Perception checks and linked skills by 10, to a minimum of 0. | 25 |
| Charismatic | Reduce penalties to Charisma checks and linked skills by 10, to a minimum of 0. | 25 |
| Contacts | Once per session, you may ask a plausible contact for information, access or a small favour. | 25 |
| Fast | Your Movement Range is increased by 2 metres per turn. | 50 |
| Focused | Reduce penalties to Dexterity checks and linked skills by 10, to a minimum of 0. | 25 |
| Hard to Kill | Once per session, when reduced to 0 HP, you fall unconscious with 1 HP instead. | 75 |
| Healer | Once per scene, a successful First Aid check additionally restores 10 HP. | 50 |
| Lucky | You gain one additional Rewind at the start of each session. | 50 |
| Melee Fighter | Increase your melee damage by 5 before subtracting armour. | 50 |
| People Skills | Once per scene, you may reroll a failed Insight check; the second result stands. | 25 |
| Powerful | Reduce penalties to Strength checks and linked skills by 10, to a minimum of 0. | 25 |
| Prepared | Once per session, you retroactively have an ordinary, setting-appropriate piece of gear. | 25 |
| Quick Reflexes | Your initiative value is increased by 10. | 25 |
| Ranged Fighter | Increase your ranged damage by 5 before subtracting armour. | 50 |
| Rational | Reduce penalties to Intelligence checks and linked skills by 10, to a minimum of 0. | 25 |
| Resilient | Reduce penalties to Constitution checks and linked skills by 10, to a minimum of 0. | 25 |
| Resourceful | For Survival, Navigation and Improvisation, the penalty for improvised equipment is reduced from −20 to −10. | 50 |
| Specialist | Choose 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 |
| Steadfast | Reduce penalties to Willpower checks and linked skills by 10, to a minimum of 0. | 25 |
| Team Player | On a successful assist, reduce the main check result by 15 instead of 10. | 25 |
| Tough | Once per combat, you can ignore shock until the end of your next turn. | 50 |
| Trickster | Critical failures count only as ordinary failures for you; once per session, you may reroll one. The second result stands. | 75 |
Handicaps
| Handicap | Trigger and consequence | Points |
|---|---|---|
| Addicted | Choose a substance or habit. Prolonged withdrawal gives all checks a penalty of 10. | 50 |
| Bad Reputation | Choose a common social sphere. Social checks with people who know your reputation take a penalty of 20. | 25 |
| Blind | You cannot see. Sight-dependent actions are impossible or take a penalty of 30, as ruled by the game master. | 75 |
| Chronic Condition | Define a recurring trigger. Without treatment or supplies, all checks take a penalty of 10 until recovery. | 50 |
| Clumsy | A critical failure on a physical check also causes a small immediate complication. | 25 |
| Code of Honour | Define a strict code. To knowingly break it, pass a Willpower check; on a failure, you abide by it. | 50 |
| Compulsive Liar | When 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 |
| Curious | When confronted with an accessible mystery, pass a Willpower check to leave it uninvestigated. | 25 |
| Dangerous Secret | Define a secret whose exposure threatens an important relationship, position or safety. | 25 |
| Dependent | A vulnerable person or group relies on you and regularly faces plausible trouble. | 50 |
| Fragile | Your maximum HP are reduced by 20. | 50 |
| Hard of Hearing | Perception checks that depend on hearing take a penalty of 20. | 25 |
| Hot-headed | Checks made to resist provocation take a penalty of 20. | 25 |
| Impaired | Your Movement Range is reduced by 2 metres per turn. | 50 |
| In Debt | You owe a significant debt or favour that will be called in during the campaign. | 25 |
| Kleptomania | When you see a desirable, accessible object, pass a Willpower check or try to take it. | 25 |
| Obligated | A person or organisation regularly demands your time, loyalty or risky service. | 50 |
| Pacifist | To deliberately harm a being, you must first pass a Willpower check. | 50 |
| Phobia | Choose 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 |
| Ruthless | When 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-sighted | Perception and ranged combat checks involving distant targets take a penalty of 20. | 25 |
| Superstitious | If you ignore your chosen ritual or omen before an important action, the next relevant check takes a penalty of 10. | 25 |
| Technophobic | Electronics and Hacking checks take a penalty of 20; comparable unfamiliar high technology may also be affected. | 25 |
| Truth-bound | You cannot knowingly make a false statement or deliberately answer a direct question misleadingly. | 75 |
| Unfamiliar | Choose a common technology or culture. All direct checks involving it take a penalty of 10. | 25 |
| Unlucky | You gain one fewer Rewind at the start of each session, to a minimum of 0. | 50 |
| Vulnerable | The armour value of worn armour is reduced by 5 for you, to a minimum of 0. | 50 |
| Wanted | An 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.
| Gear | Function |
|---|---|
| Climbing kit | Tools and protection for difficult ascents and descents. |
| Communications device | Transmits speech or data over a setting-appropriate distance. |
| Disguise kit | Clothing, makeup, projection or other means for a prepared identity. |
| Light source | Illuminates a modest area and prevents darkness penalties. |
| Medical kit | Dressings, diagnostics and supplies for First Aid and Medicine. |
| Navigation aid | Map, compass, scanner or comparable aid for finding a route. |
| Observation gear | Binoculars, sensor or magical aid for distant and hidden details. |
| Protective clothing | Protects against one defined environmental hazard, but not weapon damage. |
| Provisions and water | Sustains one person for a setting-appropriate period. |
| Recording device | Stores images, sound, measurements or memories. |
| Restraints | Rope, cuffs, force fields or other means of confinement. |
| Rope and rigging | Enables securing, binding, rappelling and simple hoists. |
| Security tools | Lock picks, code probe or magical keys for bypassing safeguards. |
| Shelter | Tent, vehicle cabin or portable barrier against the environment. |
| Survival kit | Basic supplies for fire, water, food and weather protection. |
| Tool kit | Choose a craft or technical field; enables proper construction and repair. |
| Transport | Mount 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.
| Tier | Examples | Armour value |
|---|---|---|
| Extreme protection | Energy shield, fortress armour or legendary barrier. | 25 |
| Heavy armour | Plate armour, heavy tactical armour or an exoskeleton. | 15 |
| Improvised armour | Heavy clothing, scrap plates or a makeshift barrier. | 2 |
| Light armour | Leather, protective vest, light plating or natural hide. | 5 |
| Medium armour | Mail, tactical armour or reinforced protective clothing. | 10 |
| Reinforced armour | Powered armour, vehicle shell or powerful protective magic. | 20 |
| Unarmoured | Ordinary 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.
| Weapon | 01–24 | 25–49 | 50–74 | 75–99 | Capacity | Range (m) | Traits and examples |
|---|---|---|---|---|---|---|---|
| Area weapon | 60 | 45 | 30 | 20 | 1 | 20 | consumable, thrown, area 4 m; e.g. grenade |
| Automatic long gun | 50 | 40 | 25 | 15 | 30 | 120 | two-handed; e.g. assault rifle or machine gun |
| Blunt one-handed weapon | 25 | 20 | 15 | 5 | — | 1 | one-handed, melee, may be non-lethal; e.g. club or baton |
| Compact automatic weapon | 40 | 30 | 20 | 10 | 30 | 40 | two-handed; e.g. submachine gun |
| Fist | 15 | 10 | 5 | 2 | — | 1 | melee, may be non-lethal |
| Flexible one-handed weapon | 40 | 30 | 20 | 10 | — | 2 | one-handed, melee, hard to parry; e.g. chain or nunchaku |
| Heavy energy weapon | 60 | 45 | 30 | 20 | 8 | 80 | two-handed, armour-piercing 5; e.g. plasma rifle |
| Heavy one-handed weapon | 40 | 30 | 20 | 10 | — | 2 | one-handed, melee; e.g. sword, axe or energy sabre |
| Heavy primitive ranged weapon | 50 | 40 | 25 | 15 | 1 | 60 | two-handed; e.g. crossbow or harpoon |
| Heavy sidearm | 50 | 40 | 25 | 15 | 6 | 40 | one-handed; e.g. hand cannon or laser pistol |
| Heavy two-handed weapon | 50 | 40 | 25 | 15 | — | 2 | melee, two-handed; e.g. great axe or sledgehammer |
| Improvised weapon | 25 | 20 | 15 | 5 | — | 1 | melee |
| Light one-handed weapon | 25 | 20 | 15 | 5 | — | 1 | one-handed, melee, concealable; e.g. dagger or sap |
| Long gun | 50 | 40 | 25 | 15 | 10 | 120 | two-handed; e.g. rifle or rail carbine |
| Polearm | 40 | 30 | 20 | 10 | — | 3 | melee, two-handed; e.g. spear or quarterstaff |
| Precision weapon | 60 | 45 | 30 | 20 | 5 | 250 | two-handed; e.g. sniper rifle |
| Primitive ranged weapon | 40 | 30 | 20 | 10 | — | 40 | two-handed; e.g. bow or sling |
| Scatter weapon | 50 | 40 | 25 | 15 | 6 | 30 | two-handed, spread; e.g. shotgun or sonic cone |
| Sidearm | 40 | 30 | 20 | 10 | 9 | 25 | one-handed, concealable; e.g. pistol or ray gun |
| Supernatural blast | 50 | 40 | 25 | 15 | 3 | 40 | charges, area 4 m, supernatural; e.g. fireball or ice storm |
| Supernatural bolt | 40 | 30 | 20 | 10 | 5 | 50 | charges, 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 profile | Species examples | Base HP | Movement Range (m/turn) |
|---|---|---|---|
| balanced | Alien, Cyborg, Human, Lizardfolk, Mutant | 100 | 6 |
| fragile & fast | Fae | 80 | 8 |
| light & agile | Beastfolk, Elf, Feline, Goblin, Halfling | 90 | 7 |
| massive & cumbersome | Giant | 120 | 4 |
| robust & slow | Android, Construct, Dwarf, Orc, Undead | 110 | 5 |
Weapon traits
Weapon traits are optional modules. Without them, weapons differ only by damage and range; with them, use the listed rule.
| Trait | Rule |
|---|---|
| armour-piercing X | Reduces the applicable armour value by X, to a minimum of 0. |
| area X m | The 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. |
| charges | Capacity refreshes after a rest period or according to the power source’s rules. |
| concealable | Checks to discover the hidden weapon take a penalty of 20. |
| consumable | The item is expended after one attack. |
| hard to parry | Parrying this weapon takes a penalty of 10. |
| may be non-lethal | The attacker may cause a target at 0 HP to become unconscious rather than die. |
| melee | Attacks with this weapon use Melee instead of Ranged Combat. |
| one-handed | Requires one free, functioning hand or comparable limb. |
| spread | Within half range, the weapon deals +5 damage; no attack is possible beyond its normal range. |
| supernatural | Attacks with this weapon use Spellcasting instead of Ranged Combat. |
| thrown | Uses Throwing instead of Ranged Combat. |
| two-handed | Requires two free, functioning hands or comparable limbs. |