The Game system
The 'System' is the mechanics of the game. It lets your characters behave in a reasonably realistic manner so the whole world becomes more believable.
STATS and SKILLS
You character has STATS, these are features everyone exhibits to some degree such as physical strength or perception.
You also have SKILLS. These are learned abilities which not everyone has such as shooting guns, climbing walls or picking locks.
STATS and SKILLS are rated out of 10. 1 being awful, 10 being the peak of human ability.
MAKING A ROLL
1. Add a STAT to a SKILL (called an Action Total)
2. Add or subtract a bonus or penalty if applicable.
3. Roll equal or under on 2 ten sided dice.
CRITICAL HITS AND MISSES
A roll of double 1 means something especially good has happened and the GM can help the players out a bit.
A roll of double 10 means something bad occurred, maybe a gun misfired or you broke your hand punching through a wall.
Circumstances such as quality of equipment or the profession of the Agent can alter which doubles are considered criticals.
WHY IS THE SYSTEM LIKE THIS?
1. It's very simple. You can pick up and play quickly.
2. It's incredibly versatile, the GM can easily adapt the system to any situation by simply applying a modifier to the roll.
3. The characters you play can become very powerful. Imagine their Stat + Skill added up to 24. They can pass automatically. That means the player could take a voluntary penalty to perform a particularly brutal or impressive move. This helps to create the cinematic, more-than-human feel of the game.
STATS and SKILLS
You character has STATS, these are features everyone exhibits to some degree such as physical strength or perception.
You also have SKILLS. These are learned abilities which not everyone has such as shooting guns, climbing walls or picking locks.
STATS and SKILLS are rated out of 10. 1 being awful, 10 being the peak of human ability.
MAKING A ROLL
1. Add a STAT to a SKILL (called an Action Total)
2. Add or subtract a bonus or penalty if applicable.
3. Roll equal or under on 2 ten sided dice.
CRITICAL HITS AND MISSES
A roll of double 1 means something especially good has happened and the GM can help the players out a bit.
A roll of double 10 means something bad occurred, maybe a gun misfired or you broke your hand punching through a wall.
Circumstances such as quality of equipment or the profession of the Agent can alter which doubles are considered criticals.
WHY IS THE SYSTEM LIKE THIS?
1. It's very simple. You can pick up and play quickly.
2. It's incredibly versatile, the GM can easily adapt the system to any situation by simply applying a modifier to the roll.
3. The characters you play can become very powerful. Imagine their Stat + Skill added up to 24. They can pass automatically. That means the player could take a voluntary penalty to perform a particularly brutal or impressive move. This helps to create the cinematic, more-than-human feel of the game.