Overview #
DESCRIBE THE GENERAL FLOW OF PLAY
Dice System #
All outcomes that require dice to be rolled will use either a d100 (two ten-sided die) or any number of d6 (six-sided die). Whenever an event occurs a character will roll a d100 to check to see if they succeed at the event. There are 3 types of checks: Combat, Generic and Skill. Checks all roll a d100. Damage is calculated by rolling any given number of d6 dice. The amount of dice to be rolled is denoted by Xd6 where X is the number of dice to roll.
Skills Checks #
Whenever a character is tries to accomplish an action, a skill check is performed to see if they are successful at that action. To perform a skill check, the calculation is: d100 + skill rank + relevant stat + bonuses. The skill check needs to be equal or greater than Action Difficulty Rating (ADR) of the task at hand. This number is determined by your game master (GM). If a character has enough skill, talent and equipment to beat an ADR without rolling any dice it is considered to be an automatic success. The exception being if a character is under stress.
Competency Checks #
Sometimes there are no existing skills that adequately cover a skill check. Instead a player may make an competency check using only their attributes as decided by the GM. Simply roll d100 and add their raw attribute score to the result.
Opposing Checks #
Under Stress #
Under stress represents that in high stakes situations a character that normally would have an easy time.
Some tasks could be completed easily by a character under normal circumstances. For example, an athletic character would be expected to easily jump across a distance of 1.5 metres on the ground (ADR of 15). That character has a Strength of 5 and 10 ranks in athletics, it is an impossible event to not pass that skill check. However, if that character was required to jump that same distance, but instead of being on the ground it is between two rooftops. The skill check being made would be considered to be made under stress.
If a character is under stress a roll of 10 or less is considered to be an automatic failure no matter how high that characters skill may be. The GM decides when a roll is made under stress. As a GM it is encouraged to take into account the impact stress had on the failed roll when describing the outcomes.
There are talents and augmentations that a character can acquire as they experience the galaxy that can reduce the effects of stress in general or in specific scenarios.
Focus #
After a player suffers an automatic fail they may choose to focus to negate the automatic failure. If they would have had a high enough roll to pass the check otherwise, they now pass the check. Each player gets one focus action per session.
Assisting other Players #
A player can choose to a assist another player with a skill check. When assisting they can either choose to roll a relevant skill check and if they pass add ten to the assisted players roll. Alternatively they can use their focus action on the other player. If assisting a rolled total, it must be declared before the skill check is made. If a player is assisting another player in focusing they declare this after the failure.
Looking back to the example where a character jumps between two rooftops. If the player assists the die roll. That player may reach out their hand to grab the players hand and pull them up over the edge. If the player assisted with focus they may either try to psych up the player up or eliminate distractions (“Just focus your attention on me and breathe!”)
Kill Switch #
Each player is given a key phrase that they can say at any point in the session. Once that phrase has been said the DM will role-play out a cut scene with the player. After a phrase has been uttered, success is guaranteed, however the consequence is unavoidable death. A player may share their key phrase with another player but it is often more fun to keep a secret.