From the ideas my sig
links to, some ideas for the system I will eventually use (crossposted to
that site as well)
To act in the game, players make dice rolls using character stats to determine the outcome. There are three types of action: automatic, normal and tense. If the GM deems an action automatically succeeds then a dice roll isn’t required as the character is considered at the time more than capable of succeeding. A normal action is one in which a dice roll must be made, but without considerable stress riding on the outcome or affecting the action itself. Tense actions are those where a great deal hangs in the balance; combat for instance is always a tense action. Tense actions area bit more complicated than normal actions.
Normal Actions cannot be considered opposed; the act of an active opposing force (i.e. an opponent) automatically makes an action tense. When factoring in the skill of an opponent the resolution process is modified thus: replace one of the dD with the relevant stat of the opponent. In this way the complexity of the environment and circumstances still play a part. The active player rolls his stat as normal but instead of rolling for difficulty as well, the opponent (usually under GM control) makes the roll for the resisting factor. The result is then figures as normal. This is largely the procedure used in combat: the attacker and defender both use their Combat stats to measure the test of skill. For example: Officer X attempts to shoot the Red Republic Spy while surrounded by fire from the collapsing building; this alone makes the shot harder to make. Both have Combat stats of 3; the difficulty is d8. Officer X’ player rolls d10+Stat (4+3=7), while the GM rolls 3 making a total of 6 – Officer X hits, just (7-6=1).
In combat, the result of a successful attack is the number of States the attack inflicts. Those states themselves pertain to the type of attack (such as Bullet Wounds, for a gunshot). However the GM can, for simplicity’s sake, just apply damage to the Grit of the player. In the case of NPC’s, damage is taken from their Grit. NPC’s do not accumulate states – again for simplicity’s sake. When they lose all Grit they are considered Defeated.
There are technically four levels of difficulty in the game, but the highest level will rarely see play. These are measured in terms of dice types, two of which will be rolled against the acting player’s own dice roll as an attempt to hinder the attempt. This reflects the force he is acting against. The acting player will roll all dice himself. The difficulty levels are: easy (d4), everyday (d6), hard (d8), and impossible (d10). These are broad categories and it is permissible to mix die types for more detail, however the player will only use two dice against him.
To make a test he must roll 1d10, adding his stat score, - 2dD (D=Difficulty dice as appropriate). If the action is a tense action he doesn’t automatically add his stat; instead he adds the lower of the stat or his grit score – unless he spends a point of Grit. If he does he may (and indeed must) use his stat regardless. The action succeeds if the result is anything greater than zero with a success level equal to that result. Anything else is a failure (technically the result defaults to 0, negatives are counted as such). When making a tense test, the player loses a point of Grit if he fails.
The game uses a collection of stats with values ranging from 1-5 (possibly 6):
1. Combat – fighting and self defence.
2. Command – presence and charisma.
3. Coordination – dexterity and reflexes.
4. Drive – the ability to operate vehicles of any kind.
5. Initiative – tactics and quick thinking.
6. Medical – the ability to apply first aid and undertake surgery.
7. Physique – physical conditioning, fitness and endurance.
8. Science – knowledge of intellectual and scientific disciplines.
9. Streetwise – cunning and urban savvy.
10. Technology – skill with engineering, repair and the general application of technology.
These stats reflect everything a character can do and are complimented by Edges which represent special traits, skills and aptitudes peculiar to the character, particularly those that are innate talents and not the result of learning or training. Edges are thematically tied to stats and compliment their use. Characters also have one or two Flaws which represent weaknesses to their persona. These serve a purpose mechanically in that they can inspire the accumulation of Grit while allowing the expenditure of Grit to manipulate the Flaws of a foe.
States are conditions that characters accumulate (and lose) during play, often the result of injury of harm. Not only must a player ensure his character maintains a healthy level of positive Grit in order to remain in the action, states count against that total. That is, a character will not only KO if his Grit drops to 0, but if his Grit drops below his total number of States. Within that rule, characters can accrue and suffer the effects of any number of states without additional penalty; they may still act and move.
When a character is KO’d most states (as applicable) will disappear. He returns with full Grit at the next dramatic interval. He isn’t necessarily dead or even in hospital; he is just out of action. He may not act or intervene within the game. During a scene, players can accumulate more Grit than their starting limit; however at the end of the scene these excess points are forfeit.