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Core Rules

How the system fundamentally works: dice, checks, turns, stats, and actions.

Dice and checks

You roll 1d6 for each point in the relevant stat. You obtain a success whenever you roll a 5 or a 6, unless a perk says otherwise.

Example: a 5d6 in strength means you roll five six-sided dice. If you roll {6, 5, 4, 4, 2}, you have two successes: the six and the five.

A check is called when you must use a stat to clear an obstacle. You roll your [stat]d6s.

For most checks, a single success is enough to pass. The GM sets the difficulty, and may require two or more successes.

Some checks are contested: you and your opponent both roll, and whoever has the most successes wins. On a tie, the defender (the one not initiating the contest) always wins, unless stated otherwise.

Turns and actions

The game works by turns. You take your turn, then your opponent takes theirs. During your turn you can take only one action. Shoot, reload, move, stab — only a single action.

Some actions are free actions. You can take as many free actions as you have, alongside your actual action.

Points and perks

Like most TTRPGs, your character's capabilities are turned into numbered parameters. In this system those are points and perks.

Points are invested into your stats. Each point added to a stat increases its dice pool. Every stat starts at 1 by default.

Example: you have 1 strength by default. You can spend 3 points to bring it to 4. You then roll 4d6 whenever a strength check is called.

A perk is a gimmick you can add to your character. They are listed in the perks wiki, with related gear in equipment and weapons. Stats are broad categories (strength covers many things); perks are much more selective in what they affect.

A character also has vore stats, covered on their own page.

The five stats

Every character sheet has five main stats. After some confusion over what each one actually does, use them as follows.

Strength

Your body's overall strength: how hard you can punch, how much you can lift, and so on. Raw force, including how hard and how fast you can hit.

Use it for:

  • Melee combat: contested Strength vs Strength checks. See combat.
  • Maximum weight capacity: each point of Strength adds +1 capacity (base carry capacity is 2 + Strength). See encumbrance.
  • Breaching doors and walls, breaking things down.
  • Lifting heavy things, yourself included.

Dexterity

Your body's overall agility: how well you can squeeze into tight places, handle things, run, and so on. Fine motor function and short bursts of sprint. Primarily used for ranged combat. This does not help with dodging attacks.

Use it for:

  • Ranged combat: contested Dexterity vs cover checks.
  • Throwing things: contested Dexterity vs cover or accuracy.
  • Lockpicking, sleight of hand, fine dancing.
  • Short bursts of sprint, parkour.

Constitution

Your body's capability to sustain conditions and ailments. General health, immune strength, and capacity for healing. Used for HP, surviving diseases and infections, and exertive activities such as mountain-climbing or marathoning.

Use it for:

  • Health points: each point in Constitution is 2 HP. See health.
  • Dealing with exhaustion: when you overspend your energy, Constitution checks are called.
  • Holding your breath: you can hold it for [Constitution] turns.
  • Becoming immune to or healing from disease and ailments. Surviving poison.

Intelligence

Your overall smarts: remembering things, reaching logical conclusions, reaction speed, perception, and trapping.

Use it for:

  • Stealth: contested Intelligence vs Intelligence checks.
  • Perception: contested Intelligence vs Intelligence checks.
  • Trapping: setting up traps and their lethality.
  • Stabilizing: treating someone is an Intelligence check.
  • Solving puzzles, getting hints from the GM, mixing chemicals.

Charisma

Your sociability: how well you are perceived, how well you communicate ideas, convert others to your cause, or deceive them. This is how well you can make NPCs bend to your will as needed.

Use it for:

  • Manipulation: contested Charisma vs Intelligence checks.
  • Leading vehicles: commanding crew and coordinating it.
  • Lying, convincing people of something, getting them to do what you want.

Helping someone

When trying to help someone fulfill a task that can be helped with, both of you roll the proper stat, then add the successes together.

Some tasks cannot be helped with, such as firing a rifle or picking a lock. The GM decides whether help applies.

Figuring out if someone is lying

To figure out if someone is lying, it is a contested check: your Intelligence vs their Charisma.

The target cannot voluntarily fail or avoid this check. You both must roll, even if the target has no intention of lying. It would be obvious someone is lying if they could voluntarily fail, so every such read must be rolled.

  • If you fail, you don't know whether you are being lied to or told the truth.
  • If you succeed, you figure out whether or not the opponent is lying.

What is an action

An action, during a turn, is any one thing a character can do within a second. Firing their gun, reloading it, stabbing someone, moving, picking a lock, grabbing something, dropping it.

The most basic way to describe it is "doing a thing". Per turn, you can do one thing and one thing only.

Plenty of actions do not warrant their own rules section, but they still count as actions:

  • Dropping an item is an action.
  • Putting an item in your inventory is an action.
  • Grabbing an item is an action.
  • Giving someone else an item is an action from your part; accepting it is free.
  • Talking is an action, within reason. A few quick words are free, but something long and meaningful is an action.