Rules
Posted: Tue Apr 16, 2013 1:09 pm
All Flesh Must Be Eaten uses the Unisystem a simple D10 system. For this campaign we shall be using that system with a few variations, hopefully increasing the systems compatibility with the setting.
The basic Simple Test in the Unisystem is Attribute doubled plus D10 (a Difficult Test is Attribute plus D10). The basic Task is Attribute plus skill plus D10. If you roll a 9 or better, you succeed. Otherwise, you fail. Obviously, things can get more complicated, but that's the basics. A roll of 10 grants you a further positive roll; a roll of 1 requires a further negative roll (modified to curtail the degree of success or failure -- these critical rolls do occur 20% of the time).
If you need to know degree of success, you compare the number you rolled with 9. Each two numbers over 9, you get one success (e.g., a 14 is 3 Success Levels). This is important in a number of circumstances indicated by the text.
Another variance occurs when two actors are pitted against each other. This calls for a Resisted Test. Each side rolls a Test or Task, and the higher wins (unless more than one roll is called for, narrators discretion).
As for fighting, close combat is a Resisted Task between the attacker's combat skill and the defender's combat skill (if he has a weapon or Martial Arts), or defender's Dodge skill (if he has none, it's a Difficult Dexterity Test). Ranged combat is attacker's ranged skill modified for range, lighting conditions, recoil (if autofire is used), etc. Defender's only response there is to duck and cover -- a Dodge and Dex Task, and he needs to beat the attacker's roll (if it's over 9). Problem there is that it uses all the defender's actions.
Damage is expressed in Life Points, which are a function of Str and Con. Each weapon does a range of damage (e.g., 9mm pistol does D6 x 4), modified by bullet type. Armor protects with a range as well (e.g., basic Class I Kevlar prevents D6 + 7).
To adapt a convention used elsewhere;
Descriptive text can just be the default black
Something a character says should be bold and blue - color=#0040FF
While thoughts should be in italics and blue - color =#0040FF
And anything OOC in an IC thread should be red - color=#FF4000
The basic Simple Test in the Unisystem is Attribute doubled plus D10 (a Difficult Test is Attribute plus D10). The basic Task is Attribute plus skill plus D10. If you roll a 9 or better, you succeed. Otherwise, you fail. Obviously, things can get more complicated, but that's the basics. A roll of 10 grants you a further positive roll; a roll of 1 requires a further negative roll (modified to curtail the degree of success or failure -- these critical rolls do occur 20% of the time).
If you need to know degree of success, you compare the number you rolled with 9. Each two numbers over 9, you get one success (e.g., a 14 is 3 Success Levels). This is important in a number of circumstances indicated by the text.
Another variance occurs when two actors are pitted against each other. This calls for a Resisted Test. Each side rolls a Test or Task, and the higher wins (unless more than one roll is called for, narrators discretion).
As for fighting, close combat is a Resisted Task between the attacker's combat skill and the defender's combat skill (if he has a weapon or Martial Arts), or defender's Dodge skill (if he has none, it's a Difficult Dexterity Test). Ranged combat is attacker's ranged skill modified for range, lighting conditions, recoil (if autofire is used), etc. Defender's only response there is to duck and cover -- a Dodge and Dex Task, and he needs to beat the attacker's roll (if it's over 9). Problem there is that it uses all the defender's actions.
Damage is expressed in Life Points, which are a function of Str and Con. Each weapon does a range of damage (e.g., 9mm pistol does D6 x 4), modified by bullet type. Armor protects with a range as well (e.g., basic Class I Kevlar prevents D6 + 7).
To adapt a convention used elsewhere;
Descriptive text can just be the default black
Something a character says should be bold and blue - color=#0040FF
While thoughts should be in italics and blue - color =#0040FF
And anything OOC in an IC thread should be red - color=#FF4000