Time For Action



Unisystem

The basic system is dead easy. Take an appropriate attribute, add an appropriate skill, add any appropriate Qualities and things, add any other modifications the GM tells you and roll a d10 and add that.

9 is a success. It's an adequate success.
11 is decent
13 is good
15, very good
etc -- These are written on the character sheet.

Sometimes, instead of giving a modifier, the GM will ask you for a type of success, so instead of saying 'That's -6 for the flying cow!' he will say 'You need a very good success.' It's the same difference.

Sometimes if there isn't really an apprpriate skill to use, you either just roll and add to the attribute, or you add it to two attributes (or double a single attribute), it's up to the GM. For Example initiative is simply Dex +1d10.

So a person of average Intelligence (2), barely skilled in computers (1), needs to roll pretty average (6) to solve a computer problem. A total of 9 brings an adequate success.

Combat

Aiming

A turn spent aiming will add your Per to the next shot you take.

Damage

Damage from guns is calculated simply by taking the base damage and taking off armour reduction, etc, then adding (bonus damage * success lvl). Eg, if you get a 20 (success lvl 5) total to-hit with a pistol you do 36 damage. The average person has about 30 life points, so it can get pretty deadly.

Multiple Shots

You can choose to fire any number of shots in a round (within reason). You roll once and each subsequent shot gets a cumulative -1 because of recoil.

Automatic Fire

With Automatic weapons, set to 'Auto', the number of levels of success equals how many bullets hit, and you calculate damage for each bullet. Each burst of auto fire costs 10 bullets.

Equipment

Here should follow a list of general equipment, and also typical TI7 standard and special issue field equipment.

Rare(N) items you must take as a Technology Quality with N cost.

Guns

TI7 issue laser guns, which are usually anachronistic on a mission. They are quiet and can (prep time allowing) be disguised as contemporary weapons and objects. It is imperative that these (and other advanced equipment) are never left behind on a mission.

Gun Table

Gun Type Damage Shots Notes
Pistol 16+4 12
Small Pistol 12+3 6 Often Concealed
Plastic Pistol 12+2 8 'Undetectable', Rare(2)
Heavy Pistol 20+4 6 -2 Recoil
Musket 16+4 1
Rifle 20+4 20
Heavy Rifle 24+4 20
Sniper Rifle 20+6 12 Double Range
Assault Rifle 16+4 60 Single, Automatic
Light Machine Gun 18 120 Automatic
Med. Machine Gun 20 120 Automatic
Shotgun 18+4 12 Pump Action
Sawed-off Shotgun 20+2 12 Pump Action
Hand Laser 20+5 30 TI7 Issue,
Standard
Light Laser 25+5 24 TI7 Issue,
Rare(2)
Medium Laser 30+4 30 TI7 Issue,
Rare(3)
Heavy Laser 36+6 12 TI7 Issue,
Rare(5)
Stun Gun 30+5 20 Stun Damage,
TI7 Issue,
Rare(2)
Yiion Hand Wpn 20+5 18 Yiion Only
Yiion Light Wpn 30+5 18 Area affect,
Yiion Only

Armour

Armour is widely worn in the setting. Pretty much anything heavy you wear will give you a small amount of protection. TI7 issue protective suits to those expected to enter combat.

The armour value is simply subtracted from any damage incurred.

Armour Table

Armour Type Armour Value Notes
Leather/Jacket 2 also heavy clothing in general
Chain 8 -
Light Armour 8 TI7 Standard Issue
Combat Personnel
Rare(1)
Medium Armour 15 TI7 Advanced Spec
Rare(3)


Damage

As you are reduced in Life Points, you suffer these effects

Damage Table

Life Points (or less) Effect
10 -2 to all actions
5 -4 to all actions
0 Test WP+Con or go unconscious
-10 Test WP+Con or die

Drama Points

You start with 3 Drama Points. They refresh after every session, so everyone starts each session with 3. You probably won't get them awarded in session except for very cool stuff. You can spend them on the following stuff.

Heroic Feat

1 point will buy you +10 on a single roll.

I Think I'm Ok

1 point gets back half the Life Points you have lost.

Plot Twist

For a variable cost you can introduce a thing or two into the game, a handy fire-extinguisher, that concealed weapon you concealed last week but forgot about, an extra clue to help you work out what's going on, you suddenly recoginise the guy in the store as one of your friends from school, stuff like that. The GM must approve, and set the cost.

Righteous Fury

If you have a very good reason, and 2 DPs, then you can have +5 for every roll for an entire scene/fight.

Back From the Dead

I don't think I'm going to allow this one. But GMs can at their discretion and charge what they like. It usually requires at least 5 DPs, so I guess that means the party will have to agree to pool their resources.