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.
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.
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 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 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 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) |
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 |
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.
1 point will buy you +10 on a single roll.
1 point gets back half the Life Points you have lost.
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.
If you have a very good reason, and 2 DPs, then you can have +5 for every roll for an entire scene/fight.
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.