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Basic Rules 100EN
Basic Rules 100EN
Talents
Skills
Athletics: Jump, Throw, Sprint Diplomacy: Negotiate, Bluff, Charm Driving: Car, Boat, Helicopter If timing is important, actions can be resolved Fitness: Climb, Swim, Dive in Rounds of approx. three seconds. The Language: English, Esperanto, Sign Language sequence of the characters' actions in each Logic: Computer, Chemistry, Tactics Round is determined by their Initiative. It is Melee: Brawling, Dagger, Spear the sum of Dexterity, Focus and Intelligence. Perception: Navigation, Surveillance A Round is enough time for a simple use of a Ranged: Bow, Pistol, Gunnery skill or a similar action (e.g. running through a Stealth: Camouflage, Sneak, Pickpocket room, firing a few shots from a weapon or Technics: Elektronics, Car Mechanics, First Aid jumping behind cover). The GM should apply a Unknown Skills have effecitvely the score zero. penalty to a character's Skills if he tries to do The GM can allow to learn all Skills linked to a muliple things at once. A character can walk Talent as a single Skill Group. If this is possible about as many meters per Round as his at all, and up to which level, should be decided Athletics score, and run about three times as for each individual Talent. fast (without a Skill Check).
Optional: Specialization
Characters can specialize on a specific aspect of a Skill, as long as it makes up less than half of its actual uses (GM's call). This effectively raises the Skill by one when used on this subset of actions. It is impossible to have multiple Specializations of the same Skill. Version 1.00 EN
Surprise
If one character hasn't discovered another one at the beginning of a fight, he is not allowed to take direct action against him in the first Round. Indirect action like drawing weapons or going for cover is allowed, though.
Optional: Melee
Two characters attacking each other in melee in the same Round don't roll two separate Skill Checks, but a Contest. The winner can hit the loser with his Net Successes.
Modules
GMS is meant to be expanded with Modules. These Modules can contain additional rules or lists of items. Ideally, they should be designed to allow every single part of them to be treated as optional and have it ignored or changed without affecting anything else. The GM should decide in advance which Modules (or parts of A character needs to roll a Skill Check with the them) he will use in his game. Some rules or items may be contained in appropriate combat skill to attack another multiple modules. Should these versions be character. One Success is sufficient to hit. different (for example, one might provide more The effect a weapon has on its target is described with two numbers: Penetration and detail at the expense of simplicity), decide which one to use. Damage. Penetration describes the ability to punch through armor, while Damage is the number of HP potentially taken by each hit. Each additional Success can be used to increase Penetration or Damage by one. Some weapons do Stun Damage, which means they take FP instead of HP. These numbers are usually written with a slash in between; 3/5 would represent a Penetration of 3 and a Damage of 5. The Damage done by melee attacks often depends on the strength of the attacker; e.g. unarmed strikes do 0/S-1 Stun. Armor has Hardness and Absorption, which are written down the same way. If a piece of armor has at least as much Hardness as the weapon hitting it has Penetration the weapon will only do Stun Damage. Each additional point of Hardness halves the Damage. After determining the effects of Hardness, the Damage is reduced by the armor's Absorption. Finally, the remaining Damage is subtracted from the target's HP (for physical damage) or FP (for Stun Damage). Whenever a single hit costs more FP than the target's Strength, the target will lose the difference in HP on top of it.
Combat
Version 1.00 EN