Fight or Flight

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Fight or flight

D6 system, skills have amount of dice for each roll, on a 4 and 5 you have 1 success, on a 6 you have
2.

All skills base 2 dice, if a 1 is rolled it leads to complication

Character has 8 main stats:

• Endurance: how long without food, exerting

• Bulk: size/strength, anything or anyone with a lower size rating suffers a melee disadvantage but
cover has different effects on bulk. Amount you can carry

• Intellect: natural intelligence

• Education: schooling

• Awareness: ability to notice

• Determination: ability to power through exhaustion, recover from effects, etc.

• Reflex: reaction time, usage of fine motor skills.

• Speech: speaking, lying, general charisma

2 is starting, 4 is decent, 6 is better and 8 is highly skilled

and there are some other stats dependent on your main skills

Hp: hitpoints calculates in endurance + bulk +2

stealth: half reflex (rounded down) + half awareness (rounded down)

first aid: half intelligence or education (pick highest) (rounded down)

medical: education-2

as for weapons:

melee: bulk to hit and for damage bonus, some weapons have "precision" which means reflex can be
used instead.

ranged: reflex

some weapons will have debuffs if not met certain requirements. for example low bulk on lmg. only
is issue when full auto/burst is used.
throwing: bulk unless "precision"

No classes but skill points, purchase of skills and abilities to make character, they can have
prerequisites.

All characters start with 14 points to increase base skill to a max of 8

You start with 9 points for abilities.

(ability template)

(Name:)

prerequisites:

Cost:

Explanation:

Combat exhaustion: you can spend points to use abilities you normally couldn’t. doing so will give
you a certain amount of combat exhaustion. You can have half endurance+ half determination before
you start getting debufs. Taking wounds and not tending to them can also grant combat exhaustion.
The effects stack

Amount above max:

1-2 -1 to all rolls


3-4 -1 to shock max, speed -1,
5-6 Rolls of 2 become complications, movement
halved, -2 to shock max,
7 or higher Incapacitated

Shock: equal to half your determination, the amount of mental stress your character can take before
they break. When your character breaks the gm rolls on a sheet of options to see what happens. You
can recover if an ally makes a successful medical or speech check with a dc determined by the roll on
the options sheet.

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