Tag: rules

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  • Basic Rules

    This game is played using a modified version of the FUDGE rules. All rolls are made on 4dF, or 4d3-8. All ability scores, skills, and powers are ranked on the following scale: -5 is HORRIBLE. It is physically impossible for you to perform an …

  • Character Creation

    See first: [[Home Page | Background]]. You begin play as a cog in the Machine, whether as an office drone, gutter rat, or drug kingpin. Unlike most, you have some superpower, as your subconscious quietly rebels against the Machine's influence. And …

  • Abilities

    There are nine basic abilities: Strength, Agility, Coordination, Toughness, Adaptability, Intellect, Willpower, and Presence. *Strength* denotes physical power, lifting capacity, and melee damage capacity. A high Strength allows you to arm-wrestle a …

  • Skills

    There are 25 basic skills, two proficiency skills, and one special skill. Each uses the same progression as the ability scores do. h3. Basic Skills Each of your basic skills begins at a rank equal to the average of its two dependent ability scores, …

  • Powers

    There are an infinite number of powers, and any power you choose is subject to my discretion. However, I am very lenient when it comes to power choice. One of the most common powers is that of the super-ability, including super-Strength, super- …

  • Gifts and Faults

    h3. Gifts Gifts are perks that your character has that most do not. Each Gift costs 5 Character Points. Some examples of Gifts include: Access to heavily secured buildings or areas. Access to a heavily secured computer network. An ally or …

  • FOCUS

    FOCUS is an abstraction of your level of subconscious realization that the Machine is an illusion. When jacked into the Machine, it is difficult to remember that everything you are seeing does not really exist, because all of your senses are fully …

  • Noncombat

    Noncombat ability and skill use is very simple, and can be summarized in three easy steps: 1. The GM assigns a difficulty to the task. 2. The player rolls 4dF (or 4d3-8) and adds his ability or skill rating (not both) to the check. 3. A win by 0 …

  • Combat

    h1. Initiative Everyone rolls initiative by rolling their Reaction skill. All actions take place at the same time; however, those with a higher Reaction result can take into account other people's actions in the same round more easily. Thus, …

  • Damage Capacity

    There are four levels of Damage Capacity: Scratch, Hurt, Very Hurt, and Incapacitated. A Scratch is just that, a scratch. It has no game effect, but multiple scratches eventually add up to Hurt a character. If a character without FOCUS has 5 …

  • Bonus Damage

    Bonus damage only occurs on the following three types of attacks: attacks with a large object, Linked attacks, and most superpowered attacks. After resolving the initial attack, assuming it hits (even with just a Scratch), the attacker can make a Bonus …

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