Automatic (0): Almost anyone can perform this action; there is no need to roll. (Generally, this difficulty is not listed in a pre-generated adventure; it is included here for reference purposes.)
Very Easy (1–5): Nearly everyone can accomplish this task. Typically, only tasks with such a low difficulty that are crucial to the scenario are rolled.
Easy (6–10): Although characters usually have no difficulty with these tasks, an untrained character may find them challenging.
Moderate (11–15): There is a fair chance that the average character will fail at this type of task. Tasks of this type require skill, effort, and concentration.
Difficult (16–20): Those with little experience in the task will have to be quite lucky to accomplish these actions.
Very Difficult (21–25): The average character will only rarely succeed at these kinds of task. Only the most talented regularly succeed.
Heroic (26–30), Legendary (31 or more): These kinds of tasks are nearly impossible, though there’s still that possibility that lucky average or highly experienced characters will accomplish them.
| Situation | Modifier |
|---|---|
| Target is friendly or trusting | -5 |
| Target is neutral toward character or of equal standing | 0 |
| Target is hostile or has superior standing | +5 |
| Target is an enemy | +10 |
| Target is in weakened position | -10 |
| Request is something target would do anyway or target feels is of minor importance | 0 |
| Request is illegal or highly dangerous | +10 |
| Target is on guard or actively resisting* | +10 |
| Amount of Information | Difficulty |
|---|---|
| Basic or common information; unconfirmed rumors | 5 |
| Theories; generalities | 10 |
| Complex concepts; moderately detailed information | 15 |
| Professional level; extensive (though not complete) information | 20 |
| Cutting-edge topics; extensive information, including peripheral details and extrapolations | 30 |
| Condition | Modifier |
| Age of information (per century in the past) | +5 |
| Closely guarded secret | +15 |
| Situation | Difficulty |
|---|---|
| Noticing obvious, generic facts; casual glance | 5 |
| Noticing obvious details (ex. number of people) | 10 |
| Noticing a few less obvious details (ex. gist of conversation) | 15 |
| Spotting a few specific details (ex. identities of individuals) | 20 |
| Spotting a few obscure details (ex. specifics of conversation) | 25 |
| Noticing many obscure details | 30 or more |
| Weight | Difficulty |
|---|---|
| 1 kg | 1 |
| 10 kg | 3 |
| 50 kg | 7 |
| 100 kg | 12 |
| 120 kg | 13 |
| 200 kg | 17 |
| 250 kg | 18 |
| 500 kg | 23 |
| 750 kg | 28 |
| 1000 kg (1 ton) | 33 |
| 1100–2000 kg | 34–43 |
| (+1 to base of 33 per 100 kg over 1000 kg) | |
| 2500–10,000 kg | 44–59 |
| (+1 to base of 43 per 500 kg over 2000 kg) | |
| 15,000–100,000 kg | 60–77 |
| (+1 per to base of 59 per 5000 kg over 10,000 kg) | |
| Situation | Modifier |
|---|---|
| Easy terrain (flat surface, smooth water, using a ladder) | 0 |
| Moderate terrain (uneven surface, small obstacles, choppy water, climbing a tree) | +5 |
| Rough terrain (large but negotiable obstacles, strong undercurrent, climbing a rough wall) | +10 |
| Very rough terrain (dense and large obstacles, stormy weather, a few airborne hazards) | +15 |
| Hazardous terrain (minefield, narrow walkway, many airborne hazards, large waves, climbing a smooth surface) | +20 |
| Very hazardous terrain (corridor filled with falling debris and explosions, swimming in a hurricane) | +25 or more |
Base combat difficulty = defense total
If the attacker’s combat skill total plus any modifiers equals or exceeds the target’s defense roll, the attack succeeds and may do damage.
Damage total
Damage resistance total
If the damage total is greater than the damage resistance total, the target was injured. If the damage total is less than or equal to the damage resistance total, the target was not injured.
If the target was injured, subtract the damage resistance total from the damage total. Then either subtract this from the target’s current Body Total or compare the value on the “Wound Level” chart.
| Situation | Modifier |
|---|---|
| Light smoke/fog | +1D (+3) |
| Thick smoke/fog | +2D (+6) |
| Very thick smoke/fog | +4D (+12) |
| Poor light, twilight | +1D (+3) |
| Moonlit night | +2D (+6) |
| Complete darkness | +4D (+12) |
| Object hides 25% of target | +1D (+3) |
| Object hides 50% of target | +2D (+6) |
| Object hides 75% of target | +4D (+12) |
| Object hides 100% of target | * |
| Range | Distance to Target | Modifier |
|---|---|---|
| Point Blank | 0–3 meters | -5 |
| Short | 3 meters to first value* | 0 |
| Medium | First to second value* | +5 |
| Long | Second to third value* | +10 |
Weapon is difficult to use (character unfamiliar with technology, object is hard to throw or grasp, melee or thrown weapon is more than 60 centimeters long, etc.): +5 or more to the combat difficulty. The gamemaster may decide that such factors as experience, strength, and features of the weapon (such as a well-balanced sword) lower this modifier.
To figure the Strength Damage die code, drop the pips from the character’s Physique or lifting die code (but include any Disadvantages or Special Abilities), divide the number by 2, and round up.
| Wounds* | Body Points† | |
|---|---|---|
| Damage Total ≥ | ||
| Effect | Resistance Total By: | Body Points Left |
| Stunned | 1–3 | 80% - 60% |
| Wounded | 4–8 | 59% - 40% |
| Severely Wounded | 4–8** | 39% - 20% |
| Incapacitated | 9–12 | 19% - 10% |
| Mortally Wounded | 13–15 | 1% - 9% |
| Dead | 16 or more | 0 |
*Note: Penalties imposed by each level are not cumulative and they are not included when determining the resistance total or damage done by non-strengthbased weapons. Any additional damage less than the character’s current level moves the character up by one level.
**A character moves to the Severely Wounded level if the difference is between 4 and 8 and she already has the Wounded level.
†Note: This is an optional chart for use with Body Points. The “Body Points Left” column is based on the character’s maximum Body Points. Round so no overlap exists between levels. Penalties imposed by each level are not cumulative; do not include them when determining the stun or damage resistance total or any total not involving a skill or attribute.
Stunned: -1D for all remaining actions this round and next round.
Wounded: -1D to all actions until healed.
Severely Wounded: -2D on all actions until healed.
Incapacitated: The character is severely injured. As a free action before losing consciousness, he may try to stay up with a Moderate (15) stamina roll. If the character succeeds, he may continue to act, but all actions have a -3D penalty. If he fails, he is knocked out for 10D minutes.
Mortally Wounded: The character is near death and knocked unconscious with no chance to keep up. Roll the character’s Physique each round, the character finally dying if the roll is less than the number of minutes a character’s been Mortally Wounded.
Dead: The character is toast. Sorry.
| Medicine | Body Points | Wound Level |
|---|---|---|
| Total | Recovered | Healed |
| 1–5 | 2 | — |
| 6–10 | 1D | Stunned, unconscious |
| 11–15 | 2D | Wounded, Severely Wounded |
| 16–20 | 3D | Incapacitated |
| 21–25 | 4D | — |
| 26–30 | 5D | Mortally Wounded |
Footer Information