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Newcomer Friendly Rules
Newcomer Friendly Rules
Dice in Unisystem
For all you new people: there are only two rules. 1) Use good sense, and 2) do not bother with the rules if you don’t need
them. The simple fact is that pacing is an important element of making a game engaging and immersive and every time the
players need to pause to check the dice, it slows that pacing down. As a result, these rules should come up only when you need
them for information or tension.
For you old pros: refer back to the above two rules! Remember Einstein: “Everything should be made as simple as possible,
but not simpler.”
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Unisystem vXG, Chapter 03.41 – Rules, 20131227
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
Skilled Tasks are the most common Tasks that will come up. The character has some level of the appropriate skill, the
player rolls his D10, adds the relevant Attribute, Skill level, and Modifiers, if it is 9 you succeed.
Unskilled Tasks are rarer in that the goal requires some degree of training to accomplish and the character outright
lacks that skill. The player still rolls a D10, adds the relevant Attribute, Skill level (0, of course), and the generic
Modifiers, but the Chronicler also assesses a penalty, often between -2 and -6, based on the difficulty a complete
layman would have just trying to do the task separate from the difficulty of the task in the hands of a trained individual.
Furthermore, the character cannot collect more than 3 Success Levels for each Task when measuring the degree of
success.
Substituted Tasks are special Unskilled Tasks. The character does not have the right skill, but does have training in
something related. The player rolls the D10, adds the relevant Attribute, the Skill level of the substitute, the generic
modifiers, and a penalty based on the difference between the actual skill and the skill being substituted, often between
-2 and -6. The character still cannot collect more than 3 Success Levels for the Task when measuring the degree of
success.
Special Tasks are just Tasks that have a name because they are part of a broad category of related Tasks. Offensive
and Strike Tasks and Defense, Dodge, and Parry Tasks are part of combat whereas Focus and Dismissal Tasks come
up when activating and deactivating supernatural abilities.
Opposed Tasks/Tests
While rolling above 9 is all well and good, but what happens when two people are trying to compete, or when that scary ninja-
zombie-samurai-cyborg-cowboy, who is also a pirate tries to swipe at a character with their bloody cyber-hook?
Simply put, the characters involved roll their Tasks/Tests normally. Anyone involved that fails to get at least a 9 has lost, missing
his hit, failing her dodge or slipping while they run. Every character that got a 9 or better then compares their Task/Test result to
their opposition and the winner is the party whose Task/Test result was higher. In case of a tie, the defending party takes the win.
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Unisystem vXG, Chapter 03.41 – Rules, 20131227
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
Die Modifier: This modifier applies to the die roll before the multiplier. This usually is used to affect the minimum
without changing a maximum, such as D4+6 versus D10 where the maximums are 10 in both cases but the minimums
are very different at 7 and 1. Sometimes, there will be a penalty, and if it takes the die below 1, apply as much of the
penalty needed to bring the die result to 1. For example [Arp’s character name] rolls a 24 of her attack roll with her fist,
so her modifier will be +4, while if she rolls 16 it will only be a +1. (Consult the Outcome Table to see the modifier
range from a roll, Witchcraft page 129.)
Multiplier: A multiplier here is really simple, it uses your attribute, to multiply the result of the roll + modifier. So if [Arp’s
character name] rolled 24 with her fist and her strength is 3, the damage formula will be (1d4 + 4) x 3
Flat Modifiers: This represents the non-random element of the quantity being measured. It is usually independent of
intensity and does not really factor into the range of possibility. The most frequent examples are the damage bonus
from having the Martial Arts skill and the flat modifier in Armor Values (which is really just a pre-calculated die modifier
anyway).
+5 or more 1 Easy
+3 to +4 1 Moderate
+1 to +2 1 Average
+0 1 or 2 Challenging
-1 to -2 3 or 4 Difficult
-3 to -5 5 or 6 Very Difficult
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Unisystem vXG, Chapter 03.41 – Rules, 20131227
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
-6 to -9 7 to 8 Heroic
Fear Tests
When facing a fearsome creature or otherwise experiencing fright first-hand, Characters need to pass a Fear Test.
The Gifted must pass a Simple Willpower Test (d10+will+will); because of their powers and experience with the
strange, they are better prepared to handle the supernatural.
The Powerless (Mundane) and unexperienced characters need to pass a Difficult Willpower Test (d10 + will)
If the Fear Test is failed, the victim succumbs to a effect from the fear table.
Combat
Combat works just like any other skill check, but with added rolls for damage.
In close combat characters may perform one attack and one defense Task or Test each Turn at no penalty. Any
actions beyond that attack and defense will net a -2 penalty.
Combat turn takes 7 seconds and is separated into Intentions and Action. The intention requires players to state their
intentions and the Action stage demands that the said actions will be attempted. Character can chose to make another
action, but it will cost a penalty -2.
Terrain, rate of fire, and other modifiers can apply but are not usually immediately necessary. Most of the time, it is
assumed that battles are taking place in close quarters with no clear terrain advantages.
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Unisystem vXG, Chapter 03.41 – Rules, 20131227
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
Social Interactions
Social interactions are judged just like any skill test or task and are usually separated between two Attributes: willpower and
intelligence.
Intelligence is usually rolled for anything where you have to prepare a speech or judge what and how to say. Which
mostly comes down to lying or manipulating, nudging people with subtle clues that you drop mid conversation.
Willpower comes in when you make an honest plea or appeal to characters feelings or morals
Experience
Experience looks self-explanatory, but in Unisystem, it is divided by categories. Combat (C), Metaphysics / Powers (M), Non-
Combat (NC), Non-Specific (NS). Each of those allows you to buy corresponding skills, powers and qualities. Table below
contains rough pricing for buying things after the character creation:
Explain how experience works
Regular Skills: first level 6; next level for +1
Special/Metaphysical Skills: first level 10, next level +1 for +1
Primary/Metaphysical Attributes: next level x5, minimum 15
Qualities/Set Cost Metaphysics: character creation cost x2
Removing Drawbacks: character creation value x2
.
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Unisystem vXG, Chapter 03.41 – Rules, 20131227
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.