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This is a derivative work based on Unisystem, copyright CJ Carella

It is not meant to infringe on anyone’s exclusive rights

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.”

Core Dice Mechanisms


For most tasks or skill checks, simply roll a D10, then add corresponding Attributes and skills to the roll. The player succeeds on
anything above 9.
For example, Edgar wants to jump from a bridge onto a moving truck, for that he rolls a d10, to that 4 he adds his dexterity and
acrobatic skills, which comes out as a 1d10 + 3 +4. So, if Edgar rolled a 5, the final score would be 5 + 3 + 4 = 12, which will
allow him to land onto the truck without any damage or complications.

Role of Luck: Rule of 10 and Rule of 1


Luck, when it strikes, can create some truly astounding results. In Unisystem there is no automatic success or failure and
critical roles work by adding or subtracting additional points from your roll.
Rule of 10: When the D10 in a Task or Test comes up with a 10, reroll the die. Add 1 to the result for every point by which
the reroll exceeds 5 and repeat if any more 10s come up. Once the Rule of 10 is initiated, the Rule of 1 no longer applies.
Rule of 1: When the D10 in a Task or Test comes up with a 1, reroll the die. Subtract 1 from the result for every point by
which the reroll falls below 6 and repeat if any more 1s come up. Once the Rule of 1 is initiated, the Rule of 10 no longer applies.
Additional roll On a 10 On a 1
1(roll again) +0 -5(roll again)
2 +0 -4
3 +0 -3
4 +0 -2
5 +0 -1
6 +1 -0
7 +2 -0
8 +3 -0
9 +4 -0
10 (roll again) +5(roll again) -0

“Did It Work?” Rolls


The “Did It Work?” rolls are meant to help players determine if a particular action was successful and how successful it was.
They are expressed as follows; since the D10 is universally applied, it is omitted except when instructing new players:
D10 + Attribute + Skill + Modifiers (+ Virtual Modifiers if any)
Getting at least a 9 is all it takes to succeed at a goal. Getting higher than a 9 indicates a success that goes above and beyond.
D10: The die itself represents chance to succeed.
Attribute: The Attribute represents natural talent on the part of the character.
Skill: The Skill refers usually to the most appropriate area of training and experience that the character can apply to the
goal.
Modifier(s): There are a number of circumstances that can affect the likelihood and degree of success for any given action,
and these are given numerical values, positive (bonus) or negative (penalty).
Virtual Modifier(s): On certain occasions, circumstances can affect the likelihood or degree of success. Using lightning
magic or electrokinesis during rain for a bonus or using magic in a magically unstable environment for a penalty.

Tasks (Skill Checks)


Tasks are actions where a character’s training or experience is especially pertinent. The idea is the same as with any other
roll, get over 9 and you’ll succeed.

1
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.

Tests (Saving Throws)


The defining aspects of Tests are that natural ability and circumstances are really the only applicable factors for success. With
different circumstances affecting a test roll, maybe player knew that his character will be tackled and was ready for it for a bonus,
or maybe the tackle comes from a possessed loved one and comes out of nowhere for a penalty.
Unlike skill checks, tasks rarely include skills in them, so usually it is simply a matter of rolling a d10 and add a corresponding
attribute to it. For example, Sergeant Zara wants to lift a heavy duty door, after the building lost power. That would be
d10+strength.
 Difficult Tests come up when the character was not ready, could not otherwise brace herself, or could not use her full
potential to address the challenge. The player rolls the D10, applies the relevant Attribute and Modifiers, and hopes to
get that 9.
 Simple Tests reflect challenges that the character was prepared for or against which she could bring the full brunt of
her natural abilities. The player rolls the D10, applies the relevant Attribute twice, or two separate Attributes, and any
Modifiers and then compares the result to 9.
 Special Tests are specifically named Tests that occasionally come up. The most frequent are Physical and Mental
Trauma, Survival, and Consciousness Tests. They frequently have special modifiers from Qualities, Drawbacks, or
circumstances and are identified as such because they also typically factor in more than one Attribute at a time.

 Blurred Line between Skill and Talent


Some situations blur the line as to when a Task or Test is truly appropriate. Specifically, certain Skills really do come
off as “bonuses to Tests.” The prime examples are Dodge, Brawling, Hand Weapon (clubs), Notice, Weight Lifting, and
pretty much all of the social skills.

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.

“How Much?” Rolls


Now, our [Arp’s character name] has dodged and decided to strike back and lands a hit, so the question about the success
comes to, “How much?” This is expressed thusly with a simple formula: (Damage Die + Die Modifier) x Multiplier + (Flat Modifier,
if any).
 Damage Die: You roll the damage die that is associated with your weapon (D4, D6, D8, D10, or D12). This die
represents the range of possibility between the maximal and minimal results.

2
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).

Unisystem Resolution Mechanisms


There are two distinct ways to determine how players can accomplish their things, one continuous action or incremental
progress. This is reflected in Unisystem by two ways of goal resolution, each with its own strengths and weaknesses.
 The first is just rolling one Task/Test and using it to determine absolute and degree of success.
 The second is rolling several Tasks/Tests, collecting Success Levels, until the required number is achieved.
The former is quick and easy but loses tension and stumbles on interruption. The second is the opposite; it increases tension
and rolls with interruption but takes a bit longer and is a touch more complicated.
 Making Breakthroughs involves multiple Tasks/Tests over several Turns to reach milestones of progress, called
Breakthroughs. The Turns represent an amount of in-game time and material resources spent on the goal. This is the
key restriction point: resources are scarce, so there should always be some sort of upper limit as to how many Turns
are available to the character (4 Turns per Breakthrough is the baseline).
 A Breakthrough represents an important milestone in progress and is achieved by collecting at least 10 accumulative
Success Levels.
 Short-term goals usually only require 1 or 2 Breakthroughs (3 or 4 can work but only if the Cast is really talented).
Turns are usually measured in seconds.
 Long-term goals run the gamut of possibilities. Turns can be measured in units ranging from minutes to man-hours
over the course of days, months, or even years. Any number of Breakthroughs can be required, but individual
Tasks/Tests should be modified based on the circumstances surrounding them, not by the complexity of the overall
goal.

Difficulty, Complexity, and Time


Various tasks have varying degrees of complexity and difficulty associated with them. It is simpler to change a tire than it is to
replace a set of brakes. In both cases, it also takes longer to do the latter. Similarly, it is easier to change that tire in a shop with
industrial tools rather than with a cheap jack and wrench on the side of the road.

Modifier Breakthroughs Description

No roll needed 0 (not even worth it) Routine

+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

-10 or worse 9 to 10 Nigh Impossible

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.

4
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

Making Breakthroughs Social Interactions


Directors have a job for a reason: it is because they are responsible for making scenes flow according to their artistic
sensibilities. When the basics of the Task/Test are determined. Turn length can be foregone entirely and the real-time role-
playing can demand a Task/Test whenever the conversation can take a turn for better or worse or the pacing needs to be
adjusted.
All participants roll their respective Social Tasks/Tests and the Turn is resolved accordingly as a Complementary or Opposed
Task/Test.
The first breakthrough represents establishing the line of communication where the listener will actually start to view the speaker
as someone worth listening to, assuming the listener was not already open to the speaker. Subsequent breakthroughs represent
important steps toward the speaker’s actual goals.

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
.

5
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.

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