Core Rules

Game Dice

Dice rolls establish whether a character succeeds or fails a test, how much damage he does in combat, and other factors in the game that are affected by chance or skill. Dice rolls are determined with ten sided dice. These are utilized for the three different types of rolls; the d10 roll, d5 roll, and d100 roll.

D10 roll: To make a d10 roll, a player rolls a number of ten-sided dice, indicated by a number before the “d” and adds the results together. He then applies any modifiers that will be indicated with a + or – to the result. For example, a 2d10+3 roll would consist of the player rolling two d10s, adding the sum together and then adding 3 afterwards. If there is no number before the “d”, it assumed to be a 1.

D5 roll: To make a d5 roll, a player makes a roll much like a d10, however he divides the results of each ten-sided die by 2 before adding them together or applying modifiers. If a fraction is created, the result is always rounded up. For example, a 2d5+3 roll would consist of the player rolling two d10s, diving each individual result by 2, adding those two results together, and then adding 3 to determine the total.

D100 Roll: Also known as a percentile roll, to make a d100 roll, the player rolls two ten-sided dice. One dice determines the tens place, and the other one determines the ones place; generating a number between 1 and 100. Two 00s represent 100. Afterwards the player adds any requisite modifiers to the roll to determine the final total.

Rounding Fractions

When dividing, if a fraction is created, always round the result up, even if the fraction is less than one-half.

Attributes

Attributes illustrate the physical and mental aspects of a character, such as his strength, dexterity, or intelligence. Attributes reflect a character’s chances of success or failure in a variety of actions. There are eight attributes. Each attribute is measured on a scale of 0-100, with the higher number representing a better value.

Attribute Bonus

Each attribute has an associated attribute bonus, a number equal to the tens digit of that attribute. For example a character with a strength attribute of 35 would have a strength bonus of 3.

Attributes

Strength

Strength is a measure of how physically strong a character is. It will determine a character’s ability to carry heavier loads, punch or hit harder, and perform feats of strength.

Agility

Agility determines a character’s speed and reflexes. Agility will reflect a character’s movement speed, ability to dodge, and execute acrobatic maneuvers.

Dexterity

Dexterity defines a character’s skill and poise. Dexterity determines a character’s skill with a weapon, complex handiwork, and manipulation of delicate tools.

Constitution

Constitution is a measure of a character’s toughness and health. It will express a character’s ability shrug off damage, withstand poisonous attacks, and hold ones liquor.

Perception

Perception determines the acuteness of a character’s senses. Perception conveys a character’s aptitude in perceiving far off objects, sensing whether someone is lying, or focusing on mental or spiritual aspects.

Intelligence

Intelligence is a measurement of a character’s reason and knowledge. It will aid in understanding information, recalling important details, and solving difficult puzzles.

Willpower

Willpower determines a character’s mental fortitude and wisdom. Willpower measures a character’s ability to resist mental effects, stave of fear, and perceive with insight.

Charisma

Charisma is a measure of the strength of a character’s personality, persuasiveness, and leadership abilities. Charisma reflects a character’s ability to woo, sow fear, or control individuals.

Skill Tests

Skill tests are the most common sort of test that a player will perform throughout a gaming session. Every skill is governed attribute values and represents specialized training and aptitudes. These tests include accurately swinging a weapon, deceiving individuals, and crafting tools and equipment. To make a skill test, the character’s skill rank bonus and any miscellaneous modifiers are added to the appropriate attribute value. Then a 1d100 test is performed, and the result is compared against the character’s attribute value. If the total is equal or less than the attribute value, the character succeeds in his task.

Opposed Skill tests

An Opposed skill test is when a player must perform a task or action that opposes or is challenged by another character. For instance if a player were to attempt to pickpocket an unaware noble, the player would be performing a sleight of hand skill test, while the opponent would be attempting an awareness skill test. To perform an opposed skill test, both participants make a traditional skill test. Whoever succeeds on the test wins. If both participants succeeded on their tests, then the one with the most degrees of success wins. If both parties fail their sill tests, then either there is a stalemate and nothing happens.

Attribute Tests

Attribute tests are used when a character is performing a task that is not associated with a skill. To make an attribute test, a d100 test is performed, and the result is compared against the character’s appropriate attribute value. If the total is equal or less than the attribute value, the character succeeds in his task.

Degrees of Success/Failure

A degree of success or failure measures how much a character succeeded or failed in their skill test beyond merely passing or failing. For instance if a character fires a pistol at a faraway target and achieves two degrees of success; his shot would have deftly struck the target’s head, instantly killing him. However if the character achieves two degrees of failure, his shot might have bounced off a nearby tree, never reaching its target. Degrees of success are calculated for each 10 points by which a character exceeds their attribute value in a test. Each 10 points is considered one degree of success. For each 10 points by which a character fails a test, they gain a degree of failure.

Skill Support

Characters can lend their support to others, to increase their chances of success in a skill test. For instance two characters combine their efforts to heave a heavy boulder out of the way. When doing so, one character makes the skill test normally, while each supporting member provides a +10 to the test. A supporting character must be trained in the skill being tested.

Core Rules

Pirates Deneb