Game System

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Wicked Things utilizes the Unisystem. (Click HERE to download the corebook.) Thankfully all of this is coded into the game you just need to tell the system what attributes, skills and/or circumstance modifiers to include.

Roll Commands

+Roll <Attribute>+<Skill> Roll a stat or stats (and any modifiers or penalties). This is the standard roll.
  • To make an unskilled roll, when a skill is required that you don't have, use the same command with a minimum -2 penalty.
+ARoll <Attribute>=<Diff> Roll an attribute on its own, without skills.

Diff is either Simple or Difficult.

+DRoll <#>d<#> A plain and simple roll. It will roll #d# and return the result. Good if you just need a completely random result.

Example: '+DRoll 1d10' rolls 1 ten-sided die.

A modifier (+#) or penalty (-#) can be added to any stat roll using +#. Example: +Roll Dexterity+Brawling+-2
Note: Any penalties in the Penalties field of your +Stats are automatically included.

Roll Results

Every time you make a roll on the game using one of the first two commands listed above you, and everyone in your location, will see the results listed as: '<Game> Name rolls Attribute+Skill. Result: # (Success Level)'. The # listed is the actual result of the dice roll plus any attributes, skills, modifiers and/or penalties included in the roll. This is known as the Result. The Success Level is listed in parenthesis after the result as determined by the Outcome Table.

Different tasks refer to either the Result or Success Level, this will be noted in any task specific files. When completing opposed tasks (rolling against another character or NPC) compare the Result - the person with the highest number wins.

Example
John and Tom are in a fist fight. John rolls to punch Tom. John types: +Roll Dexterity+Brawling

     <Game> John rolls Dexterity+Brawling. Result: 12 (2nd Lvl: Decent)

Tom rolls to dodge the attack. Tom types: +Roll Dexterity+Dodge

     <Game> Tom rolls Dexterity+Dodge. Result: 10 (1st Lvl: Adequate)

Since John's 12 is higher than Tom's 10 John wins.

Dice Notations

D10, D8, D6 and D4 mean a ten-sided die, an eight-sided die, a six-sided die and a four-sided die, respectively. When a number appears before the notation, that number of such dice should be rolled, and their results should be added together.

Example
2D6 means roll two six-sided dice, and generate a result between 2 and 12.

Multipliers are expressed after the dice notation.

Example
3D10 x 4 means roll three ten-sided dice, add the results together, and multiply that total result by 4. This generates a number between 12 and 120.

A number in parentheses after, or in the middle of, the notation is the average roll. This number is provided for those that want to avoid dice rolling and just get the result. So the notation D6 x 4(12) means that players who want to skip rolling just use the value 12. Some notations cannot provide a set number because their result depends on a variable factor.

Example
D8(4) x Strength is used because the Strength value to be plugged into that notation will vary depending on who is acting.

Refering back to John and Tom's fist fight above...

Example
A Punch is D4(2)xStrength damage (See Table 2.1). John would '+DRoll 1d4' (or bypassing this roll can use 2) and multiply the result by his Strength (say 2).

Since 2x2=4 Tom takes 4 points of damage.

Other System Rolls

Initiative: Who goes first?

System Tables

Table 1.1: Base Modifiers
Table 1.2: Outcome Table
Table 1.3: Ranged Combat Modifiers

Equipment Tables

Table 2.1: Close Combat Weapons
Table 2.2: Ranged Weapons
Table 2.3: Armor & Damage of Common Objects