TEXT: GAMERS
  GAMERS
  the generic Six-Letter System
  the generic Six-Letter System
  Image courtesy lumaxart
  INTRODUCTION
  GAMERS is a roleplaying game harking back to the simple days  of gaming. It 
  requires pencil, paper, and five six-sided dice per player. 
  GAMERS is the generic version of the Six-Letter System, a series of games with the 
  same mechanics, only the names of the basic six attributes changed, and all given six-
  letter titles which are mnemonics for those attributes. 
  - Kyle Schuant, 2008
  This work may be reproduced, distributed and altered freely, provided that the same 
  conditions are made on any reproductions, distributions, alterations and dervived works. 
  AGENTS
  AGENTS
  no questions, no answers
  that's the business we're in
  you accept it and move on
  FRIGHT
  FRIGHT
  there is some shit
  you don't want to know
  HEROIC
  HEROIC
  “let me tell you the days of high adventure...”
  SPACER
  SPACER
  scifi adventure in the near future
  WASTER
  WASTER
  one world dead, another unable to be born
  
  DICE SYSTEM
  Most dice checks are 2d6. If something is written “difficulty 5+”, that means the 
  player must roll 5 or more for their character to succeed. Sometimes rolls have dice 
  modifiers, written like “DM+2”, meaning, “add 2 to the roll.” 
  TRAITS
  The traits are Attributes, Features and Skills. Attributes and Features have a level of 
  2-12. Numbers are hexadecimal, that is based on 16 rather than 10. Levels 10, 11 and 12 
  are written as A, B and C. In some circumstances, the character's traits might rise higher, 
  to D (13), E (14) or F (15), but can go no higher than that. 
  ATTRIBUTES
  There are six attributes, and the player will roll 2d6 for each in order. If players are 
  complaining wimps, the GM may allow them to arrange the rolls to taste. If they are even 
  wimpier, the GM may allow them to buy them with points, 45 to spread among the six 
  attributes. 
  Grit, resolve, willpower, confidence,  chutzpah, courage, and feeling of being well-
  regarded. 
  Awareness, cognisance, observation, perception, nous, how much you notice, ability 
  to grasp new concepts. 
  Mind, education, schooling, intellect, book-learning, but also general knowledge and 
  experience.
  Endurance, stamina, health, fitness, resistance 
  to disease, poison and pain. 
  Reflexes, agility, dexterity, swiftness, balance, 
  and co-ordination.
  Strength, physique, thews, energy, power and 
  overall  bulk.  A  character's  weight  will  usually  be 
  around 10 times their Strength in kilograms.
  each are rated 
  2-3, handicapped or child-like
  4-5, low-ordinary
  6-8, average ability
  9, obviously able
  A, B and C, impressive
  FEATURES
  Features are the things which describe the character's personality and relationships, 
  and place in society. In many games this section can be left out entirely, for example 
  “Wealth” probably has no place in a campaign of wandering adventurers who live by their 
  swords, they are rich today, broke tomorrow; and many players won't want to roleplay 
  whatever Psyche they happen to roll up. Still it's presented here as an option. There are 
  six Features, which the player should roll 2d6 for in order. 
  Licence
  A “licence” is the legally-recognised right to do something unusual in that society, 
  such as,
  bear certain types of weapons
  drive a vehicle
  practice law or medicine, or be a consecrated cleric
  the level effect is relative to the society concerned, depending on how tightly they 
  regulate things. Licences are very often Specialties (see below). 
  People, rated
  2 on up; this is the people in your life and how much they'll do for you. If you had a 
  rating of 7, you could have one person rated 7, or one rated 3, and another two at 2 each, 
  and so on. The rating they have acts as a complementary trait (see below) when making 
  requests.
  The People rating begins as no more than C, 
  but it's possible to make it go higher in play, since 
  it's composed of many relationships.
  When a character first meets another, they'll 
  have a  Reaction to them. This Reaction is 2d6, 
  that  is  it  varies  around  “7”,  an  accomodating 
  reaction. To turn a Reaction into a People rating 
  costs effort and time, just like developing a skill. 
  Reaction  ratings  can  change,  but  the  People 
  ratings are much harder to change. 
  Psyche
  Your  emotional  nature,  self-insight,  and 
  empathy
  2, sociopath – other people aren't real 
  to you, you may understand them (decent 
  Perception or Diplomacy), but only in the 
  same way you understand a machine – 
  you don't  care. Note that it doesn't mean 
  the person is  cruel –  children  begin this 
  way, but most grow to understand others. 
  
  3, chronic depressive, or quite callous and indifferent.
  4 a loner by intent or effect, perhaps considered annoying or self-absorbed
  5, you only bother trying to get along with people you like, and most of your 
  virtues and flaws are unknown to or denied by you. 
  6-8, ordinary, you get along with people and know most of your own virtues 
  and flaws
  9, good, you should definitely work with people.
  A-C,  impressive,  you  can  empathise  with  anybody,  and  could  be  a 
  remarkable religious leader or psychotherapist
  Status
  Your position in society, which includes some command or influence over others. 
  2  lowest-status.  In  modern  Western  societies,  this  would  be  a  poor, 
  unemployed or homeless person. In others, someone who has several of low-
  caste, woman, ethnic minority, etc. 
  3-4, low. Perhaps poor, disenfranchised (no vote and/or doesn't participate 
  in public affairs due to feeling they'll have no impact, etc). Pushed around all 
  your life.
  5, pushed around and looked down on often, but can possibly get ahead on 
  other abilities. 
  6-8, ordinary Status, sometimes pushed around, sometimes pushing. 
  9,  well-thought-of without your even doing much about it. Lower nobility in 
  feudal or caste societies. 
  A-C, high or highest Status, spending most of your life commanding others 
  whether officially or not. 
  Tech, rated
  0, no technology, animal, neither Education nor skills available.
  1, improvised tools discarded immediately
  2, stone age, the minimum to be “human”
  3, advanced stone or copper age
  4, bronze age
  5, iron age
  6, wind & water age (Renaissance, 1400+ Europe on Earth)
  7, steam age (1750+ Europe)
  8, oil, chemical & nuclear age (1950+ Europe)
  9, electronic & renewable age (2000+ Europe)
  A, space age
  B, interstellar age
  C, galactic age
  The technological level is generally not rolled for, but set by the GM.
  Wealth
  Wealth is  both income and assets.  Wealth's dealt with in terms of a gameworld-
  specific  “average  monthly  income.”  An  “ordinary”  wage  is  normally  about  twice  the 
  minimum wage set in that country, which is usually set to provide basic necessities only. 
  2, dead broke – clothes on your back and a month's ordinary wages in 
  possessions
  3-5, poor, minimum wage income, six months' wages in 
  possessions/savings
  6-8, ordinary, twice minimum wage income, a year's wages in possessions/
  savings
  9, good, four times minimum wage income, two years' wages in 
  possessions/savings
  A-C, impressive, eight times minimum wage income, five years' wages in 
  possessions/savings
  Wealth is of course not guaranteed, if a character abandons their job or 
  spends their savings at the casino, that's that. 
  Specialties of Wealth
  Assets – the character has more assets than you'd expect from their income, they 
  are either thrifty or had a bigger income in the past. 
  Income – the character has more income than assets; they earn big don't save, or 
  perhaps only recently increased their income.
  Debt – the character has a debt. This is in game terms the same as an assets 
  Specialty. They have more than their income would indicate.
  Low hours – normally income requires 30 hours per week of work. A character with 
  the Low Hours Specialty need only devote 10 hours a week to their work.
  
  SKILLS
  There are 36 skills, each covering broad areas, and rated from 0 on up. Every 
  character is considered to have 0 in every skill as a default, though they will have -3 on 
  familiarities within that skill. 
  A skill level of +1 is basic knowledge, an apprenticeship.
  +2 is practicing if the skill is complemented with other skills.
  +3 or more could be professional. 
  The player should roll 2d6, and then roll that many times on the random skills table. 
  Each time a skill is rolled, the character gets +1 in that skill. “Player choice” may include 
  the “66” option, rolling again twice.
  Should the players be wimps, the GM may allow point-buy of skills, with level 1 
  costing 1 point, level 2 another 2 (3 total), level 3 costing another 3 (6 total) and so on. 15 
  total is a good level, allowing one skill at 3, two at 2, and three at 1.
  Any skill the PC does not have listed, they're considered to have level 0 in.
  Other non-generic gamebooks will have lifepaths instead of random skills.
  Athletic
  Acrobatics: tumbling, jumping, 
  and balance
  Climbing: from free-climbing to 
  mountains
  Swimming:  from  treading 
  water to crossing the Channel
  Combat
  Brawling: unarmed combat of 
  all types
  Fire:  ranged  and  thrown 
  weapons.
  Melee:  every  kind  of  muscle-
  powered weapon not cast. 
  Communicaton
  Languages: This skill  must be 
  specialised  in.  A person's  native 
  language will  be  known  at +1 for 
  Mind 2-4, +2 for Mind 6-8, and +3 
  for Mind 9+, and this skill is granted 
  free.  After the native language, a second or more can be known, spread the levels 
  among known languages. A +1 in a language is a basic grasp of everyday conversation, 
  +2 is fluent for reading newspapers and such, and +3 and more are extremely eloquent. 
  Speech: public speaking, story-telling, persuasiveness
  Writing: whether poetic or prosaic or technical
  Detection
  Interview: gaining information by talking, may be hostile (like police interrogation) or 
  friendly (like a first date)
  Search: noticing things which can be seen or surmised, and finding things by a 
  physical going-over
  Tracking: discovering things about people and animals by the physical traces they 
  leave of themselves, and following them by that means. 
  Driving
  Aircraft: all kinds of flying craft, including spacecraft at Tech A+
  Landcraft: all kinds of ridden animals and driven land vehicles.
  Seacraft: all kinds of powered and unpowered craft which travel on or in liquids. 
  Gadgeteering
  Engineering: design and principles of 
  all kinds of machinery. 
  Handicrafts: everything from cooking 
  to blacksmith, all things made by hand. 
  Technician: building and maintenance 
  of  machinery;  does  not  grant  ability  to 
  design. 
  Intrusion
  Burglary: breaking into places, either 
  leaving  a  trace  (quick)  or  not  so  much 
  (slow). 
  Deceit: all kinds of deception, from simple lying, to forgery, disguise and sleight of 
  hand.
  Stealth: being a sneaky bugger. Includes covering up after a Search, or avoiding 
  Tracking. 
  Magic or Psi
  Body Psi: Powers  affecting  the  body (human  or  animal)  healing,  harming  and 
  altering it.
  Elements Psi: Powers afecting the elements (fire, water, earth, air, electricity, etc).
  Mind Psi: Powers affecting the mind – telepathy, possession, illusions, etc.
  Medical  
  Physician: Making the sick better, fixing up wounds, etc. 
  Psychology: understanding of people's mental and emotional processes.
  Veterinary: being a nurse or physician for animals. 
  Persuading
  Acting: convincingly portraying a person and their emotions, motivations, etc.
  Diplomacy: making others comfortable; persuading them is Speech. 
  Random Skills Table
  11
  Acrobatics
  41
  Acting
  12
  Climbing
  42
  Burglary
  13
  Swimming
  43
  Deceit
  14
  Brawling
  44
  Diplomacy
  15
  Fire
  45
  Hunting
  16
  Melee
  46
  Intimidation
  21
  Languages
  51
  Law & Society
  22
  Speech
  52
  Liberal Arts
  23
  Writing
  53
  Navigation
  24
  Interview
  54
  Physician
  25
  Search
  55
  Psychology
  26
  Tracking
  56
  Sciences
  31
  Aircraft
  61
  Stealth
  32
  Landcraft
  62
  Survival
  33
  Seacraft
  63
  Veterinary
  34
  Engineering
  64
  Player choice
  35
  Handicrafts
  65
  GM choice
  36
  Technician
  66
  Roll twice
  
  Intimidation: convincing others that you are willing and eager to do them harm.
  Scholarship
  Liberal Arts: history, archaeology, anthropology, literature, etc. 
  Law & Society: the laws,  cultural mores, bureaucratic  methods, and  important 
  stories of societies. 
  Sciences: physics, chemistry, mathematics, and the like; applied sciences are called 
  Engineering. 
  Wilderness
  Hunting: knowing the lifestyles of and 
  being able to butcher animals.  
  Navigation:  finding  your  way  about, 
  with or without aids like compasses. 
  Survival: making do in the wilderness, 
  being able to find shelter, make fire, water, 
  and vegetable foods. 
  SPECIALTIES
  Attributes and skills can have specialties. A specialty is a particular ability within that 
  trait. Some examples,
  Strength – weightlifter, heavy puncher
  Reflexes – flexible, quick
  Endurance – good-looking, high pain threshold, disease resistance
  Physician – paedeatrician, thoracic surgeon
  Fire – machinegunner
  Liberal Arts – historian, painter
  A player can select a specialty for any or all traits which their character has at least 
  level 1 in. That trait is effectively  1 level higher when dealing with that area. Each 
  character may have three Specialties in all to begin with. A character may have only one 
  Specialty for each trait.
  Familiarities
  Many skills have certain things in them with which a skilled character will be familiar, 
  depending on how they learned the skill. For example, someone who learned Fire+1 in 
  the navy will know different kinds of firearms to one who learned Fire+1 in the police 
  force. Likewise, a character who learned Landcraft+1 in their rural upbringing will know 
  different kinds of vehicles to one who learned it in the army. 
  When a character learns a skill, the player ought to write down three things they're 
  familiar with for each level of the skill. A character with a skill of 0 has no familiarities to 
  begin with. 
  If a character comes across something they're not familiar with they'll have DM-3 on 
  their player's rolls until they've had a day or so's practice to become familiar with it. A 
  skill-0 character may achieve familiarities. 
  Most of the time when someone feels they've learned something quickly, it's not 
  been a skill gained, but a Familiarity. For example, a city boy goes to the Army and in 
  Recruit Course learns a few firearms; earlier he had no Fire familiarities, now he has his 
  three, and has lost the DM-3 for those, but he still doesn't have Fire 1. 
  Masteries
  If an attribute is held at A+, or a skill at 3+, the character must spend about an hour a 
  day on it to maintain it. Failing that, after a year it declines by 1. 
  Equipment from skills
  Regardless of Wealth, a character will have equipment related to their skills.
  A skill of 0 grants nothing.
  A skill of 1 grants one basic item related to the skill. A Technician-1 might have a 
  multi-tool. 
  A skill of 2 will grant a few basic items, or one advanced one. A Physician-2 would 
  have a doctor's bag or a box of pharmaceuticals. 
  A skill of 3 will grant a few advanced or many basic items related to the skill. 
  Aircraft-3 might own a small aircraft, or have regular use of a larger one. 
  Otherwise, appropriate equipment for each setting will be listed in its book. 
  GETTING BETTER
  An Attribute, Feature or Skill may be improved by +1 after three months of training 
  under an instructor, or a year of training alone. A temporary improvement is granted after 
  one-third  that  time,  but  the  character  must  train  for  the  full  period  to  make  the 
  improvement permanent. 
  They may acquire a Specialty in one-third this time. 
  To improve to level 2 in a skill takes twice as long, to level 3 takes three times as 
  long, and so on. 
  A character may generally only improve one thing at a time, though the GM may 
  allow a second thing to be trained at if the player makes an 8+ check for their character, 
  which can be complemented by things like Grit. 
  GETTING WORSE
  As well as the effects of injury during a Conflict (see below), a character may lose 
  levels of Features.  For example, a character might lose levels in Status and Licence from 
  a criminal conviction, or in Psyche from a traumatic experience. 
  
  TASK RESOLUTION- 
  QUICKIES
  Quickies are where a character is trying to do something, and whatever the result the 
  task will be over quickly. Quickies have four basic difficulties,
  6 for tasks which even a person without specific training should be able to manage
  8 for tasks which require some training
  10 for tasks which require very specialised training, or some luck.
  And a difficulty of 2d6 + skill if someone is actively opposing the character, as for 
  example in an arm wrestle. 
  A quickie is resolved by rolling 2d6 against the difficulty, adding the relevant skill, and 
  with any dice modifiers.
  Some actions within a Conflict (see below) may be resolved as Quickies, for example 
  if Jen wishes to knock Alex off her feet or grapple her, those would be resolved as 
  Quickies. 
  Triumphs and Balls-Ups
  If a player rolls 1, 1 on the 2d6, or if the roll with is 0 or less, they roll again against a 
  relevant attibute and skill, and if they fail, it's a balls-up. If the player rolls 6, 6 on the 2d6, 
  they roll again as with balls-ups, and if they succeed it's a triumph. In general, because 
  players  are more cruel to themselves than  the GM will  ever be, the  player should 
  describe the results of the balls-up, and the GM the results of the triumph. Be creative!
  Complementary Traits
  Sometimes a player may argue that some attribute or skill not directly related to the 
  task at hand may help, or some other player may say, “my character helps”. If the GM 
  agrees that this is reasonable, then this is a complementary trait. Usually bringing in a 
  complementary trait takes extra time. 
  An attribute will be complementary if the player rolls equal to or under it on 2d6.
  A skill will be complementary if the player rolls 8+ on 2d6 + relevant skill for the first 
  complementary skill, 10+ for the second, and so on.
  As soon as one complementary attribute or skill roll is failed, or the group runs out of 
  things to help with, the player must roll the primary skill. 
  CONFLICTS
  Conflicts are of two kinds: physical and 
  mental. They differ in game mechanics terms 
  only in the kinds of injuries  they inflict. A 
  conflict  occurs  when  one  person  wants 
  something from another. Conflicts are either 
  physical or mental, and follow a pattern,
  THREAT
  Someone initiates the conflict, choosing 
  whether  to  Posture/Defuse,  or  Fight.  Who 
  goes first is determined by a Quickie contest of the relevant conflict skills of each. If one 
  is ambushing the other, then it'll be a contest of the relevant conflict skill of the victim 
  (knowing Brawling, etc lets you know how people are likely to ambush you with that skill) 
  against the Stealth of the other. People not expecting attack have a DM-3 to their check. 
  In each round, a character gets  two actions, choosing between  handle,  orient, 
  move, attack and defend. Attacks and defences after the first are at DM-1. Things like 
  talking and so on are free actions. "Handle" means drawing or sheathing a weapon, 
  reloading, and so on. “Orient” means to look around the field and see what's happening, 
  otherwise the character sees just who or what's in front of them. 
  A character may  defend against ranged attacks they cannot see coming, their 
  running around makes it harder for them to be hit. A defence roll uses an appropriate 
  skill; Fire is used to defend against Fire attacks, and Brawling or Melee against either.
  RESPONSE?
  Submit –  In  a  Submission  you  offer  no  resistance  and  comply  with  the  foe's 
  demands. No conflict is chosen; if the foe attacks anyway, the victim's defence is at 
  DM-3. 
  Flight – can be physical (in person conflict) or mental (by mail, on phone, etc). 
  Defuse –  mental  attack,  using  words  or  other  non-violent  and  non-threatening 
  means to de-escalate the situation; note that if you do a mental attack in a round, you 
  have no defence against a foe's physical response that round. 
  Posture – mental attack, trying to psychologically, emotionally or socially dominate 
  the foe using voice and body language. Physical attributes and violent skills are excellent 
  complementary traits for this, though if the conflict is not in person, Writing and the like 
  may be useful. 
  Defuse and Posture in game mechanics terms work the same way; the difference is 
  how the foe feels about you afterwards. 
  Fight – physical attack or defence.
  RESULT
  As with a Quickie, the two parties each roll 2d6 plus their skills; if the attacker's roll 
  exceeds the defender's, injury is inflicted. Bringing in a Complementary Trait requires an 
  action, if for example Jim has Reflexes A and wants them to help his Melee 2, instead of 
  an attack and another action, he will have only an attack that round. After determining 
  injury (see below), the conflict goes on, with each party choosing a response. 
  
  Ranged attacks
  Attacks by thrown  or missile weapons  are limited  in 
  range. A  character  may only physically  throw a  weapon 
  Strength x Strength metres; this is divided by the weight of 
  the weapon; weapons of less than 1kg are treated as 1kg. 
  For example, a Strength 7 character may throw a 2kg 
  spear 7x7/2 = 25m, while a Strength 9 character may throw 
  a 0.5kg knife 9x9/1=81m.
  Some ranged weapons such as bows have a Strength 
  multiplier,  for  example  shortbow  x1.5,  longbow  x2, 
  composite bow x3. Firearms typically have a Strength rating 
  giving  their maximum  range,  for  example musket Str 15 
  (225m), FN-FAL Str 28 (784m). 
  Ranged attacks are affected by distance from target to 
  victim, and if the character takes at least one action to aim, 
  Awareness;  find  the  range  in  metres,  find  the  number 
  corresponding to it, take the lower number of the band, and 
  that is the range number. 
  Range attack DM =
  +Awareness (if aiming for one action) - Range number
  Scopes and so on may also give DM. Again, the victim of a ranged attack may be 
  actively evading it even if unaware of the exact location of the firer. If they are not 
  evading, then the victim's roll is automatically 0; the firer can still miss if they get a Balls-
  Up (rolling 1,1 or getting a roll with DM of 0 or less). 
  For example, Jim has Awareness 9, and his target Bob is 75 metres away, which is 
  range band 8. If Jim just fires there'll be a DM-8 to his roll. If he takes an action to aim,  
  he'll be at 9-8 = DM+1 to his roll. 
  If Bob knows someone's firing at him, he can be running along with his Fire 1 
  complemented by his Reflexes 7, rolling 2d6. Jim's roll must  exceed this. 
  Armour
  Armours are given a Coverage Rating, this is how much of the body they cover. 
  When struck by something which would inflict injury, the character's player rolls to see if it 
  struck a covered place. 
  For example, Samantha's kevlar armour is on her torso and abdomen, giving her 
  Coverage 8. If she rolls under 8 on 2d6, the armour protects her. 
  The other number is Armour Rating. When injury strikes, the armour's rating has 
  three effects: the first level is stopped completely, the second lot is halved, and anything 
  after that gets through fully. Any fractions are lost. 
  For example, Samantha is wearing kevlar (10), and is struck by a round from a large 
  calibre rifle, doing 24 points of damage. The first 10 are stopped, leaving 14. The next 10 
  are halved, turning into 5. The remaining 4 go through. Thus, a total of 9 get through. 
  Range table
  Str/Awa
  Range/m
  1
  1
  2
  4
  3
  9
  4
  16
  5
  25
  6
  36
  7
  49
  8
  64
  9
  81
  10
  100
  11
  121
  12
  144
  13
  169
  14
  196
  15
  225
  16
  256
  
  INJURY
  The level of injury will depend on the weapon used. Physical conflicts inflict injury on 
  Endurance, Strength and Reflexes; mental conflicts on Awareness, Mind and Grit.
  Weapon damage is generally broken down into small, medium, large and huge, 
  doing 1d6, 2d6, 3d6 and 4d6 damage each. Some attributes may add to damage, level A 
  adds +1, B +2 and C +3 to total injury. 
  Strength adds to injury in muscle-powered physical conflicts, Reflexes adds to injury 
  in ranged physical conflicts.
  Awareness adds to injury in mental conflicts
  In physical conflicts, injury is inflicted on a random one of Endurance, Strength and 
  Reflexes; in mental conflicts, on Awareness, Mind and Grit. Any injury left over after 
  reducing an attribute to zero flows on to another attribute.
  Combatants may target one of their foe's three attributes, which is a DM-3 to their 
  roll. Any triumph allows targetting.
  After any conflict, a character takes a single level of injury to an attribute (physical or 
  mental as for the conflict); they're fatigued by it. 
  Zeroing out
  When one attribute is reduced to zero, the character is effectively unconscious and 
  out of the fight; though they may try to wake up with a Grit or Endurance 8+. When two 
  have been zeroed, the character is definitely out, and severely wounded physically or 
  emotionally. When three physical attributes are zeroed, the character is dead; when three 
  mental attributes are zeroed, the character is mentally disabled in a permanent way. 
  Unconscious characters wake up ten minutes later halfway between 0 and their full 
  attribute level; round down. 
  Severely wounded characters wake up three hours later with their zeroed attributes 
  raised to 1.
  Dead/Permanently Disabled characters obviously won't recover on their own, and 
  require trauma care.
  Healing
  First Aid is simply a Physician (for physical injuries) or Psychology (for mental 
  injuries) check, and immediately recovers 1d6 injury. 
  Trama  Care 
  is  for  dead/permanently  disabled  characters,  and  is  a 
  Physician/Psychology check with DM-3. A character who was severely wounded or dead/
  permanently disabled. 
  Recuperation is simply rest for the injured character. Each day of rest is a quickie of 
  Fitness or Grit, 
  difficulty of 6 for comfortable and well-equipped surrounds (a clinic)
  difficulty of 8 for comfortable or well-equipped surrounds (a poorly-equipped clinic, or 
  at home with family)
  and difficulty of 10 for sparse surrounds (a cave somewhere)
  with DM+0 if the character was made unconscious, DM-1 if they were severely 
  wounded,  and  DM-3  if  they  were  dead/disabled.  The  care  of  the  attending 
  Physician/Psychologist will be a complementary trait. Success on the roll gives +1 to an 
  injured attribute, failure gives nothing, triumph heals 3, ballsup is another -1 injury. 
  MOVE, ENCUMBRANCE & FATIGUE
  Characters  may  move  up  to  Reflexes 
  paces for each action used in a combat round, 
  and as many kilometres an hour. 
  Each multiple of Strength carried after the 
  first  reduces  Endurance,  Reflexes  and 
  Strength by 1. Thus a character with ERS 468 
  could  carry  up  to  8kg  without  effect,  but 
  carrying 9-16kg would make them ERS 357, 
  17-24kg ERS 246, and so on. 
  Each  hour  of  marching  about  inflicts  a 
  level of injury on  each of Edurance, Reflexes 
  and Strength. 
  EXTRA EFFORT
  In a quickie or conflict, a player may expend 1 or more levels of injury on their 
  character, each giving DM+1. They may choose the attribute affected, but it must be 
  physical or mental as appropriate to the quickie or conflict. 
  In a cinematic game, rather than DM+1, each injury level taken should turn one of 
  the dice to “6”, so that two injuries taken will give a Triumph, and one will avoid a Balls-
  Up. 
  In both cases, it is more realistic to have the Extra Effort decided on before the dice 
  roll, and more cinematic to allow it afterwards. 
  
SOURCE: textdata/thevault/Gamers/GAMERS Corebook.pdf