TEXT: Basic Rules Set:
  Character Creation
  Weapons & Armor
  Ability Checks
  Social Interaction
  Combat Resolution
  Character Development
  A game by Jeff Dee, creator of Villains and Vigilantes™
  
  Pocket Universe
  Unigames
   Table Of Contents
  1.0  Introduction
  page 1
  1.1 What is a Role playing Game?
  page 1
  1.2 Equipment Needed
  page 2
  2.0  Character Generation
  page 3
  2.1 Attributes
  page 3
  2.2 Personal Traits
  page 3
  2.21
  Disadvantages
  page 3
  2.22
  Advantages
  page 5
  2.3 Other Characteristics
  page 6
  2.31
  Hit Points
  page 7
  2.32
  Unarmed Damage
  page 7
  2.33
  Initiative
  page 7
  2.34
  Move
  page 7
  2.4 Skills
  page 7
  2.41
  Languages
  page 8
  2.42
  Skill List
  page 8
  2.43
  Skill Description
  page 9
  2.5 Defense Values
  page 14
  2.51
  Melee Defense
  page 14
  2.6 Contact
  page 14
  3.0  Equipment
  page 16
  3.1 Starting Money
  page 16
  3.11
  Beginning
  page 16
  3.2 Melee Weapons
  page 16
  3.21
  Thrown Weapons
  page 17
  3.3 Missile Weapons
  page 17
  3.31
  Ammunition
  page 18
  3.4 Armor
  page 18
  3.41
  Shields
  page 18
  3.42
  Helmets
  page 19
  4.0 Skills & Attribute Checks page 20
  4.1 Equipment Modifiers
  page 20
  4.2 Opposed Rolls
  page 20
  4.3 Critical Rolls
  page 20
  4.4 Taking Extra Time
  page 20
  4.5 Interaction Skills
  page 20
  4.6 Perception
  page 21
  4.7 Falling
  page 21
  4.8 Material Strength
  page 22
  5.0 Combat
  Page 23
  5.1 Scale
  page 23
  5.2 Initiative
  page 23
  5.21
  Actions
  page 24
  5.22
  Multiple Actions
  page 24
  5.23
  Extended Actions
  page 24
  5.24
  Movement
  page 24
  5.25
  Zones of Control
  page 24
  5.3 Rolling to Hit
  page 25
  5.31
  Melee & Missile Defense
  page 25
  5.32
  Range Modifier
  page 25
  5.33
  Cover
  page 25
  5.34
  Surprised & Immobile
  Opponents
  page 25
  5.35
  Combat Critical Tables
  page 26
  5.4 Damage & Armor
  page 27
  5.41
  Unconsciousness & Death
  page 27
  5.42
  Healing
  page 27
  5.5 Morale
  page 27
  5.6 Called Shots
  page 27
  5.61
  Knockout
  page 28
  5.62
  Disarm
  page 28
  5.63
  Avoiding Armor
  page 28
  5.64
  Attacking Equipment
  page 28
  5.65
  Death Blow
  page 28
  5.7 Combat Stance
  page 28
  5.71
  Defensive Fighting
  page 28
  5.72
  Desperation
  page 29
  5.8 Other Fighting Styles
  page 29
  5.81
  Two Weapon Combat
  page 29
  5.82
  Grappling
  page 29
  6.0 Game Master
  page 30
  6.1 Game Balance
  page 30
  6.2 Creatures
  page 30
  6.3 Experience Advancement
  page 30
  7.0 Appendix
  page 31
  7.1 Online Resources
  page 31
  7.2 Credits
  page 31
  (c) 2001 UNIgames. All rights Reserved
  POCKET UNIVERSE is a trademark of UNIgames
  1st printed edition - May 2001
  1st electronic edition - April 2003
  http://www.io.com/unigames.html
  
  1
  Unigames
  Pocket Universe
  1.0 Introduction
  Pocket UniverseTM is a set of role-playing
  game rules which can be used for a wide
  range of settings and genres. This book
  presents the basic rules, including a large
  enough sample of skills, abilities, and
  equipment to begin playing in an ancient
  through modern setting. Upcoming
  campaign books and rules expansions
  will add more options to these core rules.
  1.1 What is a Role-Playing Game?
  What is a Role-Playing Game?
  Chapter  1: Introduction
  “Bang, I got you, you’re dead!”
  “No I’m not, you missed me.”
  As kids we have all played, in one form
  or another, a game in which this
  conversation probably took place.  Cops
  and Robbers, Cowboys and Indians,
  Army games and the like are all very
  basic forms of “role-playing” games.
  But just as we have gone on to more
  mature pursuits as adults, those of us
  who still enjoy the mental stimulation
  of games which use the power
  of our imaginations have
  
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  moved on to more complex versions of
  Cops and Robbers.  In other words,
  when the cop shoots at the robber, we
  know not only if he hit the felon but
  exactly how much he hurt him.
  In a role-playing game the players
  assume the roles of characters in a play
  that has not been totally scripted.  The
  action is controlled by a “Gamemaster”
  (referred to as the GM) who describes
  the setting, controls all important
  characters not played by one of the
  players (called non-player characters or
  “NPCs” as well as all the “bad guys”,
  creatures and common folk in the
  setting. The GM describes to the players
  what they see, hear, and the actions of
  NPC and creatures and/or monsters.
  The players then let the GM know how
  they will respond and what actions they
  will take.
  Role-Playing games (RPGs) provide an
  underlying set of rules and guidelines
  which allows the results of players’
  actions to be known in a consistent
  manner.  These rules show how
  characters measure what they can and
  cannot do, how they go about taking
  turns describing their actions, and what
  results come about due to their actions.
  The character’s chance of being
  successful at what he or she is trying to
  do is determined by the capabilities of
  the character but is also influenced by
  chance.  The random aspect of any
  given situation is simulated by using
  dice which are rolled to generate an
  outcome based on a character’s ability
  and skill as well as his experience.
  Chapter  1: Introduction
  As a character participates in more and
  more adventures and conflicts he is
  given the opportunity to increase his
  skill levels as well as learn new talents.
  This ability to “grow” is one of the
  unique aspects that set RPGs apart from
  other types of games.  Watching your
  character grow and become more
  powerful, well equipped, rich and
  famous make RPGs a fun and
  rewarding experience.
  Welcome to the world of role-playing
  games!
  1.2 Equipment Needed
  Each player  needs a pencil, eraser, and
  scrap paper. The GM should keep a
  notebook for information that is secret
  from the players.
  Pocket Universetm requires 10-sided dice,
  ideally two for each player. When rolling
  a 10-sided die you should always read it
  as roll from 1-10, not 0-9. The rules also
  call for rolls of 2d10: roll two 10-sided dice
  and add the results together for a total of
  2 to 20.
  
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  2.0 Character Generation
  Each player needs to create their own
  character to play. GMs need to create
  lots of characters. This section of the
  rules explains how.
  2.1 Attributes
  Each character has four Attributes
  which define their basic abilities:
  Physique (PHYS): Represents physical
  strength, fitness and health.
  Deftness (DEFT): A rating of manual
  dexterity, speed, reaction time, and
  agility.
  Intellect (INTL): This attribute
  measures intelligence, intuition, and
  education.
  Willpower 
  (WILL): 
  Stands 
  for
  personality and appearance, as well as
  fortitude, empathy, and resistance to
  mental assault.
  All four attributes start at 8. Player
  characters get 10 points to add to that.
  No Attribute may have more than 4
  points added to it. 10 is the average
  attribute score for a typical adult
  human.
  2.2 Personal Traits
  Personal Traits represent unique
  strengths and weaknesses. Each
  Personal Trait has a point value. A
  character may take up to 5 points worth
  of Advantages, but they must take an
  equal number of points worth of
  Disadvantages. Some Advantages and
  Disadvantages may be taken more than
  once, either in different forms or for a
  cumulative effect. Simply count the
  point value once for each time the trait
  is taken.
  Characters may gain or lose Advantages
  or Disadvantages due to game events.
  The GM may create new Personal Traits
  as needed for their game setting. Refer
  to the existing Traits for guidance on
  setting the point values of new Traits.
  2.21 Disadvantages
  Attribute -1  (2):
  The character loses one point from an
  Attribute. This Disadvantage may only
  be taken once per Attribute.
  Distinctive  (1):
  The character is tattooed, scarred,
  famous, etc. and has trouble passing
  anonymously without a disguise.
  Enemy  (1-2):
  The character is hounded by a personal
  enemy who wishes them ill. For 1 point,
  the enemy is either a) no more powerful
  than the character but very mobile and
  liable to turn up anywhere, or b) much
  more powerful than the character (either
  personally or politically) but limited to
  a particular geographic region. For 2
  points, the enemy is both mobile and
  more powerful than the character.
  Chapter 2: Character Generation
  
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  Killing an enemy tends to either
  generate a new enemy (angered by the
  slaying of the first), or other new
  Disadvantages.
  Far-Sighted  (2):
  The character has poor short-range
  perception and suffers a penalty of -1
  on all physical Actions NOT performed
  at range. This Disadvantage may only
  be taken once.
  Gigantism  (2):
  The character is 50% taller than the
  normal height for their race, has
  difficulty negotiating small spaces, and
  suffers a -1 penalty on any checks where
  great size is a
  d r a w b a c k
  ( i n c l u d i n g
  Defense: see 2.5).
  Gigantism may
  only be taken
  once.
  One-Eyed 
  /
  Nearsighted  (1):
  The character has
  very poor depth
  perception. Apply
  a penalty of -2 on
  all 
  physical
  Actions 
  the
  c h a r a c t e r
  performs at range.
  This Disadvantage
  may only be taken
  once.
  One-Handed  (1):
  The character has
  lost a hand or arm,
  and cannot use any weapons or
  equipment 2-handed.
  Outcast  (1):
  The character is an ‘outsider’ - a
  foreigner, 
  half-breed, 
  heretic,
  illegitimate child, or some other sort of
  “undesirable”. This results in the
  character facing a degree of prejudice
  in most social situations.
  Phobia  (1):
  The character has an irrational fear of
  something, which must be specified
  when this Disadvantage is taken.
  Examples include: water, heights,
  closed spaces, darkness, etc. Whenever
  the stimulus is
  encountered the
  character must
  treat it with the
  utmost fear and
  aversion. They
  must flee in terror
  unless they make
  a successful WILL
  check. If the thing
  they fear is very
  common (women,
  open spaces, etc.)
  the GM may give
  the character 2
  points for this
  Disadvantage.
  Poor  (1):
  The character’s
  starting cash is
  d e c r e a s e d ,
  Chapter 2: Character Generation
  
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  depending on how many points are
  taken:
  1 point = $250
  2 points = $75
  3 points = $15
  4 points = $0
  See 3.1.
  Poor Reflexes  (1):
  A character with poor reflexes suffers a
  -1 level penalty on their Initiative rolls
  (see 2.33). For example, a 2/4/6
  initiative would be reduced to 2/3/4.
  This Disadvantage may be taken up to
  three times.
  Quirk  (1):
  The character has a strong personality
  trait which often affects their behavior.
  Examples include: heavy drinker,
  promiscuous, kind-hearted, vain,
  greedy, single-minded, vengeful, etc.
  Slow  (1):
  The character’s Move is decreased by
  one. This may be taken any number of
  times, but Move may not go below 0.
  Slowness might result from being
  overweight, 
  having 
  a 
  physical
  disability, or just being lazy. See 2.34.
  Unattractive  (1):
  The character suffers a -1 penalty on any
  rolls where personal appearance is a
  factor. Unattractive may be taken any
  number of times.
  Uneducated  (1):
  The character has received less than the
  usual amount of education. Each time
  this Disadvantage is taken, the character
  gets 3 fewer starting experience points
  (see 2.4). This Disadvantage may be
  taken multiple times, but a character’s
  starting experience may not be reduced
  below 0.
  2.22 Advantages
  Acute Reflexes  (1):
  The character receives a +1 level
  modifier on their Initiative rolls (see
  2.33). For example, a 2/3/4 initiative
  would become 2/4/6. Acute Reflexes
  may be taken any number of times.
  Acute Vision  (1):
  The character can ignore 1 point of skill
  penalty from range (see 5.32). Acute
  Vision may be taken any number of
  times.
  Ambidextrous  (1):
  A character with this Advantage can use
  either hand equally well, without any
  penalty for off-handed Actions. See 5.81.
  Attractive  (1):
  The character gets a +1 bonus on rolls
  where personal appearance is a factor.
  Attractive may be taken any number of
  times.
  Attribute +1  (2):
  The character may add +1 to any one
  Attribute, even if the new score exceeds
  12. This Advantage may only be taken
  once per Attribute.
  Connected  (1):
  Each time this Advantage is taken, the
  character receives 3 additional points
  with which to purchase Contacts.
  Contacts are explained in Section 2.6.
  Lackey  (2):
  The character has a subservient
  companion (a henchman, squire, slave,
  kid brother, etc.). The Lackey is
  controlled by the player
  whose character it belongs to.
  Chapter 2: Character Generation
  
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  Lackeys are constructed like any other
  character, but only gets 8 points to add
  to Attributes. They may only take up to
  3 
  points 
  of 
  Advantages 
  and
  Disadvantages, and they may not take
  a Lackey as an Advantage nor be
  wealthier than the main character.
  Lackeys do not get Contacts, and earn
  only 1 EP per game session (see 6.3).
  Night Vision  (1):
  The character can ignore 1 point of skill
  penalty from darkness. Night Vision
  may be taken up to four times.
  Running  (1):
  The character’s Move is increased by 1.
  Running may be taken any number of
  times. See 2.34.
  Small  (2):
  The character is 1/2 the normal height
  for their race, is able to negotiate small
  spaces, and gets a +1 bonus to any
  checks where small size is an advantage
  (including Defense: see 2.5). This
  Advantage may only be taken once.
  Stipend  (1):
  The character has a regular monthly
  income from an inheritance, trust fund,
  investment, or business. For 1 point, the
  character receives $250 per month. For
  2 points, the character receives $1000 per
  month. For 3 points, the character
  receives $2250 per month. For 4 points,
  the character receives $4000 per month.
  The character receives their first
  payment 1 game month after the game
  begins.
  Toughness  (1):
  This gives the character the equivalent
  of +1/+1 natural armor, which is
  cumulative with any other armor worn.
  See 5.4. Toughness may only be take
  once.
  Trained / Educated  (1):
   The character has undergone extensive
  training. Each time this Advantage is
  taken, the character gets 3 extra
  Experience Points (see 2.4). This
  Advantage may be taken any number
  of times.
  Wealth  (1):
  The character’s starting cash is
  increased, depending on how many
  points are taken:
  1 point =  $1000
  2 points = $3000
  3 points = $12,000
  4 points = $60,000.
  See 3.1.
  2.3 Other Characteristics
  Characters’ 
  other 
  statistics 
  are
  determined from the scores in their
  Attributes, using the table below:
  Score:
  Modifier:
  Value:
  Roll:
  2
  -8
  1
  0/0/0
  3
  -7
  1
  0/0/0
  4
  -6
  2
  0/0/0
  5
  -5
  3
  0/0/0
  6
  -4
  4
  0/0/1
  7
  -3
  5
  0/1/1
  8
  -2
  6
  1/1/1
  9
  -1
  8
  1/1/2
  10
   0
  10
  1/2/3
  11
  +1
  13
  2/3/4
  12
  +2
  17
  2/4/6
  13
  +3
  22
  3/5/7
  Chapter 2: Character Generation
  
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  Pocket Universe
  Score:
  Modifier:
  Value:
  Roll:
  14
  +4
  29
  4/6/8
  15
  +5
  37
  5/7/9
  16
  +6
  48
  6/8/10
  2.31 Hit Points
  Each character has a number of hit
  points equal to the number in the Value
  column for their PHYS Attribute. For
  example, a character with a 9 PHYS has
  8 hit points. Hit points are used to keep
  track of the extent of a character’s
  physical injuries. See 5.4.
  2.32 Unarmed Damage
  INTL: 7 8 9 10 11 12 13
  EPs:
  5 6 8 10 13 16 19
  To determine a character’s unarmed
  damage range, use
  the numbers in the
  Roll column for
  their PHYS score.
  For example, a
  character with a 12
  PHYS does 2/4/6
  damage with their
  bare hands. See 5.4.
  2.33 Initiative
  A 
  character’s
  initiative range is
  found 
  by
  consulting the Roll
  column for the
  character’s DEFT
  score. For example,
  a character with an
  11 DEFT has a 2/3/
  4 initiative roll.
  Initiative regulates
  the order in which characters can act
  each turn. See 5.2.
  2.34 Move
  A character’s Move rate equals 6 plus
  the number listed in the Modifier
  column for their DEFT Attribute. For
  example, a character with an  8 DEFT
  has a Move of only 4.  See 5.24.
  2.4 Skills
  A new character’s INTL Attribute
  determines the number of starting EPs
  or “Experience Points” they may  spend
  on their initial skills.
  All of a character’s starting EPs must be
  spent during character generation.
  Characters can attempt to use skills
  they haven’t purchased with EPs,
  but unskilled attempts
  suffer a difficulty
  penalty.
  B
  a
  s
  i
  c
  proficiency in
  any skill costs
  1 EP. This
  gives 
  the
  character a
  score in that
  skill equal
  to their score
  in 
  the
  Attribute the
  skill is based on.
  For example, a
  c h a r a c t e r
  Chapter 2: Character Generation
  
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  with an 11 DEFT can buy a skill of 11 in
  Acrobatics for 1 EP. A character’s skill
  score can be improved by spending
  more EPs on that skill. Consult the table
  below:
  Skill Score:
  Cost:
  Total Cost:
  Attribute +0
  1
  1
  Attribute +1
  2
  3
  Attribute +2
  * 3
  6
  Attribute +3
  4
  10
  etc.           +1
  + Cost
  *Beginning characters may not add more
  than +2 to any individual skill.
  For example, a character with a 10 DEFT
  can buy a Dodge skill of 12 for 6 EPs. It
  will cost that character 4 more EPs to
  improve their Dodge skill to 13 later in
  the game.
  2.41 Languages
  Characters speak their native language
  fluently for free. They must spend EPs
  for the ability to read, or to speak
  foreign languages.
  It costs 1 EP for broken, halting ability
  in a language. For 2 EPs a character
  speaks with a distinct accent and trouble
  with nuances. For 3 EPs a character can
  speak a language fluently.
  Literacy in any language the character
  speaks costs 1 EP. Characters from
  literate cultures get literacy in their
  native language for free.
  2.42 Skill List
  Some of the most basic skills are listed
  here, along with the Attribute they are
  based on and the penalty for unskilled
  attempts. Rules for making skill checks
  are found in section 4.0.
  Skill:
  Attribute:
  Penalty:
  Acrobatics
  DEFT
  -4
  Appraise Value
  INTL
  -1
  Charm
  WILL
  -1
  Climbing
  DEFT
  -1
  Convince
  WILL
  -1
  Craft*
  DEFT
  -4
  Disguise
  INTL
  -4
  Dodge
  DEFT
  -1
  Grapple
  DEFT
  -1
  Insight
  WILL
  -1
  Intimidation
  WILL
  -1
  Kick
  DEFT
  -1
  Listen
  INTL
  -1
  Lockpicking
  DEFT
  -4
  Medicine
  INTL
  -4
  Melee*
  DEFT
  -1
  Missile*
  DEFT
  -1
  Negotiate
  INTL
  -1
  Pickpocket
  DEFT
  -4
  Profession*
  INTL
  -1/-4
  Punch
  DEFT
  -1
  Scholar*
  INTL
  -4
  Search
  INTL
  -1
  Seduce
  WILL
  -1
  Shield
  DEFT
  -1
  Sleight of Hand
  DEFT
  -4
  Stealth
  DEFT
  -1
  Survival*
  DEFT
  -1
  Swim
  DEFT
  -1
  Tactics*
  INTL
  -1/-4
  Throw Weapon*
  DEFT
  -4
  Tracking
  INTL
  -4
  *Choose a specialization. Characters can
  have multiple specializations by buying the
  same skill multiple times. Refer to the skill
  descriptions 
  below 
  for 
  available
  specializations.
  Chapter 2: Character Generation
  
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  The GM may create new skills as needed
  for their game setting. Skills are always
  based on DEFT, INTL, or WILL. Refer
  to the existing skills for guidance on
  creating new skills.
  2.43 Skill Descriptions
  Acrobatics  (DEFT/-4):
  You may perform flips, cartwheels,
  tightrope walks, and so on. Roll with a
  difficulty modifier set by the GM.
  Acrobatic maneuvers take at least 1
  space of movement to perform. If you
  spend an Action doing acrobatic flips,
  you may use this skill for Defense for
  one combat round. See 2.51.
  Appraise Value  (INTL/-1):
  This skill is used to guess the base
  purchase price of an item. See 3.11.
  Appraisal takes at least one full turn.
  The GM rolls secretly, applying
  difficulty modifiers to reflect how
  common or unique the item is. For each
  point the roll is missed by, the price
  assessment will be off by +/- 5%. On a
  fumble, double the degree of error. On
  a critical success, the character gains
  extra insight into the item’s background,
  enabling them to sell it to a collector for
  twice the normal base purchase price.
  Charm  (WILL/-1):
  This skill is used to make others like
  you. It has no direct effect on whether
  the other character believes what you
  tell them, or is romantically attracted.
  Charm 
  has 
  no 
  minimum 
  time
  requirement.
  Charm attempts are opposed by the
  other character’s WILL. On a critical
  success, the character becomes an
  acquaintance (see 2.6). On a normal
  success, the character will stop and chat
  amiably. On a normal failure, the
  character remains uninterested. On a
  critical failure, the character becomes
  deeply offended and possibly hostile.
  Climbing  (DEFT/-1):
  This is the ability to find hand-holds and
  toe-holds, and to select good routes. It
  also implies some experience with
  climbing 
  equipment. 
  Difficulty
  modifiers and the time required for each
  skill roll depend on the surface being
  climbed. On a critical failure, the
  character falls. On a regular failure, the
  character can find no way to continue.
  On a regular success, the character
  proceeds slowly. On a critical success,
  the character proceeds quickly.
  Convince  (WILL/-1):
  This skill is used to get others to believe
  that you mean what you say. Convince
  has no minimum time requirement.
  Convince attempts are opposed by the
  other character’s Insight skill. On a
  critical success, the character buys the
  story hook, line, and sinker. On a
  normal success, nothing in your body
  language or wording leads them to
  suspect that you’re lying. On a normal
  failure, 
  the 
  character 
  remains
  unconvinced. On a critical failure, the
  character becomes convinced that
  you’re lying (even if you’re not).
  Craft  (DEFT/-4):
  This skill is a catch-all for various crafts.
  Specify the craft you want: carpentry,
  pottery, black-smithing, spinning &
  dying, weaving, knitting, tailoring,
  tanning & skinning, knots,
  etc. The time requirement
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  Insight  (WILL/-1):
  This skill is used to get a sense of
  someone’s motives or truthfulness
  by noting their body language,
  tone of voice, and manner of
  speech. 
  There 
  is 
  no
  minimum 
  time
  requirement.
  The GM rolls for you
  secretly, opposed by the
  subject’s Convince skill.
  On a normal success you’re
  told that you suspect
  they’re lying if they are
  lying, or that you suspect
  they’re telling the truth if
  they’re telling the truth. On a critical
  success, you’re told you’re quite certain
  of it. On a normal failure, you’re told
  you think the person is being truthful if
  they’re lying, or lying if they’re telling
  the truth. On a fumble, you’re told that
  you’re certain they’re lying if they’re
  really telling the truth, and vice-versa.
  Intimidation  (WILL/-1):
  This skill is used to get others to take
  your threats more seriously than the
  immediate evidence warrants. There is
  no minimum time requirement.
  Intimidation attempts are opposed by
  the other character’s Insight skill. On a
  critical success, the character flees (or
  surrenders to you if escape is
  impossible). On a normal success, they
  believe that you can make good on your
  threat but they remain free to choose
  how they will react to that belief. On a
  normal failure, they ignore your
  blustering and form their opinion of
  your threat based only on
  the available evidence. On a
  and difficulty modifier for each
  task varies.
  Disguise  (INTL/-4):
  This skill uses costuming and
  cosmetics to make
  characters look like
  someone else. Each
  disguise attempt takes
  at least 1 turn.
  On a normal success or
  failure, the costume gets a
  positive or negative modifier
  equal to the number of points
  by which you made or missed
  your roll. On a critical success,
  double the positive score. On a fumble,
  there’s a dreadful accident the costume
  gets irrepairably ruined.
  Characters roll their INTL to resist being
  taken in by the disguise, subtracting the
  disguise’s modifier. If they make their
  roll, they see through the disguise. Each
  character gets to roll this once the
  moment they first see the disguise, and
  again each time they spend an Action
  carefully examining the disguised
  character.
  Dodge  (DEFT/-1):
  This skill can be used for both Melee
  Defense and Missile Defense (see
  section 2.6, Defense Values).
  Grapple  (DEFT/-1):
  This skill improves a character’s ability
  to grab and pin opponents in combat.
  See 5.82. Grapple skill may be used for
  Melee Defense against other grapple
  attempts.
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  critical failure, they become angry.
  Evidence supporting your threats does
  NOT result in a positive modifier.
  Evidence against your threats may
  result in a negative modifier, however.
  Kick  (DEFT/-1):
  This skill improves a character’s ability
  to kick opponents in combat. Kicks gain
  a bonus of +1 to the character’s unarmed
  melee damage level, and a +1 bonus to
  their chances of hitting. Kicking skill
  may be used for Melee Defense (see
  2.51).
  Listen  (INTL/-1):
  This perception skill is used to detect
  subtle sounds, or subtle details about
  obvious sounds. See 4.6.
  Lockpicking  (DEFT/-4):
  This skill is used to open locks without
  a proper key. Each attempt to pick a lock
  takes a full turn.
  Make a skill roll at a difficulty penalty
  based on the complexity of the lock. A
  fumble causes you to abort (your pick
  breaks off in the lock, or you find that
  you need specialized tools, etc.). A
  failure sets off any alarms or traps
  attached to the lock, but you may try to
  pick the lock again at a further +1
  difficulty penalty.
  This skill can also be used to design
  locks of your own. A character’s
  Lockpicking skill -10 is used as the
  difficulty modifier against pickinglocks
  designed in this manner.
  Medicine  (INTL/-4):
  You can provide medical attention to the
  sick and injured. Each attempt takes 1
  minute. Make a skill roll to bind a
  bleeding wound, preventing further loss
  of hit points due to blood loss.
  This skill may also be used to heal
  injuries. A successful Medical check
  heals 1 hit point. Each patient may only
  heal one extra hit point per day through
  medical care, in addition to normal
  healing.
  Any critically successful Medicine skill
  roll heals an extra point of damage,
  while a fumbled roll inflicts a damage
  point. See section 5.41 for additional
  rules regarding physical injuries.
  Melee  (DEFT/-1):
  This skill improves a character’s ability
  with a melee weapon. Select a
  specialization: axe, blade, bludgeon,
  flail, staff, spear, whip, etc. This skill can
  be used for Melee Defense (see section
  2.51). Complete combat rules can be
  found in chapter 5.
  Missile  (DEFT/-1):
  This skill improves a character’s ability
  to hit with a missile weapon. Select a
  specialization: bow, crossbow, sling,
  pistol, rifle, etc. This skill cannot be used
  defensively. Complete combat rules can
  be found in chapter 5.
  Negotiate  (INTL/-1):
  This skill is used for haggling and
  debate. Each attempt takes about a
  minute. See 3.11.
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  Start with a 50/50 deal, or the average
  market value of an item. Make a skill
  roll opposed by your opponent’s
  Negotiate skill. For each point you make
  your roll by, the deal shifts 5% in your
  favor. On a failed roll, you must take
  your opponent’s offer or leave it. On a
  critical success, halve or double the deal
  in your favor. On a critical failure, the
  opponent becomes disgruntled and
  breaks off the negotiations.
  Pickpocket  (DEFT/-4):
  This skill enables a character to interact
  with items in another character’s
  possession without their realizing it.
  This doesn’t include Sleight-of-hand.
  This skill takes an Action to use.
  Roll to take something from the victim
  (or slip something into their pocket,
  etc.), opposed by the victim’s INTL. You
  must also overcome the INTL of any
  bystanders facing your direction. If
  someone is paying special attention,
  increase the difficulty penalty by 2.
  Profession  (INTL/-1/-4):
  This skill grants a character practical
  knowledge about the way a particular
  business or profession is conducted.
  Specify a single profession: barber,
  farmer, architect, lawyer, etc. Time
  requirement varies. Skill rolls are made
  for any professional task. The GM will
  set the difficulty of any task you
  attempt. Time requirement varies.
  Unskilled attempts suffer a penalty of -
  1 or -4, depending on how complex the
  task is.
  Punch  (DEFT/-1):
  This skill improves a character’s ability
  to punch opponents in combat. Punches
  gain a bonus of +2 to their chances of
  hitting. Punching skill may be used for
  Melee Defense (see 2.51).
  Scholar  (INTL/-4):
  The character is versed in some an
  esoteric body of knowledge. Select a
  specialization: geography, folklore,
  history, 
  mathematics, 
  heraldry,
  religious lore, herbal lore, etc. This skill
  takes no time to use. Roll vs. a difficulty
  set by the GM to answer any question
  within your field of knowledge.
  Search  (INTL/-1):
  The character is skilled at hiding
  themselves and other things, and at
  locating anything hidden. This skill can
  be used for perception: see 4.6. The time
  requirement to hide something varies.
  Record your success margin when you
  hide something; that becomes a
  difficulty penalty for others who try to
  find it. The GM may impose modifiers
  depending on the size of the thing to be
  hidden, the available hiding places, etc.
  Seduce  (WILL/-1):
  The character is skilled at arousing
  amorous feelings in others. Seduction
  won’t elicit trust, or even friendship. It
  only makes other characters desire the
  seducer. Seduction attempts take several
  minutes.
  Seduction won’t work on people who
  aren’t attracted to your race and gender.
  The roll is opposed by the target’s WILL.
  On a critical fumble the other character
  is shocked, frightened, angered, or
  otherwise upset. On a normal failure
  they’re simply not interested. On a
  normal success the other
  character 
  is 
  sexually
  attracted. On a critical success
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  they’re immediately and deeply
  enamored.
  Shield  (DEFT/-1):
  This skill can be used for Melee and
  Missile defense (see 2.5), as long as the
  character is wielding a shield. For
  complete rules on shield parrying see
  section 3.41.
  Sleight of Hand  (DEFT/-4):
  This skill represents expertise at
  misdirecting onlookers, enabling a
  character to make items in their hands
  seem to appear, disappear, or change.
  This does not include the Pickpocket
  skill. Sleight of Hand takes an Action.
  Sleight of Hand is opposed by the
  subject’s INTL. If they pay careful
  attention, apply an additional difficulty
  penalty of +2.
  Stealth  (DEFT/-1):
  This skill enables a character to move
  without attracting attention. Stealth
  takes no time, but a sneaking character
  can only move ½ of their normal Move
  rate (rounded down).
  The number of points by which a
  character makes their Stealth roll
  becomes the difficulty on another’s
  perception roll (see 4.6) to notice them.
  The GM may impose modifiers to the
  Stealth roll depending on the
  availability of cover, background noise,
  etc.
  Survival  (INTL/-1):
  This is the ability to locate food and
  shelter 
  in 
  the 
  wild. 
  Select 
  a
  specialization when this skill is
  purchased: plains, forest, mountain,
  desert, arctic, urban, etc. Roll vs. a
  difficulty set by the GM for each
  survival task you attempt. Time
  requirement varies.
  Swim  (DEFT/-1):
  This skill enables a character to swim at
  a rate equal to their Swim skill -9 game
  inches (minimum 0"). Swimming takes
  no time, other than any movement used.
  Make skill rolls to perform dives or
  difficult maneuvers in the water. A
  character who hasn’t spent any EPs on
  this skill must make a skill roll every
  turn just to keep treading water.
  Tactics  (INTL/-1/-4):
  This skill enables a character to lead
  troops in combat. Select a specialization:
  plains, forest, mountain, desert, arctic,
  urban, etc. Tactics takes no time to use.
  The GM evaluates your roll and offers
  appropriately insightful suggestions as
  to the strategic significance of terrain
  features, probable enemy strategies, etc.
  Tactics rolls suffer a -4 penalty if you
  have no Tactics skill at all, or only a -1
  penalty if you have Tactics skill for a
  different terrain type.
  Throw Weapon  (DEFT/-4):
  This skill enables a character to throw a
  melee weapon effectively. Select a
  specialization: axes, blades, flails,
  bludgeons, spears, etc. This skill cannot
  be used defensively. Full combat rules
  are found in Chapter 5.
  Tracking  (INTL/-4):
  This skill enables a character to follow
  the trail left by another person or
  creature. Each tracking attempt takes a
  full turn.
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  Roll vs. a difficulty set by the GM (fresh
  snow: +4, mud or sand: +2, dirt or grass:
  0, rocky or baked earth: -2, clean floor: -
  4, water: -8). Each attempt akes a full
  Move & Action. Difficulty may be
  modified by time passage, weather,
  traffic, etc. You can also use Tracking
  skill to oppose others who attempt to
  track you.
  2.5 Defense Values
  These numbers indicate how difficult it
  is to hit a character in combat. See 5.31.
  2.51 Melee Defense
  Characters may use their currently
  active Melee, Punch, Kick, Dodge, or
  Shield skill (including a shield’s Parry
  Modifier) for Melee Defense. Remember
  to include the unskilled penalty if the
  character is unskilled, and any other
  modifiers which apply. Subtract 10 from
  the modified skill score to find the
  character’s Melee Defense.
  Example: Artos has a 10 DEFT, a 12
  blades skill, a skill of 11 with shields,
  and he is unskilled at dodging. His
  shield gives him a +2 bonus. If he parries
  a melee attack with his sword, his melee
  defense is 2. If he blocks with his shield,
  his melee defense is 3. If he dodges, his
  melee defense is -1.
  2.52 Missile Defense
  A character’s Missile Defense is
  determined in the same way as Melee
  Defense, but only Dodge and Shield
  skills may be used.
  2.6 Contacts
  Contacts are NPCs that characters may
  go to for information, business deals, or
  other types of assistance. The number
  of contact points a character gets
  depends on their WILL Attribute:
  WILL:
  7 8 9 10 11 12 13
  Contact Pts: 5 6 8 10 13 16 19
  All contact points must be spent during
  character generation; they may not be
  saved.
  Each contact has a point cost
  representing their power and influence.
  This cost is set by the GM, using the
  following table as a guide:
  Contact:
  Cost:
  A “Nobody”
  1
  Average Citizen
  3
  Locally Influential
  5
  Local Authority
  7
  Regional Authority
  9
  National Authority
  11
  National Leader
  13
  For the base point cost, the Contact is
  an Acquaintance. Acquaintances will do
  small favors, offer special business
  deals, loan small sums of money, and
  so on - but will not actively aid the
  characters. They will answer questions
  when they know the answers, except
  when doing so would put them in peril.
  Characters may pool their points to
  purchase contacts, which they then
  share in common. Each character must
  contribute at least 1 point to the shared
  Contact, and the total points
  spent must equal the base cost
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  of that Contact. If some characters
  contribute more toward the base cost of
  acquiring a shared Contact, the Contact
  will give them preferential treatment.
  For 2 extra points, the Contact is a
  Friend or Relative who may loan the
  character large sums of money, give
  them small sums or gifts, or even be
  willing to assist the character personally
  if necessary. They will answer questions
  if they know the answer even when it is
  dangerous to do so. When sharing the
  cost of a Contact, each contributing
  character must individually pay the
  extra cost of making the shared Contact
  their personal Friend or Relative.
  An “insider” is a Contact who holds a
  subservient position in the household or
  inner circle of another Contact, or even
  a whole group of Contacts. An insider
  for a single other
  Contact costs 4 points less. An insider
  for a whole group of Contacts costs 2
  point less. For example, the King’s
  Coachman (an insider for the King, a
  National Leader) would cost 9 points.
  Insiders have no real power of their
  own, but can pass on rumors and gossip
  about their masters.
  Players must specify the name, sex, age,
  and location of each of their Contacts.
  Additional details such as physical
  appearance, marital status, behavioral
  quirks, and so on are also useful. The
  GM may wish to prepare a list of pre-
  made contacts for the players to choose
  from when starting a new game.
  Once play has begun, new characters
  who come into the game may buy new
  Contacts, or may pay at least 1 point to
  “buy into” an established Contact.
  Again, the cost of making an established
  Contact a Friend or Relative must be
  paid on top of that.
  Repeated interaction may improve a
  Contact. For example, if the King’s
  Coachman starts as an acquaintance,
  wining and dining him may make him
  a personal friend. An Acquaintance
  could even be married off to a Relative,
  making that Acquaintance into a
  Relative too. These possibilities are all
  subject to GM control.
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  3.0 Equipment
  This section lists sample statistics and
  prices for common types of weapons
  and armor. The GM may set the prices
  for any other equipment that’s available
  in their game setting.
  3.1 Starting Money
  Characters begin with $500 and a full
  suit of plain clothing. Dollars are only
  used here as a convenience. The GM
  may convert these prices to silver pieces,
  credits, or whatever medium of
  exchange is appropriate for their game
  setting.
  3.11 Bargaining
  Prices are negotiable. The Negotiate
  skill can be used to haggle. “Used” or
  sub-standard gear sells for about half of
  the listed price.
  3.2 Melee Weapons
  Melee weapons enhance characters’
  fighting abilities. Weapons are grouped
  according to their melee skill
  specialization. The tables below list each
  weapon’s cost, its bonus to the
  character’s roll to hit, its damage roll,
  and the minimum PHYS required to
  wield it in one hand. If a weapon is
  wielded 2-handed, reduce its PHYS
  requirement by 2. If the character’s
  PHYS is too low, subtract one point from
  their effective weapon skill per point by
  which they fall short.
  Axes
  Cost
  Hit
  Dmg
  PHYS
  Hatchet
  $35
  +1
  2/4/6
  8
  Light Axe
  $70
  +1
  3/5/7
  9
  Wood Axe $95
  0
  4/6/8
  10
  Battleaxe
  $160
  0
  5/7/9
  11
  War Axe
  $215
  -1
  6/8/10
  12
  Great Axe
  $330
  -1
  6/9/12
  13
  Blades
  Cost Hit
  Dmg
  PHYS
  Long Knife
  $25
  +3
  1/2/3
  5
  Foil
  $35
  +4
  1/2/3
  7
  Short Sword $70
  +1
  3/5/7
  7
  Cutlass
  $95
  +2
  3/5/7
  9
  Sword
  $125 +1
  4/6/8
  10
  Longsword
  $195 +1
  5/7/9
  11
  Bastard Swd $255
  0
  6/8/10
  12
  Greatsword
  $375
  0
  6/9/12
  13
  Bludgeons
  Cost
  Hit
  Dmg
  PHYS
  Baton
  $20
  +5
  0/1/1
  5
  Club
  $20
  +4
  1/1/2
  7
  Mace
  $45
  +3
  2/3/4
  9
  Morningstar
  $55
  +2
  2/4/6
  10
  Warhammer $95
  +2
  3/5/7
  11
  Battle Mace
  $195
  +1
  5/7/9
  13
  Flails
  Cost
  Hit
  Dmg
  PHYS
  Light Flail
  $55
  +2
  2/4/6
  7
  Flail
  $125
  +1
  4/6/8
  9
  Heavy Flail $255
  0
  6/8/10
  11
  War Flail
  $480
  -1
  7/10/13
  13
  Staves
  Cost Hit
  Dmg
  PHYS
  Staff
  $20
  +4
  1/2/3
  9
  Quarterstaff $45
  +3
  2/4/6
  11
  Iron Staff
  $95
  +2
  4/6/8
  13
  Staves always require 2
  hands. You may still reduce
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  their PHYS requirement by 2 when two
  hands are used.
  Spears
  Cost
  Hit Dmg PHYS
  Javelin
  $25
  +3 1/2/3
  7
  Short Spear
  $55
  +2 2/4/6
  9
  Pitchfork
  $125
  -2
  6/8/10
  11
  Spear
  $160
  0
  5/7/9
  12
  Trident
  $215
  -1
  6/8/10
  12
  Pike
  $330
  -1
  6/9/12
  14
  Whips
  Cost
  Hit
  Dmg PHYS
  Whip
  $15
  +4
  1/1/1
  7
  Cat o’9 Tails $20
  +2
  1/2/3
  8
  Bullwhip
  $30
  +2
  2/3/4
  9
  Whips cannot be used 2-handed.
  3.21 Thrown Weapons
  Melee weapons can be thrown 3", plus
  the character’s PHYS, minus the
  weapon’s PHYS requirement. For a 50%
  increase in purchase price, you may buy
  a version of a weapon that has been
  specially balanced for throwing.
  Unbalanced weapons suffer a penalty of
  -2 to hit when thrown.
  Staves and whips cannot be balanced for
  throwing.
  3.3 Missile Weapons
  Missile weapons enable characters to
  attack at a distance. The tables below list
  each missile weapon’s cost, its bonus to
  the character’s roll to hit, its damage
  roll, range in movement spaces, and the
  PHYS required to wield it. If the
  character’s PHYS is too low, subtract
  one point from their effective skill per
  point by which they fall short.
  Crossbows take an extra Action to
  reload per point of insufficient PHYS,
  instead of reducing the wielder’s roll to
  hit. All missile weapons suffer a penalty
  of -2 to hit when fired at hostile
  opponents at point blank range.
  Wielding a missile weapon in two hands
  does not reduce its PHYS requirement.
  Slings
  Cost Hit Dmg Range PHYS
  Light
  $5
  +1
  1/1/2
  18
  7
  Medium
  $15
  0
  2/3/4
  24
  9
  Heavy
  $65 -1
  3/5/7
  30
  11
  Slings can be used 1-handed.
  Bows
  Cost Hit Dmg Range PHYS
  Short
  $70
  +1 2/4/6
  18
  8
  Medium
  $125 +1 3/5/7
  24
  9
  Long
  $255 0
  5/7/9
  30
  11
  Bows require 2 hands to use.
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  Xbows
  Cost Hit Dmg Range PHYS
  Light
  $335 +2 5/7/9
  30
  9
  Medium $580 +1 6/9/12
  36
  11
  Heavy
  $940
  0
  8/11/14 42
  13
  Crossbows take an Action to re-load
  after every shot. They can be fired one-
  handed, but require 2 hands to reload.
  Pistols
  Cost Hit Dmg Range PHYS
  Light
  $50
  0 3/5/7
  30
  5
  Medium
  $75
  0 4/6/8
  36
  7
  Heavy
  $100 -1 5/7/9
  42
  9
  Rifles
  Cost Hit Dmg Range PHYS
  Light
  $100
  +1 4/6/8
  54
  7
  Medium $150
  +1 5/7/9
  60
  9
  Heavy
  $250
  0 6/9/12 66
  11
  Rifles require 2 hands to use.
  3.31 Ammunition
  Missile weapons need ammunition.
  Each primitive projectile can be
  recovered at the end of a battle on a
  successful Search skill roll if time is
  taken to retreive them. The costs for
  ammunition are as follows:
  Ammo Type:
  Cost:
  Sling Stones
  $5 per 20
  Arrows & Quarrels
  $5 per 3
  Bullets
  $50 per 20
  Sling stones are free if the character has
  spare time to collect them.
  3.4 Armor
  Armor softens the impact of attacks in
  battle. See 5.4. The table below lists the
  available armor types, their costs, DEFT
  limits, and the amount of protection
  they provide against Physical and
  Energy damage. The DEFT limit is the
  maximum DEFT a character may use
  while wearing that armor. Adjust the
  character’s movement rate, initiative,
  and DEFT-based skills while wearing
  armor that restricts their DEFT score.
  Armor
  Cost
  Phys/Enrg DEFT
  Leather
  $75
  2/1
  13
  Studded
  $100
  3/2
  12
  Scale/Chain
  $400
  4/3
  11
  Full Plate
  $1200
  6/4
  9
  3.41 Shields
  Shields add a Parry bonus to the
  character’s melee defense when they use
  their Shield skill. See 2.51. If the attack
  misses, the attacker makes their damage
  roll and compares it to the shield’s Hits.
  If it exceeds the shield’s Hits, the excess
  damage is taken both by the defender
  and by the shield’s Hits. The defender
  gets their armor protection against any
  damage which penetrates their shield.
  As shields lose hits they become weaker
  and eventually break altogether when
  their Hits drop to 0.
  Shields require one free hand, and have
  a PHYS requirement. The character
  suffers a -1 penalty to their Shield skill
  per point by which their PHYS falls
  below this requirement.
  Chapter 3: Equipment
  
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  Shield
  Cost
  Parry
  Hits PHYS
  Small
  $100
  +1
  6
  8
  Medium
  $200
  +2
  9
  10
  Large
  $400
  +3
  12
  12
  3.42 Helmets
  Helmets primarily protect characters
  against knockout attempts (see section
  5.61). Larger, heavier helmets add a
  slight bonus to the character’s overall
  armor protection.
  Helmet
  Cost Phys/Eng Bonus
  Cloth Cap
  $10
  1/0
  0/0
  Leather Cap
  $20
  2/1
  0/0
  Chain Coif
  $40
  4/3
  +1/0
  Metal Cap
  $60
  5/3
  +1/+1
  Full Helm*
  $100
  6/4
  +2/+1
  * Full Helms limit the wearer’s hearing and
  field of vision. A character wearing a Full
  Helm suffers a penalty of -1 on all rolls
  requiring sight or sound perception.
  Chapter 3: Equipment
  
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  4.0 Skill & Attribute Checks
  To successfully use an Attribute or skill,
  a character must roll equal to or less than
  his score on 2d10. This target number
  may be modified by the GM to reflect
  task difficulty and conditions. Consult
  the table below.:
  Difficulty: Modifier:
  Difficulty: Modifier:
  Impossible
  -8
  Easy
  +2
  Formidable
  -6
  Very Easy
  +4
  Challenging -4
  Simple
  +6
  Difficult
  -2
  Very Simple +8
  Any roll of 20 always fails regardless of
  the final adjusted target number.
  4.1 Equipment Modifier
  In combat, apply the Hit modifier given
  for the weapon being used. In other
  cases the GM may apply a modifier to
  reflect the quality of the equipment
  used.
  4.2 Opposed Rolls
  If a skill or Attribute check is opposed
  by another character, apply a Difficulty
  modifier derived from the Attribute or
  skill that the opponent is using to resist.
  Subtract 10 from the opponent’s skill or
  Attribute score to find the difficulty
  modifier. Apply an unskilled penalty
  (usually -1 or -4) if the opponent is
  resisting with a skill they haven’t
  learned.
  4.3 Critical Rolls
  A critical result occurs when doubles are
  rolled on a skill or Attribute check.
  Doubles indicate a Critical Success if the
  roll was a success. Doubles indicate a
  Critical Failure or “Fumble” if the roll
  was a failure. The GM should award
  characters who roll Critical Successes
  with extra good results, and penalize
  characters who roll Critical Failures
  with extra poor results.
  4.4 Taking Extra Time
  If a character takes lots of extra time to
  perform an Action, they gain a bonus to
  their chances of success. Only a single
  skill check needs to be made. However,
  the chances for a Critical Failure to occur
  rise as well:
  Time
  Bonus Critical Failure
  minutes
  +1
  any failed roll of 18+
  hours
  +2
  any failed roll of 16+
  days
  +3
  any failed roll of 14+
  weeks
  +4
  any failed roll of 12+
  months
  +5
  any failed roll of 10+
  years
  +6
  any failed roll of 8+
  4.5 Interaction Skills
  Personal interaction skills are used to
  change the attitudes of NPCs.
  Interaction skill checks are opposed by
  the NPC’s INTL or WILL.
  Player characters can be the targets of
  character interaction skill checks, but the
  results of these checks should only be
  used as a guide for the GM when
  informing the player of what their
  character’s impressions are. Player
  character behavior is never directly
  dictated by character interaction checks.
  Chapter 4: Skill & Attribute Checks
  
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  4.6 Perception
  Characters roll for perception using
  skills like Listen or Search, or using their
  INTL with a -1 penalty if they lack of
  an appropriate skill. The GM should
  allow one free perception check per turn
  (using the character’s best applicable
  skill) to detect anything that is
  noticeable but not obvious. A character
  may make an additional Perception
  check each turn at the cost of an Action.
  This simulates pausing and actively
  looking around.
  Example: “I run around the corner and
  look - do I see the thief? The GM rolls
  and responds, “You don’t see him”. If
  the player says “He’s got to be there - I
  look again” then he gets another roll, but
  that will cost him his Action.
  Perception difficulty is based on
  circumstances such as wind direction
  (for scent), light conditions (for vision),
  etc. with modifiers for range, the size
  of the thing being perceived, and other
  variables. Perception may also be
  opposed by an opponent’s DEFT or
  Stealth skill if they are what you’re
  trying to perceive.
  4.61 Darkness
  Darkness yields a difficulty penalty
  (section 4.0). The penalty ranges from -
  2 for dim lighting to -8 for pitch
  blackness (only if what you’re trying to
  do requires vision, of course).
  4.7 Falling
  When a character falls onto a hard
  surface they suffer 1 point of damage
  per movement space (2 meters) fallen.
  Large creatures take an extra point of
  damage per space of fall per two points
  of PHYS over 10. Conscious characters
  can avoid some of this damage by
  making a DEFT roll, at a penalty of -1
  per movement space fallen. Skills such
  as Acrobatics or Swim can be
  substituted for DEFT in some situations.
  A successful roll negates 1 point of
  falling damage, plus one more point of
  damage per point by which the roll was
  made.
  Reduce the total amount of damage
  taken and the roll to avoid damage if a
  character falls onto a soft surface:
  Surface Type:         Modifier:
  Rock
  0
  Packed Earth
  0
  Sand
  -1
  Straw
  -2
  Mud
  -4
  Water
  -8
  Example: Tharsh the cat-burglar has
  slipped on a loose tile, and is falling
  from a rooftop. He has a 12 DEFT, the
  fall is 4 spaces (8 meters), and he’s going
  to land on some hay bales (resulting in
  a modifier of -2). Tharsh must roll 10 or
  less on 2d10 to avoid taking 2 points of
  damage.
  Characters may suffer extra damage if
  they fall onto sharp objects. The
  character’s DEFT roll has no effect on
  additional damage from spikes. Armor
  counts against damage from spikes, but
  not against normal falling damage.
  Chapter 4: Skill & Attribute Checks
  
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  4.8 Material Strength
  Material strength is armor that an
  object gets by virtue of the material
  it’s made out of. See 5.4. When
  characters try to damage physical
  objects, consult the following table:
  Material: Strength:
  Material: Strength:
  paper
  0
  gold, lead
  14
  cloth, dirt
  2
  marble
  16
  soft wood
  4
  silver
  18
  hard wood
  6
  iron
  22
  brick
  8
  platinum
  24
  mortar
  10
  steel
  26
  granite
  12
  titanium
  30
  An attack which inflicts 1 point of
  damage against a physical object
  makes 1 foot wide hole about 6 inches
  deep (about the thickness of a typical
  wall). Double the width or depth of
  the hole each time the damage
  doubles.
  If a character declares Desperation
  (see 5.72), and fails to penetrate a
  target object’s material strength, the
  character suffers 1 point of damage -
  or, if they were using a weapon on the
  object, the weapon breaks.
  Chapter 4: Skill & Attribute Checks
  
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  5.0 Combat
  Combat follows the same basic
  procedure as Skill and Attribute Checks,
  with additional rules for the specific
  demands of combat.
  5.1 Scale
  Combat is resolved using miniature
  figures on a scale map to track the
  locations of the character and creatures
  involved. One movement space (1" if 25-
  30mm figures are used) represents two
  real-life meters. One combat round
  represents six seconds of real time.
  5.2 Initiative
  Each participant rolls for initiative at the
  start of every new combat round, noting
  the result. Roll 1d10. On a roll of 1-2,
  use the character’s first (lowest)
  initiative number. On a roll of 3-8, use
  the character’s middle initiative
  number. On a roll of 9-10, use the last
  (highest) number.
  The GM finds the highest initiative
  number rolled, and counts down from
  there. When a character’s number is
  called, they may take their turn. Ties are
  won by the character with the
  lowest DEFT; dice off if
  DEFT is also tied.
  Chapter 5: Combat
  
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  Instead of taking their turn when called,
  characters may Hold. A Held turn may
  be taken at any later point, even if it
  interrupts another character’s turn in the
  middle. If 2 characters try to take their
  Held turns simultaneously, the one
  who’s been Holding longest goes first.
  Only 1 turn can be held by a character
  at a time. No new Initiative is rolled for
  that character until after the Held turn
  is expended.
  A character’s turn consists of a
  movement phase and an Action phase.
  These can be taken in either order, but
  may not be split or mixed or
  individually Held.
  5.21 Actions
  An Action is any task that is too complex
  or too critical to be treated as simple
  movement. Pickpocketing, attacking,
  arguing, and searching are all examples
  of Actions. Actions usually require a
  skill or attribute check to determine
  their degree of success. Normally,
  characters only perform one Action per
  turn.
  5.22 Multiple Actions
  A character may attempt to perform
  multiple Actions simultaneously, with
  a penalty. The die rolls for each of the
  simultaneous Actions suffer a penalty
  of -2 for each extra Action. For example,
  a 
  character 
  firing 
  three 
  shots
  simultaneously makes each of the 3 skill
  rolls at a penalty of -4.
  If an Action that doesn’t normally
  require a check is part of a multiple
  Action, give that Action a base roll of
  15- and then apply the multiple Action
  penalty.
  5.23 Extended Actions
  Tasks that will take longer than a
  movement or Action phase to complete
  uses up both; the character is
  preoccupied and unable to perform any
  movement or any other Actions while
  involved in such a task. Section 4.4 lists
  difficulty modifiers for voluntarily
  taking extra time.
  5.24 Movement
  The distance that a character can move
  in one turn is indicated by their Move
  rate (or swim rate, etc.). Movement
  cannot be stockpiled for use in later
  turns. The GM may deduct Move points
  for other time-consuming activities such
  as opening doors. Any combination of
  actual movement and simple tasks may
  be performed, in any order, up to the
  limits of one’s Move rate. The GM may
  charge more than 1 space of movement
  per space of travel through difficult
  terrain.
  5.25 Zones of Control
  Each character has a “zone of control”
  within 1 movement space of their
  position. If an opponent attempts to pass
  through this zone, the character may try
  to block them. The opponent must then
  make a Dodge skill check, minus the
  character’s Melee Defense. If the check
  is successful, the opponent may
  proceed. If not, their movement ends for
  that turn.
  Chapter 5: Combat
  
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  5.3 Rolling to Hit
  Attacking takes an Action. Make a skill
  check using the character’s skill with the
  weapon they’re using. Apply all the
  normal skill check modifiers where
  applicable, plus the modifiers described
  in the following sections. If the roll to
  hit succeeds, the attack hits the target.
  5.31 Melee & Missile Defense
  A character’s Melee Defense is
  subtracted from an opponent’s chances
  of hitting that character in melee
  combat. A character’s Missile Defense
  is subtracted from an opponent’s
  chances of hitting that character in
  missile combat.
  5.32 Range Modifiers
  Missile attacks (as well as any other skill
  check where range is a factor) involve
  additional difficulty due to distance. A
  difficulty modifier for range must be
  applied:
  Spaces: Modifier: Spaces: Modifier:
  2-4
  0
  17-32
  -3
  5-8
  -1
  33-64
  -4
  9-16
  -2
  x2
  -1 more
  5.33 Cover
  If there is a partial barrier between the
  attacker and the defender, and the roll
  to hit was successful, roll 1d10 to see if
  the cover obstructs the attack.
  If the cover obstructs the attack, roll
  damage and use the Material Strength
  rules to see if the attack penetrates the
  obstruction’s armor. If it does, then the
  obstruction and the target both takes the
  number of points which penetrate.
  An attacker may accept a penalty to aim
  at an exposed part of the target’s body,
  avoiding the cover:
  Cover Type: Obstructed: To Hit Penalty:
  Light
  1-3
  -2
  Medium
  1-5
  -3
  Heavy
  1-7
  -4
  5.34 Surprised & Immobile
  Opponents
  Opponents who don’t know they’re in
  danger (or who are immobilized) don’t
  get to apply their Defenses against
  attacks. The attacker also gets a bonus
  of +2 to hit if the target is mobile but off
  guard, prone, or off balance,
  or +4 if the target is
  completely immobile.
  Chapter 5: Combat
  
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  d10: Default: Critical Success:
  1
  2
  Target’s armor is
  damaged, losing -1/-1
  protection before the
  attack damage is applied.
  2
  7
  Attacker gets an extra
  Action after this one, with
  nofurther multiple Action
  penalty.
  3
  5
  Target falls down, taking
  a full turn to get up again.
  4
  8
  Target gets only 1/2
  normal armor protection
  (round down) vs. this
  attack.
  5
  -
  Target takes its own
  PHYS roll in damage. Its
  armor counts against that
  damage.
  6
  3
  Target drops something.
  7
  -
  Free Head Shot (see 5.61)
  8
  -
  Attack scores high
  damage.
  9
  -
  GM’s option.
  10
  -
  Roll twice & combine.
  d10: Default: Critical Failure:
  1
  2
  Wrong target. Gm chooses
  one near the original. Roll to
  hit them, base 10- to hit.
  2
  1
  Target gets a free roll to hit.
  3
  5
  Attacker falls down, taking
  a full turn to get back up.
  4
  6
  Weapon jammed, taking a
  full turn to unjam.
  5
  -
  Attacker takes its own
  PHYS roll in damage. Its
  armor counts against that
  damage.
  6
  3
  Attacker drops something.
  7
  4
  Weapon stuck. Roll damage.
  You must roll that amount
  or higher on your PHYS roll
  to free the weapon. It takes
  a full move to try.
  8
  3
  Attacker’s armor is
  damaged, losing -1/-1
  protection.
  9
  -
  GM’s option.
  10
  -
  Roll twice & combine.
  Chapter 5: Combat
  5.35 Combat Critical Tables
  If a Critical Success or Critical Failure occur during an attack, roll on the following
  table to determine the results. If the result is inappropriate, switch to the Critical
  listed in the Default column:
  
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  5.4 Damage & Armor
  When an attack hits, the attacker must
  make a damage roll for their weapon
  (or Unarmed Damage if unarmed: see
  2.32). Roll 1d10. On a roll of 1-2, use
  the attack’s first (lowest) damage
  number. On a roll of 3-8, use the
  attack’s middle damage number. On a
  roll of 9-10, use the last (highest)
  damage number.
  Armor worn by the target may reduce
  the amount of damage taken.
  If the target’s armor protection is at
  least twice as high as the damage roll,
  it stops the damage completely.
  If the target’s armor protection is less
  than half of the damage roll, deduct the
  armor value from the damage inflicted.
  If neither of those conditions apply, the
  target suffers 1/2 of the damage roll
  (round up).
  Remember that armor has separate
  protection values vs. Physical and
  Energy attacks; use the one that applies.
  Any damage that penetrates the target’s
  armor is deducted from their Hit Points.
  5.41 Unconsciousness & Death
  Any character or creature which
  sustains over half of its remaining hit
  points in damage from a single attack
  falls unconscious.
  An unconscious character rolls 2d10
  once per round. If they roll their
  remaining hits or less, they wake up.
  The wakeup roll is made during the
  unconscious character’s initiative. A
  character who wakes up may Act and/
  or Move immediately. Unconscious
  characters get an extra roll to wake up
  with a bonus of +2 each time another
  character spends an Action trying to
  awaken them.
  A character whose total remaining hit
  points fall below zero is dying. A dying
  character loses an additional hit point
  per minute from blood loss. Bleeding
  can be stopped by a successful Medicine
  skill roll (consult the Medicine skill
  description). When a character’s hit
  points drop to a negative amount in
  excess of their original Hits, the
  character is dead.
  5.42 Healing
  Characters heal 1 hit point per day of
  rest. A “day of rest” means a full day
  without any strenuous activity.
  Medical skill checks may be made to
  attempt to heal hits at a faster rate.
  Consult the Medicine skill description.
  5.5 Morale
  NPCs who are losing in combat may
  flee. The GM should make a WILL check
  at the start of any NPC’s turn when
  things look bad for them. This can be
  modified by fanaticism, desperation,
  their leader’s WILL, how bad things
  look, etc. If the roll fails, the NPC flees.
  5.6 Called Shots
  Attackers can make called shots to
  achieve results beyond
  merely inflicting damage.
  Chapter 5: Combat
  
  28
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  5.61 Knockout
  A character may attempt to knock out a
  target in one shot by hitting them over
  the head with a blunt object or the blunt
  of a weapon. There is a penalty of -3 to
  hit. Knockout attempts only inflict
  damage equal to the attacker’s PHYS
  roll (+1 level if using a hard, heavy
  object like a weapon, rock, table, etc.).
  Only helmets, toughness, and natural
  armor protect against knockout
  attempts. If a knockout attack hits and
  causes damage, the target must roll their
  PHYS +2 or less on 2d10 (-1 per point of
  damage inflicted by the Knockout
  attempt) to stay conscious. Unconscious
  character may roll to wake up again (see
  5.41).
  Head shots with missile weapons (or
  using the edge of a melee weapon) do
  DOUBLE damage (AFTER armor), but
  do not force the target to roll to remain
  conscious.
  5.62 Disarm
  An attack to disarm suffers a penalty of
  -2 to hit, and inflicts no damage. If
  successful, the target must roll their
  PHYS or less (minus the attacker’s PHYS
  modifier) on 2d10, or else they drop the
  object specified by the attacker.
  5.63 Avoid Armor
  Attackers may attempt to strike around
  their target’s armor. There is a penalty
  of -1 to hit per point of armor the target
  wears (physical armor when making a
  physical attack, or energy armor when
  making an energy attack). If the target
  isn’t wearing a helmet, you can avoid
  their armor completely by attacking
  their exposed head at a penalty of -3. If
  the attack hits, the attacker inflicts their
  normal damage but the target receives
  no armor protection.
  5.64 Attacking Equipment
  An attacker may strike at things their
  target carries or wears. The penalty to
  hit is -1 for large, obvious equipment
  (armored suits, clothing, etc.), up to -4
  for very small items (rings, belt buckles,
  etc.).
  5.65 Death Blow
  An attacker may attempt to slay their
  opponent instantly by scoring a hit on a
  vital organ. The difficulty penalty is -8.
  If the death blow hits and inflicts any
  damage past the target’s armor, the
  target must roll their PHYS or less on
  2d10 at a penalty of -1 per point of
  damage inflicted. If the roll fails, the
  target dies instantly. If the roll succeeds,
  the target is left bleeding 1 hit point per
  combat round until they either die or are
  healed (see 5.41). NPCs should only use
  death blows in pivotal, plot-critical
  duels.
  5.7 Combat Stance
  Characters can adopt a more defensive
  or aggressive stance in combat.
  5.71 Defensive Fighting
  A character may use their Action to
  adopt a “Defensive Stance” instead of
  making an attack. Defensive
  characters receive a bonus of
  +2 to their Defense values. This
  Chapter 5: Combat
  
  29
  Unigames
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  bonus lasts until the character takes their
  next turn.
  5.72 Desperation
  Characters can double their movement
  rate and gain a +2 bonus to their PHYS
  for purposes of physical strength (and
  +2 weapon damage levels) by accepting
  a -2 penalty on all skill checks and
  defense values until they take their next
  turn. Desperation can only be declared
  when you take your turn, but it doesn’t
  take any extra time. Desperation can be
  used to simulate berserk rage, sprinting,
  adrenaline, and so on.
  5.8 Other Fighting Styles
  Unusual fighting techniques require
  special modifications to the basic
  combat rules.
  5.81 Two Weapon Combat
  Characters may carry two 1-handed
  weapons, one in either hand. The two
  weapons may both be used to attack, at
  a penalty of -1 to hit with each. Attacks
  beyond this incur the normal multiple
  Action penalties. A weapon in the “off
  hand” (i.e., the weapon in the left hand
  if the character is right-handed) suffers
  an additional -1 penalty to hit, and the
  PHYS requirement of the off-hand
  weapon is increased by two points.
  5.82 Grappling
  The attacker rolls to hit using the
  Grapple skill. On a successful hit, the
  attacker gets the defender in a hold. A
  grapple inflicts no damage, but if the
  Chapter 5: Combat
  Grapple roll is successful then the victim
  is completely immobilized (see 5.34).
  A grappler may “squeeze” to deal their
  PHYS roll in damage to their victim.
  Squeezing takes a full turn.
  The defender may either attempt to
  break free or counter-grapple on their
  own Action. To break free, the defender
  rolls their PHYS roll. The attacker rolls
  their PHYS roll to resist their escape. If
  the defender rolls higher than the
  attacker, they escape the grapple.
  A successful counter-grapple enables
  them to attack back, and renders their
  attacker immobile as well.
  A Grapple may be attempted at a
  penalty of -3 to hit to put their target in
  a hold where they can do
  nothing but attempt to
  escape.
  
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  6.0 Game Master
  This section offers special advice for
  GMs.
  6.1 Game Balance
  Unlike in many other RPGs, in Pocket
  Universetm every single attribute and
  skill point represents a very significant
  increase in ability. As a result, GMs
  must be especially cautious about
  confronting their PCs with opponents
  who outclass them by more than a point
  or two in combat related abilities.
  6.2 Creatures
  Non-sentient 
  creatures 
  have 
  a
  Perception (PERC) Attribute instead of
  INTL. PERC is a limited
  form of INTL which is
  mainly 
  used 
  for
  sensory 
  abilities.
  PERC can be used as
  INTL at a penalty
  of -4.
  Here 
  is 
  an
  example of the
  way creature
  statistics are
  presented
  in Pocket
  Universetm:
  Crocodile
  PHYS: 11    Hits: 13
  DEFT: 10    Bite: 3/5/7
  PERC: 10    Initiative: 1/2/3
  WILL: 11    Move: 4
  Armor: Scaly hide, 3/2
  Skills: Bite 12-, Dodge 11-
  Melee: 1 Missile: 1
  6.3 Experience Advancement
  At the end of each game session, the GM
  awards the participating PCs with
  experience points (EPs). EP awards can
  range from 1 to 3 EPs per session,
  depending on how well the players role-
  played and how heroic their characters
  were.
  EPs are spent to purchase or
  improve skills as outlined in
  the section 2.4. Attributes
  may also be improved. It
  costs a number of EPs
  equal to a character’s
  current score in an
  Attribute 
  to
  increase that
  Attribute by 1
  point. When
  an Attribute
  i n c r e a s e s ,
  any 
  skills
  based on it
  i n c r e a s e
  automatically.
  Chapter 6: Game Master
  
  31
  Unigames
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  7.0 Appendix
  7.1 Online Resources
  Errata, expansion rules, and other
  resources can be found on the web at
  the following URL:
  www.io.com/unigames/pu
  Email rules questions, complaints, and
  suggestions to unigames@io.com.
  7.2 Credits
  Design, Layout & Illustration: Jeff Dee
  and Jeff Jones
  Initial Concept & Additional Design:
  ‘Manda
  Chapter 7: Appendix
  
  Physical
  Energy
  -10=
  9-10
  3-8
  1-2
  9-10
  3-8
  1-2
  9-10
  3-8
  1-2
  +
  +
  +
  +
  +
  +
  +
  +
  +
  =
  =
  =
  =
  =
  =
  =
  =
  PORTRAIT
  +
  +
  9-10
  3-8
  1-2
  :
  Unspent:
  Contact Points:
  Appearance:
  Spent:
  Initiative:
  PHYS:
  PHYS:
  DEFT:
  DEFT:
  INTL:
  INTL:
  WILL:
  WILL:
  Personal Traits:
  Contacts:
  Equipment:
  Money:
  Defenses:
  Melee:
  Missile:
  Total Armor:
  Helmet:
  Worn Armor:
  Shield:
  Hits:
  Hits:
  Character Name:
  Move:
  Age:
  Sex:
  Player:
  EPs:
  Skill Name:
  Base:
  Plus:
  Skill:
  Modifiers:
  Total:
  Physical
  Energy
  Modifier
  +
  +
  +
  +
  +
  +
  +
  +
  =
  =
  =
  =
  =
  =
  =
  =
  +
  +
  =
  =
  +
  =
  Weapon:
  Skill:
  Hit:
  Total:
  +
  =
  +
  =
  +
  =
  9-10
  3-8
  1-2
  (c) 2001 UNIgames. Permission granted to photocopy for private use. Pocket Universe is a trademark of UNIgames.
  Skill Name:
  Skill:
  -10=
  +
  +
  Natural Armor:
  Armored DEFT:
  +
  =
  TM
  EPs: Starting:
  DEFT Limit
  Range:
  
SOURCE: textdata/thevault/Pocket Universe/Pocket Universe Corebook.pdf