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Simple-10 Core Rules 2.0

Simple-10 Core Rules 2.0

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Published by Randal Snyder
Simple 10 is a simple, cinematic, universal RPG system. The core rules present the minimum rules needed to run a game. For more information on Simple 10 go to SunderedEpoch.org
Simple 10 is a simple, cinematic, universal RPG system. The core rules present the minimum rules needed to run a game. For more information on Simple 10 go to SunderedEpoch.org

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Published by: Randal Snyder on Oct 29, 2009
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SIMPLE 10 V2.

00
Simple 10 is a basic rules-lite RPG designed as a resolution method for all conflicts in an RPG. By keeping the game mechanic simple we reduce the need for rules to the point that the focus of the game surrounds the characters, the story, and the fun rather than rules.

INTRODUCTION ............................................ 4

COMBAT ...................................................... 17

CHARACTER CREATION.............................. 5

COMBAT EXAMPLE: ................................... 19

SPECIES ........................................................ 7

SPECIAL RULES (OPTIONAL) .................... 21

ABILITIES....................................................... 9

MAGICAL POWERS..................................... 25

ABILITY USE................................................ 13

TIPS AND HINTS .......................................... 27

CHARACTER IMPROVEMENT.................... 14

SAMPLE CHARACTERS ............................. 28

EQUIPMENT................................................. 15

Simple 10 – www.SunderedEpoch.org

Page 3 of 30

By Randal Snyder ©2012

INTRODUCTION
Role-playing games are a form of playing “pretend”. Remember back when we were kids playing cowboys and Indians? Well this is basically the same concept. Except that when you were playing cowboys there was no way to figure out who won. Back in the day you might have played rock-paperscissors or flipped a coin. These are great if everyone had equal abilities and knowledge. But what if one of you was far superior to the other? Here is where role-playing games come in. To decide who wins, we roll dice and add modifiers. In the end we are still just playing Cowboys and Indians, except now we have some rules that help us decide who wins.

DICE
Simple 10 uses ten-sided dice to generate random numbers and effects. All players should have at least one die. A roll of 0 on the die equals 0 and also results in an automatic failure for skill checks (see below). A roll of 9 allows the player to roll again and add the next roll to the previous die roll. If you roll another 9, then roll again.

BASIC TERMS
The following are some basic terms that you will see used throughout this book. Ability – A skill or power Attribute – Body, Mind, and Spirit d10 – A ten-sided die. Also seen as 1d10 or 2d10 GM – Game Master PC – Player Character Task Modifier – An attribute or average of attributes that modifies an Ability WP – Wound Point

GAME GROUP
To get started, you need some friends. One friend will take the roll of the Game Master (GM) and the other Players will take the role of Player Characters (PCs). The Game Master is in charge of setting up the story, and will play the role of all characters in the game not controlled by a Player. More often than not, he will play the role of the villains that oppose the PCs. Player Characters are the stars of the game and the story revolves around what the PCs do and say.

MATERIALS
To get started you will need some basic materials. All of the players will need notebook paper, a character sheet, pencils, and some dice. Optionally, you may want to have a miniature to represent your character.

Simple 10 – www.SunderedEpoch.org

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By Randal Snyder ©2012

CHARACTER CREATION
Creating a character is as simple as spending a handful of points on Attributes and Abilities. Mind – All mental abilities, such as reason, problem solving, intelligence, and logic, are represented by the Mind Attribute. Spirit – The spirit represents the character’s inner power including willpower, personality, and emotional control. Attributes Score Description -5 or -4 Decrepit -3 to -1 Below Average 0 Average 1 to 3 Exceptional 4 to 5 Legendary 6 and up God like

SPECIES
Before you can begin creating your character you need to decide what species you want to play. Each species has a different set of abilities. Humans gain a bonus of +2 Ability Points. See the list of species for more details. Some species cost either Attribute Points or Ability Points. This is to help balance them to humans or other species.

POINT POOLS
To start your character you must get a number of Points from your GM to create your character. The GM will give you two separate pools to spend from. One pool is for Attributes, and the other is for Abilities. In general, characters will start with 3 Attribute Points and 3 Ability Points. Point Pools Experience Attribute Ability Max Ability Novice 2 1 1 Hero 3 3 2 Expert 4 5 3 Master 5 7 4 Legendary 6 9 5

ABILITIES
Abilities can be anything from skills, such as swordsmanship, to supernatural abilities, such as life draining. The list of possible abilities is virtually endless and samples have been provided later in this manual. Most abilities are able to be raised and improved. But some Abilities do not have a modifier and your character simply is able to use the ability whenever it is appropriate. During character creation, spending 1 Ability point gives you a score of 1 for the ability. You may spend more ability points to increase your ability up to the Max Ability value listed in the Point Pool table. Abilities generally range from 0 to 5. With only a few exceptions, abilities are added to a Task Modifier. Score 0 1 2 3 4 5 Abilities Description Novice Average Professional Expert Master Grand Master

ATTRIBUTES
There are three attributes: Body, Mind, and Spirit. Each attribute will have a score from -5 to +5 where the human average is 0. All characters start with an attribute of 0. Spending one attribute point will increase the Attribute by +1. You can also reduce an Attribute to increase another one. Body – The body attribute controls all physical features of the character including strength, agility, and health.

Simple 10 – www.SunderedEpoch.org

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By Randal Snyder ©2012

COMMON TASK MODIFIERS
Task Modifiers are either Attributes or averages of Attributes that get added to an Ability. There are several tasks that your character will attempt on a regular basis. And each task can have its own modifier based on attributes and abilities. For example, the Negotiation ability uses the Social modifier during negotiations, but the Con-Artist ability uses the Social modifier when lying. When finding the average round decimals up. Dodge, Stealth, Throw = Average (Body + Mind) Health = Body +5 Max Damage = Health x2 Initiative = Body + Mind + 10 Melee = Body Morale = Spirit Perception = Mind Ranged = Mind Social = Average (Mind + Spirit)

career and how does he live? You don’t need to go overboard on detail, but having some important highlights are a good starting point.

PHYSICAL STATURE
Most characters are considered “normal” for their species, but eventually someone will want to play a character with an extreme stature for their species. If the GM allows, the character can be up to one size larger or smaller than the norm for their species. Optionally, the GM can roll 1d10 and on a roll of 0 the character is abnormally large or small.

PHYSICAL DESCRIPTION
So you’ve got your three attributes, skills, a name, background, and now what? Well, what does your character look like? The most obvious attribute that will affect your character’s physical appearance is his Body score. A high Body indicates physical fitness whether it is muscular strength, quickness or speed, or stamina. Regardless, the lower the character’s Body score, the less physically impressive they would appear. But there are other details you can include like personal taste in clothing, scars, tattoos, visible birth marks, moles, and so on. Try to make your character unique.

FLESHING OUT THE CHARACTER
Your character needs more details than just the minimums above. Your character is one of the stars of the story so it deserves to get some more details than the nameless minions of the bad guys.

NAMES
Do we even need to talk about names? YES!!! They are THAT important. Try to pick a name that is consistent with your view of the character, its heritage, and ethnicity. A bold name might reflect a bold character. Or maybe irony is your flavor (a big guy named Tiny, or a skinny mousy guy named Butch).

PERSONALITY
Possibly more important than anything else (except for a name) is the character’s personality. You can summarize your character’s individuality by writing down words or phrases that best describe your character. These should serve as a reminder for you to help differentiate between one character’s personality and another. Each character should have two to five personality traits. For example: bold, caring, likes cuddly things.

BACKGROUND
Most people have a story that summarizes who they are, where they came from, and tells a bit about where they are going. So it makes sense that characters should have some basic details like that too. Try to think about what your character might have done in the past and include some details. What is his Simple 10 – www.SunderedEpoch.org

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By Randal Snyder ©2012

MOTIVATIONS
Like the character’s personality, their motivations are what makes them do what they do; their purpose for being involved in the adventure. These can be single words or phrases and should be a reminder of what

is important to the character. Additionally, these can help the Game Master tie your character into the plot. Try to come up with one to three words or phrases that summarize what is important to your character.

SPECIES
Depending on what kind of game your GM is running, you may be able to pick a non-human species. Some species with a large number of abilities will have a cost in either Attribute Points or Ability Points. Others will have an Ability with a negative modifier meaning that the species is particularly bad at that ability.

DWARF
A dwarf looks like a short, stocky human. They tend to be slightly taller than 1 meter with full beards. Dwarf: Dark Vision +1, Hearty +1, Mountain Walk +1, -1 Ability Point

HUMAN
Humans are the standard starting point for any species. Humans start with any two Abilities at +1 each. Human: Any 2 Abilities at +1

ELF
Elves are tall and slender and have very sharp features including pointed ears, high cheeks, and slender chins. Elves are roughly the same height as humans. Elf: Dark Vision +1, Bows +1, Health -1, Forest Walk +1, Ageless +1, -1 Ability Point

CAT FOLK
Cat folk are feline in appearance and stand roughly the same height as humans. There are many races of cat folk from lion-like to those that look like common house cats. Cat Folk: Dark Vision +1, Climber +1, Jumper +1, -1 Ability Point

GNOLL
Gnolls are dog-like in appearance with slightly human-like bodies and hyena-like heads. Gnoll: Body +1, Mind -1, Dark Vision, Tack by Scent

CENTAUR
Centaur have the upper body of a human connected at the hips to the body of a horse. They stand taller than a human at up to 2.5 meters. Centaur: Mind -1, Spirit +1, Climb -2, Pack Mule +2, Fast, Tough +1

GNOME
Gnomes are thought to be relatives of dwarfs, but are even shorter and not quite as stocky. They tend to be roughly half as tall as humans. Gnome: Dark Vision +1, Small Size (-1 Melee/Thrown Damage, -1 Health, +1 Dodge), Resist Mind Spells +1

Simple 10 – www.SunderedEpoch.org

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By Randal Snyder ©2012

GOBLIN
Goblins tend to be human-sized with green, brown, or redish skin with large mouths, eyes, and sharp, pointy ears. Goblin: Body -1, Mind -1, Spirit +1, Dark Vision +1, Sneaky +1, Dodge +1

Hobbit: Body -1, Spirit +1, Small (-1 Melee/Thrown Damage, -1 Health, +1 Dodge), Sneaky +1

OGRE
Ogres are large, dumb, brutes. They stand nearly three meters tall with a primitive appearance. Ogre: Body +2, Mind -2, Large (+1 Melee/Thrown Damage, +1 Health, -1 Dodge), Savage, Intimidate +1

HOBBIT
Roughly half as tall as a human, hobbits appear to be short, stout humans with large, hairy feet.

Simple 10 – www.SunderedEpoch.org

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By Randal Snyder ©2012

ABILITIES
The following abilities are only a small sample of what you can have in your games. There is no limit to the abilities that you can have except that your GM may want to restrict things. Below we have divided the abilities into Perks and Powers. Perks are mundane, and could be abilities that any normal person might have. Powers tend to be superhuman or magical in nature and will change the feel of the game in significant ways. Bonuses from abilities are not added together so if two abilities could be used, then choose the higher of the two. Con-Artist (social) – Charming and convincing, the con-artist perk gives bonuses to lies and deception skill checks. However, if caught, the outcome is usually much worse than if he didn’t use this ability. Courage (spirit) – The character is brave and gains a bonus against any fear or morale checks. Crossbowman (ranged) – Trained in the use of a crossbow, the character gains a bonus to Ranged attacks when using a crossbow. Diehard (max damage) – Character gains a bonus to their Max Damage equal to the perk. Drug Resistant (body) – The character metabolizes drugs and other chemicals differently and gains a bonus against intoxication by drugs. Endurance (body) – Most characters are capable of short runs, but in contests of distance or duration add the perk to the skill check. Evasive (dodge) – The character’s erratic movement in combat makes him difficult to hit with ranged attacks and gains a bonus to his dodge. Fast (special) – When unarmored, the character moves faster than normal characters and can make melee attacks during the Ranged Combat phase. Flexible (body) – Flexible characters gain a bonus to any physical or Body based checks that require flexibility like escaping chains, wrestling defense, climbing through tight spots, etc. Grenadier (throw) – The character gains a bonus when throwing rocks, grenades, and other grenadelike objects. Golden Eye (perception) – The character has an eye for value and gains a bonus to any perception checks to determining the value of something or even seeing something of value. Hatchet Man (melee) – The character gains a bonus when using axes and hatchets. Hacker (mind) – The character is adept at computer technology and gains a bonus to computer use, especially related to computer security. By Randal Snyder ©2012

PERKS
Acrobat (dodge) – The character can use the Acrobat perk to reduce damage from falling or to perform tricks that require flexibility and strength. Archer (ranged) – Trained in the use of the bow, the character gains a bonus to Ranged attacks with bows equal to his ability. Awareness (perception) – The character is more likely to avoid being caught off guard and gains a bonus against Stealth checks used against him. Bludgeoner (melee) – The character gains a bonus to Melee attacks with blunt weapons like clubs, maces, and staffs. Blind Sense (special) – The character has developed a technique that negates penalties due to darkness or blindness equal to their score. Brawler (melee) – While not necessarily a trained fighter, the brawler perk gives a bonus to Melee attacks while unarmed or using unusual weapons like chairs, bottles, table legs, and so on. Brawlers use unconventional attacks and are often unpredictable. Climber (body) – The character gains a bonus to his Body for any climbing attempts. Combat Mind (initiative) – The character has an understanding of what will happen in combat and gains a bonus to his Initiative Mod equal to his score. Simple 10 – www.SunderedEpoch.org

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Healthy (health) – Healthy characters have an added bonus when trying to resist diseases including magical ones like a zombie’s bite. Hunter (perception) – Hunters gain bonuses when searching for food or encounters. Inspire (spirit) – A character can attempt to encourage others to do better than they normally would. This inspiration provides a bonus to the inspired character’s skill check. The Target Number is equal to the target number for the skill check. If the Inspire check wins then the character gains a +1 bonus. Intimidate (special) – The character has an appearance or intense personality that adds to the target number for an opponent’s morale check. Intuition (perception) – Some characters have a strong sense for danger. Intuition gives a character a bonus on checks to determine if someone is lying or leading them into danger and gets a bonus to their skill checks equal to their score. Jumper (body) – The character gains a bonus to jumping. Large (special) – The character is approximately twice the size of a human and gains -1 Dodge, -1 Stealth, +1 Damage with Melee and Thrown Weapons, and a +1 Health. This ability can only be chosen during character creation. Marksman (ranged) – When shooting with firearms the character gains a bonus equal to their marksman score. Martial Arts (melee) – Trained in a particular style of martial arts, the character gains a bonus to unarmed melee attacks equal to his score. You may name the martial arts if you wish. Mechanic (mind) – Add the Perk modifier to the Mind attribute on checks for repair and modification of engines, automobiles, air planes, and so on. Medic (mind) – Trained in medical aid, the character gains a bonus to his Mind Attribute when attempting to use medical equipment or to help a character. Negotiator (social) – The character is adept at talking and getting their way.

Pack Mule (body) – The character is extremely strong and gains a bonus to encumbrance equal to their score. Pilot (special) – The character knows how to pilot aircraft such as jets, propeller planes, and some space craft. Normal Piloting is based on the Mind. Combat piloting is normally based on Ranged for attack or Dodge for defense. Rage (special) – This power allows the character to fly into a rage increasing their damage with melee or thrown weapons equal to their Rage score. Generally speaking, a character can only use their rage ability in one combat per day per point of their ability. Also, the character must end their rage in order to use Mind based skills. Reflex (dodge) – The character has quick reflexes and is good at dodging thrown weapons and melee attacks. Savage (social) – The character cannot relate to “modern” society and suffers a -1 penalty to all social encounters. However, they gain any other Ability at +1 in exchange. This ability can only be chosen during character creation. Shark (social) – As in card-shark or pool-shark. The character has developed a skill for games of skill and chance that exceeds most others and gains a bonus to any game contest. It’s not cheating so much as knowing the odds. Shield Man (melee) – The character gains a bonus to his melee score vs. Melee, Thrown, and archery attacks when using a shield. Showmanship (social) – A born performer, the character gains a bonus to any performance based checks requiring charisma or style. Slender (special) – The character gains a Dodge +1, but suffers a Health -1. Choosing this ability does not cost any Ability Points but can only be chosen during character creation. Small (special) – The character is approximately ½ the size of a normal human and gains a +1 Dodge, +1 Stealth, -1 damage with Melee and Thrown weapons, and a -1 Health. This ability can only be chosen during character creation.

Simple 10 – www.SunderedEpoch.org

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By Randal Snyder ©2012

Smith (mind) – Skilled in metal working, the character can manufacture items from metal. Smithing is added to the Mind Attribute. Sneaky (stealth) – Used to trying to stay out of sight, the character gains a bonus to surprise checks when trying to avoid being seen or heard. Spearman (melee or throw) – Trained in using spears and poles, the character gains a melee bonus equal to their spearman score when using a spear. This applies to Melee or Ranged combat. Swordsman (melee) – Trained in swordsmanship, the character gains a bonus to melee attacks equal to their power when using a sword. Tech (mind) – The character gains a bonus to his Mind Attribute on building, repairing, and modifying electronics. Tough (health) – The character can take more abuse than others of his same build and gains a bonus to his Health score equal to his Toughness ability. However, this bonus does not apply to his maximum damage. Tracking (perception) – Tracking allows the character to follow others based on visual clues such as tracks in the dirt, broken twigs, etc. Hard surfaces make it more difficult to track characters. A tracked character can use stealth to contest tracking if they are aware of the tracker. Track by Scent (perception) – The character can track other characters by their smell. Trapper (perception) – When searching for food, the character gains a bonus. This also applies to surprise checks when trying to capture an encounter. Weapon Mastery (melee) – The character has trained extensively with a particular type of weapon such as swords, maces, axes, poles, and so on, and gains a bonus to melee attacks with that type of weapon. Wrestler (melee) – When fighting unarmed, the wrestler gains a bonus to melee attacks and dodges for grabs, throws, holds, entanglement, and other wrestling moves.

POWERS
Ageless (spirit) – Characters are unaffected by natural aging effects. Magical aging is contested with their Spirit plus their Ability bonus. Animate Corpse (spirit) – Characters with this ability can create zombies from the dead corpses of other creatures. They can only control 1 zombie per point of their Spirit. Armored Flesh (none) – Some characters have a natural armor or might be able to change their bodies to become like armor. Their armor value is equal to their score. Blink (mind) – The character is able to teleport a short distance in an effort to achieve surprise. Use Blink as if it was Stealth. Generally speaking, the character cannot blink more than 10 meters from their starting position. Breath Weapon (spirit) – Dragons and other mythical beasts can breathe fire, poison gas, acid, etc. Charm (spirit) – Charmed characters will believe that the character is a friend, ally, or lover, and will protect them appropriately. You can only charm one person per point of Spirit. Create Zombie (spirit) – The character can infect others with the Zombie disease. Infected characters take 1 Wound Point per day and cannot heal these wounds. Other wounds heal as normal. When the character dies they will return as a zombie. Cure Disease (spirit) – The character can attempt to cure a disease. Only one person can be cured per day per point of their Spirit. Magical diseases require a contest between the disease and Cure Disease. Dark Vision (none) – Characters are unaffected by normal darkness, but magical darkness can still affect them. Decay (spirit) – A character targeted with this ability must resist using his Spirit or suffer damage from decaying flesh. The effect is gruesome, painful, and smells horrible. Energy Resistance (none) – Attacks against the character using a specific type of energy (fire, electricity, etc.) can be resisted as if the character had armor. By Randal Snyder ©2012

Simple 10 – www.SunderedEpoch.org

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Enthrall (spirit) – The character has the ability to mesmerize characters with their gaze or voice. Enthralled characters will do as commanded. Only one character can be enthralled per point of the ability. Flying (special) – Some characters can fly. This can be because of wings or some supernatural ability like magic. The flying power is based on the attribute most appropriate for the method of flight. Wings would be based on Body, levitation or technology would be based on Mind and magical abilities would be based on Spirit. Forest Walk (spirit) – The character can move through forests and woodlands without restrictions. If another character uses an ability like Tangle-root, then roll a contest. Healing (spirit) – Characters can use this ability to heal wounds on himself or others. On a roll of 12-13 the character recovers 1 WP, 14-15 recovers 2 WP, and 16-17 recovers 3 WP. This ability can only be used once per day per point of the ability. Life Drain (spirit) – The character is able to draw the life-force from one character and restore it to themselves. On a successful Life Drain half (rounded up) is a Wound Point to the target and half (rounded down) is healed from the attacker. Thus on a success of 5 the target takes 3 WP and the attacker is healed 2 WP. Invisibility (stealth) – With invisibility, the character can avoid being seen. They can add the ability modifier to their Stealth score and can attempt to surprise every combat round that they are invisible. Magic (spirit) – Characters with the Magic ability can cast spells as a magician, wizard, sorcerer, and so on. See the section on Magical Powers for details. Mind Control (mind) – The character is able to manipulate another creature and force them to do their bidding.

Mountain Walk (body) – Characters are unaffected by mountainous or rocky terrain. Regeneration (body) – A character can attempt to recover Wound Points. On a roll of 12-13 the character recovers 1 WP, 14-15 recovers 2 WP, and 16-17 recovers 3 WP. This ability can only be used once per day per point of the ability. Shape Energy (spirit) – The character can form electricity or other energy source into weapons. The type of energy must be named as part of the ability. Shape Shifting (spirit) – Some creatures are able to change into other creatures. The Shape Shifting ability allows the character to choose one alternate shape per point of their ability. Summoning (spirit) – The character is able to call forth creatures, allies, or underlings and teleport them to his side. Only one underling can be summoned per point of the power per day. Telekinesis (mind) – The ability to move objects with your mind. Telekinesis can be used to make Ranged attacks with melee weapons. Tangle-root (spirit) – The character has a bond with plants so strong that they can command trees and bushes to ensnare foes. Teleport (mind or spirit) – A teleporter can move long distances to anywhere they know well. If they have never been to a place, they cannot teleport there. A character can only teleport once per day per point of their power.

Simple 10 – www.SunderedEpoch.org

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By Randal Snyder ©2012

ABILITY USE
There are three general ways to resolve an ability check: Contest, Test, and Open Ended. When your character needs to accomplish something he will roll 1d10 and add the appropriate attribute and ability to the result. A roll of 0 is an automatic failure. On a roll of 9, roll again and add the result to your total.

TESTS
Tests are rolls against a target number. The average task has a T# of 7. It is nearly impossible to complete a task with a T# 20. Target Numbers Target # Description 5 or less Easy 6-8 Average 9-11 Hard 12-14 Heroic 15-17 Inhuman 18-20 Nearly Impossible

SPENDING TIME
Every time a character tries to do something you must spend time. The GM should decide how much time the character needs to spend in order to attempt something. For example, writing a term paper might take a minimum of 1 hour to do it right. If your character spends twice as much time as needed you can roll two dice and take the higher roll. Characters may take up to three times as much time as normal to roll 3d10 and take the best. On the other hand, if you take ½ the time to do something, roll two dice and take the lowest. If you spend less than ½, then roll three dice and take the lowest.

MODIFYING SKILL CHECKS
Sometimes a character will try to do something while being distracted. On the other hand, maybe there is a bonus due to magic, equipment, or other benefit. As a result, you may impose penalties or bonuses to skill checks. Generally speaking, a +/- 1 represents a strong bonus/penalty that might be natural. At +/- 2, this would be severe and far exceeding “natural” bonuses. Anything beyond this is “crazy” and beyond the bounds of nature. There better be a pretty good reason to impose a bonus/penalty this high.

CONTESTS
Contests are the most common ability check and occur when you have two characters competing for something. Both characters roll their ability check and the higher total wins. On a tie you have a stalemate and no one wins or has an advantage over the other.

CRITICAL SUCCESS/FAILURE
Any roll that misses or beats its target by 5 or more is considered a critical success/failure. On a critical success, let the player choose a secondary effect to represent their severe success. On a failure, let the opponent choose a secondary effect. Secondary effects can be anything from breaking tools, armor, tripping someone, convincing them to give you all their gold or whatever is appropriate for the scene. Additionally, if you were to build a suit of armor you might make it lighter, stronger, prettier (and thus more expensive), easier to move in, and so on. The GM can overrule any suggestion that is too extreme. By Randal Snyder ©2012

OPEN ENDED
Open Ended rolls are simply to see how well something was done and is usually used for tasks where success and failure do not matter. Use the table for Tests to determine what other character’s reactions are to these success rolls.

Simple 10 – www.SunderedEpoch.org

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CHARACTER IMPROVEMEN T
When your character is involved in a game, he gains experience points or plot points. These points can be spent throughout the game for different effects.

INCREASING ATTRIBUTES
To increase an attribute that is below 1, each point costs 20 XP. If you try to increase an attribute above 0, then add 1 to the attribute and multiply by 20. Thus it will cost 20 XP to raise a score from 0 to 1 and it will cost 100 XP to increase from 4 to 5. Note: If the species has an attribute modifier, subtract the modifier from the score before calculating. Thus if an ogre tries to increase his 4 Body he really has a score of 2 because of his +2 species bonus.

EXPERIENCE POINTS
After every game session your GM should give you a number of experience points (XP). A typical game should give you 1-3 points where 1 point is a slow night and 3 points is a very busy, fun night. The GM may wish to alter this model based on his playing style or the desires of the game group.

PLOT POINTS
When a character becomes integral to your story and you begin revolving the story around a character you may want to give them Plot Points. These are special points that signify that the character is important and cannot be killed – yet! A plot point can be spent to rewrite a scene and make the outcome benefit the character. For example if a character is shot and killed, the player can spend a plot point to knock the character out instead or even miss completely. This can be used for miraculous survivals such as being the only survivor of a plane crash or escaping the collapse of a burning building. Why? Because your character is too important to die!

INCREASING ABILITIES
To raise an Ability score by +1, add one to your current skill and multiply by 10. Thus to raise an Ability from 3 to 4 will cost 40 points.

REROLLING DICE
A player can spend one XP to reroll any skill check once. Use the higher total. If multiple dice were rolled then roll all of the dice again.

Simple 10 – www.SunderedEpoch.org

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By Randal Snyder ©2012

EQUIPMENT
Some items will add or subtract wound points or give bonuses to skill rolls.

EXPLOSIVES
Explosives affect an area and cause damage independent of a success roll. The modifier for an explosive is based on how powerful it is and ranges from -5 to +5. Roll 1d10 and add the modifier. Characters in the area must roll a Dodge check vs. the explosive. If an explosive is thrown, the attacker and target roll a normal attack/defense. If the attack succeeds then add the explosive’s bonus to the attack to calculate wound points. Explosives Rating Firecracker -5 Flash Grenade* 0 Stun Grenade ** 0 Dynamite +1 Fragmentation Grenade +2 ¼ KG of C4 +2 ½ KG of C4 +4 * Causes blindness ** Temporary Damage

ARMOR
Armor reduces Wound Points caused by weapons. Light armor subtracts -1 from any wounds, heavy armor is -2, and up to -5. A character’s Body score determines how heavy their armor can be. Subtract the armor value from the character’s Body. The result is equal to the penalty the character suffers from any Body or Physical based skill. Thus if you have a 2 body and wear armor with a -3 WP, the character suffers a -1 penalty. Armor Light Medium Heavy Armor WP -1 -2 -3 to -5 Notes Kevlar vest, sports gear, leather armor Full coverage of light armor or partial coverage of heavy armor Military grade armor, full plate armor

DURABILITY (OPTIONAL)
Some objects can be broken easily and others are extremely strong. All objects have a durability rating from 0 to 9. For tools and weapons, on a roll of 0 on a skill check, roll again. If the second roll exceeds the object’s durability then the item breaks. Armor can withstand greater abuse. If an attack causes a wound that is more than the value of the armor, then the armor takes damage also. Roll for its durability. Durability Rating Wine Glass 1 Glass Bottle 2 Hardwood Pole 4 Leather 4 Plastic, Impact Resistant 5 Aluminum 6 Steel 8 Simple 10 – www.SunderedEpoch.org Page 15 of 30

FIREARMS
Pistols typically have a +1 WP modifier, Rifles +2. Fully automatic firearms gain a +1 WP and give a +1 bonus to their attack roll. More powerful weapons such as canons or laser rifles will add up to +5 Wound Points. Firearm WP Notes Light Pistol +0 22 cal or smaller Pistol +1 Heavy Pistol +2 44 cal or larger Light Rifle +1 22 cal or smaller Rifle +2 Heavy Rifle +3 50 cal and larger

By Randal Snyder ©2012

MELEE WEAPONS & ARCHERY
Some weapons cause temporary damage. If a weapon causes ½ temporary damage and results in a decimal, then round the Temp damage up and the Wounds down. Melee Weapon Unarmed * Blunt ** WP Notes -1 Punching, kicking, wrestling 0 Clubs, bats, frying pans Swords, axes, knives, spears, arrows

Slashing, Cutting, or 0 Piercing * Temporary Damage ** ½ Temporary Damage

Encumbrance Body Carry Max -5 3.5kg 18kg -4 5kg 25kg -3 7kg 35kg -2 10kg 50kg -1 15kg 75kg 0 20kg 100kg 1 30kg 150kg 2 50kg 250kg 3 75kg 375kg 4 110kg 550kg 5 165kg 825kg

MEDICAL AID
Certain tools can be used to assist with medical procedures. The following list are simply guidelines. Medical Equipment Mod None -2 First Aid Kit -1 Trauma Kit 0 Field Hospital +1 Ambulance +1 Trauma Hospital +2 High Tech World +1 Low Tech World -1

ACCURACY
Some weapons are more accurate than others. As a result you might suffer a penalty for using a weapon. The following are some obvious modifiers. Archery Weapon Accy Notes Bows -1 -1 Accy for multi-shot Crossbows 0 -2 Accy for multi-shot Whips & Chains -1 Entanglement Black powder guns -1 Cannot multi-shot

ENCUMBRANCE
Once again we must balance rules with simplicity. However, it might be necessary to put some realworld limits to a character’s carrying/lifting ability. If a character carries more than their Carry value then they suffer a -1 penalty to all Physical or Body based skill checks. At twice the Carry weight, the penalty is at -2 and so on up to a the Maximum which is -5. Note that a creature’s size can affect how much they can carry. Larger creatures can carry more than their Body score and smaller creatures carry less than their Body score allows.

SHIELDS
Shields can be used as offensive or defensive weapons. For offense, they are treated like any other blunt weapon. However, you may attach spikes to the shield to increase its damaging potential and turn it into a piercing weapon. As a defense, it depends on the size of the shield. Small shields will give a +1 bonus to a Dodge check. Larger shields will grant the +1 dodge bonus but also 1 point of armor. Armor bonuses do not stack. Shield Dodge Armor Small +1 0 Large +1 1

Simple 10 – www.SunderedEpoch.org

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By Randal Snyder ©2012

COMBAT
Combat is important to any climactic story. These options are for quick and deadly cinematic results. zombie got a 3 dodge, then Billy would have caused 5 wound points.

COMBAT ROUND
One combat round is roughly ten seconds, which is a lot of time. Thus it is not uncommon for unarmored characters to be knocked out in one round. One combat round is broken down into four different phases: Initiative, Targeting, Ranged, and Melee.

MELEE COMBAT PHASE
Melee combat uses hand weapons or unarmed attacks. Starting with the highest initiative, both the target and attacker roll their skill. The attacker uses any ability that is appropriate for the weapon used. The defender can use a weapon, shield, or another applicable Ability. If the defender uses a weapon then he can wound the attacker if his roll is higher. If either character gets higher than the other then the difference in the roll is equal to the number of Wound Points a character takes. Thus if Billy the Kid is attacked by a zombie and rolls a 7 melee and a zombie rolls a 5 melee, then the zombie takes 2 wounds. If Billy the Kid tried to dodge he would not have caused any Wound Points.

INITIATIVE PHASE
At the beginning of combat, roll initiative on 1d10 + Initiative. Characters act in order from the highest roll to the lowest. Characters that tie go at the same exact time.

TARGETING PHASE
The Targeting phase is used to determine who gets attacked by more than one character, which could result in bonuses. The character with the lowest total must declare his actions and choose his target first. Continue until everyone has chosen a target. If a character’s target is incapacitated or killed before his turn, the character can change his target at that time.

GANGUP
If two or more characters use Melee attacks against the same target then they get a +1 bonus for every additional character that is helping them. This only applies to melee combat. Thus if three characters are attacking the same target, then all three get a +2 bonus to their attacks.

RANGED COMBAT PHASE
Ranged combat happens before Melee Combat. Start with the highest initiative and count down. When a character attacks another with a ranged weapon such as a bow, gun, stones, and so on, both roll their skill checks in a contest. The attacker uses the Ability appropriate for the attack and the defender uses the Dodge modifier or an appropriate ability. If the attacker’s roll is higher than the target then the attack hit and might cause damage. Subtract the target’s roll from the attacker’s. The difference is the number of Wound Points that the target took. Thus if Billy the Kid shot a zombie and rolled an 8 and the Simple 10 – www.SunderedEpoch.org

DAMAGE SURVIVAL
All characters can take 5 wound points plus their Body attribute before falling unconscious. A character will die if they take more than their Max Damage score. Characters that have a 0 health score will be knocked unconscious on any roll that results in 0 damage or more and are so fragile that they have a Max Damage of 1. If they take 2 points of damage, they die.

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By Randal Snyder ©2012

EFFECTS OF DAMAGE
Taking a wound hurts. Wound Points are serious injuries and characters that are wounded suffer some serious penalties. In a cinematic game, characters can be struck several times but seem to feel no effects. Thus you might have descriptions of wounds like: “Bullets fill the air as you dive for cover as bullets send shrapnel into the air. You feel the sting of several shots of hot lead grazing you for 1 Wound Point.”

DEATH AND DYING
When a character takes more Wound Points than their Maximum Damage then they are dying. Generally speaking, a character must receive medical aid within five minutes to be stabilized. If this aid comes later then the character cannot be saved. Stabilizing a character is covered under the Medical Aid section. A character that takes more than three times their maximum damage cannot be stabilized regardless of how high a character rolls on a skill check.

INCAPACITATION
When a character has taken enough wound points to equal their Health, they are on the verge of falling unconscious. If their wound points exceed their health score, they fall unconscious and will not wake until their wounds are healed to below their Health score or they are revived with medical aid.

DAMAGE RECOVERY
A character will recover 1 Wound Point per day unless they have an ability that alters their healing rate.

ROLL PENALTY
Each wound point a character has is a -1 penalty to all skill checks. Thus, the zombie with 2 points of damage will roll its next attack with a -2 penalty.

DESCRIBING COMBAT
Simple 10 combat is intended to be vague to allow for cinematic description. Your characters can perform multiple attacks or types of attacks in combat and the final outcome is based on the die rolls. Do your best to describe your attacks with some detail and flair as this increases the cinematic feel of the game. “Chuck starts out with a round-house kick that nearly knocks the sumo wrestler over then comes back with a kick to the knee and a power-house uppercut.” “Billy the Kid spins the magazine on his six-shooter before dashing sideways while blasting away at his enemies. With six shots fired, he takes cover behind the barrels to reload.”

TEMPORARY DAMAGE
Some weapons or effects cause temporary damage. Temporary damage causes Die-Roll Penalties and Incapacitation but will not kill a character. It also heals at the end of combat as long as the character rests.

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By Randal Snyder ©2012

COMBAT EXAMPLE:
Billy and Chuck enter a graveyard and are surrounded by 4 zombies. Both characters have pistols that cause +1 WP. Chuck also has a Katana with a +0 WP. Health = 3 Max Damage = 6 Melee = -2 Morale = -2 Perception, Ranged = -2 Social = -4 Unarmed +0 to hit, -1 Temp WP Create Zombie (spirit) – The character can infect others with the Zombie disease. Infected characters take 1 Wound Point per day and cannot heal these wounds. Other wounds heal as normal. When the character dies they will return as a zombie.

SAMPLE CHARACTERS
Billy the Kid (hero) Body 1, Mind 2, Spirit 0 Marksman 2(3), Brawler 1(2), Dodge 1(3) Medic 1(3) Initiative = 13 Dodge, Stealth, Throw = 2 Health = 6 Max Damage = 12 Melee = 1 Morale = 0 Perception, Ranged = 2 Social = 1 Pistol +3 to hit, +1 WP Unarmed +2 to hit, -1 Temp WP Chuck Norris (hero) Body 2, Mind 0, Spirit 1 Karate 2(4), Swordsman 2(3), Sneaky 1 (2) Initiative = 12 Dodge, Stealth, Throw = 1 Health = 7 Max Damage = 14 Melee = 2 Morale = 1 Perception, Ranged = 0 Social = 1 Pistol +0 to hit, +1 WP Katana +3 to hit, +0 WP Unarmed +4 to hit, -1 Temp WP

INITIATIVE ROLL:
Billy 4 + Initiative 13 = 17 Chuck 4 + Initiative 12 = 16 Zombies 7 + Initiative 6 = 13

ROUND 1:
Targeting Phase: Initiative 13: Two zombies will attack each player. Thus they gain a +1 bonus for teaming up. Initiative 16: Chuck is shooting the closest zombie. Initiative 17: Billy shoots the first zombie that is attacking him. Ranged Combat Phase: Initiative 17: Billy shoots first and rolls 11 (9 + 2 on the reroll) + Marksman 3 = 14. The zombie rolls 5 + Dodge -2 = 3. Subtracting the dodge from the attack is 9 Wound Points. Counting his +1 gun, Billy caused 10 Wound Points to the zombie, easily killing it (max damage = 6). Since the success was 5 or higher this is a critical. Billy’s player describes: “Right between the eyes, its head explodes! Its body trips the other zombie.” Initiative 16: Chuck shoots at a different zombie and rolls 4 + Ranged 0 = 4. The zombie rolls 7 + Dodge -2 = 5. Since the zombie beat Chuck’s attack roll, then Chuck missed.

MONSTERS
The following stats are used for the zombies in this example: Zombie Body -2, Mind -2, Spirit -2 Unarmed 2 (0), Create Zombie 3 (1) Initiative = 6 Dodge, Stealth, Throw = -2 Simple 10 – www.SunderedEpoch.org

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By Randal Snyder ©2012

Melee Combat Phase: Initiative 13: The first of the three remaining zombies attacks Billy and rolls a 10 (9 + 1 on the reroll) + Melee 0 = 10. Billy rolls 9 (9 + 0 on the reroll) + Dodge 3 = 12 and successfully avoids getting hurt. The second zombie attacks Chuck and rolls 7 + Unarmed 0 = 7. Since two zombies are attacking one target, they get a +1 bonus for a total of 8. Chuck rolls 3 + Karate 4 = 7. Chuck is hit and took 1 Temporary Wound Point. However, the zombie was unarmed and has a -1 modifier. Thus Chuck is not wounded. Lashing out and trying to grab Chuck, the last zombie attacks rolling 4 + Unarmed 0 + 1 bonus = 6. Chuck uses Karate again rolling 2 + 4 Karate = 6. They tied so neither is able to get an advantage.

Initiative 13: Billy the Kid killed both of his zombies so there are only two left attacking Chuck. This gives them a +1 bonus. Trying to bite Chuck’s arm, the first zombie rolls a 12 (9 + 3 on the reroll) + Melee 0 + 1 bonus = 13. Chuck rolls 8 + Katana 3 = 11. The zombie won by 2. Subtracting the -1 modifier for being unarmed Chuck took 1 Wound Point and will have a -1 penalty. In addition, since Chuck was wounded he must roll a Spirit contest against the Zombie’s Create Zombie ability. The zombie rolls 5 +Create Zombie 1 = 6. Chuck rolls 1 + Spirit 1 = 2. He is infected! The last zombie attacks Chuck again rolling 4 + Melee 0 + 1 bonus = 5. Chuck rolls 3 + Katana 3 – Wound Points 1 = 5. This time the zombie won by 1, -1 for being unarmed so he did not injure Chuck.

ROUND 2:
Targeting Phase: Initiative 13: As before, two zombies will attack Chuck and one on Billy. Initiative 16: Chuck is going to try to slash a zombie with his katana. Initiative 17: Billy is a good shot so backs up and shoots at his zombie again. Ranged Combat Phase: Initiative 17: Billy has been attacked by a zombie that was using its claws. Thus he cannot ignore the zombie so he decides to attack and rolls 8 + Marksman 3 = 11. The zombie rolls 5 + Dodge -2 = 3 and takes 8 Wound Points before even counting Billy’s weapon. Adding the +1 gun gives a total of 9 points of damage which kills the zombie. Melee Combat Phase: Initiative 16: Chuck swings at the zombie that is on him and rolls 4 + Katana 3 = 7. The zombie rolls 8 + Melee 0 = 8. Since the zombie won and used Melee to defend, he manages to bite Chuck during their struggle for 1 Temp WP. However, unarmed combat has a modifier of -1 WP so Chuck is not seriously wounded!

ROUND 3:
Targeting Phase: Initiative 13: Both zombies are still after Chuck and are determined to bring him down. Initiative 16: Chuck is hurt and tries to attack one of the zombies using his katana. Initiative 17: Seeing Chuck being overwhelmed by the zombies, Billy shoots at the same target that Chuck is attacking. Ranged Combat Phase: Initiative 17: Billy shoots at the zombie and rolls 5 + Marksman 3 = 8 and the zombie rolls 2 + Dodge -2 = 0. Billy won by 8 and caused 9 wound points due to his weapon; more than enough to kill the thing. Melee Combat Phase: Initiative 16: With his target dead, Chuck turns to attack the last zombie with his sword and rolls 5 + Katana 3 – Wound Point 1 = 7. The zombie rolls 0, which would automatically fail. However, we still need to calculate how much damage it took so we add his Melee 0 = 0 total. Chuck caused 7 Wound Points since his sword has a 0 modifier. The last zombie dies!

Simple 10 – www.SunderedEpoch.org

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By Randal Snyder ©2012

SPECIAL RULES (OPTIONAL)
You may find that you want some more detail in your games and so you might need some rules to cover special situations. Here we go:

BLINDNESS
Characters can become blinded by darkness etc. Generally speaking, darkness and blindness will cause a -5 penalty to all skills based on sight. For partial blindness, the penalty is -1 to -5 depending on the severity. A character that is blind in one eye will suffer a -1 penalty to all ranged attacks and perception checks based on sight. You can cause temporary blindness by kicking dirt in your opponent’s eyes. Make a standard unarmed attack roll, but instead of damage, the target is blinded for one round per wound point. Unless the armor includes face or eye protection, do not subtract any armor from the wounds. To cause permanent blindness, you must declare that this is your intention. Make a standard attack roll with your chosen weapon but with a -4 penalty. If the attack causes at least 1 wound point then the target is blinded in one eye.

ACIDS & BASES
Acid burns over time. Only the most potent acids can cause damage during combat. Generally speaking these acids have a Wound modifier of -5 to 0 depending on how potent it is. If an acid or base causes damage, it causes 1 WP per round up to the amount rolled. If armor is worn, the acid damage must penetrate the armor first. Thus if the character has -2 WP armor they have two rounds to remove their armor or neutralize the acid before it will cause a wound.

AIMING
A character can spend one round to aim a ranged weapon and not attack. The following round, he will roll two dice and choose the higher total. This cannot be combined with multi-shot. If the character is forced to defend before his attack, he loses the aiming bonus.

COMBAT DESCRIPTION
While some games may describe combat as one roll equaling one attack, Simple 10 is about cinematic description. The cooler the description of what the character does the better. The GM should reward good descriptions with a +1 bonus to the attack roll. For example, some players may just say “I attack”, which is boring! But if they describe it as, “reaching deep with a hard arch, I launch at the zombie with my sword, slashing with an upward swing trying to cut it from ribs to neck,” then that shows interest, enthusiasm, and is worth the bonus.

AMMUNITION TRACKING
Modern firearms can go through a lot of ammunition in one round. In general, characters are assumed to have enough ammunition for one combat, regardless of how many rounds of combat it actually is. If the character gets into another fight without resupplying then on a roll of 0, their weapon has run out of ammunition. Characters can carry resupply ammunition with them in backpacks or other containers, but should follow the rules for encumbrance.

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By Randal Snyder ©2012

COMPLETE DEFENSE
A character can give up his turn to focus only on defense. This allows the character to roll twice on defense rolls and choose the higher total. If used in Melee, complete defense does not cause wounds to an attacker.

away. Otherwise, the escape was blocked and combat is run as normal.

LARGE AND SMALL CREATURES
Creatures that are larger or smaller than a normal character will have bonuses and penalties based on their size. Generally speaking, a creature that is smaller will cause less damage with any Melee or Thrown attack, and have a lower Health. But, they are harder to hit. Additionally, smaller creatures tend to be able to carry less weight than larger creatures. Thus their Encumbrance value is also changed. Larger creatures are just the opposite. Note that “normal” size is relative. If all of the characters are mouse sized, then “normal” is also mouse sized. Size Tiny (1/4 normal) Small (1/2 normal) Normal Large (x2 normal) Huge (x4 normal) WP/Enc /Health Dodge/Stealth -2 +2 -1 +1 0 0 +1 -1 +2 -2

COMPLETE OFFENSE
A character can give up any defense until his next turn to get two rolls on his attacks and chooses the higher total. A character that does not defend has a Target Number equal to their Dodge score.

COVER
Characters that use cover gain a bonus to their Dodge and armor against Ranged attacks. Cover can be considered light or heavy. Light cover obscures the view of the character and gives them a bonus to their Dodge roll. Heavy cover both obscures and adds armor. Effect +1 Dodge +1 Dodge -1 Wound Cover Description Light (couch, bushes) Heavy (thick tree, concrete wall, crate of goods)

FALLING
Falling characters can make an Acrobat roll to avoid taking damage. The target number is equal to the number of meters the character fell. Thus, fall 10 meters and the target number is 10. Failure results in damage equal to the difference between the roll and T#. The GM may choose to modify the T# based on how hard or soft the landing surface is. The modifier may be a single point or a die roll. For example, falling into a spike pit may add 1d10 to the total but falling into a pile of garbage might reduce the T# by -2.

DARKNESS AND LIGHT
Certain tasks are hard or impossible to do in the dark. Most of the time darkness will cause a -1 to -5 penalty to any Perception checks. This penalty can also apply to Dodge checks and Abilities that rely on vision. Likewise, blindingly bright light can also affect the character in the same way.

DISENGAGEMENT
If two characters are locked in Melee combat, on the character’s initiative they may try to disengage in order to get away from the fight. If their opponent tries to prevent them from escaping then both roll a Dodge contest. If the disengaging character wins then he is no longer in melee range and can try to run Simple 10 – www.SunderedEpoch.org

FEAR & MORALE
Some creatures can give off an aura of fear or make intimidating moves that could scare off a foe. Other times the situation is such that characters simply lose hope and run away. By Randal Snyder ©2012

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Most contests with fear are based on the character’s Spirit vs. the target number or Ability of their opponent. The table below illustrates some events when a character might need to make a morale check and any obvious modifiers. A character that fails a morale check suffers a penalty to their skill rolls equal to how much they failed by. This penalty lasts until the character succeeds another morale check which can be checked once per round. The morale penalty does not affect future morale checks. Characters that fail a morale check by 5 or more will flee in panic until they succeed a morale check. Fear & Morale T# Fair Fight 4 Out numbered 6 Out numbered 2 to 1 8 Ally knocked unconscious 4 Ally killed 8 Ally mutilated or killed horrifically 12

the quality of the equipment used can affect the modifier to the skill check. Generally speaking, medical aid tests use Mind. Characters that are revived from incapacitation are treated as though they are on the verge of falling unconscious again. If that character is hit for 0 WP or more, they fall unconscious. Dead characters that are stabilized will remain unconscious until their wounds are healed below their maximum. Even then, they must be revived with medical aid. Medical Aid (time required) T# Revive Incapacitated Character (1 minute) 8 Stabilize Dead Character Where Current Wounds up to 150% of Max (10 minutes) 14 up to 200% of Max (30 minutes) 18 up to 300% of Max (2 hours) 22 Reattach Amputated Limb (2 hours) 14 Set Broken Bone (10 minutes) 10 Major Surgery (2 hours or more) 14+ Diagnose Disease/Ailment (based on rarity) 7+

FIRE
Fire causes damage by its intensity. A typical fire will range from -5 to +5 wound points where -5 is like a lantern and +5 is like molten metal. If a fire source causes at least 1 WP then it will catch flammable materials on fire. Fires keep burning until put out. This is generally done as a contest between the Fire’s die roll and the character’s Dodge. Each point of success results in a penalty to the fire. If the fire gets to -10 penalty then it is completely put out. Fires can increase intensity. Any die roll of 5 or higher results in an increase in intensity and a +1 bonus to the fire.

MINIATURES
It may be valuable to use miniatures or tokens to help keep track of where characters are or who is targeting whom. Use common sense. When characters engage in Melee Combat, place their miniatures close together to show that they are engaged in combat. If using a grid or hex map, consider one hex to be equal to 2 meters.

MOVEMENT
A normal character can move up to 30 meters in one round and still attack normally. For each additional 30 meters of movement, the character suffers a -1 penalty to any Ability checks made that round.

MEDICAL AID
If a character has medical tools they can attempt to revive incapacitated characters or even save a character’s life. With the exception of magical healing, medical aid does not actually heal wounds. The following table lists some basic target numbers needed to perform certain medical tasks. Note that Simple 10 – www.SunderedEpoch.org

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By Randal Snyder ©2012

MULTI-SHOT
A character may wish to attack multiple targets in one round or may wish to attack more than once to increase damage. First decide how many attacks you plan on making. In this case we will assume 3 attacks. For each target roll one die per attack (3d10) and take the lowest of the rolls. Make one such roll for each target you plan on attacking. The defender can defend as normal.

Range Distance Penalty 10 Meters 0 20 Meters -1 40 Meters -2 80 Meters -3 160 Meters -4 320 Meters -5

STEALTH
The art of being unseen and unheard requires a contest of Stealth vs. Perception. Make one roll for the character using stealth and one for each opponent in the area. If the stealthy character wins, they cannot be attacked this round by any character they beat. Additionally, if the stealth check wins by 5 or more then the character has achieved Surprise (see below). Unless the scene or a special power allows for it, a character cannot use stealth immediately after attacking a character.

MULTIPLE ACTIONS IN COMBAT
If a character tries to do two or more things in combat that both require a skill check they follow the rules for Spending Time. If no skill roll is made for an action then it is considered a minor action which does not affect the outcome of any other action in the combat round.

OBSTACLES, TRAPS, & DANGERS
Sometimes you may have a trap or other environmental danger. Treat each item as if it has a Perk based on its danger level and make a standard attack/defense roll on 1d10.

SURPRISE
If a character is unaware of an attack because they failed a Perception check by 5+, they are severely disadvantaged. Roll for the attack as normal, but the defender must roll two dice and choose the lowest. Armor may still be subtracted from the final WP result.

POWER ATTACK
A character with a Melee weapon can give up accuracy for power. Power attacks suffer a -1 to accuracy but gain a +2 to WP.

VEHICLE SCALE RANGE
Some weapons can be used from a long distance; however this makes it more difficult to hit your target. Attacking a target from more than 10 meters away will begin imposing penalties. See the table below: Weapons designed to cause damage to vehicles cause ten times as much damage as normal weapons. Likewise vehicles can take up to ten times as much damage as a human.

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By Randal Snyder ©2012

MAGICAL POWERS
If you are in a game with sorcerers and wizards you may want to use the Magic ability. All magic is treated in the same way as an ability contest. The spell caster must describe his spell in detail so that the GM can decide which Attribute and Ability the targets will use to defend with. Spells that cause damage will have any successes reduced by armor. A spell caster can cast one spell per point of their Spirit + Magic. For each spell cast beyond this limit the character takes 1 Wound Point. The spell caster must rest for a minimum of one hour to regain his strength to cast more spells without causing wounds. For Initiative purposes, Magic is treated as melee. Spells that cause damage follow the normal rules for combat. Non-damaging spells that affect other characters result in a contest. Success of 1-2 results in moderate success. Success of 2-4 results in a decisive success and success of 5+ are total. Thus a spell that is intended to charm another character would have the following progression scale:   1-2 = The character is friendly, but not completely loyal. 3-4 = The target will fight for you if necessary but will not follow orders that are contrary to his beliefs 5+ = The target follows your commands to the best of his ability without regard for his own beliefs or even his life. Some spells give bonuses to skill checks. The Target Number for casting these spells is equal to 5 plus the modifier, times two. Thus if you want a +3 bonus to a skill, the target number is (5 + 3) x 2 = 16. Attempting to cast spells that are beyond your ability will cause damage. If you fail to cast a spell by 5 or more then every point that you failed beyond 5 causes 1 Wound Point. Thus if Tim the magician tries to create a crystal castle with a T# 18 and he rolls a total of 9, he failed by 9 and takes 4 wound points.

TARGET AREA
Spells can affect a target area. If you choose more than one target or a small area (about 2 meters cube), then your target number increases. Casting a spell that only affects one target or a 2 meter cube has a modifier of 0. Modifier 0 +1 +2 +3 +4 +5 Magic Target Area Description 2 meter cube or 1 target 8 meter cube or 4 targets 16 meter cube or 8 targets 32 meter cube or 16 targets 128 meter cube or 64 targets 512 meter cube or 256 targets

BREAKING SPELLS
Spells don’t last forever and sometimes a character can summon the energy to break a spell. The most common way to break a spell is for another magic-user to cast a counter-spell. Both magic-users roll contests and whoever wins determines the outcome. If one of the spell casters wins by 5+ then a secondary effect might be appropriate. Victims of spells can try to resist the spell when they believe they are in danger. For example, a warrior that is bound by a magical rope will remain bound until the evil wizard tells him how he is going to die. Characters that are charmed will remain charmed until the wizard asks them to do something that puts them in danger. By Randal Snyder ©2012

TARGET NUMBERS
Spells that do not affect other characters will have a base target number. All spells range from a target number of 6 to 20 where 6 is a basic effect like a harmless, simple illusion such as creating light and 20 would be on the range of rewriting history, destroying a planet, or starting Armageddon.

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A character that resists spells makes a Spirit contest with the spell caster and the winner determines the result. As long as the character still believes he is in danger, he can try to resist every round (about 10 seconds).

RANGE
Spells are usually treated like melee or thrown weapons. Any spell that must reach a target that is farther away than that might justify increasing the Target Number. A spell caster can only target something he knows well or can see. Hence they may need a personal object from their victim, a name, research, or use a magic mirror to spy on them. Range T# Touch/Thrown 0 Line of Sight +1 Out of Sight +2

DURATION
By default, spells that do not cause damage will last as long as the current scene or as long as the character concentrates on the spell. One scene is assumed to be about 10-30 minutes. However, some spells need to work even after the caster has been knocked out or killed. The longer the spell lasts, the harder it is to cast. The spell caster can end the spell at any time before the duration ends. Duration T# Concentration/1 Scene 0 1 hour +1 12 hours +2 5 days +3 2 months +4 2 years +5 20 years +6 200 years +7

VICES
Vices can be anything that is “required” by the spell caster to make his magic work and are used to add flavor to the character. Some wizards use wands, scrolls, staffs, recite incantations, dance, offer sacrifices to spirits, and so on. As a general guideline, all magic using characters should have two vices that they use every time they cast spells. If they are unable to use a vice then they suffer a -2 penalty to their skill check per vice. Thus if Merlin has the vices of using his staff and speaking an incantation, but his staff was stolen, he has a -2 penalty. But if he is also gagged, then he has a -4 penalty.

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By Randal Snyder ©2012

TIPS AND HINTS
Here are some ideas on how to improve your play.

MAKING JUDGEMENTS HOUSE RULES
You may find that your group needs additional rules to help fill in some details that these basics don’t cover. Keep a notebook handy or add some pages to the back of this booklet and jot down notes that you think are important. For example, if you allow non-human races, you may want to include details in your notebook about what makes that race different than a human and how many character points it costs to play one. One of the hardest things you can do as a Game Master is make a call that benefits or hinders your players. Keep in mind that if your group isn’t having fun then they won’t want to keep playing. Always err on the side of fun. This means you need to know your group and what they find fun. Ask questions of your players to try and gage what they want to get out of the game. Chances are, if they get a bit of what they are looking for, then they will keep wanting to come back and play some more.

KILLING CHARACTERS
Sometimes you will need to stick to the rules and sometimes you don’t. This can be tricky when a player’s character dies. Do you bend the rules and say they don’t or do you stick to the rules and let the character die? This depends on what is “fun”. Most players understand that their characters are engaged in “dangerous” activities and some of the fun comes from the “risk” of death. Sort of like roller coasters and video games. Don’t be afraid to let a character die, particularly if the player was being careless. But at the same time, if something important revolves around the character, you may want to be more lenient.

MINIATURES
If you are using miniatures to track locations of characters, you can do some things to help with combat.    Use extra dice to show how much damage a character has taken and his current penalty. Place melee combatants next to their target. Place pennies next to a character to show any additional penalties. Use dimes for bonuses.

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By Randal Snyder ©2012

SAMPLE CHARACTERS
Dodge, Stealth, Throw = Average (Body + Mind) Health = Body +5 Max Damage = Health x2 Initiative = Body + Mind + 10 Melee = Body Morale = Spirit Perception = Mind Ranged = Mind Social = Average (Mind + Spirit) Perks/Powers: Special Traits: dangerous. Larger dragons can fly while carrying a horse.

GHOST
Mind 0, Body -5, Spirit 5 Dodge, Stealth, Throw = -3 Health = 0 Max Damage = 1 Initiative = 10 Melee = -5 Morale = 5 Perception = 0 Ranged = 0 Social = 5 Perks/Powers: Manifest 1 (6s), Possession 1 (6s), Chill Touch 1 (6s) Special Traits: Incorporeal, Immune to normal weapons, Immortal Ghosts are spirits of people who died, usually due to tragedy. Most are bound to an area that surrounds something that was important to them during life such as a ring, a house, etc. and they are unable to escape. Ghosts are incorporeal, meaning they have no physical body, and are usually invisible. In order to become visible the ghost must make a Manifest check vs. T#10. To lift something the T# is 12. In addition, ghosts can possess other characters with a contest. Lastly, a ghost can change the temperature around them and may turn their energy into an attack. Ghosts cannot be harmed by normal objects, but can be hurt by magic, blessings, or other ritually significant objects. A ghost can never “die” but might be banished or become dormant for many years at a time.

AVERAGE HUMAN
Mind 0, Body 0, Spirit 0 Dodge, Stealth, Throw = 0 Health = 5 Max Damage = 10 Initiative = 10 Melee = 0 Morale = 0 Perception = 0 Ranged = 0 Social = 0 This is your “average” well rounded person. Very few people are this “average”.

DRAGON
Mind 2, Body 5, Spirit 2 Dodge, Stealth, Throw = 3 Health = 11* Max Damage = 22 Initiative = 17 Melee = 5 Morale = 2 Perception = 2 Ranged = 2 Social = 2 Perks/Powers: Brawler 3 (8), Magic 3 (5), Fly 2 (7), Fire-breath 3 (5) Special Traits: Large (+1 WP melee/thrown and Health, -1 Dodge), Natural Armor 2 Dragons come in all shapes, sizes, and colors. Some have wings, some don’t. But a common theme is that they are BIG, can breathe fire, are intelligent, and Simple 10 – www.SunderedEpoch.org

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HORSE
Mind -3, Body 3, Spirit -2 Dodge, Stealth, Throw = 0 Health = 4* Max Damage = 8 Initiative = 10 Melee = 3 Morale = -2 Perception = -3 Ranged = -3 Social = -2 Perks/Powers: Brawler 2 (5), Pack Mule 2 (5) Special Traits: Large (+1 WP melee/thrown and Health, -1 Dodge/Stealth) Your average horse is a powerful beast capable of pounding a human into mush if it chose.

Perks/Powers: Intimidate 1 (special), Brawler 2 (6), Tough 2 (6) Here we have your typical dumb jock from various frat house movies. You can use this template for any obviously over-muscled or athletic types.

HUMAN, ENFORCER (HERO)
Mind 2, Body 2, Spirit -1 Dodge, Stealth, Throw = 2 Health = 7 Max Damage = 14 Initiative = 14 Melee = 2 Morale = -1 Perception = 2 Ranged = 2 Social = 1 Perks/Powers: Awareness 1 (3), Martial Arts 2 (4), Marksman 2 (4) An enforcer is a bodyguard, a thug, a soldier, or any type of character that might need some ability with guns and hand to hand.

HUMAN, HACKER (HERO)
Mind 4, Body -1, Spirit 0 Dodge, Stealth, Throw = 3 Health = 4 Max Damage = 8 Initiative = 13 Melee = -1 Morale = 0 Perception = 4 Ranged = 4 Social = 2 Perks/Powers: Hacker 2 (6), Tech 1 (5), Computers 2 (5) A hacker is your typical knowledgeable character that is good with technology and gadgets, but not very fit.

OGRE, BRUTE (HERO)
Mind -4, Body 5, Spirit 1 Dodge, Stealth, Throw = 1 Health = 11* Max Damage = 22 Initiative = 11 Melee = 5 Morale = 1 Perception = -4 Ranged = -4 Social = -1 Perks/Powers: Large (+1 Melee/Thrown Damage), Savage, Intimidate 1 (special), Rage 1 (+1 Damage), Bludgeoner 2 (7) Ogres are typically huge humanoids that stand up to three meters tall. Due to their large size they gain a bonus to their health and to any melee or thrown weapon damage. However, since they are larger they suffer a -1 penalty to any dodge checks.

HUMAN, THE JOCK (HERO)
Mind -2, Body 4, Spirit 1 Dodge, Stealth, Throw = 1 Health = 11* Max Damage = 18 Initiative = 11 Melee = 4 Morale = 1 Perception = -2 Ranged = -2 Social = -1 Simple 10 – www.SunderedEpoch.org

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By Randal Snyder ©2012

VAMPIRE
Mind 3, Body 3, Spirit 3 Dodge, Stealth, Throw = 3 Health = 8 Max Damage = 16 Initiative = 16 Melee = 3 Morale = 3 Perception = 3 Ranged = 3 Social = 3 Perks/Powers: Awareness 2 (5), Blind Sense 2 (special), Evasive 2 (5), Fast (special), Reflex 3 (6) Special Traits: Ageless 1 (4), Charm 3 (6), Enthrall 3 (6), Life Drain 3 (6), Vampires are undead and are usually able to control others by suggestion. More or less powerful vampires exist and their abilities stem from the supernatural. Vampires take damage from direct sunlight and must roll a Spirit contest vs. 1d10. Characters that present holy symbols triggers a Spirit Contest. If the vampire fails he must retreat from the character.

ZOMBIE, FAST
Mind -3, Body 0, Spirit -3 Dodge, Stealth, Throw = -1 Health = 5 Max Damage = 10 Initiative = 7 Melee = 0 Morale = -3 Perception = -3 Ranged = -3 Social = -3 Perks/Powers: Brawler 3 (3) Special Traits: Create Zombie 2 (-1) Fast zombies are capable of moving as fast as humans but typically do not slow down due to exhaustion. A character that is hurt by a zombie’s bite or claw might become a zombie and will have to make a Spirit contest with the zombie’s Create Zombie ability.

ZOMBIE, SLOW
Mind -3, Body -2, Spirit -3 Dodge, Stealth, Throw = -2 Health = 3 Max Damage = 6 Initiative = 5 Melee = -2 Morale = -3 Perception = -3 Ranged = -3 Social = -3 Perks/Powers: Brawler 3 (1) Special Traits: Create Zombie 2 (-1) These zombies are your slow shambling zombies that attack anyone who crosses their path. They are capable of moving fairly fast, but they are pretty dumb. If they can’t break it or eat it, they probably can’t do it.

The End.

Simple 10 – www.SunderedEpoch.org

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By Randal Snyder ©2012

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