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The One-Toss System

One-Toss is a generic game system derived from Unisystem
The Goal of One-Toss was to create an easily manipulated core system with minimalistic rules.

The Basic Mechanic
The goal of the One-Toss System is to accomplish all tasks with a single roll of a single type of die. All actions with a chance of failure are decided by rolling a 10-sided die. On the player's end the result of this roll with the 10-sided die is then modified by any combination of these three factors: Attributes (Physical/Mental Aptitudes), Qualities (Personal Characteristics), and Skills (Learned Techniques) which are expressed as a number 1-7. This result may be further modified by the Game Master with a situational bonus or penalty of +7 to -7 depending on difficulty of the task. Challenging tasks are the norm and occur at no penalty of bonus, average tasks receive a +1 or +2 bonus, simple tasks receive a +3 or +4 bonus, easy tasks get a +5 to +7. Difficult, improbable, and near impossible tasks will receive penalties likewise. These situational bonuses and penalties are entirely left to the Game Master, the player has no role in deciding this value. After the roll is made and all values are applied the target number is 9 to achieve the slimmest possible success. Now is the time to introduce the concept of success levels, because game outcomes are improved by higher rolls. These levels of success go in increments of 2, they proceed as follows: Level 1: 9-10 Adequate, Lengthy Task Accomplished In Maximum Time Level 2: 11-12 Decent, Lengthy Task Accomplished in 10% Less time Level 3: 13-14 Good, Lengthy Task Accomplished in 20% Less Time, +1 Damage Multiplier Level 4: 15-16 Very Good, Lengthy Accomplished in 30% Less Time, +2 Damage Multiplier Level 5: 17-18 Excellent, Lengthy Task Accomplished in 40% Less Time, +3 Damage Multiplier Level 6: 19+ Extraordinary, Lengthy Task Accomplished in 50% Less Time, +4 Damage Multiplier Damage multiplier bonuses start at Success Level 3, damage for weapons in One-Toss is calculated by taking their flat value (a number 1-7) and then multiplying it by a modifier. For melee weapons this modifier is strength (and strength+1 for 2 handed melee weapons). For ranged weapons the modifier is a set value. Both types of weapons receive damage bonuses to their modifier for Success Level 3 and above when attacking. For example, the flat damage value for punching is 2, a character of strength 3 hence does 2*3=6 damage with a normal punch that hits (9+). On a roll to hit that adds up to 15 or 16 (Success Level 4) however he does 2*(3+2)=10 damage instead. Hence variable damage is achieved with only one roll that determines hit and damage. The increases in damage represent skillful and well directed hits. Complex and lengthy tasks require accumulated success levels to complete, multiple characters can contribute their talents and rolls to these special challenges. Delicate situations might also require a certain accumulation of success levels before a certain amount of failures as well. When engaging in craftsmanship the level of success will affect the quality of the finished product, while playing music it will reflect the quality of the performance, and in social situations a good display of charisma might earn favorable responses and bonuses later. It's up to the players to speak up when they want to do something, be thoughtful of your character's abilities and make the most of them, just say whenever the opportunity to act arises and the GM will walk you through the process if necessary. Eventually one will be able to already know what to roll for most actions (such as Dexterity+Skill to attack).

Character Creation
A character consists of four basic featuresAttributes:Raw physical and mental ability Qualities:Character traits, knacks, affinities. Drawbacks:Optional negative features, gives points to spend in other areas. Skills:Learned abilities and technical talents.
The costs for all features of a character increase as the value rises. Rank 1 costs a single point, Rank 2 costs an additional 2 points, Rank 3 costs an additional 3 points, etc. The total number of points required to get to a particular Rank is as such: 1=1, 2=3, 3=6, 4=10, 5=15. This system applies to all but qualities and drawbacks, which have their own simple system. This is to reduce power gaming and encourage more balanced characters. All unspent points from a previous part of character creation will spill down to the lower stages (except for drawback points). In role playing terms this accounts for the fact that those that are lacking in certain things tend to make up for it in others. Although 5 is as high as an attribute can be developed at character creation, they can potentially go higher. Here's a breakdown of what the numbers mean. Attributes: 1=Weak, 2=Average, 3=Developed, 4=Great, 5=Amazing, 6=Unnatural, 7=Demi-God Skills: 1=Novice, 2=Capable, 3=Proficient, 4=Adept, 5=Masterful, 6=Grandmaster, 7=The One

Primary Attributes: 40 Points
Strength:Physical Power Constitution:Stamina and Pain Tolerance Dexterity:Speed and Grace Intelligence: Problem Solving Skills and Logic Perception: Observational Skills and Six Senses Willpower: Sheer Determination
Strength Calculations: High Jump:Strength*2=Inches, Broad Jump: Strength*Yards, X2 with running start Lifting Capacity=50*Strength pounds, X2 for short periods, 1/10th for throwing weight

Secondary Attributes: Derived From Primary Attributes
Life Points:[(Strength+Constitution)*5]+10 Endurance Points:[(Strength+Constitution+Willpower)*3]+5 Essence points:[(Intelligence+Perception+Willpower)*3] Speed:(Dexterity+Con)*2=Miles Per Hour, Dexterity+Strength=Yards Per Second

Qualities (10 Points) Drawbacks (Optional Redistributable 10 Points)
Qualities and drawbacks represent mental and physical characteristics your character possesses. These can be created by the players with help from the Game Master using the following system and a little discussion. In game terms these are bonuses or penalties that may arise under certain situations. Any die roll or character parameter can be modified by a quality or drawback. Drawbacks are optional, and in return for the penalties they create you receive points to spend on a 1-to-1 basis for qualities and skills and on a 2-to-1 basis for attributes. The bonus or penalty for a drawback/quality can range between 1-5, this value is multiplied by a Usefulness factor for qualities and in the case of drawbacks the Severity factor is added to the penalty to calculate final cost in character points.

Quality Creation Cost
Bonus*Usefulness: Heroic-3, Functional-2, Trivial-1

Drawback Point Benefit
Penalty+Severity: Severe-3, Moderate-2, Trivial-1

Pre-Made Qualities
Acute Senses (Type): Functional +1 per point to sense relevant tasks Ambidextrous: Functional +1 per point to reducing off hand penalty, 2 points eliminates penalty Animal Companion: Functional, +1 to +5 depending on size of pet Artistic Knack: Trivial, +1 per point to art related rolls Attractiveness: Trivial +1 per point to rolls in situations where looks are important Charisma: Functional +1 per point to social rolls Fast Reflexes: Heroic +1 per point to rolls requiring quick reactions Green Thumb: Trivial +1 per point to plant related rolls Hard to Kill: Heroic +3 per point to Health Jury Rigger: Heroic +1 per point to construction rolls Nerves of Steel: Heroic +1 per point to rolls involving loss of mental control Photographic Memory: Trivial +1 per point to memory related rolls Resistance (Type): Functional +1 to resisting the particular condition per point Situational Awareness: Heroic +1 to rolls regarding awareness one's surroundings per point

Pre-Made Drawbacks
Addiction (Type): Moderate -1 to -5 to all mental rolls when substance has not been recently used Aloof: Severe -1 per point to rolls regarding awareness of one's surroundings Badly Behaved: Trivial -1 per point to rolls in situations requiring social tact Cowardice: Severe -1 per point to rolls involving loss of mental control Honorable: Trivial -1 per point to rolls involving cheating, lying, and betrayal. Impaired Senses (Type): Moderate -1 per point to rolls involving the relevant sense Obsessed: Moderate -1 per point for rolls to maintain control while obsession is present Paranoia: Moderate -1 per point to rolls for social dealings with strangers Phobia (Type): Moderate -1 per point for rolls to maintain control under presence of phobia Physical Disability (Type): Severe -2 per point for rolls involving injured part of body. Reckless: Trivial -1 per point to rolls when acting reasonably while the action is hot Ugly: Trivial -1 per point to rolls where looks are important Scatterbrained: Trivial -1 to memory related rolls per point Slow: Severe -1 per point to rolls requiring quick reactions Vulnerability (Type): Moderate -1 per point to rolls involving subject of vulnerability.

Skills (80 Points)
Skills are everything that one must learn to do that is not innate to being a socialized human. Skill Specialties: For 3 points a character may receive a +2 bonus to a subcategory within the skill. Difficult Skills: Very technical skills cost twice as many points to learn, these are marked by !!
!!Acrobatics Acting Agriculture Beautician Brawling Bureaucracy Camerawork Cheating Climbing Computers Cooking Craft: Brewing, Carpentry, Forgery, Glassblowing, Metallurgy, Tailoring, Etc. Dancing Demolitions Disguise Dodge Drawing Driving: Aircraft, Boat, Car, Heavy Vehicle, Motorcycle, Tracked Vehicle Electronics !!Engineer: Aircraft, Architecture, Biological, Civil, Excavation, Gunsmith, Electrical, Mechanical, Robotic Escapism First Aid Gambling Guns: Assault Weapons, Handguns, Heavy Weapons, Rifle and Shotgun Haggling Hand Weapon : Axe, Bow, Chain, Club, Knife, Shield, Spear, Staff, Sword Humanities: Archeology, Anthropology, Economics, History, Law, Philosophy, Political Science, Psychology, Theology Instruction Intimidation Language Leadership Lock Picking !!Magic: Alteration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy !!Martial Arts Mechanic !!Medicine: Diagnosis, General Medicine, Surgery Notice Pick Pocket Play Instrument (Type) Research/Investigation Riding Animals Running: Marathon, Dash Scavenging Sciences: Astronomy, Biology, Chemistry, Geology, Mathematics, Meteorology, Physics Singing Sleight of Hand Smooth Talking Sport (Type) Stealth Storytelling Streetwise Surveillance Survival: Arctic, Desert, Forest, Jungle, Urban Swimming Throwing: Axe, Knife, Sphere !!Trance Traps Unconventional Medicine Weight Lifting Writing

Basic Rules
These are all of the particular rules involved in the game for deciding the outcomes of particular scenarios. These rules are meant to be minimal yet add diversity and realism to the game.

The Rule of 10 and Rule of 1
On a roll of 10, roll again. If the result is 1-5 add that much, if the result is 6-10 the result stays 10. On a roll of 1, roll again. If the second roll is a 1 a critical error occurs.

Basic Task Resolution
1:You declare intent and applicable stats/skills/qualities, game master confirms 3:You roll 3:Game Master adds or subtracts situational modifiers and informs you of the outcome

Two Types of Rolls: Tests and Tasks
A test is a roll that only uses an attribute. Of tests there are simple and difficult tests. Simple tests use attribute*2, difficult tests use the attribute by itself. A task is a roll involving an attribute plus a skill.

Unskilled Attempts
Attempting a Task without any levels in the proper skill means a -2 penalty to the roll for being totally clueless in the subject. When attempting a Task for a skill that you know, but not of the right type (such as firing a shotgun when you only have training in Guns:Pistol) you may use the skill of the type you know at a -2 penalty. This second rule does not apply to Craft, Magic, or Science.

Helping Out
Characters may roll and pool together their success levels on a test where teamwork is feasible. Characters trained in a relevant skill may pool together their rolls' success levels on a lengthy task.

Contested Checks
When a contested check arises your roll must not only succeed, but also surpass an opponent's roll. This happens mostly in melee combat for attack/defense checks. If the roll result is less than 9 it automatically fails, if it is over 9 it must also be at least 1 higher than the opponent's result to succeed.

Endurance Points
Lose 1 endurance point for every roll you make (exception for multiple rolls made during a combat turn), characters will need to get at least six hours of sleep per 24 hour period and lose 1 point of endurance every night for every hour they miss, they also lose 1 endurance every hour after they've been awake for a full 24. Characters recover 2 points of endurance per constitution per half hour of sleep, or the same amount for every hour of rest. A dose of caffeine restores 2 points per dose up to a maximum of 8 endurance points per day.

Effects of Endurance Loss
At 5 points and below a character feels groggy and suffers a -2 for all normal actions. When reduced to 0 or below they are in danger of falling unconscious, make a survival test (Con+Will) at a -1 penalty for every 5 endurance points below 0. This task is repeated before every roll when out of combat, eventually exhaustion will take over. Endurance loss from hand to melee or bludgeoning damage will cause one to suffer repeated tests to stay conscious. Once they pass out, all damage goes to life points.

Combat and Damage
How Combat Works
Combat operates in turns. A turn is a unit of 1-5 seconds. Within a turn one can take multiple actions. The first action and a single defensive action occur without penalty, all actions after that have a stacking -2 penalty. Let's say Bob the Brawler is getting attacked by 2 guys, he makes a strike and a dodge at no penalty, but his second defensive action is at a -2, if he decides to try and strike the other man as well it will be -4 at this point. The penalty goes back to 0 at the end of a turn.

Initiative
Everyone declares their intentions at the beginning of the turn before any rolls are made. Combat is resolved in isolated pockets of action and initiative is looked at from a common sense perspective. A man with a cocked gun will get to roll before a man running at him with a sword. A man with a spear will have initiative over a man coming at him with a knife. In situations where who strikes first is not so clear (such as when entering melee combat on equal terms) a contested simple dexterity test decides the outcome. These tests are isolated between individual incidents of combat, only those involved roll. In the middle of combat first strike goes to whoever got the last hit in, a new dexterity check will be required if the opponents disengage and then go back at each other.

Damage Rules
Piercing and slashing weapons double their damage against fleshy targets. Any barrier or armor reduces the damage before it doubles. Bludgeoning melee damage is split between endurance and life points on living targets until the target passes out, then all damage applies to life points. Fire and other forms of damage apply directly to life points. Falling inflicts 3 damage for every 1 yard of uncontrolled drop. High heat does 1 damage a turn, being exposed to flame does 2 a turn, and being engulfed does 3 a turn.

Special Close Combat Rules
Defensive Posture: No attacks can be made this turn, +3 to all defensive actions. Aggressive Posture: No attempts to defend will be made, +2 to all offensive actions. Feint: Intelligence+Skill Contests Perception+Skill, +1 on next attack per success level. Riposte: Dex+Skill-2 on a defensive action, half weapon damage if you win the roll Two-Handed Weapon Charge: Add +1 to damage multiplier in return for -1 to the strike task.

Ranged Combat Rules
Defending: All you can do is get out of the way, duck for cover with Dex+Dodge or simply Dex. Aiming: In return for losing initiative you can make a Per+Skill task, each success level adds +1 to the actual Dex+Skill roll to fire the shot. A scope gives a +2 to +5 bonus to aiming tasks. Extra stability from kneeling gives a +1 and prone gives +2 bonus to one's Dex+Gun to shoot. Semi-Automatic Guns: -1 penalty for each bullet shot after the first, -2 for guns with heavy recoil Automatic Burst: Bursts of 3, each success level means one bullet hits, -3 penalty subsequent bursts Fully Atomatic:Sets of 10, each success level means one bullet hits, -4 penalty subsequent sets Suppressing Fire: Anyone who doesn't get under cover is hit by 1d10-5 bullets.

General Combat Modifiers
Poor Lighting: -1 hit Bad Lighting: -3 hit No Lighting: Roll a D10, only 10+ hits the target. Difficult perception test adds 1 point per success level. Handedness: The off-hand receives a -2 to all weapon tasks.

Targeting Body Parts
Head: -4 to hit, +2 melee/slashing damage multiplier, +3 piercing damage multiplier Neck: -5 to hit, +4 slashing/piercing damage multiplier, +1 melee Limbs: -2 to hit, damage in excess of Life Points/3 cripples limb, excess damage is lost Extremities: -4 to hit, damage in excess of Life Points/4 cripples extremity, excess damage is lost Vitals: -2 to hit, +1 all damage multipliers If you don't target a specific area and the hit is successful the Game Master rolls a D10 as a hit chart. 1=Head, 2=Neck, 3=Chest, 4=Left Arm, 5=Right Arm, 6=Stomach 7=Left Leg, 8=Left foot, 9=Right Leg, 10=Right Foot

Projectile Range Modifiers
Point Blank: +1 hit, +1 damage multiplier Close: No Modifiers Medium:-1 hit Long:-3 hit, -1 damage multiplier Extreme:-6 hit, -2 damage multiplier

Special Bullet Types
Shotguns: +2 hit for birdshot, +1 hit for buckshot. Shot damage does not double like normal bullets. Hollow Point Bullets: +1 damage multiplier, affected by armor twice as much Armor Piercing Bullets:-1 damage multiplier, affected by armor half as much

Effects of injury
Any attack that does more than 8 damage requires a simple willpower check to act the next turn. Any attack that does more than 15 damage requires a difficult willpower to act the next turn. Being hurt incurs no penalty to normal actions until 5 health, which starts a -1 penalty that stacks to -5 at 0 health. At 0 through -9 the character is stunned. A Will+Con test penalized by the amount of health under 0 is necessary to get back up and acting.

Dying
At -10 health and below a character must immediately make a survival check. This is a Con+Will check with a -1 penalty for every 10 points below 0 the character is. Every minute spent without medical help requires a new check with a new -1 penalty. The character can also be stabilized with a successful medical or first aid task. After being stabilized a check must be made to stay conscious, another Con+Will check but with a penalty equal to the amount of health below zero.

Resuscitation and Medical Healing
A single first aid+intelligence task can be made per injury, it will restore 1 point of life per success level obtained. Performing first aid on oneself incurs a -2 penalty. A doctor performing the appropriate medicine task would give a character 2 points of life per success level. An incapacitated character recovers one point of life per constitution per day until reaching 0 health. From there on they recover 3 points of life every day under rest and 2 points of life every day under activity. Recovering without medical care is dangerous, a character reduced below 0 must make a survival test every day while recovering without supervision, they regain 1 point per success level and lose 1 point that day if the task was a failure.

Awarding Experience
Experience is rewarded for being in character, progressing the storyline, and heroic actions. Award all characters 1-10 points every session. Experience may be awarded on a per event basis or at the end of a session.

Cost For Improving Characters With Experience
Attributes:New Level*3 Existing Skill:New Level*2 New Skill:4 Points for first level New Difficult Skill:8 Points for first level New Skill Specialty:6 Points New Quality:2*character creation rules Remove Drawback:2*point bonus

Close Combat Attack Table
Weapon Type
Punch Brass Knuckles Kick Broken Bottle Small Knife Large Knife Short Sword Rapier Long Sword Katana Great Sword Spear Wood Axe Battle Axe Halberd Chain Stick Baton/Large Stick Bat/Pipe/Chair Staff Small Mace Mace Large Mace Chainsaw

Bonus
None None None None None None None None None +1 Hit Two Handed None +2 Initiative None None +2 Initiative +1 Hit None None None None None None None +2 Hit

Damage
2*Strength 2*Strength+1 2*Strength+1 1*Strength Slashing 1*Strength Slashing 2*Strength-1 Slashing 2*Strength Slashing 2*Strength+1 Slashing 3*Strength(+1) Slashing 3*Strength(+1) Slashing 4*Strength+1 Slashing (Two-Handed Only) 2*Strength(+1) Slashing 3*Strength(+1) Slashing 4*Strength+1 Slashing (Two-Handed Only) 3*Strength+1 Slashing (Two-Handed Only) 2*Strength+1 3*Strength-1 3*Strength 4*Strength(+1) 3*Strength(+1) 4*Strength 5*Strength(+1) 6*Strength+1 (Two-Handed Only) 4*3 Slashing

(+1): Usable with one hand, +1 damage multiplier bonus for using with two hands. (Two Hand Only): The +1 multiplier is already calculated into the damage Wielding two close weapons that have no bonus for two-handed use reduces the off-hand penalty to -1.

Ranged Combat Attack Table
Weapon
Thrown Pebble Thrown Stone Thrown Brick Thrown Knife Short Bow Long Bow Cross Bow Handguns .22 Caliber .32 Caliber .38 Caliber 9mm .45 Caliber Magnum Rounds .357 Magnum .44 Magnum 9mm SMG Civilian Rifles .22 Long Rifle 5.56mm .308mm Shotguns Birdshot Buckshot Slug Assault Rifles 5.56mm 7.62mm Sniper Rifles 7.62mm .50 Caliber Machine Guns 5.56mm 7.62mm .50 Caliber

Range
3/5/8/12/20 2/4/7/10/15 2/3/5/7/10 3/5/8/12/20 5/12/40/65/100 10/30/50/100/200 7/40/65/150/250 3/10/20/60/120

Damage
1*Strength 2*Strength 3*Strength 2*Strength Piercing 3*Strength Piercing 4*Strength Piercing 5*2 Piercing 2*3 Piercing 3*2 Piercing 4*2 Piercing 3*3 Piercing 3*4 Piercing

4/15/30/90/180 3/15/30/90/180 10/50/150/600/1000 4*4 Piercing 3*6 Piercing 3*4 Piercing 2*4 Piercing 3*4 Piercing 4*4 Piercing 10/30/50/75/100 10/30/50/100/200 5/50/100/200/300 10/50/150/600/1000 3*5 +2 Hit 4*6 +1 Hit 3*5 Piercing 3*4 Piercing 3*5 Piercing 15/75/225/900/4000 15/75/250/1200/5000 10/100/300/1000/3000 10/150/300/1000/4000 15/200/400/2000/6000 3*5 Piercing 5*5 Piercing 3*4 Piercing 3*5 Piercing 5*5 Piercing

Explosives
Strength+Throwing (Sphere) for hand explosives, Dex+Guns (Heavy Weapons) for rocket launcher Level 3 Success to hit Ground Zero, Level 2 for General Effect, and Level 1 for Max Radius Weapon Range Ground Zero General Effect Max Radius Grenade 3/7/10/13/20 1 Yard 4*8 3 Yards 3*6 5 Yards 3*2 Pipe Bomb 3/7/10/13/20 2 Yards 4*10 6 Yards 3*8 10 Yards 3*3 Rocket Launcher 10/20/40/75/120 1 Yard 5*8 2 Yards 3*8 3 Yards 2*8 Molotov Cocktail 2/5/8/10/15 1 Yard 3/Turn 2 Yards 2/Turn 3 Yards 1/Turn

Body Armor Table
Type
Padding Leather Jacket Leather Armor Chain Mail Banded Mail Plate Armor Class I Kevlar Class IIa Kevlar Class II Kevlar Class III Kevlar Class IIIa Kevlar Class IV Kevlar Riot Shield

Armor Value
1 2 5 8 10 15 10 15 20 25 30 40 25

Encumbrance
None None Light Light Medium Heavy None None Light Medium Medium Heavy Light

Shield Table
Shield Type
Chair Small Shield Medium Shield Large Shield

Armor Value
6 15 15 15

Damage Capacity
20 80 100 150

Barrier Value
12 15 20 30

Block
+1 +1 +2 +3

Destructible Environments
Object
Wine Glass Glass Bottle Window Table Desk Door Door Lock Reinforced Door Reinforced Lock Wood Wall Brick Wall Concrete Wall Steel Wall

Armor Value
0 1 1 3-12 5 5 8 15 25 5+1/Inch 9+1/Inch 18+2/Inch 30+5/Inch

Damage Capacity
1 5 5 25-100 30 30 20 50 40 20/Inch 30/Inch 50/Inch 100/Inch

Barrier Value
0 0 1 6-35 6 5 10 25 30 8+1/Inch 12+2/Inch 20+5/Inch 40+10/Inch