Rules Summary

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Rules Summary

Making Tests

  • Roll d100 (two ten-sided dice, read as a percentile amount, from 00 to 99).
  • Target number is determined by the appropriate skill (or occasionally an aptitude).
  • Difficulty is represented by modifiers.
  • 00 is always a success.
  • 99 is always a failure.
  • Margin of Success of 30+ is an Excellent Success.
  • Margin of Failure of 30+ is a Severe Failure.
  • A roll of doubles (00, 11, 22, 33, etc.) equals a critical success or failure.

Success Test

  • To succeed, roll d100 and score equal to or less than the skill +/– modifiers.

Opposed Test

  • Each character rolls d100 against their skill +/– modifiers.
  • The character who succeeds with the highest roll wins. If both characters fail, or both succeed but tie, deadlock occurs.

Simple Success Test

  • Simple Success Tests automatically succeed.
  • Success or failure on the roll simply indicates if the character succeeded strongly or poorly.

Defaulting

  • If a character does not have the appropriate skill for a test, they may default to the skill’s linked aptitude.

Modifiers

  • Modifiers always affect the target number (skill), not the roll.
  • Modifiers (positive or negative) come in 3 levels of severity:
    • Minor (+/–10)
    • Moderate (+/–20)
    • Major (+/–30)
  • The maximum modifiers that can be applied are +/– 60.

Teamwork

  • One character is chosen as the primary actor; they make the test.
  • Each helper character adds a +10 modifi er (max. +30).

Taking the Time

  • Character may take extra time to complete an action.
  • On Complex actions, each minute taken adds +10 to the test.
  • On Task actions, every 50 percent extension to the timeframe adds +10 to the test.

Aptitudes

  • Aptitudes range from 1 to 30 (average 15).
  • Aptitudes are: Cognition, Coordination, Intuition, Reflexes, Savvy, Somatics, and Willpower.

Learned Skills

  • Skills range from 1-99 (average 50).
  • Each skill is linked to and based on an aptitude.
  • Morphs, gear, drugs, etc. may provide skill bonuses or penalties to individual skills.

Speciliazations

  • Specializations add +10 when using a skill for that area of concentration.
  • Each skill may have only one specialization.

Action Turns

  • Action Turns are 3 seconds in length.
  • The order in which characters act is determined by Initiative.
  • Automatic actions are always “on.”
  • Characters may take any number of Quick Actions in a Turn (minimum of 3), limited only by the gamemaster.
  • Characters may only take a number of Complex Actions equal to their Speed stat.

Task Actions

  • Task Actions are any action that requires longer than 1 Action Turn to complete.
  • Task Actions list a timeframe (anywhere from 2 Turns to 2 years).
  • Timeframe reduced by 10% for each 10 points of MoS.
  • If character fails, they work on the task for a minimum period equal to 10% of the timeframe for each 10 points of MoF before realizing it’s a failure.

Combat Summary

  • Combat is handled as an Opposed Test.
  • Attacker rolls attack skill +/– modifiers.
  • Melee: Defender rolls Fray or melee skill +/– modifiers.
  • Ranged: Defender rolls (Fray skill ÷ 2, round down) +/– modifiers.
  • If attacker succeeds and rolls higher than the defender, the attack hits.
  • Critical hits are armor-defeating (armor does not apply).
  • Armor is reduced by the attack’s Armor Penetration value (AP).
  • The weapon’s damage is reduced by the target’s modified Armor rating (unless the attack is armor-defeating).
  • If the damage exceeds the target’s Wound Threshold, a wound is also scored. (If the damage exceeds the Wound Threshold by multiple multiple factors, multiple wounds are inflicted.)

All information included in the System Reference Docs are under CC license, in accordance with the Eclipse Phase license. The resources found here are provided for easy online reference and character creation.

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