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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 features-
Attributes: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
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.
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.
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.
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.
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.
(+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 Range Damage
Thrown Pebble 3/5/8/12/20 1*Strength
Thrown Stone 2/4/7/10/15 2*Strength
Thrown Brick 2/3/5/7/10 3*Strength
Thrown Knife 3/5/8/12/20 2*Strength Piercing
Short Bow 5/12/40/65/100 3*Strength Piercing
Long Bow 10/30/50/100/200 4*Strength Piercing
Cross Bow 7/40/65/150/250 5*2 Piercing
Handguns 3/10/20/60/120
.22 Caliber 2*3 Piercing
.32 Caliber 3*2 Piercing
.38 Caliber 4*2 Piercing
9mm 3*3 Piercing
.45 Caliber 3*4 Piercing
Magnum Rounds 4/15/30/90/180
.357 Magnum 4*4 Piercing
.44 Magnum 3*6 Piercing
9mm SMG 3/15/30/90/180 3*4 Piercing
Civilian Rifles 10/50/150/600/1000
.22 Long Rifle 2*4 Piercing
5.56mm 3*4 Piercing
.308mm 4*4 Piercing
Shotguns
Birdshot 10/30/50/75/100 3*5 +2 Hit
Buckshot 10/30/50/100/200 4*6 +1 Hit
Slug 5/50/100/200/300 3*5 Piercing
Assault Rifles 10/50/150/600/1000
5.56mm 3*4 Piercing
7.62mm 3*5 Piercing
Sniper Rifles
7.62mm 15/75/225/900/4000 3*5 Piercing
.50 Caliber 15/75/250/1200/5000 5*5 Piercing
Machine Guns
5.56mm 10/100/300/1000/3000 3*4 Piercing
7.62mm 10/150/300/1000/4000 3*5 Piercing
.50 Caliber 15/200/400/2000/6000 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 Armor Value Encumbrance
Padding 1 None
Leather Jacket 2 None
Leather Armor 5 Light
Chain Mail 8 Light
Banded Mail 10 Medium
Plate Armor 15 Heavy
Class I Kevlar 10 None
Class IIa Kevlar 15 None
Class II Kevlar 20 Light
Class III Kevlar 25 Medium
Class IIIa Kevlar 30 Medium
Class IV Kevlar 40 Heavy
Riot Shield 25 Light
Shield Table
Shield Type Armor Value Damage Capacity Barrier Value Block
Chair 6 20 12 +1
Small Shield 15 80 15 +1
Medium Shield 15 100 20 +2
Large Shield 15 150 30 +3
Destructible Environments
Object Armor Value Damage Capacity Barrier Value
Wine Glass 0 1 0
Glass Bottle 1 5 0
Window 1 5 1
Table 3-12 25-100 6-35
Desk 5 30 6
Door 5 30 5
Door Lock 8 20 10
Reinforced Door 15 50 25
Reinforced Lock 25 40 30
Wood Wall 5+1/Inch 20/Inch 8+1/Inch
Brick Wall 9+1/Inch 30/Inch 12+2/Inch
Concrete Wall 18+2/Inch 50/Inch 20+5/Inch
Steel Wall 30+5/Inch 100/Inch 40+10/Inch