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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 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

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 Bonus Damage
Punch None 2*Strength
Brass Knuckles None 2*Strength+1
Kick None 2*Strength+1
Broken Bottle None 1*Strength Slashing
Small Knife None 1*Strength Slashing
Large Knife None 2*Strength-1 Slashing
Short Sword None 2*Strength Slashing
Rapier None 2*Strength+1 Slashing
Long Sword None 3*Strength(+1) Slashing
Katana +1 Hit Two Handed 3*Strength(+1) Slashing
Great Sword None 4*Strength+1 Slashing (Two-Handed Only)
Spear +2 Initiative 2*Strength(+1) Slashing
Wood Axe None 3*Strength(+1) Slashing
Battle Axe None 4*Strength+1 Slashing (Two-Handed Only)
Halberd +2 Initiative 3*Strength+1 Slashing (Two-Handed Only)
Chain +1 Hit 2*Strength+1
Stick None 3*Strength-1
Baton/Large Stick None 3*Strength
Bat/Pipe/Chair None 4*Strength(+1)
Staff None 3*Strength(+1)
Small Mace None 4*Strength
Mace None 5*Strength(+1)
Large Mace None 6*Strength+1 (Two-Handed Only)
Chainsaw +2 Hit 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 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

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