General Rules

Attributes
These are your “Stats” that your character comes to the table with before any learned skills. Attributes add pips to your D6 rolls and while they cannot save you from rolling a critical fumble (a “1”), they can help you increase your Margin of Success against your situation or adversary.


Skills
Skills are really what makes your character special. You can have the best stats in the world but if you are unskilled in what you need to do, you won’t ever be doing it well. Don’t worry though, the skills in this game are very broad and sometimes abstract so you won’t kill yourself doing the most pedestrian things.


Secondary Attributes
These are derived from both your Main Attributes and Skills. Here you will find out how many resilient you are to damage, how much damage you can inflict on others, and how strong or healthy you are.


Perks and Flaws
This gives flavor to the game, however I have found it can break it just as often as not. Because of this, you are limited to only a handful of Perks and Flaws If you don’t want to take Flaws, then all the better. I tend to remember Flaws and torture bad choices.


Game Mechanics
Combat, social interaction, and pretty much the use of any skill involves some rolling and the finer details can be found here.


Emergency Dice, “Edge”, and other House Rules
This is where the GM lets you fudge a little. Emergency Dice add more dice a single roll and Edge is kinda like it is in Shadowrun, you get to force a reroll but you don’t keep previous successes. There are some other things I err on the side of caution for in the Players benefit.

General Rules

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