Update: I will try to make the first post for the game either tonight or tomorrow.
As promised, here is a quick primer for the Unisystem. These rules are further detailed in the Rules Reference thread.
• In Armageddon, the Game Master is known as "The Chronicler".
• A ten-sided die (d10) is used for all rolls, with the exception of damage rolls.
• The Target Number for rolls is always
9.
• Some actions rely on simple success or failure. Other actions require a certain degree of success. "Success Levels" are determined by consulting the Outcome Table (Armageddon, p. 123). The higher a result, the more Success Levels that the character has achieved. Additional Success Levels beyond the necessary minimum impart added benefits.
.
Tasks
• Tasks are Skill checks. Tasks involve one Skill and one relevant Attribute. Roll 1d10 + Attribute + Skill Level
For example, shooting a pistol relies on the Dexterity attribute and the Handgun skill. A character with Dexterity 2 and Handguns 3 would be rolling 1d10 + 5.
Tests
• Tests are Attribute checks. There are two types of Tests: Simple and Difficult.
•
Simple Test: 1d10 + (Attribute x 2).
•
Difficult Test: 1d10 + Attribute.
For example, a character with Strength 3 would roll 1d10 + 6 for a Simple Strength Test, and 1d10 + 3 for a Difficult Strength Test.
Resisted Tasks & Tests
• Resisted Tasks and Resisted Tests are resolved just like regular Tasks and Tests. Both results are compared against each other and against the Target Number (9). The higher result wins.
• If neither result equals or beats the Target Number (9), then both results fail.
The Rule of 10
• If a Natural 10 is rolled on 1d10, this incurs a special benefit. Roll a 1d10 again and then subtract 5 from that result. If the result is higher than zero, add it to the result of the first roll. If the result is zero or lower, ignore it.
For example, if a player rolls a Natural 10, followed by a 7, the total roll would be 12 (10 + (7 - 5) = 12).
• If another Natural 10 is rolled, continue rolling and adding the results until a 10 is not rolled.
The Rule of 1
• If a Natural 1 is rolled on 1d10, it incurs a special result. Roll 1d10 again and then subtract 5 from that result. If the result is a negative number, reduce the result of the first roll by that amount. If the result is a positive number, the roll is considered to be a 1.
For example, if a player rolls a Natural 1, followed by a 3, this leaves him with a -2 (1 - 3 = -2).
• If another Natural 1 is rolled, continue rolling and subtracting the results until a 1 is not rolled.