Moved
This roleplaying game has acquired a name, skillful, and a new webhost. This wiki is not active any more, please go to the new one if you are interested.
Welcome interested players and developers. The rules as they stand for our rpg system are now here. Please edit, add content, comment on things that you think are weird or don't understand, or just add pretty formatting if the urge strikes you. I currently have the site set up to allow anyone to edit, but I would encourage you to sign up for a wikidot account and tell me what it is in case I have vandalism problems and need to switch edits to registered users only.
Overview
Skills
Essentially all actions are resolved by skill checks. For any action, a character rolls 1d20 adds their relevant skill and any modifiers, and then compares against a target. If the action is opposed by another character the target number is their skill check result, if not, then it is against a fixed number set by how difficult the task is. Subtract the target number from the character's skill result, that is their delta and represents how well they did at what they were trying to accomplish. If the delta is greater than or equal to 0, the action has succeeded to at least a marginal degree. The delta is then given to the character to spend improving their success. A skill will say how delta's can be spent in a given situation, but usually will involve doing the task faster, better, or with less effort. In some situations the delta may be stored for some time to be spent later. If result is less than zero, the hasfailed at the task to some degree. If it is against another character, the delta is given to their opponent who will use it to determine the consequences of the action. If it is against an environmental factor or other fixed target then the skill will describe what the consequences of the negative delta are.
In some cases more than one skill can be used in the process of accomplishing something. One skill is the primary, the secondary skills will roll first, then their deltas are applied to the roll for the primary skill in the manner described by their description.
Characteristics
Where other games have classes and stats, we have characterisics. These tell you how good your character is at various things. Pick a number of them to describe your character, they will affect how fast you improve at various skills.
Fatigue Pools
The main resource that characters spend during play in this game is their energy and effort. As they get tired, they will become less effective, eventually falling unconsious if they become too exhausted and battered.
Gunfighting
Actions
Weapons
The combat system for this game currently focuses on gunfighting. It attempts to be somewhat realistic in that getting shot is bad usually very bad. Perhaps somewhat less realistic but necessary for the game to work, it offers ways for you to minimize your chances of getting shot. However, frantically ducking and dodging takes a lot of effort and will tire you out pretty quickly and it is only a matter of time before fatigue causes you to slip up ….
Wounds
And when you slip up in gunfights, often very bad things happen.





