Gameplay mechanics (no ontology)

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Revision as of 11:34, 6 November 2015 by Auro (Talk | contribs)

This page lists the important gameplay mechanics of Mazeworld.

Aiming and body parts

The contestant may choose to attack specific body parts of his/her enemy. Depending on the type of enemy, damage on certain body parts might be higher or lower, often with a special effect.
When a player does not specifies a body part attacked, it is by default the upper body, the abdomen, or other applicable. Please check the individual articles of every creature to learn its body map. Keep in mind that many pieces of clothing and armor, the various Armor Classes of clothing/armor and Encounters, and certain other statistics, can modify or otherwise alter the behavior of damage in relation to body parts.

By default, the following values are used:

Body group Pain and Limb damage multiplier Effects
HEAD 1x damage Failure threshold +1
BODY 1x damage No penalty
LIMB 0.4x damage No penalty
EXTREMITY 0.5x damage Failure threshold +1
WEAK POINT 2x damage Failure threshold +1

HEAD group: Head
BODY group: Torso, upper body, lower body...
LIMB group: Arms, legs, shoulders, elbows, wings, tentacles...
EXTREMITY group: Hands, feet, mandibles, claws, tails, horns...
WEAK POINT group: Eyes, genitals, beaks, underbellies...

Basic fighting mechanics

Mazeworld requires two kinds of random number generations: regular, d6 dice throws, as well as more complex xdy throws. Most of the RNG matters are hidden to the player during gameplay.

Encounter generation and behavior

  • When a contestant is facing the door(s) inside a room, unless he/she is facing a door leading to a scripted event (see later), every room is assigned a random number, each number corresponding to a room on the complete list of events. The list of events is randomized between every game, as such, it is impossible to correctly "map" which number corresponds to which room between different games.
  • Encountering an enemy triggers a roll which sets how many instances of that creature will be met and thus, have to be fought. This roll is hidden and depends on each specific species.
  • During combat, the GM may roll at its own discretion a 1d100 dubbed the Temerity roll; it is rolled primarily for NPCs (though exceptions can occur). Depending on the situation, if certain events during the fight could be considered strenuous, frightening, or otherwise challenging to the creatures in the fray, the roll is made in an attempt to change their behavior, if it is deemed appropriate.

Depending on the score obtained, the encounter may, from negative to positive: Pass out, quake in fear, become very anxious, resume the fight normally, or explode in anger. If an encounter passes out, it can be looted and robbed from without retaliation, until something wakes it up.
Furthermore, certain creatures can never be affected by a temerity roll, such as mindless beings (drones, blobs...)

Combat

  • Fighting is turn-based. Success or failure of the attack of each participant in the fight (contestant, enemy or enemies) is decided on dice rolls.
  • In order to attack, most weapons require the user to aim at a particular body part of the chosen enemy; this is called a target.
    • EXAMPLE: If a contestant desires to attack a human enemy using a Beretta M9, the contestant can choose to aim at a particular body part of said enemy; i.e. torso, arms, or head.
    • If a target is not specified, then the hits will hit a random body part (via the @bodyaim bot command) instead.
    • Certain weapons cannot be aimed at a precise target on a creature, so instead, simply designating the entire creature as a target may work.
  • When choosing to attack, a participant in a fight may roll a 2d6 per shot or hit attempted, depending on if they're using firearms or other weapons.
    • EXAMPLE: If a contestant tries to fire three rounds at an enemy using a Beretta M9, he/she has to roll three 2d6s. The command to quickly roll this is @roll 3#2d6. Adjust the number left to the # symbol to reflect the desired amount.
    • NOTE: Due to bot limitations, it is impossible to roll more than 20 dice at once - if you desire to attack more than 20 times, and if the contestant's weapon allows, simply roll the 20 first in one line, then the remaining shots in another. Repeat for any other increments of 20 needed, and so on.

The result of each 2d6 roll determines whether the shot or hit associated will hit or miss.

During normal circumstances:

Score What happens Effects
12 Critical success Attack hits perfectly and deals extra effects (@critwin)
9 to 11 Hit Attack hits successfully where intended
7 to 8 Inaccurate Hit Attack might not hit as intended
6 to 3 Miss Attack fails to hit entirely
2 Critical failure Weapon fails to work, jams, is a dud, or hurts the user
  • Scoring 2 leads to a critical failure, leading in the attack backfiring to the attacker in one way or another.
    • Melee weapons will simply fail to hit, and may lose between 1% and 5% condition per critical failure.
    • Firearms may fail in several different ways, see under for a list of firearm failure types.
    • Explosive ordnance may fail to work as intended, depending on the type.
    • Critical failures with monster attacks may result in the monster hurting themselves.
  • Scoring between 3 and 6 leads to a miss or failure, meaning the attack simply misses.
  • Scoring between 7 and 8 leads to an inaccurate hit, meaning the attack MIGHT not hit as intended.
    • For most ranged attacks, an inaccurate hit translates into a flat 50% chance to hit modifier, meaning that the hit is not guaranteed. This means that if an inaccurate hit is rolled, a 1d2 is rolled on top of that; 1 translates into a miss, 2 into a hit.
    • For most melee attacks, including unarmed combat, but excluding martial arts techniques, an inaccurate hit instead translates into a flat 0.8x Pain & Limb damage modifier.
      • Martial arts techniques do not take in account inaccurate hits; thus the damage modifier does not apply if the technique is successfully executed.
  • Scoring between 9 and 11 leads to a hit or success, meaning the attack hits successfully and as intended.
  • Scoring a 12 leads to a critical success, leading in the attack landing exactly where the player wished, and may, depending on the victim and the weapon used, cause extra effects (extra damage, additional effects...).

Certain items or effects may affect those thresholds, and certain encounters may have naturally different thresholds - most of the time, they will be referred to as their Failure Threshold, to determine which values will lead to failing an attack.

  • NOTE: Inaccuracy range is not a fixed value but instead depends on what the current FT is. It is always equal to (FT score) + 1;2.
    • Assuming the default Failure Threshold of 6, the Inaccuracy range is 7-8. If the FT decreases to 4, Inaccuracy range becomes 5-6, and so on.
    • If FT were to rise to 9 or 10, any non-critical hit will be inaccurate.
    • Concentration overrides inaccuracy, both regular and secondary effect (see below).
  • NOTE 2: Inaccuracy range may also be modified or deleted by Combat skills. Inaccuracy can also be triggered as a Secondary effect, in which case the effect prevails.

Battlespace

(image)


The general term for the space in which creatures evolve when in combat is called the battlespace. A good visual representation of the battlespace is shown in the picture above.

When combat is ongoing, the battlespace is typically delineated into various components, which help positioning each participant to the current fight:

  • Sides represent areas of the battlespace.
  • The concept of range is abstracted into two settings: Melee ("within melee range") and Ranged
  • The presence or not of Cover
  • The position of each creature, relative to each other.

Every battlespace has 4 sides, though all four sides are rarely used in a typical fight - in the majority of cases, combat occurs on one or two sides. Sides are numbered, and the Contestant's side is always Side 1. Other creatures generally spawn in Side 2, and Sides 3 and 4 are generally only rarely used.

Range and movement

When not in combat, the battlespace does not matter and items located anywhere in the room may usually be reached and picked up immediately, and other creatures can be talked to and interacted with at any moment. What follows only applies during combat.

The concept of "sides" does not represent allegiance, but positioning. While usually, the Contestant and any allies he/she may have always start combat in Side 1 and enemies/other combatants start combat in sides 2-4, each creature is capable of moving across sides and, with the right weapons, attacking other creatures, either on their own side or in other sides.

This is where the concept of range comes into play, as well as the terms "Melee" and "Ranged".

  • An attacker creature attempting a melee attack can only target another creature "Within melee range", which simply means on the same side as the attacker. An attacker in Side 1 can only melee attack another creature in Side 1, and so on.
  • An attacker creature attempting a ranged attack can target any other creature in the battlespace; ranged, as such, means capable to target on any side. An attacker in Side 1 can ranged attack any other creature, whether they may be in Side 1, 2, 3 or 4, and so on.

Certain attacks can target "all creatures on the same side", or "everyone on the same side". It is as the description implies; if such an attack targets a creature in Side 2, the target - and all other creatures currently in Side 2 will be affected.

Movement across sides during combat is possible, though rules and circumstances may vary depending on what motivates the movement.

  • Typically, movement is done in the context of a melee attack against a creature on another side; it is referred to as a combat movement. In order for an attacker creature on one side to melee attack a victim creature on another side, the attacker has to move from their original side to their victim's. When done as part of a melee attack, the attacker moves only when its turn comes; thus movement during an attack directly depends on Initiative Speed (see below).
    • Example: The Contestant is on Side 1, equipped with an iron baseball bat. He is facing a wolf, on Side 2. The wolf prepares to attack by biting, while the Contestant prepares to strike the wolf with the bat. Both of these attacks are, obviously enough, melee attacks. The wolf's bite attack has an Initiative Speed of 3, while the Contestant's bat has an IS of 18. As the wolf's IS score is the lowest, the wolf's attack is the fastest; thus the wolf moves from Side 2 to Side 1, then attacks, in one same move. Consequently, as the wolf is now in Side 1, the Contestant does not have to move to another side to attack; he may simply strike the wolf as it is within melee range.
  • Movement to another side can also be performed without it being part of an attack; it is called a non-combat movement. As the term implies, it is a non-combat action, similar to using an item or attempting to flee, which means that it is resolved before combat actions (attacks). Non-combat movement takes 1 turn; once complete, the turn ends.
    • Non-combat movement CANNOT serve as an evasive maneuver from melee attacks; a melee attack is defined by the target, not by the location. The only way to evade an attack is to attempt escaping the battlespace entirely, which generally means attempting to leave the room. (See here for details).
    • Non-combat movement however has other tactical uses, such as reaching items or equipment located on another side, or searching for new cover
    • Example: As before, Contestant on Side 1 with iron baseball bat, versus wolf on Side 2. Instead of attacking the wolf, the Contestant wants to move to Side 3 in order to reach an item that is lying there. In this case, the order is Contestant, Wolf. While the Contestant gets to move first, their turn ends when reaching Side 3, and it doesn't prevent the wolf from attacking the Contestant; the wolf simply follows the Contestant from Side 2 into Side 3 and makes their attack.

Special notes regarding accuracy and FT calculation

  • If several FT modifiers are involved, at no point the total FT can go any lower than 3 or any higher than 10. If, during FT calculation, the end result would be lower than 3, it becomes 3; and if it would be higher than 10, it becomes 10.
  • Multiple projectile weapons (Buckshot, Flechette, etc), fired explosives (grenade launchers, rocket launchers..) and thrown explosives (hand grenades..) follow different application of FT rules:
    • FT modifiers directly affect the dice score. Just like for explosives, any instance of FT-1 gives a +1 bonus to dice score, and any instance of FT+1 gives a -1 malus to dice score.
      • Should the modified result ends up being 12 or greater, it counts as a critical hit of a natural 12. Likewise, if the modified result ends up being 2 or less, it counts as a critical failure of a natural 2.

Firearm failures

When 2s are scored while using firearms, the user is prone to the risk of a critical failure. Certain checks are made if it happens:

  • First, a d100 must be rolled once per 2 rolled (Three "2" = three d100 rolls), the results of which are then compared with the gun's cleanliness statistic. Those rolls are hidden.
  • If the 1d100 roll result is lower or equal to the cleanliness percentage value, the 2 is treated as a normal failure.
  • If however, it is higher, then a critical failure occurs and must be resolved as such, the type of failure depends on the type of weapon.
Firearm failure types
  • Stovepipe: This is the most common type of failure, which results in a spent casing stuck in the ejection port.
    • Resolution: The player's turn ends. The contestant performs a "tap-rack-ready" in order to remove the faulty casing; the weapon is ready to fire next turn.
  • Dud rounds: Certain types of weapons can instead suffer from this, where ammunition simply fails to fire.
    • Resolution: The shot corresponding to the 2 is simply not fired, any subsequent rounds fired afterwards are resolved normally.
    • NOTE: For Recoil calculation purposes, if a dud round occurs, recoil is reset on the next successful shot.
  • Feeding failure: Belt-fed weapons are prone to this kind of failure. Feeding is blocked due to a double-feed issue, which prevents cycling.
    • Resolution: In order to make the weapon ready again, a reload must be performed; if the user doesn't have a spare belt or mag, they can simply remove and reload the same belt or mag to clear the malfunction. This is a slow process; it ends the turn during which the critfail occurred, and requires another turn to perform the reload if done during combat.
    • It is generally advised to simply switch to another weapon and resolve the malfunction AFTER the fight is finished, if possible.
  • In even rarer cases, catastrophic failures may occur. These usually destroy the entire weapon.
Example
  • Assuming FT 6, an IWI Jericho 941R, a semi-automatic pistol, with a cleanliness of 83.57%, is fired 8 times.
  • 8 shots require eight 2d6 rolls. The results of those eight shots are: 7, 8, 5, 2, 8, 2, 7, 10.
    • A 1d100 must be rolled for the first 2 (4th shot), and another for the second 2 (6th shot).
    • On the first 2, the d100 result is 67. 67 is lower than 83.57, as such this shot is treated as a normal failure.
    • On the second 2, the d100 result is 92. 92 is higher than 83.57; as such, it is a critical failure proper. For this weapon, a stovepipe occurs.

Kill assists ("Ally kills")

During fights between multiple encounters and/or groups of encounters, sometimes multiple attacks from different people may land on the same target. In this kind of situation, it may be difficult to establish who has truly killed whom. As such, a system of assists exists in order to determine who should be credited with the kill.

The rule is simple: whoever caused the kill shot, is responsible for the kill, and as such is the only one to receive the relevant stats.

If the contestant's allies perform kills, they are counted towards the contestant's total tally. However, kills made by temporary teammates or NPCs fighting by the Contestant's side, do NOT count if they are not formally considered as allies.

Executions

During combat, it is possible that all of the Contestant's opponents may be unable to fight anymore, either due to blacking out, or in other special incapacitating states.

If such a situation occurs and the Contestant wishes to ensure that the opponents are defeated, they can be executed. An execution works like an attack in that it lasts one turn and uses the same rules and damage as during normal combat, with one exception ; executions cannot miss. A dice roll is still requires to check for critical failures, but any score other than 2 results in a success. An execution can fail if it doesn't kill immediately, however it can be attempted again.

Combat skills

As the Contestant progresses, the Contestant may increase their combat skills (also referred to as weapon skills) and become more proficient in the use of the many weapon categories available in the Mazes.

There exist 17 different weapon categories, and 5 different skill levels.

Skill levels determine the Contestant's proficiency with weapons of that particular weapon category. They are as follows:

  • Unskilled (0-9 kills) - At this skill level, the Contestant is afflicted with a FT+1 malus.
  • Basic (10-24 kills) - The default skill level ; standard FT, no modifiers.
  • Skilled (25-49 kills) - Standard FT, but Inaccuracy Range is reduced to FT score +1 (on FT 6, Inaccurate hits now only happen on 7s)
  • Expert (50-99 kills) - Standard FT, but Inaccuracy Range is now deleted (meaning no more Inaccurate Hits unless affected by the Inaccuracy effect)
  • Master (100+ kills) - At this skill level, not only is the Inaccuracy Range deleted, but the Contestant also enjoys a FT-1 bonus.

Skill levels and Weapon badges are related - from Basic onwards, each badge corresponds to a skill tier.

Training and advancing skills

The primary and easiest method of advancing a combat skill is to use any weapon of the desired category and successfully kill enemies, until skill is increased to the desired level.

Another method of advancing skills, particularly useful for Contestants seeking to improve their proficiency with low-leveled skills, is through training exercises.

Training exercises take the form of mini-games, which can be played either in a shooting range for firearm and explosive skills, or against a wooden training figure in a dojo for melee skills.

Shooting range training minigames:

  • Target shooting (firearm skills)
  • Quickdraw (firearm skills)
  • Target blasting (explosives skills)

Dojo training minigames:

  • Wooden Man (Melee weapons)
  • Wooden Man (Unarmed)

When completing training minigames, Training Points (or TPs) may be earned. TPs partially substitute for kills in field conditions. While TPs contribute to increasing skill, they do not add to the kill count.

  • 10 TPs translate into the equivalent of 1 kill for the purposes of skill leveling.
  • A limited amount of Training Points can be earned: 250 per skill, which is just enough to go from zero point Unskilled level to Skilled level. Further training after reaching 250 TPs does not yield any more.
  • NOTE: In addition to improving unarmed combat proficiency, advancing the Martial Arts skill also unlocks the right to be taught certain techniques from the Dojo's martial artist.

Damage and protection systems

Please refer to their articles: Damage chart - Protection chart

Explicit content

More explanations here: Explicit content

Explosives

More detailed explanation of rules with explosives can be read on this article: Explosives rules

Resolution of a combat turn

Combat may be initiated either by the player, or the GM via external events. Combat is turn-based. When combat begins, a series of steps must be respected at every turn to ensure that all the needed information is provided so that turns can be resolved.
Since version 2.5, a brand new turn resolution system has been designed to add a sense of speed and reflexes to combat in MazeWorld: the Initiative system. This system relies on a statistic, the Initiative Score (IS), and is one of the most important stats to look out for during combat. The use of IS is detailed later on.

Every party has the possibility to attempt a wide range of actions when their turn comes during combat. The most obvious of which is fighting. Though other actions may be performed, they usually are under their own set of rules (such as running away, using specific items...), end the turn immediately (skipping the turn, swapping weapons from the backpack...), or remain free (talking...).

Before the first turn

Contestants (and, in fact, other encounters as well) may perform certain actions as soon as they enter a room, before a potential fight starts proper. Those actions are:

Turn resolution steps

  • 1) The player (you) is asked what they intend to do for this turn.
  • 2) The GM decides what NPCs intend to do as well.
    • NOTE: If the player is under the influence of Increased Alertness, these steps are reversed, where the GM decides what NPCs do, before the player can use this to determine what they will do.
  • 3) The GM announces "Start of Turn x" (x being the turn number).
  • 4) Non-combat actions are invariably resolved before combat actions; anything not involving an attack, such as reloading, swapping spare weapons, using a consumable, etc. (such actions tend to have their own dice to compensate)
  • 5) The Initiative Score (see below) of every creature is compared, then the order of passage is announced.
  • 6) Each participant in the fight resolves its combat actions, in the announced order. This is during this step that attack dice are rolled. Damage calculation steps are made after every attack is resolved, if necessary.
    • NOTE: If the attack involves firearms, Recoil and Failure Threshold are checked.
    • Multiple projectile weapons (Buckshot, Flechette, etc), fired (grenade launchers, rocket launchers..) and thrown explosives (hand grenades..) follow different application of FT rules.
  • 7) Any relevant end-of-turn effects are applied to ALL concerned creatures; effects such as natural Pain regeneration, periodic damage due to being set on fire, Bleeding rolls, etc.
  • 8) The turn ends, the GM announces "End of Turn x".

Damage calculation steps

Assuming the attack hits...

  • A) Pain is calculated first. Various factors affect the end amount, the most important ones being AC, the victim's Pain sensitivity, the various attack multipliers, and so on.
  • B) Limb damage is calculated next, using LDV and its modifiers.
  • C) Other forms of damage are checked if needed (for example, a Blunt-type attack can cause fractures, and if needed, applied. Critical successes (rolling 12) may give additional effects.
    • Typically, clothing damage, checks for blood loss, and injuries such as wounds, fractures, etc. are checked, with relevant critical success and/or bullet type modifiers applied.

Initiative system

The Initiative system employs the use of a statistic, the Initiative Speed (IS) to determine the order of passage of a creature involved in combat with another. In other words, the IS is a representation of how fast they are; the better the score, the more they'll be first to attack in a turn.

For humans and beings that can use human-usable weapons, the Initiative Score is tied to the weight of the weapon used, with "1" being the fastest, and "Unsp." (Unsparable) being the slowest. For other creatures, each of their attacks has an attributed IS value instead.

  • Note that IS and weight can be different; the term IS tier is employed. In normal conditions, a weapon with Weight 14 will have an IS of 14. However, there are ways to lower the effective IS of a weapon. If an effect speaks of lowering IS tiers, then it is to be considered one tier lower than its actual weight. For a Weight 14 weapon, 1 IS tier down means the new IS score is 9.
    • If multiple tier lowering effects are active, they stack. Two active effects at the same time = 2 tiers down.

During step 5 of turn resolution, the IS of all attempting a combat action is compared. The lowest IS is the fastest, and the fastest goes first. In case multiple creatures have the same IS, their order of passage is random.

  • EXAMPLE: Two creatures are about to fight. Creature A has IS 9, while Creature B has IS 14. As such, A will go first during that turn. The order of passage is: A > B.

Certain situations may add exceptions to the Initiative system:

  • Case 1: During turn resolution, two or more participants in a fight have the same IS. How is it resolved?
    • Solution: This is called a speed conflict. In this case, a die with as many sides as there are encounters involved is thrown to decide who goes first, then another to decide who goes second, and so on until all have been ordered. If two participants are in a speed conflict, a 1d2 resolves who goes first (and as such who goes second). If there are three, a 1d3 chooses the first, then a 1d2 chooses second and last. And so on for any larger groups.
  • Case 2: Both the contestant's side and at least one encounter side are taking cover at the same time. Who gets the always first advantage?
    • Solution: First, those who SUCCEED their cover rolls are checked. Those who failed theirs simply take cover, then their turns end. The cover-taking rolls are checked; the highest score goes first. In case of a tie, it is treated as a speed conflict (see above) and is resolved as such.
    • NOTE: The above applies only for attacks done in the same turn as cover-taking. For any subsequent turns, normal IS speeds are taken in account, assuming all parties in the fight remain behind cover.
  • Case 3: The same situation as Case 2, but there are members in either side who are not taking cover.
    • Solution: Those taking cover are treated as being always faster than those who are not. In other words, those not taking cover see their actions resolved only after those who did, penalizing recklessness.
Initiative Speed tiers

"IS tiers" are frequently referred to ; these tiers are nothing more than ways to refer to each of the possible weight values for items, particularly weapons. The higher the IS tier, the heavier - and thus, slower - the item is. In other words, lower is better in this case.

Tier number 1 2 3 4 5 6 7 8 9 10 11
Weight value 1 2 3 5 9 14 18 22 26 30 Unsparable

How to describe a combat action

When the player is asked what to do, and they wish to make a combat action (an attack) they have to write a short, descriptive line detailing their intention. Whether or not they will succeed depends on the attack roll they will make later in the turn.

The description line does not have to be written in an elaborate manner, so long as the required information is conveyed. The following examples are all describing the same action and are all acceptable:

  • "AR70/90, Hellhound, Abdomen, Burst mode, 2 bursts"
  • "John attacks the hellhound using his AR70/90, firing two bursts at the creature's abdomen."
  • "Fire two bursts at the hellhound's chest with the AR70/90"

The following example is also considered acceptable, but is bare-bones and leads to the default values being used.

  • "Jack fires at the hellhound with his AR70/90".

In this example, only the target and the weapon used are known; only steps 1 and 3 have been given information, leaving the attack to be interpreted as semi-auto, one shot, towards the hellhound's chest. While valid, it demonstrates that omission of information may have underwhelming, or undesired results.

In addition to invalidations due to insufficient information (as explained above) and gameplay mechanic impossibility (e.g. trying to fire more shots or bursts per turn than the maximum limit), description lines may also be invalidated due to incapabilities related to the weapon; for example, trying to use a non-existent fire mode, or using an accessory that isn't mounted on the weapon.

  • If the contestant attempts to fire more rounds than the weapon has left, then only the remaining shots will be fired, naturally, then the turn ends.
  • If the contestant attempts to fire an empty weapon or attachment, then the turn ends after the weapon has been dry-fired. Attempting to fire more shots than the weapon has left, when the weapon has 0 left, is valid, but ends the turn seemingly prematurely.

NOTE: It is impossible to "spray" at multiple targets -at once- even when using full-auto capable weapons, a contestant still has to aim at -a specific target- in particular.

Remember the following steps

  • 1) Announce the weapon used (Writing the weapon's name is recommended, although just announcing the Class is acceptable)
  • 2) Announce the use of accessories, if applicable (If none is specified, it is assumed none is used), unless the accessory has a passive effect; in which case it is always applied.
  • 3) Announce the intended target
  • 4) Announce the target's body part (if none given, torso/upper body is assumed)
  • 5) Announce the fire mode selected or the amount of hits attempted, if applicable (if none given and the weapon has more than one, the lowest possible is assumed)
  • 6) Finally, announce the amount of rounds fired / bursts fired / hits attempted, within the limits possible (If no figure is given, the lowest non-zero amount is assumed)

When the contestant's turn to attack comes, the player makes the attack roll (generally requiring to roll as many 2d6s as shots/hits attempted). If any hits are successful, damage is then calculated according to the description of the move, the results of the dice rolls, while taking in account weapon accessories and Recoil, if applicable. The calculated damage is then applied. Afterwards, the GM makes a description of the results.

Other useful ways to use 2d6s

  • Melee weapons can be used to hit multiple times in a single turn; up to 2 for Class 5 Long, and up to 3 for Class 5 Short weapons (Does not apply to ranged Class 5 weapons). The player must indicate how many hits he or she will attempt, then roll 2d6 an appropriate amount of times. All hits must target the same body part, just as multiple shots from a firearm are aimed at the same body part.
  • Cover roll: Rolling to take cover. The action has a fixed (NOT influencable) FT 6 and this cannot be influenced. Rolling positively ensures the Contestant takes cover, which brings added benefits if done successfully, such as maintaining stealth.
  • Escape roll: Attempting to escape during combat. The action has a fixed (NOT influencable) FT 6, and must be rolled by both the contestant and each ally. If anyone fails their roll, separations may occur; it is entirely possible to abandon an ally that way. Succeeding escape allows the contestant and his/her possible ally to rush to the doors and avoid combat. Failing the escape roll ends immediately the turn, thus caution is advised if the opponent is particularly strong.
    • If stealth has been maintained, this roll becomes a Stealth escape roll. The difference between the two is that in a stealth escape roll, the escapees are not spotted, which means no alarms raised or enemies calling backup.

Recoil system

Please refer to this article: Recoil

Scripted events

Every X rooms, a contestant will find a door that will lead him/her to a specific room. In some cases, the numbers overlap, leading to the contestant having to choose between 2, or more rarely, 3 doors.

The cycle ends after 600 rooms, then restarts. For all scripted events after 600 rooms, simply treat the 601st room as the 1st, 608th as 8th, and so on. Repeat for any additional cycles.

Unplanned situations and creativity

Not every single possible situation can be marked down in the game as a written rule. Players who make use of common sense and creativity may find themselves getting out of situations, or creating certain things that weren't foreseen or planned by the author. Nevertheless, it is the game's policy to not forbid or stop a player from using of creativity to achieve the intended goals, so long as it isn't against the already defined rules.

A few hints and examples of "unplanned" situations that players themselves have made use of and discovered...

  • It is possible to break items made of glass, such as the bottle of beer, to obtain the following weapons: the Broken bottle, or several glass shards.
  • When metallic objects are destroyed, metal shards may be obtained and used as weapons.
  • Wooden objects may break into makeshift sticks, chopsticks, planks or even stakes.
  • Chemistry is fun, especially when it involves fire.
  • There are more things that can be used and interacted with than what is evident.
  • And more...