Dice Mechanics
Below is a quick overview of the game mechanics of Unknown Armies so
that you may have a better idea of what your character's stats mean.
Mechanics can be divided into three parts:
Regular Mechanics
- Minor
- Minor checks are everyday events. Parallel parking,
looking something up online, selecting the nice fruit in the grocery
store - that kind of thing. Basically there is some challenge, but
nothing major. Those with 15% or higher in their skill are assumed to
have achieved a success without rolling (although the GM may ask you to
roll just to see how well you do.) If you roll at or under your skill,
you succeed well. If you roll over your skill, you succeed in a shabby
manner. (For example, if you succeed on your roll to parallel park the
car, you make it in on one try. If you fail, you need to drive back and
forth a couple times to get the car in.)
- Significant - Significant checks are those checks that represent
genuinely challenging uses of the skill but which don't represent any
danger or other pressure. If you roll at or under your skill, you
succeed strongly while a roll over your skill indicates a weak success.
An example could be acting on stage or taking a timed test. Most rolls
in the game will be significant simply because they are far more common
than major checks (below) and most minor checks won't require rolls to
begin with.
- Major - Something important is hanging on the line. All rolls in
combat are major. Alternatively, getting the truck's engine fixed in
the sandstorm when the enemy forces will be within firing range in a
few minutes would also be a major check. Major checks succeed if you
roll at or under your skill. Rolling over your skill is a failure.
Three
special rolls need to be noted: fumbles, crits, and matches. 00
(100%) is a fumble. It means things went horribly wrong. Guns jam,
you drop the fish tank you were carrying, that sort of thing. 01 (1%)
is a crit. It means that things went as well as they possibly could.
Strikes do their maximum damage, you can repair the engine in less time
that anyone expected, etc. Matches occur when the two percentile dice
come up on the same number (ie 1 and 1, 2 and 2, 3 and 3, etc.) What
happens here depends on your skill. If the roll is under your skill,
something good happens. If the roll is over your skill, something bad
happens.
In some
cases you will not only need to succeed in your roll, but
also roll greater than some other numbers. Called shots and some
opposed tests are this way.
The other
neat dice trick in the game is flip-flop rolls. In these
situations you roll the dice, and then get to choose which one is the
tens digit. This greatly enhances your chances of success. In general,
you will be able to flip flop rolls made based on your passions or
obsession skill (see character generation for explanations of these).
Finally, the
question of what to do if you want to do something you
do not have a skill for. First, the GM needs to rule that this is
something an untrained person could do. Brain surgery and flying a jet
do not fall under this category. Otherwise, if the check is minor or
significant, you roll your attribute with a -30% penalty. If you roll
at or under this target, you get a marginal success (akin to failing a
normal significant check). Otherwise, you fail. If the check is major,
you roll your attribute with no penalty, but only a match or crit will
succeed, and this will only be a normal success. Otherwise, you fail
badly.
Above and
beyond this, penalties or bonuses may be imposed due to
situational modifiers. The game calls these "shifts", and they can be
positive or negative. (I.e. if you have a 50% skill but experience a
-30 shift, you would need to roll less than or equal to 20 to score a
normal success.
I am
including all this information, not because I think it is
important for the players to know it, but because I think it would be
unfair for you to be asked to make characters without knowing what all
the numbers mean. Your focus, however, should not be optimizing for the
mechanics. In fact, Unknown Armies makes this very difficult by making
sure that most skills remain quite low. The three types of checks mean
that, a skilled person has little to worry about in day-to-day
activities, but when placed in a stressful situation, their skills are
no sure thing. There are two reasons for this according to the book.
First, this is a horror game. If you have skills that you can rely on
to pull you through in the clutch, that lessens the impact of the genre
somewhat. This way, you have no aces in the hole, as it were. Secondly,
the fact that your skills are so low when they are most necessary means
that you shouldn't hinge your plans on simple rolls of the dice. You
should find as many things as possible to put things to your advantage
(ambushes, cunning arguments, etc.) Ideally, your plan should be
executed without any dice rolling at all.
One other
thing that needs to be discussed for Unknown Armies: madness.
Characters in UA do not start out as totally stable
individuals in the first place, but there is so much further they can
fall. Each character has five "madness meters", each of which
represents one way in which their sanity can be hammered. Moreover,
within each category, checks are divided up by level from the least
severe (1) to the most (10). The madness meters are:
Note that,
especially at lower levels, madness checks will only be
made if it is relevant to to story.
Each meter
has 10 "hardened" notches and 5 "failed" notches. If you
are faced with a madness check, you need to make a simple Mind
attribute roll. If you succeed, you mark one of the hardened notches
and act as normal. If you fail, you mark one of the failed notches and
will either flee (run away), freeze (become unable to move until
whatever caused the madness check is gone), or frenzy (attack the
source of the madness until it is gone). Once one of these three is
chosen, your character will act that way until until the source of the
madness is gone. If you frenzy an indestructable opponent, you don't
get to change your mind once you realize this - you are too far gone to
be thinking that rationally.
Hardened
notches indicate your resistance to further madness checks
of that kind. Every madness check has a rank from 1-10. If you have N
hardened notches, you do not need
to make mind rolls if the check is rank N or lower. If you have 10 or
more hardened notches on a single meter, you will never need to make a
roll of that kind. Basically, you have become so callous to that
stimulous that it no longer affects you. This is seldom a good thing.
Note that the level of the stimuli does not have any affect on your
mind
roll. You succeed if you roll at or under your Mind stat regardless of
whether the stimulus is level 1 or level 10. All the level determines
is how much hardening you would need to ignore the stimulus completely.
Failed
notches indicate how disturbed your character is by the given
stimulus. If all five of your failed notches are marked, you develop a
clinical nurosis. In addition, any further exposure to the given
stimulus (that is at a rank higher than your hardening) will
automatically have you go into flee/freeze/frenzy mode with no mind
roll.
Both
hardened and failed notches may be removed through therapy. Any
notches of either type usually have some manifestation in the
character's personality.
As a final
note, understand that madness (in all its incarnations)
is part of the game. Any marks on either harded or failed meters will
show up in your character's personality. Also, note that, if you
gain 5 failed notches, you are not out of the game. In fact, in many
respects, madness is just the beginning.
Combat in
Unknown Armies is extremely dangerous. Firearms can kill in a
single shot and knives take only a few good stabs. For this reason,
characters should fear combat. As this is a role playing game, however,
combat will probably enter into the
picture at some point. Unknown Armies doesn't have a highly detailed
combat system. The major aspects of combat are as follows.
All people
potentially involved in the combat must
determine their order in the combat. The normal way to do this is to
roll against your speed stat. All those who
succeed in this roll get to go before all those who do not. Within
either group, those with higher rolls go before those with lower. (In
this case, crits, fumbles, and matches have no effect.) If, however,
you have the Initiative skill, you may simply use the
value of your skill as your successful initiative roll. No roll is
required. Finally, if you have ambushed someone, they
must roll as normal, but you simply use your Speed stat as your
successful stat roll. In the case of a tie, a coin is flipped.
The attack
is a major skill check using whatever skill is appropriate
for the weapon (or lack thereof) that you wish to use. The GM may
impose a positive or negative shift based on the circumstances.
You may declare a "focus shift". This basically means that you are
going to concentrate on a single target. (The GM may rule that
conditions prevent you from concentrating effectively.) Focus shifts
must be declared at the beginning of
the round, not when your turn comes up. You can choose a focus
shift of +10, +20, or +30. When your turn rolls around, you are able to
apply this bonus to your skill. The cost? It is obvious to anyone
paying attention that you are focusing on a specific target. If they
are able to attack you, they can do so with the same shift that you
have against your target. Specifically, if you want a +20 shift against
target A, everyone gets a +20 shift against you.
In addition, there are some special rules for firearms:
Note: you
cannot draw and use a weapon in the same round - it takes a
round to ready a weapon.
You may
declare that you are going to dodge on your turn. From that
point in the round on, if someone makes a successful attack against
you, roll your Dodge skill. If you make your Dodge skill and roll over your opponent's
attack roll, you take no damage. If you fail your Dodge roll, but your
opponent's attack roll was less than your Dodge skill, you take half
damage (round up). Otherwise, you take full damage.
Note that dodging only affects the people who act after you in the
round you declare that you are going to dodge. You may not dodge those
who act before you in that round. After the first round, however, you
may declare at the beginning of the round that you will continue
dodging. From then on, your dodge will affect all opponents.
While dodging you may perform no other actions.
Damage is
pretty straightforward:
The GM will
keep track of each injury you take in a combat. Healing is
done per-injury, rather than against the total number of hit points
lost. How an injury is healed depends on the severity.
A minor injury causes you to lose less than 10% of your hit points.
Someone can roll their first aid skill and, if successful, you regain
hit points equal to the sum of the dice on their roll up to a maximum
of the amount of injury caused by that wound minus 1; there is always
at least one point per injury that will only heal with time. First aid
may only be attempted once per injury.
A major injury causes you to lose more than 10% of your hit points in
one shot. This requires someone with legitimate medical training,
preferably in a legitimate medical facility. If you make it to the
hospital within an hour of your injury a doctor can heal you of damage
equal to their successful roll up to a maximum of the amount of damage
that injury did minus 1. (As with minor injuries, there is always one
point that only time will heal.) If you do not make it to the hospital
within an hour, the doctor will only be able to heal up to the sum of
the digits of their successful roll (with the same maximum healing as
before). This is assuming the doctor rolled their skill successfully
and had good equipment at their disposal.
(Note that the 10% value that divides the minor and major injuries is a
fuzzy line. The GM may rule that, due to conditions or the nature of
the attack, this boundary may move around.)
An injury that does more than 50 points of damage in a single shot will
cause permanent damage. The nature of this damage can vary.
Possibilities are permanent loss of hit points, lowering of stats or
skills, reduced senses, and lost limbs. While you may heal the hit
points you lost, the permanent damage will not go away ever.
Any remaining hit point loss after treatment can only be healed with
convalescence. If you have fewer than 60% of your hit points back, you
need to remain under the care of a doctor or nurse and should not be up
and about. If you follow doctor's orders, you will heal 2 points per
day. Once you have healed back to more than 60%, you can start resuming
your life. If you take things easy, you will get 1 point back today, if
you remain in bed you get 2, but if you push yourself, you will not
heal anything that day.
As noted earlier, the GM is the only one who knows how many hit
points you have. You will be informed how your character feels and will
need to use that to determine whether it is time to leave the hospital.
A few final
points here. First, please note that combat is extremely
dangerous. Getting in a punching match with someone is probably not
going to kill you, but as soon as someone pulls a knife, you have a
very real risk of at least receiving a serious injury and firearms can
kill in a single shot. Keep this fact in mind, both in terms of
protecting your own character, and when considering how to deal with
enemies.
Second, remember that the setting is the real world (mostly). Not
everyone is armed with machineguns and not all conflicts will be solved
with gunplay. Combat may very well be avoidable. If you can't think of
any other way, make sure to fight on your own terms. Make sure you
don't go into this with the common gaming idea that combat, at least in
the climax, will be inevitable. If you enter into combat, there is a
very real chance of death for your character. It should not be viewed
as the easy option.
As a corollary to the above, remember that you are (probably) not a
psychopathic killer. You have probably never killed anyone. Attacking
someone, as well as being attacked, requires a madness check for
violence (of varying severity depending on the nature of the attack).
Executing someone in cold blood is a level 7 check. The same goes for
your opponents. This isn't the type of game where everyone fights to
the death. (Some might, but not everyone.) Remember that, both for
yourself and when dealing with enemies. Think about what things are so
important to you that you would kill or die over them. If you have the
type of character who would pull a knife if insulted, you would be
advised to have a backup character in mind very quickly.
Finally, do not forget about the police. If people hear guns fired, the
police will be called. If you show up in the hospital with stab or
gunshot wounds, the police will be called. If you are a suspect in a
crime, the police will investigate and you had better have a good
explanation why the blood of the victim is on your sleeves. Response
times and attitudes will vary, but the police will be present after any
potentially lethal altercation. Keep this in mind.