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The cornerstone of this system is the Basic Attribute Test (BAT), a d100 roll where the base to-hit is a CAPS attribute: Charisma, Agility, Perception, or Strength.

AdA is a d100 system (generally 2d10s, one assigned to the 10s value and another to the 1s value to be read together) and getting at-or-under the target number. The target number is the number which your d100 roll must be equal to or less than to succeed: this will be determined using the governing statistic, skill, and relative difficulty of a given task.

Charisma is one’s force of personality. How persuasive, appealing, or otherwise socially powerful one is. Convincing people to act, getting a better price, and pulling off a con are common uses of Charisma. Maximum Psyche, your mental reserve of energy and sanity, is impacted by a character’s charisma.

Agility describes a person’s speed, dexterity, alacrity, and general ease of movement. Hitting things with bladed weapons, leaping gaps, picking locks, and outrunning pursuers. Alongside perception it governs piloting vehicles.

Perception is the ability to perceive, aim, or sense goings on. Key for hitting targets with guns, noticing traps, spotting old tracks in the dirt, and noticing something missing in an otherwise orderly room. Alongside agility it governs piloting vehicles.

Strength is the cornerstone of physical well-being, the power of the body and its capacity to take abuse. Strength impacts your maximum Vitality (health), Resistance (damage reduction), how hard you hit, and how far you can throw things.

Attribute Bonuses are the tens column of a stat, so if you have 27 Agility, your Agility Bonus (or AB) is 2. Even if your Agility is 29, your AB is still 2 until your Agility passes into the 30s, where it becomes 3.

A Pure Skill Test (PST) is a d100 roll where the base is just the skill points (x10), so if you need to answer a question about theoretical physics you’d roll Physical PST. You’ve got six skill points in it, being a career physicist, so the base is 60. It’s not an easy question, with a modifier of -20. So your to-Hit is 40. You roll a 41, failing by one degree. Aww, really? You decide to spend a Moxie to re-roll!

What’s Moxie? Moxie is a resource that allows you to re-roll either a d100 test or damage dice you are dealing or receiving. It is awarded sparingly for deeds of heroism, grit, and defying the odds--exceptional risk must be undertaken for a deed to be worthy of Moxie. Don’t spend Moxie counting on getting more later, as its acquisition is never guaranteed. It begins play at two, and has a cap of 9.

An Attribute-Augmented Skill Test (Aug’d) is a d100 roll where the target number is an attribute + a skill. Each skill point adds another +10 to the base. A man shooting a gun will make a Perception-Augmented Marksmanship test. His Perception is 20, and he has two skill points in Marksmanship, so his base is 40. However, most rolls will be modified. One example is a man shooting at a man in light cover, incurring a -10 for a to-Hit of 30. As another example, let’s say he’s shooting at less than half his gun’s maximum range, so he’s now gained +10. But his target is behind medium cover, -20, for an overall of -10, so his to-Hit is 30. He rolls a 20, passing with two degrees of success.

Vitality, a character’s physical health. Vitality is generated at character generation by adding 10+1d5+SB. If using physical dice, 1d5 is 1d10/2 rounded down. When it drops to zero you’re on the ground, unconscious. If they have between -1 and -5 Vitality they’re bleeding out and take -1 Vitality/turn, and if their Vitality ever dips below -5 for any reason they die on the spot.

Psyche is mental wellness. Psyche is generated by rolling 10+1d5+CB. If using physical dice, 1d5 is 1d10/2 rounded down. Psyche is reduced by several traumatic experiences such as: suppressive fire, watching an ally be lit on fire, abuse of drugs, killing a man for the first time, etc. When a character drops to 0 or below Psyche, the Dream Weaver makes a roll detailed in the back of the book for a variable outcome. Certain drugs can boost your Psyche or defer negative effects of trauma, and long term therapies may raise Psyche, but resting after consuming adequate amounts of food is the only way to reliably regain Psyche without drawbacks or great expense. Maximum Psyche is raised by a change in Charisma Bonus.

Social Layers are your defense against Psyche damage from social situation. You begin play with three Social Layers. Grenades, murder, and a hail of fifty-caliber bullets pouring into your position can all still harm your psyche--but an insult or argument cannot. The Social Layers stat describes how many layers “beyond zero” you have, so that number +1 is how many you have total. Social Layer Zero has special properties, as the final barrier between the Psyche and the Other, as described in the section on social combat.

Resistance is your body’s ability to endure physical trauma, how well you shrug off illness and bullets alike. Forced marches and acting in spite of pain can be influenced by your Resistance. This is deducted directly from incoming Vitality damage with rare exceptions. Resistance is calculated by adding your Strength Bonus to half-rounded down your Agility Bonus, written in simplified form as SB+(AB/2).

Movement is how far in meters you can move in a standard half-action move. Movement speed begins at twenty plus Agility Bonus multiplied by four meters per Move action (roughly 10 seconds of walk/jogging), more succinctly written as 20+(AB*4)m.

Luck is used for a variety of things, and Rolling Luck is done in a unique way. When called for (usually as Luck X where X is a number), a d10 is rolled and your luck added directly to it. Here you’re trying to get as much or more than the target number. Luck is determined by a d10 at character generation randomly.