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Rules Overview

This is a brief overview of the MasterBook 2E rules.



Characters
Attributes represent a character's inherent talents and abilities. Normal humans can have ratings between 5 and 13 (larger values reflect fantastic ability).
  • Physical attributes include agility, dexterity, strength, and endurance.
  • Mental attributes include intellect, mind, charisma, and confidence.
Skills reflect a character's training and knowledge in particular areas, with values ranging between 0 and 3 for starting characters, but with no real upward limit. Specializations can reflect higher values in specific areas of a skill than its general rating.

Special Attributes describe unusual or distinct qualities about a character that are either beneficial or detrimental to him. These are called advantages and compensations in the classic version of the rules.

Other elements include movement rates, toughness (a derivative of strength and endurance that resists harm), shock level, wound level, life points, and experience points (called skill points in the classic version).

Tasks
Whenever a character attempts to do something in which success is not guaranteed, a roll of the dice is needed. When in a contest with another character, both sides compare their rolls of the dice. Otherwise, a difficulty number is determined by the gamemaster, either using the difficulty scale chart or referencing a specific action and various factors for a skill.

The character(s) rolls two 10-sided dice and determines their sum. If the character is skilled for the particular action, he may re-roll any 10s that appear, adding them to the total. This value is then referenced on the Dice Chart for a die number -- this chart relies on the dice's bell curve to provide a base bonus number between -10 and +9, with higher values possible through re-rolling 10s.

The final die number is added to the character's attribute and skill ratings to determine his skill total for the task. If this number is equal to or greater than the assigned difficulty number or opponent's skill total, he is successful. Subtract the difficulty or opponent's skill total from his own--this is called result points. Consult the Success Chart using the result points to determine the degree of success, which can be used to gauge how well a character did. A success bonus is also used in some cases.


Some tasks may require additional steps, such as pushing actions to increase one's running or lifting capacity, performing more than one action per turn, having multiple opponents work against a single character, or coordinating actions between a group.

Combat and Damage
Attacks are always made against an opposing skill total, typically focusing on parrying for close combat and dodge for ranged combat. Characters can also actively defend for a minimum bonus number of +3 on their opposing skill total. Certain factors may affect the defender's skill total, such as when he is concealed, the range of an attack, surprise, or if a specific location of his body is targeted.

If an attack is successful, damage is determined using the result points as a base. This means that no further roll is required. Add the damage value of the attacker's weapon (and/or strength rating) to the result points. Then subtract the defender's toughness and armor ratings from the result points to determine a success bonus from the Success Chart. The defender receives and amount of shock equal to the success bonus and a number of wounds equal to the success bonus -2. Note that some weapons and effects produce only shock or cause bruising damage that replaces the first wound with 3 shock (see below).
  • If the character sustains a wound, he must make an endurance roll to avoid falling to the ground.
  • If the character sustains more shock than his endurance rating, he loses consciousness.
  • If the character sustains 5 wounds, he is almost dead; 6 wounds requires immediate medical attention or results in death.
Note that 2E uses a simplified damage success chart, while the classic version groups shock, wounds, KOs, and knockdowns in a longer chart.

Interaction
Interaction can be used to achieve goals like tricking, taunting, or intimidating an opponent; or conning, charming, or interrogating someone. Characters can also perform physical maneuvers to gain the advantage in combat. This works in the normal manner, with a task being opposed by the victim, and then either consulting the basic Success Chart or one of the Interaction Success Charts. Various conditions are possible that can stymie or fatigue opponents.


Life Points vs. Experience Points


Characters receive both Life Points and Experience Points during the course of the game. The former can be converted into experience at a rate of 1 life point to 3 experience points. Life points allow characters to re-roll dice even if they didn't roll a 10, cancel the use of another character's life points, and reduce damage and interaction effects. Experience points are used to gain new or improved skills, or increase attribute ratings.

The Value System
The rules are built upon a system used to determine approximate values for weights, distances, and time. These values can be converted to difficulty numbers, damage, and even speeds. The value system is only required in certain circumstances and can be ignored most of the time.

The Card Deck
The MasterDeck™ cards may be used to enhance play with more cinematic action. The deck is optional, but recommended. There are three basic types of cards: enhancement, suplot, picture and an extra, optional card deck: plot development.
  • Enhancement cards generally add bonuses to task rolls, but some provide other types of effects like gaining extra life points or performing extra actions.
  • Subplot cards can influence the story directly. These are more like suggestions that the character can choose to accept, but only come into play when the gamemaster chooses to act on them.
  • Picture cards provide special effects that the gamemaster can tailor to his needs.
  • Plot development cards are available separately, and may be incorporated into the regular deck or used on their own. These act like subplot cards, but give the players more control over how they come to pass, and also have the potential to award characters with extra experience points.
Cards can also be used to direct initiative during combat, deciding which side goes first and under what conditions. Either side may be hindered or helped in some way by the card drawn for the current turn. Approved actions during the turn encourage players to be inventive when trying to accomplish goals by awarding an extra card when successful.

A final option for using the cards is called Critical Skill Resolution. This is called into play when a character must complete a series of skill tasks. Each is assigned a letter from A to D, in the order needed. In order for the character to achieve success on the required step, that letter must appear on the current card drawn for initiative. Once all letters are completed in the time allotted, the character gets the job done. Some card effects may require the character to fall back to previous steps or increase the difficulty of subsequent steps.

These are the basics of the system. There is also a Special Effects Creation System (classic version) and vehicle rules (companion book).


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