This page will be used to provide clairifications to rules, how to conduct game play, and any other questions that are presented to the authors of the system and seem to be useful to others. Any new powers that are developed by the authors, or by Game Masters anywhere and submitted to us may also be added as they are reviewed and approved by the authors. We hope that you find this information useful.
Applying Damage
Once a successful hit has been made on an opponent, there is sometimes a
confusion as to how to apply damage. The following is the order damage
should be applied in. If any entry does not apply to the party subject
to the damage, simply skip it and proceed down the list.
Force Projection
Armor (any kind)
Invulnerability
and last but not least, Hit Points
Critical Hits and Fumbles
Because an 01-05 always hits and 96-00 always misses, when a
character has an extreme chance to hit (or miss) here is an option that you
might choose to implement. If the character has a >90% chance to hit
and rolls 00, roll again, a miss on the second roll indicates a fumble.
By the same tokin, if a character has <10% chance to hit and rolls an
01, roll again, a hit indicates a critical.
Last updated on 6/14/2004.