On this page all of the game's rules and mechanics are explained, including those that aren't mentioned in the basic ruleset. You can find the basic ruleset here. (Note: if this page becomes too unwieldy it'll be changed into a hub page instead with links to subcategories.)


Leveling is done via getting access to new items and better gear. Certain items and interactions can also increase your abilities and attributes. Lesser items will often increase stats by a few points while greater ones can increase them greatly. There is no standardized leveling up via experience points or similar.


Long range combat is Blast vs Cover, with results compared. Each combatant rolls d100 and compares it to their Blast ability along with any bonuses. Rolling under their ability level is considered a success. If both characters succeed, then whoever succeeded by a greater degree is the winner. They then roll their weapon damage and deal that amount, minus the victim’s armor, of damage to the victim.

For example: An attacker with Blast 60 rolls against a defender with Cover 40. The attacker rolls 35 and the defender rolls 30. Both succeed by the attacker succeeds by 25 while the defender only succeeds by 10, making the attacker successful. He has a 3d6 weapon so he rolls 3d6 and gets 15. The defender has 5 armor, and thus takes 10 total damage.

Close range combat is handled the same way, but with Fight instead of Blast and Dodge instead of Cover.  Fight can be attempted against a distant opponent and Blast against one up close,but in such cases the user’s combined total is halved. In these instances its assumed that the Fight user is throwing a weapon or object and that the Blast user is using their weapon to melee. Battle can only be broken away from after a successful Dodge or Cover roll depending on the type of attack, and the opponent can attempt to chase, which results in a Move vs Move contest. Failure to get away means that the attacker gains a +20 bonus on the next Attack Test against you.

If one combatant wins their roll by a difference of 30 they do double damage, if by 50 they do triple. For example, two people at 50 blast, one succeeds with 60 the other with 90. The one with 90 wins and does double damage.

Situational ModifiersEdit

  • Overwhelmed: Every successive defensive roll you make beyond the first one in a turn is at an additional -10. Ie if you have 60 dodge and are forced to do two dodge rolls in a turn, the first is at 60, the second is at 50.
  • Reduced visibility: -10 and -50 depending on the degree of reduction, between minor and blinded.
  • Dirty Trick: +2 to +5 depending on what you do
  • Positioning: +5 to +20 depending on how advantageous the position is. (overhead, hidden, flanking, etc)


After combat ends, each surviving participant rolls Recover. If they succeed, they regain body and mind points equal to the success of the recovery, up to full. If they fail, however, any of that damage becomes permanent until they return to the Bore or other safe place, where they then heal at a rate of 1 mind and 1 body per hour. This can compound. So, for example, if a player has 100 body points, loses 20, and then fails their recover roll, then their max drops to 80. If they lose another 20 and fail again, then their max drops to 60. That means that even if they succeed on other rolls, their body will be capped at 60. This lost health can be recovered with items. So a player with their body capped at 60 who used a first aid kit and got +10 body would go up to 70 max body and recover points up to there.

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