Most actions, from sneaking around in the dark to writing the Great American Novel, are considered Tasks. A Task uses one Attribute and one skill. Simply decide which ones are appropriate to the action at hand, then +roll the applicable Attribute, Skill and modifiers (if any) to generate the result(see below).


Some actions use only a character’s Attributes; no skills are applicable. Examples include lifting things (using Strength) and remembering something (using Intelligence). These situations are known as Attribute Tests, or just Tests.

There are two types of Tests: Simple and Difficult.

  • Simple Tests are relatively easy things—lifting an object using the entire body, for example. To resolve a Simple Attribute Test, roll and add one Attribute doubled, or add two different Attributes.
  • Difficult Tests are more challenging. Lifting something with only one hand, for example, makes for a Difficult Strength Test. In those cases, only one Attribute involved (not doubled) is added.


Base Modifiers Table

Routine: No roll needed
Easy: +5 or more to the roll
Moderate: +3 to +4 to the roll
Average: +1 to +2 to the roll
Challenging (includes most combat rolls): No modifier
Difficult: -1 to -2 to the roll
Very Difficult: -3 to -5 to the roll
Heroic: -6 to -9 to the roll
Near-Impossible: -10 or worse
  • Modifiers are optional. If unsure about if a modifier should be used or at what level, either simply don't use one or go with whatever everyone in the scene is happy with.


NOTE: We have opted to use the Luck system found in traditional Unisystem games, and instead of the standard Drama Point system found in Cinematic Unisystem, it's been tweaked to (hopefully) make things a touch more interesting.

Regardless of raw talent or skill any character can be capable of great success or stupendous failure. When the d10 is rolled for any test or task if a 1 or 10 is rolled the die is rolled again and is modified according to the following chart (players don't need to worry too much about this as the +roll code will handle everything).

Role of Luck Table
Result After Second Roll

Second Roll Rule of 10 Rule of 1
1 10 -5, roll again
2 10 -3
3 10 -2
4 10 -1
5 10 1
6 11 1
7 12 1
8 13 1
9 14 1
10 15, roll again 1

…if that chart makes no sense to you, you're not alone. Basically, if you screw up and roll a 1, things suck for you. Another 1d10 is rolled, with a 50% chance of things staying at 1, and a 50% chance of things being between -1 and -5 worse. If you're unlucky to get the '-5 worse' result, yet another 1d10 is rolled to see if things will stay that bad, or get even more -1 to -5 worse. This potentially continues forever until your bad luck plays out (or the code breaks due to the function invocation limit being reached).

On the plus-side, if you roll a 10, the same process goes on with potential additions of +1 to +5 to your roll (also continues potentially forever)!

Outcome Table

A roll result of nine generally means the attempt was accomplished (that is good enough in most cases). When the degree of the success needs to be measured, however, Success Levels depend on the final result (a roll including all positive and negative modifiers).

  • 9-10: First Level (Adequate): The Task or Test got done. If an artistic endeavor, it is just adequate, and critics/audiences are likely to give it "ho-hum" responses. A complex and involved Task takes the maximum required time to complete. An attempted maneuver was barely accomplished, and might appear to be the result of luck rather than skill. Social skills produce minimal benefits for the character.
    • Combat: Attack inflicts normal damage.
  • 11-12: Second Level (Decent): The Task or Test was accomplished with relative ease and even some flair. Artistic results are above average, resulting in a warm reaction from many, but not most. Complex and involved Tasks take 10% less than the maximum required time. Attempted maneuvers are skillfully accomplished. Social skills manage to gain some benefits for the character (including a +1 to further attempts on the same people under similar situations).
    • Combat: Attack inflicts normal damage.
  • 13-14: Third Level (Good): The Task or Test was completed with ease. Artistic results are largely appreciated by connoisseurs and well liked by the public (although some critics will be able to find something wrong). Complex and involved Tasks take 25% less time than normally required. Attempted maneuvers are done with seeming effortlessness, apparently the result of great skill. Social skills are not only successful, the character receives a +2 on future attempts on the same people (this is not cumulative with subsequent high rolls—use the highest bonus only).
    • Combat: Attack inflicts normal damage.
  • 15-16: Fourth Level (Very Good): The Task or Test was extremely successful. Artistic endeavors are rewarded with a great deal of appreciation from the intended audience. Complex and involved Tasks can be finished in half the time. Social skills produce a lasting impression on the people involved, resulting in a bonus of +3 on all future attempts in that skill involving the same people.
    • Combat: Increase the damage rolled by one before applying the Multiplier.
  • 17-20: Fifth Level (Excellent): The Task or Test produced excellent results. Any artistic endeavor impresses the audience greatly, leading to a great deal of recognition and fame. Social skills have a future bonus of +4, as above.
    • Combat: Increase the damage rolled by two before applying the Multiplier.
  • 21-23: Sixth Level (Extraordinary): The Task or Test produced amazing results, accomplishing far more than was intended. Artists gain fame after one such roll, but their future accomplishments will be measured against this one, which may lead to the “one-shot wonder” label. Social skills gain a future bonus of +5, as above.
    • Combat: Increase the damage rolled by three before applying the Multiplier.
  • 24+: Further Levels (Mind-boggling): For every +3 to the total above 23, increase the Success Level by one, and the Social skills future bonus by one.
    • Combat: Add +1 to the damage rolled, before applying the Multiplier, for every additional Success Level.
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