Combat is very simple, so simple that yes, even you can figure out the deep complexities without straining your mind.

Any kind of "conflict" is considered a form of combat, from a gunfight, to a debate, to getting the last cup of coffee. When you enter any short conflict, you roll a number of dice equal to your total skill bonus. Whoever rolls the higher result, wins the conflict, and the resolution is decided on(or argued about for another hour). When you're involved int a serious conflict, such as an ongoing fight, you subtract one die from the appropriate skill until it is reduced to zero. Things that modify your skills such as weapons, equipment, or SCPs, are only factored in when they're on your person. Skill modifiers do not count towards the depleteable die pool.

If you attempt to defend yourself with an obviously inappropriate skill(such as Waffle Making(3) against an Agent with Sniper(4), you must explain your action to the satisfaction of an attending senior staff. If the defender successfully defeats the attacker, the attacker will lose 3 dice instead of 1. The defender will still only lose 1 if they lose. Don't think you can bully less combat-worthy characters, or you might get burned.

Finally, you can "pump" a given skill during combat. To pump, you add a number of dice to your roll for a single action. After the action, you will lose that number of dice immediately. It's a risky movement, but it has the potential to push the battle in your favor.

It's also possible to team up with other players, in which you combine your skills into a single die pool. The skills obviously need not be the same, although incompatible skills must be agreed upon or explained in a sufficient fashion. The losing team in combat still loses 1(or 3) die, but from one member of the team only, chosen by a roll with the lowest result taking the hit. In combat, only the team leaders dice fully count towards the roll. Team members only contribute their rolls of 6. When taking damage, a team member can choose to "take one for the team", suffering double the normal damage, but giving the team leader twice the normal amount of dice for the next roll.

Now, don't presume that all you do is roll some dice and then fuck off back to your corners. This is primarily a RP-based system, and thus all actions require adequate description and exposition. I don't care that you rolled 58 on your Animal Husbandry skill, you better explain how awesome that success was. This goes the same for failures.

For a link to the rules which we base part of this system on, download the rules for RISUS at

Status Effects

Several items and perks are able to inflict status effects as well. There's no set definitions for any of these at this time, and will instead be decided upon on the spot. After which, the definitions will be added here.

  • Aroused: All rolls are halved until player rolls to control their raging libido
  • Asleep: Lose action for at least 2 turns, and until awakened
  • Blind: Attacks have 50% to miss
  • Burned: Incurred if the On Fire status enters the second turn before being put out. Lose 2 die on any social roll.
  • Confused: All rolls are halved for 3 turns, 50% chance of attacking a team member.
  • Dazed: Rolls one less die for 3 turns
  • Depression: Cannot join teams, cannot use inappropriate skills
  • Exposed: You're not taking cover behind anything in a firefight. Defense rolls made against projectile weapons are halved.
  • Fabulous: You're playing for the other team. No negative effects, +1 to * Interior Decoration and Hairdressing.
  • Frozen: Indefinent Stun, must be aided to get out, or melt out at the end of conflict.
  • Nauseated: All rolls are halved until player skips one turn
  • On Fire: Lose 3 skill die per turn, starting at the second turn, until a turn is taken to put it out
  • Poisoned: Damages over time, -5 penalty to any combat skill
  • Rage: Rolls 3 less die in any non-combat situation, 2 more die in any combat situation
  • Shot: Holy shit, you're not dead yet? You lose one extra die for subsequent failures.
  • Stressed: Rolls 1 less die in any attempt of peaceful resolution (Can Become Rage)
  • Stunned: Misses next turn
  • Suggestible: Rolls 1 less die in attempt to resist suggestion
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