BASIC SYSTEM
The Mirai City system consists of two parts: Skills and Powers. Skills are defined and used for all determination of success or failure at a task where the outcome is unclear. Powers allow characters to have flexible supernatural or futuristic abilities, relying on or modifying the basic Skill set.SKILLS
Skills are a d100-based system, with success determined by rolling at or below your skill number. Some skills start above 0%, and skills may go over 100%, although this is generally only obtained through power use. A critical fumble is 99-00, a critical success is 01-02.Most checks are a simple skill roll. In the case of opposed checks, first, the category is compared: a Very Hard success wins over a Normal one, for instance. If the category of success is the same, the lowest successful roll wins.
If a Hard skill check is required, you must roll under 1/2 of your skill. If Very Hard, 1/5th. These are auto-calculated on the character spreadsheet. In some circumstances, situational modifiers may apply instead.
For cooperative skills rolls, designate one character as the lead, with others rolling to assist. Success is +20%, criticals are + / - 50%.
Rather than tracking money directly, any purchases are made using the Resources skill, which reflects not just actual finances, but also access to connections that might facilitate the purchase, credit cards or loans, and so on. Any tech item at or below Access Level 2 has a modifier that will be applied to the Resources roll to reflect how expensive or difficult to obtain it is. If successful, the item can be bought in the normal aquisition time for Tech items, but cannot be automatically replaced if damaged or lost like items purchased with Tech Points. Players may reroll Resources after a period of time where their finances may have changed has passed (suggested: 2 weeks to a month).
POWERS
There are three separate sets of powers: Magic, Psi, and Tech. With some restrictions, players can take a combination of powers from the different categories.Magic requires investment in a System/Path skill system (a set of symbols used to create the spell), and time to gather the required mana. Although casting spells is slow, the casting can be channelled into a ‘Shortcut’ to complete the spell quickly at a later time. Although theoretically more powerful and infinitely flexible, magic is also more dangerous is several ways, requiring advance preparations and avoiding severe backlash.
Psi powers are defined with a combination of Descriptor and Aspect and base level of capabilities. Psi skills represent the power and intensity of the ability, whereas supplementary skills (generally scientific or technical) can be used for fine application of the power. Trivial power usage (below the base strength as defined at character creation) does not require a Psi skill roll, but characters can extend their ability with Power Stunts that increase the difficulty of the roll and cause fatigue and exhaustion. Psi powers are instantaneous and do not have the possibility of backlash, but are limited by their Descriptor.
Tech ‘powers’ represent access to advanced and futuristic technology. Characters have a Tech Access Level ranging from 1-5 and a set number of Tech Points that can be used to purchase anything from their Access Level or below. Replacement of lost or broken gear depends on Access Level – Level 1 gear can be replaced in a matter of hours, while Level 5 items may require a few days of work. Characters with unspent Tech Points may use them to pull out any item without purchasing it in advance (within situational reason and with additional cost when brought into the scene).
More details for each power type can be found in their own documents.
GAINING EXPERIENCE
If a skill is successfully used during the game, mark an experience check next to it. During downtime, you may roll to see if that skill increased – on a failed skill check, add 1d6% (or a flat 3% if you feel unlucky). On a successful skill check, add 1%. Skills at or above 100% may consider “00” a failed roll.Skill training in-game may also/only be obtained through teaching or research.
At points determined by the GM, a more significant upgrade option is available: giving each player a point to spend on the Power Table. With the exception of Mana Regen and Access Level, all other columns scale linearly, and can increase beyond the initial maximum of 5.
HEALTH
All characters have a base of 10 Health. Healing happens naturally at a rate of 1d4/week. First aid can heal an initial 1d4 with a successful First Aid check. City hospitals can heal 1d4+2 the first day, and 4/day after that.At 0 , characters fall unconscious. At -10, they sustain a serious or permanent injury. To kill, player must state before attack that they are intending to do so – below 0 on a killing blow kills. In good faith, GM will also declare enemy killing blow attempts, so player may opt to reroll.
DAMAGE
Armor gives a damage resistance (DR) rating. This is subtracted from damage.Shields have a damage resistance rating subtracted from damage, but this value is also the maximum damage they can take in a round before breaking. Using a shield requires the Parry skill.
COMBAT
- Initiative goes by category, then highest applicable skill as follows:
- Category 1: drawn and aimed firearms (Dexterity skill) and psi powers (Psionics)
- Category 2: Everyone else, highest to lowest Dexterity skill
- Actions:
- Attack (Weapon skill)
- Aim (+20% on shot, if you take damage before that, bonus lost)
- Disarm/Trip (Difficult attack roll)
- Move (30m sprint, 10m jog, 3m while doing something else)
- Pin (Difficult Athletics roll)
- Get up from Prone
Attack: Roll opposed with opponent’s chosen Defence. If both rolls are successful and there are no criticals, the highest successful number wins. Can split attack skill for multi-attack. Different weapons from the same weapon category is a Difficult roll.
Parry/Block: Defend using your weapon skill or shield. Successful parry reduces damage to 0. Need suitable parry item or check % reduced. Some attacks cannot be parried by some weapons. Martial Arts for your attack skill allows Parrying unarmed in some situations.
Dodge: Default defence. Requires free movement and space around character for standard check vs melee or thrown. Check modified based on available cover for firearms.
Critical success (01-02):
- Attack: ignore armor OR double damage
- Parry: damage opponent's weapon
- Dodge: no additional effect
Critical failure (99-00)
- Attack: weapon fumble/firearms jam
- Note: some experimental weapons have a higher critical failure rate
- Parry: Weapon breaks
- Dodge: Fall prone
Mass combat or direct control of other NPCs/robots uses opposed Tactics rolls. If many vs one, the character in the leadership roll can substitute their Tactics roll for attack or defence of subordinates.
MANA
All characters have some Mana as it is a representation of a person's life force, but with the exception of mages, do not know about or generally use it.When a character’s mana reaches 0, they become Exhausted.
Mana regenerates naturally over time if spent, with no action required on the person's part.
CONDITIONS
- Fatigued: -5% on all rolls, 4 hr recovery. This -5 applies to successive power stunts.
- Exhausted: Cannot use Psi powers except trivially, -15% on all rolls, 8 hr recovery.
- Stunned: Can take no action in next turn.
- Burning: 1d6 damage per round until extinguished.
- Frozen: 2 damage per round and 5% penalty to all physical actions until warmed.
- Prone: Requires taking your next round to get up.
MOVEMENT
In these Theatre of the Mind rules , there are several ranges of distance:- Touch (no roll required, current contact): 0m
- Close (move in and touch attack roll): <3m
- Near (within handgun range): <50m
- Far (within rifle range): <500m
- Distant (past rifle range): >500m
Moving from Touch to Close is free. Moving from Close to Near takes a round’s action. Moving from Close to Far on foot for a normal human takes up to 10 combat rounds (determined and stated by GM) and a successful athletics check – otherwise the time is doubled. Movement speeds are measured in the number of rounds it takes to go from Close to Far (CF) or Close to Distant (CD) for extremely highspeed vehicles.
CF is more generally referred to in documents as Speed (CF) or just Speed. The lower the Speed, the faster. CD Speeds will always be listed as Speed (CD).
Vehicles do not need to make rolls to hit their base CF number normally, but may in order to overcome obstacles or difficult terrain. A successful normal vehicle roll can reduce the Speed number by 1. A successful hard roll can reduce the Speed by 2 but a critical failure will cause a crash. A successful very hard roll can reduce to Speed by 5 (minimum 1) but failure means accident or burnout of components.
Speed examples:
- A normal human is, at best, Speed 10.
- A consumer drone is Speed 8.
- A car or motorcycle (100km/h) is Speed 6.
- A military drone is Speed 4
- A commercial airliner is Speed 1
- The sound barrier is Speed (CD) 3 (~1200kph/5km = 15 seconds = ~ 3 6-second rounds)
- A typical military fighter jet is Speed (CD) 2
Chases work similarly – compare Speed numbers and make appropriate rolls. These are generally Athletics (people), Vehicles (vehicles), Ultratech (mecha), Psychokinesis (psi flight) or Somatipsyche (psi physical enhancement).