OVERVIEW
Hursagmu is a roleplaying game set in a young world of swords, sorcery, gods, gateways, aliens, monsters, and horrors.
Characters
Game characters are described by traits and gifts. Traits represent both inherent qualities and acquired skills. Gifts are special abilities that cannot be learned.
Players begin the game with a number of character points. These are used to build the player's in-game persona. The number is chosen by the game master (known hereafter as "The Master") based on how powerful He or She wishes beginning characters to be.
As characters adventure, The Master may occasionally give out experience points for their actions, usually at the end of a game session or three. Experience points may be used to increase traits. They can also be used to obtain gifts if the player has a good explanation. This allows adventurers to grow more powerful over time.
More about character generation can be found in the following chapters.
Conflict
In-game conflict is resolved in one of two ways: talk or dice. Negotiation and conversation should be resolved through talk. Logic and reasoning should be as well, though exceptions can be made if the intellect of a character exceeds that of the player. Dice are needed when characters use traits in conflict with opposing forces.
Time and Space
Conflict is handled by dividing time and space into discrete units.
Time is measured in rounds. Each round is six seconds in duration.
Space is measured in spaces. Each space is an area two yards/meters across.
The Trait Roll
Central to the rules of the game is the trait roll. All important actions are resolved with a trait roll; the same roll is used whether one is building a table, picking a lock, swinging a sword, or casting a spell. Here it is, the fundamental mechanic of the game:
2d6 + Trait |
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Roll a pair of six-sided dice, add them together, and add the result to the character's trait level. High rolls are always better than low rolls. A roll if two is an automatic failure; a roll of twelve is an automatic success.
When a task is unopposed (such as climbing a cliff face or picking a lock), The Master assigns a challenge level. The player's trait roll must equal or surpass this number to succeed.
If two characters are in conflict, the active character makes a trait roll vs a challenge level equal to the opponent's trait plus seven. If both characters are equally active (such as two diving for the same weapon), let the player roll. If both are player characters, they may split the difference - both may roll 1d6 + Trait instead of 2d6. Highest roll wins.
The difference between the trait roll and the challenge level is the degree of success or failure (known hereafter as "dx" for short). This number represents the effectiveness of the action. A dx of 1 is a moderate success or failure; a dx of 10 is an incredible success or a horrible failure. A dx of 0 could be a partial success, a partial failure, or a tie.
If a situation does not require a roll (because succeeding is trivial), then the character's trait level is the dx.
In the case of automatic success or failure, the dx is resolved normally. If the dx would be negative on an automatic success (because normal success is impossible for the character), then the dx is 1.
Characters may have bonuses or penalties based on tools and time. More on this in the Encounters chapter.
Examples
1.
Lanky the thief wants to pick a lock on a treasure chest. The lock quality is somewhere between average and good, so The Master decides to assign a challenge level of 14 to the task.
Lanky has a Burglary level of eight. To make the attempt he rolls 2d6+8. If Lanky's result is greater than or equal to 14, he succeeds in picking the lock.
2.
Juk the Barbarian wants to crush the skull of Lothar the Unlucky. Juk is a level 7 warrior. Lothar is a level 5 Athlete. To attack, Juk rolls 2d6+7 versus a challenge level of 12 (Lothar's Athlete + 7). If Juk rolls an 11, the attack misses with a dx of 1 (a slight failure); if he rolls a 17, the attack hits with a dx of 5 (a solid success).
3.
Emo the Small swings frantically at Mace the Ugly. Emo's Warrior trait is 3. Mace's Warrior trait is 10, giving Emo a challenge level of 17. Emo rolls a 12 for a total of 15. This would normally result in a failure with a dx of 2, but a roll of 12 is an automatic success. He hits with a dx of 1.