Almost everything left up to chance in this game is resolved by throwing dice and referencing the results on
the Uniform Stunt Chart. You determine what the Active Level is and then reference it to a Defending Level.
Then you roll two six-sided dice and multiply the results together. If the result is the number indicated on the
Uniform Stunt Chart (or greater), whatever your character wanted to happen happens. If the result is below
the number needed, your character has failed in his action. The only thing that really changes from
circumstance to circumstance is what the Active and Defending Levels are.

The Active Level is the skill or ability level that is being applied to accomplish the task. An example of this
would be the character’s skill at locksmithing. He is using this skill to pick a lock. The Defending Level would
be the difficulty of picking this particular lock.

All levels in the game are rated from Poor to Omega. Levels of Poor to Heroic represent standards that would
be found in the real, regular world. The three broadest standards are Poor, Average and Good. Almost
everything in the normal world falls into one of those three categories. Levels of Skilled, Talented, Champion
and Heroic are grades of excellence in terms of quality or difficulty. They are normal, but they are very, very
rare. It’s not just adequate, it’s either shades of excellent or great. Levels of Mutant through Omega are
uncommon, supernatural and not part of the normal world. They are defiant, grades of the unreasonably
uncommon. And everything in the universe is graded from between Poor to Omega. This imposed fiction is
what makes this something of a closed system. Things can only suck so much or be so fantastic.

To get back to our example, we need to first look at what the rating is for our intrepid adventurer’s Locksmith
skill. No matter how crummy the lock is, mere possession of the Locksmith ability gives him far better of a
chance to open the lock than someone who has no ability whatsoever. In this example, let us say that our hero’
s ability in Locksmith is Skilled. That puts him in the upper 10% of people who even have a Locksmith skill.
He’s gosh darn good at it.

Now let us take a look at the lock. It is a bicycle combination lock. It’s a great lock. It cost me $40.00 and is
coated with that special stuff that only an arc welder can cut through. It locks the rear wheel of my bike and
anchors it to the post. My bike is an immovable, fixed and safe object.

Or is it? How difficult is that lock to pick for someone with a Skilled level in Locksmith? It should be Poor,
right? No. It would not. Objects and difficulty levels in this game are not rated on a sliding scale dependant
upon the Active Level applied against them. Instead, Defending Levels are assigned in on a static scale as they
compare to everything in the universe. And everything in the universe is rated at from Poor to Omega.

So how good is my lock? For $40.00 it should be Omega, but unfortunately it is a bicycle lock and in the
universe of locks it rates a solid Average. In this instance the Active Level would be our hero’s Skilled verses
my soon-to-be-stolen bike lock’s Defending Level of Average.

That doesn’t make it a bad lock, it just makes me unlucky. You would hope that someone with a locksmith
skill would have something better to do than steal bikes. Let us say, by contrast, that the person attempting to
steal my bike has no skill whatsoever in locksmith or ‘Bike Stealing’. He’s just wandering down the street,
spots my bike and decides that he is going to pick the lock.

What are his chances? Wouldn’t he get at least a Poor as an Active Level? No. He would not. Giving him Poor
would be assigning him a probable shot when circumstances dictate that he has none. Something is very likely
to happen to my potential bike thief well before he simply chances on a method of opening my lock. The way
we define the chances of an improbable action are by using a Doubles Only Roll or a  Double Six Only Roll.
Doubles Only Roll. The judge determines the number of times a player needs to roll doubles for
the task to succeed. This type of roll can be called on when the stunt requires several tasks over a
period of time. A roll of two ones ends the procedure, alerts the authorities, sets the whole task
back to the starting point, screws things up. I would assign our bike thief a target of two or three

Double Six Only Roll. It’s not impossible for an average person (an unqualified or unskilled
person) to attempt this stunt, but it is highly unlikely. A roll of two ones ends the task and makes it
impossible for it to be undertaken again. A roll of two sixes is a success. An average person
attempting to do their own plumbing repairs would be an example of this probability level.
But what if the bike thief is really lucky, as in he has a high LUCK BASESTAT? The LUCK BASESTAT in this
game is not a power in and of itself. It does not bend the odds in the character’s favor throughout the
universe. It is instead a precondition of his existence: the reason he was born a mutant or survived having
chemicals dumped on his head. It nets out HTK points and skill points. Unless it’s plugged into a power, it
doesn’t really do anything. If my lucky thief really wants to suddenly manifest a skill at picking off my bike,
he needs to invest in an ability (BAG OF TRICKS, WILD TALENT).

Similarly, if my lucky thief gets bored with picking my lock and instead decides to simply stand on the street
corner and will money into his pocket, he has less than a Poor chance of being successful. In fact, he has no
chance of it happening at all no matter how long he tries it since he does not have the ability to make it happen
and it is not remotely probable that it just will happen on its own. Even with an Omega luck.

These are the basic principles of this game.
Following are the charts commonly used in the running of this game. Certain abilities use other charts which
are included in the Supernatural Ability Arsenal with the listing of the power. The charts we are dealing with
here are the ones universal to the game.

Our first chart is the Universal Stunt Chart. As explained previously, you roll two six-sided dice and multiply
their results. If the result is the number listed or above, your character has succeeded in his task. The user is
also successful if he rolls doubles, UNLESS the roll is two ones. Two ones are a FUMBLE. Should the person
making the roll score two sixes, not only is the action successful, but the user has scored a CRITICAL HIT.
Critical hits are considered better than hitting Omega. You have been improbably good. A CRITICAL hit also
has its own rules.
Our next chart is the Minor Damage Chart. In this game damage is rated in points, dice and either Minor or
Major Damage. All damage effectively results in points of damage which is subtracted from a target’s HTK
Score. This damage is generated several ways. On rare occasions, some attacks are rated in points of damage.
When this is the case, the number of points of damage are fixed. It always does that much damage. Most
damage is rated in a variable, usually in numbers of dice of damage.

Many conventional weapons are rated at Minor Damage, which is effectively six dice of damage. Use the
following chart to determine the result of Minor Damage.