This system reference document serves as a central reference for basic gameplay across modules and settings. This is not a tutorial for how to play the game, though there is one also included with Uune. Because the rules here are grouped for referencing, they will sometimes refer to concepts that have not been explained chronologically if read from start to finish.
Uune is a tabletop roleplaying base game meant to be adapted to many settings and genres. Uune is an opinionated game, and strives to meet the following goals:
You need two types of players to run an Uune game. One will be the facilitator, and the rest will be player characters.
The Facilitator is a special player who acts as the eyes and ears of the rest of the table, narrating the story and events of the world as they unfold. It is the facilitator’s job to act as referee for the group, keeping the game as grounded or as wild as is wished, and mediating the actions of the rest of the players accordingly.
If you are not the facilitator, you will be playing a singular character, known as a player character or PC. This is one of the main characters of the game’s story, the others being your fellow PCs.
Your player character will be kept track of on a form known as your character sheet. This can take many forms, such as a printed sheet of paper, notebook, or digital notes. Some examples are included with Uune.
While every player and every table are different, most Uune games will need the following supplies:
If you are inclined to visualize character placement for high-stakes situations, then you’ll need supplies for this. Some grid paper and token items can work, as can miniatures and printed maps, or a virtual tabletop program. Ultimately, Uune is not designed with exact distances in mind, so the choice for how specific you wish to be is up to preference.
Like many other RPGs, the session starts with the facilitator giving a recap of the story so far. Once everyone has been filled in and refreshed, the game can begin.
The game roughly loops over the following interaction:
When you create a character, first ask your facilitator about the setting and type of game they intend to run. Then, you may first either build the backstory of the character, or choose the mechanics for their first level. When you have completed one, do the other.
Ask yourself the following questions about your character to outline their personality, appearance, and history.
You’ll need to complete the following items for your character’s first level:
To determine starting income, roll 5d6 and multiply by one of the choices on the list below.
You character may start with mundane items that they would reasonably have access to. Ask your facilitator for specifics applicable to their game.
Whenever the player characters reach a story milestone, as determined by the facilitator, they will level up. Whenever you level up, increase your characters level on their sheet and add additional items as dictated by the table below.
| Level | Shtick Points | Experiences | Proficiency Points | Bonds |
|---|---|---|---|---|
| 1 | 2 | 2 | 2 | |
| 2 | 1 | |||
| 3 | 3 | |||
| 4 | 2 | |||
| 5 | 4 | |||
| 6 | 3 | |||
| 7 | 5 | |||
| 8 | 4 | |||
| 9 | 6 | 3 | 3 | |
| 10 | 5 | |||
| 11 | 7 | |||
| 12 | 6 | |||
| 13 | 8 | |||
| 14 | 7 | |||
| 15 | 9 | |||
| 16 | 8 | |||
| 17 | 10 | 4 | 4 | |
| 18 | 9 | |||
| 19 | 11 | |||
| 20 | 10 | |||
| 21 | 12 | |||
| 22 | 11 | |||
| 23 | 13 | |||
| 24 | 14 | 5 | 12 | 5 |
Experiences are past or ongoing developments in your character’s life that give them knowledge they can draw from. Each experience should each serve to flesh out a different aspect of your character. Some examples are below.
When you gain an experience, write down a rough idea of what it is in a sentence or two. Then, flesh it out as you play with additional information, people, and developments.
Your facilitator may give you additional experiences for completing story objectives.
When you take an action, you may add a resource for each experience which would help your character.
A bond is something for your character to act on, a piece of who they are that keeps them grounded.
When you gain a bond, choose one of the following options and elaborate:
Once per scene, when your character acts on a bond, they gain a point of focus.
Shticks are your character’s main abilities and training. They represent what your character is best at and most notable for.
When you gain a shtick point, you may either gain a new shtick or upgrade an existing one (level it up). Each shtick will have it’s own changes per level, so be sure to read it’s full description. You may have a maximum of 3 shticks.
Each game will have it’s own collection of shticks, but some general purpose ones are provided with Uune in a separate document.
As your character grows and learns, they will gain experience that helps them along the way. This is represented by proficiency, points which you can use to gain additional resources from existing features on your character sheet.
When you gain a proficiency point, you may place it onto any existing resource your character has. This can include things like items, experiences, features, and abilities. Then, whenever you use that resource, you gain an additional resource from it. Some mechanics may also allow you to put proficiency points into them for a stated benefit other than resource dice.
You may not put proficiency points into your base action die.
You may write down up to 10 items on your character sheet. Money is always separate from your normal items. You may count each item as a resource.
Some items have additional mechanics that dictate how they can be used. Those that are part of the core rules are as follows.
When a mechanic gives you a point of focus, mark it down on your character sheet. By default, you may have a maximum of 2 focus points.
You may always spend a point of focus to do one of the following things:
If you put a proficiency point into your focus, your focus maximum increases by 1.
Your character has 100 points of vitality, representing their health and energy. You may spend, gain, or lose vitality at various moments in the game. If your character has zero vitality, they become incapacitated and cannot take actions.
You may always spend vitality in the following ways:
When your character takes substantial injury, they will take a wound. You may heal as a downtime activity.
Wounds come in 3 varieties:
When your character takes a substantial amount of mental or emotional strain, they will gain stress. You may heal as a downtime activity.
Stress comes in 3 varieties:
When your character has an effect applied to them, write it down on your character sheet. Apply the effect’s mechanic to your character as long as you have that effect. Certain effects can stack, and their mechanics will apply multiple times if you have more than 1 level of that effect. You may remove the effect when you do something to counteract it’s source, or when it’s scope has passed. Assume that the effect goes away at the end of the current scene if no scope is specified.
Default scope: Scene
You are grabbed and cannot move. You may attempt to make an attack to escape.
Default scope: Round
You have been knocked out of your wits, and lose your next turn.
You lose consecutive actions if you have multiple levels of this effect.
Default scope: Day
You have some kind of poison running through you, and must re-roll all 6s.
Default scope: Scene
You have an impeded sense or faculty. All actions require +1 hits.
Default scope: Scene
You take lose 10 vitality at the start of each round. If outside of a conflict, this happens every out of game minute.
You may spend an action (no roll) to staunch the wound, stopping the bleeding.
Default scope: Day
Your maximum focus increases by 1.
Default scope: Scene
Control of your mind and body are being wrenched from you. Before each action, make a luck check (you may choose to fail). If you succeed, you may complete your action. If you fail, then your possessor stops you from completing your action.
Your possessor may take action on the NPCs turn during a conflict.
Mechanically, every interaction your character has is called an action. Most actions do not require anything special to complete, but different circumstances or specific types of actions can require additional mechanics.
When your character takes a difficult action, your facilitator may ask you to roll for it. This will check to see if your character succeeds, and what they needed to do to accomplish their task.
First, your facilitator will tell you the difficulty of your action. This is how many hits (good dice rolls) are needed to complete the action.
Second, you will gather applicable resources, giving you dice to roll. You always have one resource representing your own general ability. Check your character abilities, inventory, and environment for any additional resources and run them by your facilitator.
Anything (that isn’t another specific mechanic) that gives you an advantage counts as a resource.
Third, grab 1d6 for each resource. Roll them all. Any dice which land on 5 or 6 are hits.
Finally, if you have enough hits to meet or beat the difficulty your, your character completes their action.
You can use the following table as a guide for how difficult an action should be.
| Difficulty | Description | Required Hits |
|---|---|---|
| No Roll | Doable with no conceivable failure | 0 |
| Very Easy | Doable with just your hands | 1 |
| Easy | Easy with tools or knowledge | 2 |
| Medium | Doable with tools and knowledge | 3 |
| Intermediate | Doable with training | 4 |
| Difficult | Difficult with training | 5 |
| Hard | Hard without help | 6 |
| Arduous | Difficult without preparation | 7 |
| Painful | Requiring prep or compromise | 8 |
| Inconceivable | Beyond normal ability | 9 |
| Impossible | An impossible task | 10 |
Every action has a range associated with it, dictating what you can target with it.
Passive actions are a tool for facilitator’s to determine whether a character can automatically (passively) do or observe something. Passive action’s success is determined by the facilitator looking at a PC’s approximate available resources, and counting 1/3 of them as hits.
When there’s a lot going on, the facilitator can slow down the game to give everyone a chance to get in on the action. We call this conflict.
Conflicts are broken up into rounds and turns. At the beginning of the round, each PC gets a turn, on which they can take two actions. Once all the PCs have taken their turns, the facilitator will give the NPCs their turns. Then, a new round begins.
While it is generally not recommended for players to roll against each other (as the game is not balanced for that style of conflict), if need be, have the initiating player roll to set the difficulty for the “defending” player.
While we often don’t have to worry about it, sometimes we must specify what kind of action a character is taking. This can change the mechanics of the actions quite a bit, but usually just specifies what you are capable of doing with it.
You may spend an action (no roll) to interact with something on your person or in the environment, such as opening a door, pulling a lever, or picking up an item. Drawing, shiething, or changing a weapon is considered an interact action.
You may spend your action to assist another PC. Roll your own resources as they apply to the action and add your hits to the other PC’s total, combining the total towards their action.
Once per scene, your character may spend their action (no roll) to center themselves and prepare for their next course of action. After doing so, you gain your maximum amount of focus.
You may spend your action to observe or investigate a creature, object, surface, or room. Generally, this action has a difficulty of 0 (no roll). This can be with any of your senses.
If someone is actively hiding something, there is an environmental hindrance, or you are rushed, then the difficulty will likely be higher.
If you are not actively looking for something, then your facilitator may use a passive action to decide if your character would notice anything interesting.
You may spend an action to enter, exit, or change your engagement with a group of opponents who are hostile to you. This includes things like stepping into melee range, or dipping behind cover.
If you are engaged with an opponent, you may spend your action to attack them. Roll your action as normal against their most applicable action score. You may or may not know what that score is. Ammunition does not count as a resource. Shoves and grapples are considered attacks, but do not deal damage.
If dealing damage, follow this guide:
When avoiding an NPC’s attack, complete the following special action. This does not use your turn action while in conflict.
Your facilitator will tell you the difficulty of the attack. Then, roll your action as normal against the attack’s difficulty.
The outcome is as follows:
Luck determines when something is entirely decided by chance. Any 50/50 outcome is appropriate for a luck check, such as a coin flip or dice roll.
Luck is always a free action, and does not take any in-game time to complete.
If you have advantage, try twice and take the better outcome. Similarly, if you disadvantage, try twice and take the worse outcome. If you have both, make the check as normal.
Mechanics and effects in the game have scopes, meaning that they are applied within a certain portion of the game. Once that portion is over, that mechanic or effect is no longer applied.
The following scopes are used:
| Scope | Description |
|---|---|
| Campaign | The entire rest of the story. |
| Arc | The rest of the current chapter of the story. |
| Quest | The rest of the PCs’ current task. |
| Day | The rest of the in-game day, or until the following dawn, whichever is clearer. |
| Scene | The rest of the current environmental setup. |
| Round | After all players have taken an action. |
| Action | The active action currently being, or about to be performed. |
It is often a useful tool for facilitator’s to write thematic rules for their campaigns at the start, helping to frame the game more appropriately and provide additional rules for players to have fun with. These will often be provided with game modules as well.
Your group may choose to take downtime as they are able to find time and place to do so. While taking downtime, each character will be able to choose which activities they do, each of which gives a different benefit to them.
You gain a number of downtime points depending on your living conditions, and how long your downtime is. You may spend these on your downtime activities.
| Condition | Less than an hour | A few hours | A full day | Days to a week |
|---|---|---|---|---|
| Dire | 2 | 4 | 8 | 16 |
| Sparse | 3 | 6 | 12 | 24 |
| Comfortable | 4 | 8 | 16 | 32 |
| Luxurious | 5 | 10 | 20 | 40 |
Some core activities are outlined here, but more may be given by your facilitator, shticks, or world setting.
Included with Uune are sheets that your facilitator can fill out for shops. This includes the items they’d have in stock, their price, and the specialty of the shop.
This table can be used to determine an item’s cost based on it’s availability and it’s relative value. Some mechanics also use this to determine other factors based on an item’s value and rarity tier (the numbers given with each).
You can also roll on both the value and the rarity side of this table. This can be used to help determine if an item is available for purchase, or to randomly select a price range for loot.
| Rarity → Value ↓ |
1 Everyday |
2 Frequent |
3 Common |
4 Scarce |
5 Rare |
6 Exotic |
|
|---|---|---|---|---|---|---|---|
| 1 | Worthless | 1 | 5 | 10 | 25 | 50 | 100 |
| 2 | Cheap | 5 | 10 | 25 | 50 | 100 | 500 |
| 3 | Affordable | 10 | 25 | 50 | 100 | 500 | 1,000 |
| 4 | Valuable | 25 | 50 | 100 | 500 | 1,000 | 10,000 |
| 5 | Expensive | 50 | 100 | 500 | 1,000 | 10,000 | 50,000 |
| 6 | Luxury | 100 | 500 | 1,000 | 10,000 | 50,000 | 100,000 |
Everything, including items, inanimate objects, and terrain, have vitality and physical wounds. So if you wish to break something, you’ll need to make an attack against it. Different types of materials are more or less resistant to attempts to destroy them, setting the difficulty to destroy them as noted below.
For chunks of terrain, or very large objects, treat logical chunks as their own objects which can be broken.
NPCs use a system of numerical stats to determine their interactions first with PCs, then with each other.
NPCs and stat blocks should contain the following items:
When an NPC take action, total up any relevant resource scores and add 1 to that total. This is their action score. If a PC takes an action against an NPC, use a relevant action score as the difficulty. If an NPC must roll (such as against another NPC), roll 3 times a relevant action score.
If an NPC spends vitality and is not rolling, that vitality increases the difficulty of the player’s associated action (10 vitality per point of difficulty).
Sometimes, as the facilitator, you will want to keep track of something throughout the game in a mechanical way that doesn’t otherwise have a rule. While you can workshop an entire new ruleset for it (or find someone else’s), this should only be done if it going to be a major element of the game you’ll be playing. For everything else, consider using a story stat.
Story stats are simple, centrally tracked notes that serve a purpose for the game. These are generally numerical, but can be whatever you need. Make note of what it’s for, what prompts a change, and what happens when it changes or reaches a certain level.
And that’s it! For many things (such as a reputation, a rival’s pettiness, a city’s corruption, etc) you can avoid over complicating or over generalizing your game rules by jumping straight to the point and only making what you actually need. If you wind up needing more complex rules for something, you can always adapt and expand upon something later because you’ve already started keeping track of it.