The Game Master

The Game Master (or GM) is the player who runs the game. They guide the story and act as the eyes and ears of the Player Characters. The Game Master also acts as all of the Non Player Characters (NPCs) in the story.

Player Characters

Everyone other than the GM plays as their own, singular Character, known as a Player Character (or PC).

The Setting

Uune is a Meta-RPG, meaning that it's designed to work with a variety of game styles and genres. Your GM will have a setting picked out, or a custom one made for your table.

Building a Character

  1. Brainstorm an idea
  2. Get yourself a notepad or a pre-made Character Sheet
  3. Write a name and backstory
  4. Level Up per your GM

Levels

Levels represent your Character's overall experience, they're an easy way of keeping track of how many things (mainly abilities) they're supposed to have. You Level Up whenever your GM feels that it would make sense. That can be with everyone at the table Leveling Up together, or seperately as they accomplish things to further their experience.

When you Level Up, you may choose from 1 of the available options to take and add to your Character. By default, Uune gives you the options of either a Skill Level, or an Aspect (more on both of them later). Your Setting may add additional options that you can take from as well.

Levels start at 0 (where you have nothing added to your Character), and go up indefinitely. Your GM may want to start you off with a handful of levels in order to help flesh out your Characters, but there is no requirement to do so.

Challenges

There will be times when your Character will have obstacles in their path, whether physical or metaphorical. We call those Challenges. When obstacles arise between you and your goal, your GM will give you a Challenge Rating, a number representing the difficulty of said obstacles. You'll need to use your Resources in order to build up a Dice Pool that meets or beats the CR of your Challenge in order to succeed (more on Resources later).

Your GM can use the the Difficulty list below to help narrow in on an appropriate CR. Some mechanics may also reference this list as a means of quickly calculating the CR for something.

Difficulty CR
0Effortless0
1Easy5
2Medium10
3Difficult15
4Hard20
5Merciless25
6Impossible30

Your GM may also use this next list to help determine the Difficulty of the Challenge, increasing it based on how many questions reflect your specific obstacles.

Resources

Resources are situational points which your Character can use to their advantage. Using a Resource allows you to roll a six-sided die and add it to your current Dice Pool. A Resource can be any number of things available to your Character, as approved by your GM, so as long as it follows the following rules:

  1. It must be obtainable.
  2. It must be applicable.
  3. It must be useable.

There are a few exceptions to these rules, namely Risk, Stamina, and other special abilities all give you Resources that you don't necessarily have to "obtain". Additionally, another Character does not inherently count as a Resource, rather Characters may choose to share Resources in order to Aid (they may roll and add it to your Dice Pool) or to Encumber (they may roll and add it to your Challenge Rating).

Following are some examples of things that count as Resources:

Skills

Skills allow you to boost your rolls for things that you have knowledge around. Whenever you use a Resource that is related to a Skill you have, you can add a bonus equal to your Skill Level for it. Each Setting will have different Skills available, so refer to that for specifics.

Aspects

Aspects represent things about your Character that affect them mechanically in the game. They can be represntative of anything from a guild membership, to special powers, curses, blessings, or anything else that affects your Character in a significant way. Your Setting will have Aspects available for you to take as an option when you Level Up.

Stamina

Your Character has 5 Resources inherent to them in the form of Stamina, representing their physical and mental energy. Using a point of Stamina expends it, but you regain 1 Stamina for every hour that your Character rests.

Risk and Karma

Another way to gain a Resource is to take a Risk, whether by lying, cutting a corner, or just acting a little too quick, these come with some inherent danger. When you roll for a Risk, roll a second die, and add a relevant Skill bonus. Your GM will give you a consequence based on the list below:

1 - 3Something goes wrong now.
4 - 5Something goes wrong later.
6 +The GM gets a points of Karma.

Karma is the GM's personal pool of dice they can use to Aid or Encumber the rolls of anyone at the table.

Inventory

Your Character has 5 inventory slots that they can store items in with immediate use. You can use bags or other stowable containers to hold more items, but it may increase the Difficulty of a Challenge if you need items from your bag immediately. Certain things will logically be unable to fit inside of a given container, and won't be able to be stowed in it.

Luck and Quality Checks

Luck Checks are used to determine either the answer to a question, or the outcome of an environmental situation, purely by chance. Roll a d6, if you roll a 4 or above, it succeeds. Rolling a 3 or under means failure.

Quality Checks are used to determine how well you or another Character accomplishes their Task. Roll a d6, adding +1 to it for every Resource that was used against the Challenge. Quality is a relative scale, with 1 being the worst, and 6 being the best.

Attacking and Defending

  1. The Attacker will declare their intention to harm the Defender to the GM.
  2. If the Defender is aware of the Attack, they may roll Resources to Defend. This will set the CR of the Attacker's Challenge.
  3. The Attacker then has a Challenge to complete the Attack:
    • If they meet or beat the base CR, it counts as a Light Attack and the Defender gain a level of the Battered Condition.
    • If they meet or beat by twice the base CR, it counts as a Heavy Attack and the Defender gains a level of the Gashed Condition instead.
    • If they meet or beat by three times the base CR, it counts as a Deadly Attack and the Defender gains the Helpless Condition. This doesn't necessarily mean that the Defender dies (though the Attacker may chose to have this be the case), rather it means that they are effectively out of the fight.

Crunch Time

At times, your GM will need to slow the game down to allow everyone to get in on the action. We call that Crunch Time.

Starting off, Crunch Time is always initiated with the actions of a Character. Then, the other Characters involved can each take their turn, completing 1 Challenge on their turn. Once everyone has taken their turn, a new round begins and everyone can take take their turns again.

If a Character wishes to take another turn within the same round, they may do so, but the Difficulty of their Challenge will be increased for each turn they take.

Conditions

Conditions are active effects which affect your Character. These are given out by your GM as a result of an environmental threat, another Character's action, a Risk roll, etc. The base Conditions are outlined below:

NameCauseEffectStackingResolution
BatteredSustaining a light injury or other debilitating effect.All of your Challenges have +1 to their CR.YesYou heal 1 level of this for every hour that you rest.
GashedSustaining a heavy injury.All of your Resource rolls are reduced by 1YesYou heal 1 level of this whenever you sleep at least 6 hours.
HelplessBeing incapacitated.You cannot use Resources.NoDetermined by your GM based on context.
HeldBeing tied up, grappled, etcYou cannot moveNoYou may attempt to break out with a Challenge against your holder.