Game Mechanics

Fudge Dice

If you've played Dungeons and Dragons, or heard of it being played, you're familiar with the concept of rolling dice to determine the outcome of various player actions. That's the same thing that drives Razorwing, with an important difference.

The fudge die is, in essence, a three-sided die that can come up +, -, or 0. + and - will shift the roll up or down by one. The basic command for rolling will be 4df+X, where X is the combination of your skill and situational modifiers, both concepts which will be explained later on in this document.

Resolving Skill Rolls

Most things done in-RP will be resolved as an opposition between the character's skill and either another character's skill, or a DC imposed by the GM, depending on the situation. This DC may or may not be a flat number, and may or may not be known to the players. To do this, the players roll the skills that are opposing each other. For example, if Alice wanted to sneak past Bob, Alice would roll her Stealth skill against Bob's Perception. If Alice wins, then Bob fails to outright detect her. Ties, however, go to the defender. Combat is fairly self-explanatory.

Degrees of Success

The amount by which one roll exceeds the other does have an effect on the result. A tie indicates a bare-minimum success; the character has done precisely what was needed to perform the action they desired, and no more. Beating the roll by one, and for every two points by which the roll is further beaten, a qualifiable improvement is made in the action taken. This is called a 'shift.'

But, you might ask, what happens in the event of a tie in combat? In combat, ties go to the defender.

Body, Mind and Incapacitation

The two derived statistics Body and Mind represent the physical and mental health of your character, and decrease either as a result of direct attack or circumstantial GM penalty. When either of these scores reach 0, your character is considered Incapacitated and incapable of further action. Circumstances will dictate whether this indicates unconsciousness or merely inability to do anything requiring a roll. Further reductions, into negative numbers, indicate death.

Body damage, if unhealed during the course of the run, will be automatically healed at its conclusion. Mind damage, however, cannot be restored this way. Mind restores at the rate of one point every three weeks, unless stated otherwise by a GM.

Medical Rolls

Occasionally, your characters will suffer Body damage - physical harm. Unlike Mind, Body can be healed outside of the normal recovery rate. That's where the rules for Medical come in. The character performing the medical act will roll his or her medical skill against the amount of health the patient has lost. Therefore, someone who has lost one point will roll Wound at 4df+1, and so on. A success on this roll, however, is insufficient to heal Body damage. An Action Point must also be expended by the doctor to heal. If the doctor does not have or does not wish to spend an Action Point, the patient may also spend one. Neither doctor nor patient may take any other action during this time.


Yep, sometimes you're gonna die. As stated above, if your Body or Mind slip below 0, your character will die by the end of the combat turn in which it occurred. Is this the end of your involvement with Razorwing? Hell, no. You're perfectly free to make a new character, and you'll get a Legacy Point for the valiant sacrifice of your character in the line of duty. You'll also get to transfer one piece of equipment from your last character to the next.

Original text by Tox

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