NARRATION AND ROLLS

NARRATION

Much of the game will consist of collaborative narration between the players and referee. The referee narrates the world and the entities within it. They have final say.

Players narrate their characters and may make suggestions to the referee. Most tasks you want your character to perform will automatically succeed. Your character is a well trained mercenary and so they can carry out many tasks without risk of failure. You have tactical infinity, be smart and creative and you may only need to resort to combat sometimes.

ACTION TURN

Tasks the player characters wish to do that are risky or contain an element of chance will be decided by an action turn. The player rolls an action roll. This consists of 2D6 (summed) + an attribute of their choice. The referee may veto the choice and ask for a different attribute. Results are:

  • 1-6: Failure
  • 7–9: Partial success (includes a complication)
  • 10+: Success
  • Two 6s: Ultra success (Something amazing happens)

DILEMMAS

When a FAILURE or COMPLICATION comes about due to an Action roll the Referee may provide a Dilemma. This consists of giving the Player two bad choices and the Player chooses which they prefer/least dislike.

ATTRIBUTES

There are four attributes: EYES, JAWS, LIMBS, and NERVES. See more info on the ATTRIBUTES page. Each of your attributes have a minimum and maximum of -3 and +3.

PRIMAL DICE

As many available PRIMAL DICE (D6) can be added to any roll. This includes action rolls and damage rolls. Anyone can add PRIMAL DICE to anyone’s rolls including the referee’s.

PRIMAL DICE are a 1 use bonus that you can have unlimited stock of. PRIMAL DICE are granted by the referee when they deem fit, at character creation, and as levelling rewards.

TAG TEAM ACTION

Two characters controlled by the players (PCs and/or allies) can perform a TAG TEAM ACTION. This can be carried out in or outside of combat. The characters’ player/s describe how they work together. Then each character rolls a D6 + the relevant attribute for what each character is doing. These 2 values are summed and resolved like a normal action roll.

For example: Dutch wants to throw Trashman over a wall who will then land and roll on the other side. Dutch rolls a D6+JAWS whilst Trashman rolls a D6+LIMBS. They add their 2 values together to determine the success of the TAG TEAM ACTION.

ADVANTAGE & DISADVANTAGE

Add a D6 to an action roll, remove the lowest/highest (advantage/disadvantage).

DICE

Most of the dice used in PUML are six sided dice with the number 1, 2, 3, 4, 5, & 6 on their faces, known as a D6. Their are many ways to roll one or a combination of D6s.

  • D2: Divide the roll by 3 and round up.
  • D3: Divide the roll by 2 and round up.
  • D6: The number shown on the dice.
  • 2D6: Sum the roll of the 2 dice.
  • 2D6+X: Sum the roll of the 2 dice and add X.
  • D66: Roll 2 D6s in order and combine the numbers to get a 2 digit number e.g. a 1 then a 4 makes 14.
    • There are 6X6 (36) different numbers starting at 11 and ending at 66
  • D666: Roll 3 D6s in order and combine the numbers to get a 3 digit number e.g. a 2 then a 4 followed by a 6 makes 246.
    • There are 6X6X6 (216) different numbers starting at 11 and ending at 666