Alright, here's my alpha writeup of the rules system of the game:<br/><br/>(I will repeat that this is simply a rough draft, and that I'm still pretty nervous about the convoluted wound and recovery system, and blatantly ripping of FATE to simplify crazy battles)<br/><br/>Basic Rules:<br/><br/>Success and Failure: A character's skill chance represents the character's chance to succeed in a dangerous, adventuring situation.  Less stressful situations double the character's chances of success, while unfavorable conditions apply a penalty to the skill roll, applied before the skill is multiplied if extra time gets taken on the skill roll.  In general, if the character takes twice as much time as would normally be needed to use a skill, or 1 hour, whichever takes longer, then the skill chance is doubled for decreased difficulty.<br/><br/>Resisted Rolls: When making a resisted roll, the chance of success is equal to 50% + attacker's characteristic x 5, - defender's characteristic x 5.  If chances of success are 100% or more, the resisted roll automatically succeeds.  If the chances of success are 0% or less, the resisted roll automatically fails.<br/><br/>Critical Success and Critical Failure: If a character rolls at or below the tens digit of their success chance, after accounting for all modifiers, then the action is a critical success.  If the character rolls above 90 + the tens digit of their success chance, the action is a critical failure.  The misfire rule may change the range of critical failure for certain weapons, and misfires which are also critical failures are much more serious than normal critical failures.<br/><br/><br/><br/><br/>Combat:<br/><br/>Characters in combat act in order of DEX.  When a character's turn comes up, the character may use one or more of her combat actions for the round, or hold her combat actions until the end of the round.  Held combat actions may be used at any time, with the character with highest DEX being able to hold her actions to be used last.<br/><br/>Combat actions can be used to:<br/><br/>-Draw or reload a Weapon: Drawing a weapon takes a single action, though some heavy weapons may take multiple actions to ready.  Reloading a weapon takes a single action unless otherwise indicated.<br/>-Move to another zone: Combat takes place in one or more abstract "zones"  A character can spend an action to move from one zone to another adjacent zone, so long as a path exists between the zones.<br/>-Seek Cover: A character can try to find cover by making a strategy roll modified by the availability of actual cover; in some situations, finding cover may be automatic.  A character in cover inflicts a -20% penalty on ranged attacks targeting him.  A character who has just successfully completed a dodge reaction may immediately seek cover as an additional reaction.<br/>-Outmaneuver: With a successful athletics roll, a character can move out of the way of melee attacks.  Characters in the same zone can't attack a character who has successfully outmaneuvered, except by using a combat action to make a successful strategy roll to get back in melee range.  A character who has just successfully dodged a melee attack may spend an additional combat action to outmaneuver.<br/>-Make a Melee Attack: A character can attack any character in the same zone with a melee weapon, permitting a short charge without having to use an action.<br/>-Make a Ranged attack: Ranged attacks can be fired into adjacent zones, though the attack suffers a penalty if the maximum range of the weapon is exceeded.  Exceeding maximum range by 1 zone inflicts a -20% penalty.  Exceeding maximum range by 2 zones inflicts a -60% penalty.  If the target has cover, the attack suffers an additional -20% penalty.<br/>-Stand up from prone: A prone character can rise, and a standing character can go prone as a combat action.  Prone characters inflict a -20% penalty on incoming ranged attacks, but suffer a -20% penalty on melee attacks, and melee attackers get a +20% bonus to strike them.<br/>-Take a non-combat action: Activating god machine protocols, flipping switches, and other activities can have a major impact on combat.  Generally, if an action is signifigant enough to bring a change to the current combat, it requires a combat action.<br/>-Disarm: A character can make an attack for the purpose of depriving an opponent of his weapon, rather than attacking.  Make an attack roll; if successful, make a resisted dexterity roll.  If successful, the defender's weapon is grabbed and disarmed.  A disarm attempt may be made after a successful parry, as an additional reaction which costs a combat action as normal.<br/>-Dodge: A character can dodge an incoming attack as a reaction.  If the dodge check is successful, the attack is dodged.  The exception are attacks from grenades and burst weapons, which negate 1 die of damage for every 10% the target number is exceeded, rounded up.  A character does not need to have acted yet in a round to dodge, but must have remaining combat actions to do so.<br/>-Parry: Melee attacks can be parried with a successful melee roll.  Unarmed parries against unarmed attacks are automatically successful.  Unarmed parries against armed attacks automatically fail, except to grapple the attacker.  A successful parry of an armed attack causes the damage of the attack to be rolled against the hit points of the weapon used to parry.  If the damage exceeds the hit points of the weapon, the weapon breaks.  A character does not need to have acted yet in a round to parry, but must have remaining combat actions to do so.<br/><br/>Armor: Armor reduces 1 point of damage per point of its protection rating.  Armor reduces the damage of all incoming attacks, except those which indicate they specifically ignore armor.<br/><br/>Knockout Attacks: If a weapon with the knockout quality deals damage, roll the number of hit points the character has lost, counting the damage inflicted by the attack against the constitution of the character on the resistance table.  If the damage succeeds the resistance roll, the character takes one third damage from the attack and is knocked unconscious. If the resitance roll fails, the character takes full damage.<br/><br/>Critical Hits: When rolling an attack, if the attack result is less than the tens digit of the character's relevant attack skill, the attack is considered a critical hit.  Calculate the maximum damage the attack could deal, including damage bonus, then roll damage again and add it to the maximum damage of the attack.<br/><br/>Misfires: If a weapon has a misfire rating, then the weapon can malfunction.  If a character's attack roll equals or exceeds the misfire rating, the attack is a misfire, generally resulting in the weapon failing to work until repaired.  In more drastic cases, a misfire might inflict the weapon's damage upon the user, depending on the specific nature of the weapon, and how much the misfire rating was exceeded by.<br/><br/>Darkness and Smoke: Fighting in low light conditions inflicts a -20% penalty on all attacks.  Fighting in complete darkness or fightng blind inflicts a -40% penalty on melee attacks, and a -60% penalty on ranged attacks.  Smoky or obscured conditions inflict a further -30% penalty based on lighting contitions, such that most attacks can succeed only by pure luck.  Visibility penalties don't apply to<br/><br/>Gravity: Fighting in uncomfortably low or high gravity inflicts a -10% penalty on melee attacks, and adjusts the character's strength characteristic by +/- 3 points.  Fighting in zero gravity or extremely high gravity inflicts a -30% penalty on melee attacks, and adjusts the character's strength characteristic by +/- 5 points.  Characters reduced to 0 strength by high gravity conditions are unable to move, and if reduced to negative strength, may be unable to breathe.<br/><br/>Grappling: A character who connects with a grappling attack deals no damage, but instead establishes a hold on the grappled character, preventing the character from engaging in armed melee attacks and forcing the character to make a resisted strength roll to escape the hold.  As an action, a held character can automatically be rendered prone or pulled out of cover.  A held character can be disarmed, attacked with brawling attacks, or used as a weapon to parry an incoming attack at a +10% bonus.  Additionally, a grappled character can be immobilized with a resisted strength + size roll.  An immobilized character can take no combat actions, but the grappler immobilizing the character must commit an action every turn to making a resisted strength + size roll to maintain the immobilization.<br/><br/><br/><br/>Injury and Healing:<br/><br/>Characters heal without assistance at a rate of 1d3 hit points per week.  With a successful medicine roll, a character heals 1d6 hit points per week.  A character can treat a number of patients equal to the tens digit of his or her medicine skill.<br/><br/>A character reduced to 2 or 1 hit points is seriously injured, and in no condition to go adventuring.  In situations involving physical exertion, like combat, the character is in danger of falling unconscious.  Every minute of strenuous activity, at the start of the character's actions, roll POW opposed by the damage the character has taken.  On a failure, the character falls unconscious for 1 minute.<br/><br/>At 0 hit points or below, a character is in critical condition, and in danger of death.  Characters in such a state need immediate medical attention to survive.  Roll POW against damage at the start of the character's action to determine if the character falls unconscious.  If the character takes any actions or falls unconscious, the character suffers 1d3 damage per round from injury complications.  If the character remains still, and takes no actions, after 1 minute, test CON against damage.  On a failure, the character suffers 1d6 damage from injury complications and must roll POW again to stay conscious.  If the character rolls below his or her CON score on the CON roll, the character stabilizes and is no longer in immediate danger of death.<br/><br/>A character dies when his or her hit points fall below 0 equal to his or her full normal hit points.  A successful first aid roll on behalf of a character in critical condition enables the character to test CON against damage to stabilize, and restores 1 hit point, plus an additional 1d6 hit points on a critical success.  First aid can be repeated until the character stabilizes, adding a cumulative bonus to the character's effective CON score for stabilization purposes equal to the tens digit of the first aid score used to treat the character.  First aid can only be used once per injury after a character has stabilized.<br/><br/>If a stabilized character's hit points are below 1, if the character engages in strenuous activity, the character needs to test CON+POW against cumulative damage each minute at the start of his or her action to avoid falling into critical condition.  If the character does no action more stressfull than walking slowly, the character needs to test CON+POW against damage every hour, falling into critical condition on a failure.  With full life support, the character needs to test CON+POW only once per day.  Stablized characters gain a bonus to their effective CON score for purposes of testing against dying equal to the tens digit of the medicine score of any attending caretaker.<br/><br/>A character that is stabilized can be brought back to positive hit points with emergency surgery.  Surgery is a medicine roll that heals 1d10 hit points on a success, or 1d4 hit points on a failure.  A failed surgery usually applies some kind of permanent penalty to the character receiving it, such as amputation or loss of characteristic points.  On a critical success, the surgery heals an additional 1d6 hit points, and on a critical failure, the surgery causes 1d6 damage.  Emergency Surgery typically takes 1 hour, and can only be performed on stabilized characters with less than 1 hit point.<br/><br/>Stabilized characters may make a POW roll against their total amount of damage taken once per day to recover on their own.  On a success, the character recovers 1d6 hit points, making a full recovery if the character's hit points increase above 0.  If the character rolls above 99 - damage taken, the character falls into critical condition.<br/><br/><br/><br/><br/>Sanity:<br/><br/>Begins at POW x 5, limited to a maximum of 99-autocthonian lore<br/><br/>A character loses sanity when encountering the mind of the computer, or when encountering otherworldly horrors.  When a character encounters something disturbing, he must roll against his current sanity.  On a failure, the character loses sanity equal to the second value on the sanity loss, while on a success, the character loses sanity equal to the first value.<br/><br/>Sanity loss examples:<br/><br/>0/1d2: Eat Kibble<br/>0/1d3: Exposure to subliminal messages<br/>0/1d4: Fleeting glimpse of a bug<br/>1/1d4+1: Direct encounter with a bug<br/>0/1d6: Imprisonment in a stasis pod<br/>1/1d6+1: Witness a drone regenerate<br/>0/1d10: Public humiliation by the Proletariat<br/>1/1d10+1: Interrogation by nerve scanner<br/>2/2d6: See a member of the Great Race<br/>1d6/1d20: Be nerve stapled<br/>1d10/d100: See the earth destroyed<br/><br/><br/>A character who loses 5 or more points of sanity in a single incident becomes temporarily insane.  The character is either assigned an insanity by the GM, or rolls for a temporary insanity.<br/><br/>d20:<br/><br/>1: Becomes Suicidal for 1d10+4 rounds<br/>2: Able to speak but not move for 1d10+4 rounds<br/>3: Emotional fit for 1d10+4 rounds<br/>4: Homocidal mania for 1d10+4 rounds<br/>5: Loss of ability to feel fear or anxiety for 1d10 minutes<br/>6: Character believes self to be a prole for 1d10 minutes<br/>7: Total Apathy for 1d10 minutes<br/>8: Intense meloncholy for 1d10 minutes, unable to do much but cry<br/>9: Deviant cravings (sadism, cannabalism, etc.) for 1d10 minutes<br/>10: Amnesia for 1d10 hours<br/>11: Loss of ability to be impolite for 1d10 hours<br/>12: Hallucinations for 1d10 hours<br/>13: Sexual fixations for 1d10 hours<br/>14: Inability to harm human beings without permission of the computer for 1d10 hours<br/>15: Intense fetishism for 1d10 hours<br/>16: Psychosomatic loss of a sense or ability for 1d10 hours<br/>17: Obsessive Compulsive habits for 1d10 hours<br/>18: Extreme Paranoia for 1d4 days<br/>19: Inability to eat or drink for 1d4 days<br/>20: Monotone speech and glassy eyes for 1d4 days<br/><br/><br/>If a character loses more than 20% of their current sanity in a single incident, the character become indefinately insane, and gains a derangement which lasts until cured.<br/><br/>A character reduced to 0 sanity becomes permanently insane, and either flees into the reaches babbling and giggling, or seeks the safety of the nearest metropolis to do the will of the computer.  Characters forcibly imprisoned and kept from killing themselves after being made permanently insane may eventually recover, though only the Proletarians take much of an interest in actually helping people recover from insanity.<br/><br/>Characters given active psychological treatment recover 1d3 sanity points per month, so long as the treatment is successful.  A roll of 94-00 on the psychological treatment roll instead cause a loss of 1d6 sanity points.  A character who advances to 90% or above in a skill gains an automatic reward of 2d6 sanity points.  Finally, a character who defeats an unnatural entity can regain sanity equal to the sanity roll that the entity causes.<br/><br/><br/><br/>Hazard Combat<br/><br/>Sometimes, battles take place in extremely hazardous conditions, such as spinning gears, electrical maelstroms, and the tops of pneumatic tube trains.  In such cases, the GM assigns such a situation a threat rating, and such encounters begin with an opposed POW roll between the combatants (the GM will determine which combatants are paired off; groups, including the PCs, will typically have one pool of hazard points) to determine how lucky a character is, gaining hazard points to help deal with the hazards of the combat.<br/><br/>On a failure, the character or group gains one hazard point.  On a success, the character or group gains hazard points equal to the threat rating of the scene.<br/><br/>The hazards of the scene will be declared at the start of the scene, and will typically be things like "Electrical Conduits"  "Gas Vents"  "Runaway construction robots" and "Invisible Supersonic Washing Machines"  Hazard points are used to escape harm from these hazards.<br/><br/>Once per round, without needing to use an action, a character or group may nominate a hazard to harm a character.  Hazards typically cause 3d6 damage, temporarily blind a character, put a character out of melee range, transfer a character to a different zone, etc.  When invoking a hazard, the PC doing so defines the damage the hazard will do if it succeeds, subject to GM approval.  The effects of hazards are based more on being narratively appropriate, than on hard and fast game mechanics.<br/><br/>A character subject to harm from a hazard may either accept the penalty of the hazard, and gain a hazard point, or spend a hazard point to avoid the hazard.<br/><br/>Without needing to use an action, a character or group may spend hazard points to cause the hazards in a scene to cause additional harm, or gain some kind of bonus from the presence of the hazard. Each hazard may be invoked by a single character or group only once per round, and each hazard after the first (which is free) cumulatively costs 1 additional hazard point to activate.  (so the second costs 1 point, the third costs 2 points (3 total) the fourth costs 3 points (6 total) etc.)<br/><br/>Once per round, a character may spend a combat action dealing with a hazard (putting out fires, adjusting steam valves, etc.) to gain a hazard point.  In exchange for all his or her combat actions, a character may make a skill roll to gain two hazard points on a success, (one on a failure) as long as the GM deems the skill roll relevant to the hazard.  Making a skill roll to gain hazard points can be done as a reaction, before a character has acted in a round, but spending an action to gain a hazard point cannot.<br/><br/>At the end of the scene, all hazard points vanish.  Example Hazard Combats:  Electrical Transformer; threat rating 3, Energy Arcs, Turbines, Bottomless Pits, Electrified Walls.  Pneumatic Train; threat rating 4, Fast Moving Train Cars, Lack of Air, Signal Poles, Deadly Wheels, Brakes.  Factory Floor; Threat Rating 2; Rising and Lowering Floors, Assembly Robots, No OSHA Compliance<br/><br/><br/>God-Machine Protocols:<br/><br/>God-Machine protocols are the means of programming the computer to do what one wishes.  It is stressfull and dangerous, and learned from Operator Manuals.  The Manuals themselves are supremely dangerous, though they often contain clues to how to survive.  Reading a Manual provides a bonus to the autocthonian lore skill, and can teach the methods to apply God-Machine protocols.  God Machine Protocols almost always cost sanity points to activate, and can be thought of as working essentially like magic.  If something odd or inconsistent happens, you can assume a robot did it.<br/><br/><br/>Drugs:<br/><br/>To inject a character with a drug against his will, a character must grapple the patient, then make a melee attack using the grapple skill as a seperate action.  On a success, the patient is injected with the drug and receives the effects.<br/><br/>Gelgernine: Gelgerinine is a potent antipsychotic with unfortunate muscle coordination side effects.  A dose of Gelgernine reduces all sanity damage taken by 1, but applies a -4 penalty to dexterity.  The effects of Gelgernine last for one hour, and it is not addictive.  Gelgernine cannot reduce sanity damage suffered to activate God-Machine protocols below 1.  A doctor's kit contains 1d6 doses of Gelgernine.  Characters with the psychology skill at 70%+ carry 1d3+2 doses of Gelgernine as a trade skill item.<br/><br/>Qualine: Qualine is a tranquilizer that generally renders affected subjects harmless.  Delivered via injection, after one round, the subject must make a POW roll against 10 to stay conscious.  Each subsequent round, the subject loses an effective point of dexterity, and must test POW against 10 + the number of rounds affected to stay conscious.  After 10 rounds, the drug has run its course, and the character's dexterity comes back at a rate of one point per round.  A Doctor's kit contains 1d4 doses of Qualine.<br/><br/>Stimpak: Stimpaks are potent cocktails of drugs developed for military use by the Computer.  Delivered through a semi-disposable injector gun, a stimpak provides a +5 bonus to CON for one hour, but inflicts a -1 cumulative penalty to CON and POW for 24 hours after the dose wears off.  A doctor's kit contains 1d6+3 stimpaks.<br/><br/>Telescolamin: Telescolamin is a psychactive drug which induces a highly suggestable state, making a subject easier to interrogate.  Delivered via injection, any subject injected with Telescolamin provides a +30% bonus on any rolls to socially influence, and suffers a -3 penalty to dexterity and intelligence.  A dose of Telescolamin lasts one hour.  A Doctor's kit contains 1d2 doses of Telescolamin.<br/><br/>Thymoglandin: Thymoglandin is an incredibly dangerous combat drug, which must be delivered through a surgically implanted shunt using a specially designed injector.  A character under the influence of Thymoglandin gains +5 hit points, +5 strength, and a +10% bonus to all physical skills for 10 minutes.  After 10 minutes, the character suffers 1d3/1d8 sanity damage, loses 1d6 hit points, and STR, DEX, CON, and POW are halved for 8 hours.  If the thymoglandin solution is injected without a shunt to distribute it equally into the bloodstream, it simply deals 2d6 damage, ignoring armor.  A doctor's kit contains a single dose of thymoglandin, plus a shunt.<br/><br/>Visomorphine: Visomorphine is a powerful painkiller delivered through an IV.  If administered to a stabilized character, the character can automatically pass all rolls to stay conscious, but the character's effective dexterity, strength, and power are halved.  A doctor's kit contains 1d4+1 doses of Visomorphine.<br/><br/>Zydrate: Zydrate comes in a little glass vial.  When placed into a stimpak injector, it creates a sense of euphoria, and eliminates pain and the risk of infection.  A dose of Zydrate enables a character to automatically pass rolls to stay conscious for one hour, and provides a +25% bonus on any attempt to perform surgery on the character.  Zydrate is not found in doctor's kits, but can be purchased as a personal item with social status 50+  Under normal circumstances, it can only be found in Metropolis hospitals, where it is used as an anesthetic for the implantations of cybernetic enhancements.<br/><br/><br/>