MainSequence Corebook
MainSequence Corebook
Introduction
Main Sequence was made to be lighting fast. The mechanics are aimed at those groups
who don’t want to spend a lot of time looking through books in order to resolve an in-game
issue. This should free up time for roleplaying and a more immersive experience.
This game is part of the WyRM (Warrior Rogue and Mage) family of RPG systems. It’s
direct basis is WYRED which was based on WyRM and RAG (Resolute Adventurer and
Genius). WYRED has had an advanced edition come out called REWIRED that is a more
fleshed out, mechanics heavy game. All of these games are fast in play and fair in conflict
resolution.
There is no default setting for Main Sequence. Sorry. However, it is super easy to re-
skin things to fit most any setting you can come up with. I’ve even taken adventures from
other systems and used them by merely inserting the Main Sequence rolling system. Once the
basic idea of the game is understood it is also very simple to create new rules, races, and side
mechanics to suit your group’s needs. This is usually done by creating new Perks that the GM
approves.
Though it is presented here as a science fiction game, I have used it for almost
everything.
For those who helped design and playtest this game, I must thank R. E. Davis, C.
Hilpert, J. Bryant, Uz, Mr. and Mrs. Mercer, JDogg, M. Roylance, Johnny and Kaylee, Derek,
David, Montana, Skylur, Michelle, BJ and many others.
I hope this game brings you half the joy it has brought me.
Enjoy.
-M. Bryant
Core Mechanics
Basic Task Resolution
All die rolls in Main Sequence are based off a single d6 roll. A natural roll of six
“explodes”, meaning it counts as a “5” and is re-rolled and added to the result. Dice may
explode more than once if you keep rolling sixes.
Example: You roll a natural 6. It counts as 5 and you roll your die again. You then roll a 3.
Your natural roll is now counted as 5 + 3 = 8.
Example: Alex tries to hack a computer console. The GM determines that this console is
HARD to hack into (DL 11). Alex rolls a d6 and gets a 3. He adds his Tech attribute (4) and
his Hacking skill (4). The total result is 3 + 4 + 4 = 11. Alex manages to gain access to the
console, but just barely.
Opposed Checks
The opposed check method is used when two characters are
in direct competition. This is a contest of rolls. The player of each
character makes a roll for the appropriate attribute (and skill, if
any). Whoever gets the higher result wins the contest. Opposed
checks don't need to be of the same attribute (or skill), so long as
the action of one can oppose the other.
Using Edge
Edge allows players to take control of the game at its most basic level (and can also be
spent by the GM for important NPC's to gain a brief advantage). Edge can be spent to do any
of the following:
• Ignore an attack that would have killed the character, making it just miss instead.
The edge point may be spent after damage is rolled.
• Change an immediate detail in the game world through subtle narrative control.
Example: Your character knows the NPC you've just met. There is a shop in the town you
just entered with a piece of equipment you need. The hinges on that door are just rusty
enough for you to try to break it open.
• Re-roll a single die after it is rolled and use the better of the two rolls.
• Add +2 to a single check before the die is rolled.
Edge does not replenish naturally. The GM rewards one or two Edge back to the players
whenever they reach certain milestones within the story. Another option could be to regain
some Edge during extended ‘in game’ downtime.
Character Creation
Attributes
Characters have the following three primary attributes:
Players start out distributing 10 points across all three attributes; with a maximum
rating of 6 (six) in any attribute. Players must invest at least one point into every attribute.
Characters also have the following derived stats:
• Combat Rating: an average of Soldier and Agent rounded down.
• Hit Points: a number of points equal to Soldier + 6
• Initiative: an average of Agent and Tech rounded down.
• Edge: Starts at 3.
• Defense: equals Combat Rating + 4.
Skills
Characters also receive six ranks (or dots) to invest in skills. Skills are ranked Basic
(+2 bonus), Advanced (+4), or Master (+6). Starting characters may only raise a skill up to
Advanced (+4). Without ranks in training, the character still gets to add their appropriate
attribute on the skill roll.
Finishing Steps:
• Characters then choose three Tags.
• They also receive (1d6)x$5000 to spend on gear. To speed up play you may allow
beginning characters to choose a reasonable but small equipment list.
• The STAT column in the Skill table indicates which attribute is used. S = Soldier, A =
Agent, and T = Tech. CR = Combat Rating.
• When filling out the character sheet, the Total Mod column in the Skill table is used as a
“one stop shop” when using that skill. Total Mod = Attribute + Skill Modifier. This way, when
you use a skill, you roll your d6 and add the Total Mod for that skill. You don’t have to look 3
different places on your character sheet to see what your result is.
• The blank spaces under the Knowledge and Vehicle skills are there to specify which
branch of knowledge or what kind of vehicle. The character’s general knowledge level is the
same as their Tech rating. Their general vehicle level is their Agent rating.
• In the Weapons table, the ATTACK MOD is the same number as the skill used for that
weapon. If you are firing a gun, ATTACK MOD = Total Mod for the Ranged skill. If you are
using a knife, ATTACK MOD = Total Mod for the Melee skill. This is so that when you are
using weapons, you only have to look at the Weapons table.
SKILL STAT DESCRIPTION
ACROBATICS AGENT Maneuvers such as tumbling, tight-rope and balance.
ATHLETICS SOLDIER Actions like climbing, lifting, running and throwing.
AWARENESS TECH Skill to assess details in surroundings or situations.
GUNNERY COMBAT RATING Use of heavy military weapons, like laser turrets and chain guns.
HACKING TECH Ability to attack and override computer countermeasures.
INTERACTION AGENT Negotiation, diplomacy, and bargaining skill.
KNOWLEDGE* TECH Information and study of a particular field of interest.
LARCENY AGENT Shady talents: Pick-pocketing, lock-picking, forgery.
MELEE COMBAT RATING Hand-to-Hand weapons: Knives, swords, stun batons, etc.
RANGED COMBAT RATING Personal ranged weapons: Pistols, beam rifles, SMG's, shotguns
STEALTH AGENT Ability to evade and go unnoticed.
UNARMED COMBAT RATING Personal fighting: fists, kicks, throws, grappling, etc.
VEHICLE* AGENT Advanced operations and maneuvers of vehicles.
*Knowledge and Vehicle require a specified field, and a character may have several
Knowledge/Vehicle skills. Examples include Knowledge(Physics), Knowledge(Medical),
Knowledge(Business), Knowledge(Restaurants), as well as Vehicle (Hover bike), Vehicle (Mid Bulk),
Vehicle (Fighter), etc.
XP Is Spent As:
• 2 XP to gain 1 Hit Point
• 2 XP to gain a skill at Basic +2
• 5 XP to increase Basic skill to Advanced +4
• 8 XP to increase Advanced skill to Master +6
• 8 XP to gain a Tag
• 2x Current rating to raise an Attribute
Tags
Excellent Skill: Taken once per skill (Excellent Ranged, Excellent Knowledge (Medicine),
Excellent Interaction, etc.) Once per scene, your character may treat any successful roll with
that skill as if they rolled a natural “6”. This causes the die to explode.
Buddy: Has an NPC friend, partner, crew mate, or side kick who tags along on the
adventures.
Champion (aka “...With a Cause”): Character receives +2 for any Interaction roll on
behalf of a creed, organization or cause they believe strongly in. They also get +2 on all rolls
against direct opponents of said cause.
Contact: Has an NPC they can go to for information, jobs, under the table deals, etc.
Defensive Driver: With this tag, you may add your Awareness skill bonus to vehicle
defense.
Dual-Wielding: Using a weapon in their off-hand grants a free Parry; does not grant extra
attack.
-Double Attack (Requires Dual-Wielding): Forfeit the free Parry for an extra attack.
Hard Bargain: +3 to Interaction rolls when used for negotiations and bargaining.
Lucky: You may re-roll a failed roll and use the better die once per scene without using Edge.
Nimble: This talent allows you to automatically dodge one attack per combat. If taken twice,
you may dodge two attacks per combat.
Off The Grid: Has absolutely no paper trail for his or her identity or birth records. Could be
good or bad.
Status (Group): This is the rank and sway your character has with a particular alien race,
government or other kind of organization. It's rated much like skill ranks (Basic +2, Advanced
+4, Master +6) Once per session, the player may make an Agent check (plus the Status) to
acquire some form of assistance from the organization. A normal request, like information or
basic resources, is usually DL 7, but more intensive requests (security clearance, back up,
large sums of cash) escalates the DL according to GM Fiat.
Tough: Your uncanny resistance to punishment grants you a natural 2 Damage Soak.
Combat Actions
• Initiative: Determines the order of character turns in a round of combat. The GM may
choose to lump groups of NPC's into single rolls per group.
Roll 1d6 + Initiative rating.
• Movement: During a character's turn, they may move a distance equal to one Close
range band. They may also use the move action to duck, roll, leap etc. These may require an
Athletics or Acrobatics roll.
Rate of Fire:
• Single Shot: May attack only one target during a combat round.
• Semi-Automatic: May attack two targets in a single action. A -2 penalty is applied to
the roll against the second target.
• Burst Fire: May shoot up to 3 targets within line of sight. Take an additional -2
penalty to the attack roll against each target after the first.
• Full Auto: Within line of site, the weapon may be used to fire a spray of bullets at up to
10 targets. Each target within the spray after the first takes on an additional -2 on the attack
roll against them.
When attacking multiple targets, there is a single attack roll that is made. If a penalty is
applied for multiple targets, that penalty comes off of the single roll.
Example: Ree fires her fully automatic laser rifle at a group of four opponents. They are at
the opposite end of the hall so she can target all four. She rolls a 5. Her Combat Rating is 4
and here Ranged skill is Advanced (4). Her total roll against the four opponents is
5 + 4 + 4 = 13. All of the opponents have a Defense of 8. When the GM applies the attack, the
first opponent has a roll of 13 against him (Ree’s full roll). The second guy has an attack roll
of 11 applied against him (13 – 2 = 11). The third guy gets a total of 9 against him
(13 – 2 – 2 = 9). The last opponents has a total of 7 against him (13 – 2 – 2 – 2 = 7). Ree hits
the first 3 of her assailants. Each opponent that is hit takes 2 less damage than the last due
to the fact that damage is added to by the amount rolled over the target’s Defense.
Damage:
When a successful attack roll is made against a target, the target takes damage
equal to the base weapon damage plus the amount rolled over the target's
defense. Damage is subtracted from the target's Hit Points. If a character's Hit Points ever
drop to zero, that character is incapacitated and could die. Hit Points never drop below zero
from attacks or hazards.
Example: Bob shoots an alien with a Light Pistol (damage of 4.) The alien's defense is 8; the
roll is 12 total for the attack. The alien takes 4 points of damage (Light Pistol), plus an
additional 4 points for the roll over (12-8=4), thus taking a total of 8 points of damage.
Armor and Cover:
Armor in Main Sequence is used to soak up damage and minimize trauma. Every time
damage is assigned to a character, their total Damage Soak rating is reduced from the amount
of damage dealt to them. The highest rated armor worn is used. The Tough Tag stacks with
any armor worn. Sometimes they will soak all of the damage and lose no Hit Points at all.
Example: The alien that Bob shot is wearing armored clothing. This gives a Damage Soak of
2. Instead of taking the full 8 damage from Bob’s attack, it soaks 2 damage and loses 6 Hit
Points.
Being behind a solid object makes a character harder to hit. This increases the
character's defense by a value that depends on the degree of cover. Partial cover increases
defense by +2. Cover of approximately half the character's body increases Defense by +4. Near
total cover increases defense by +6. Concealment — that is, being hidden from view by objects
which will not actually resist attack — does not increase defense, but it will increase the DL to
spot a character by similar values.
Healing:
Characters naturally heal 3 Hit Points per day of rest. Only light activities may be
undertaken during that time. A character who takes part in a combat, a chase or similar
strenuous activity may only heal a single Hit Point that day. Characters with the Knowledge
(Medicine) skill may use their abilities to speed up healing. When receiving such treatment, a
character heals an extra number Hit Points per day of rest equal to the attending character's
Knowledge (Medicine) skill bonus. This only applies if the character giving the treatment
beats a Knowledge (Medicine) skill roll with a DL of 7 to 9. Of course, in the future there are
plenty of medicines and treatments that can speed up the healing process. The GM may rule
that if such treatments are on hand (in limited quantities), the healing rate from a successful
Knowledge (Medicine) check may be bumped up to per scene of down time in the story.
Spaceships
Ship Attributes
Ships are used and made in much the same manner as characters. Ships have the
following four primary attributes:
The GM and players should decide how advanced their ship should be. For a low tech ship (ex:
Serenity), 5 – 6 points should be distributed among the four attributes. For high tech
adventures (ex: U.S.S. Enterprise 1701-D), 15 – 18 points should be distributed.
The players then choose three tags for their ship. Some tags may be given for free depending
on the needs of the setting.
1d6 + Character Attribute + Character Skill + Ship’s Attribute vs. Difficulty Level (DL)
For example: Hoban wants to pull an EXTREME maneuver in his Mid-Bulk ship. He
rolls 1d6 + Agent + Vehicle(Mid-Bulk) + Propulsion vs. DL 13.
Ship Tags
Shields: The first rank of Shields gives the ship 10 temporary Hit Points. The second time
this tag is taken, it gives an additional 5 temporary Hit Points. These Hit Points must be
depleted before attacks can begin to affect the ship itself. The shields are replenished at the
same rate as the ship's natural Hit Points (see Ship Repair). Once per session, the ships
shields can be boosted to 75% of full charge.
Double Attack (two tags must be invested): The ship gets two attacks during its attack
action.
Lucky Boat: When using the ship’s systems, one crew member may re-roll a failed roll and
use the better die once per scene without using Edge.
Nimble Ship: This talent allows the pilot to automatically dodge one attack per combat. If
taken twice, two attacks can be dodged per combat.
Armor: The ship has armor of some sort. This gives it +2 Damage Soak. If taken twice, an
additional +1 Damage Soak is given.
Stealth: The ship has a sleek design or is coated in a material that does not reflect sensors.
The first rank adds +2 to the difficulty of detecting the ship. The second rank adds an
additional +2. The third time it is taken, the ship gets a cloaking device (see Ship Detection).
Miscellaneous Tags: Tags can be made to fit the ship into any particular setting. Examples
are Detachable Saucer Section, Droid Turrets, Carrier Bay, and so on...
Shipboard Weapons
These could vary according to your setting, but here is a guideline:
Ship Repair
Left to their own devices few ships will repair themselves. Three times per day, a
character may make a Knowledge (Engineering), (Mechanics), or other applicable skill check
against DL 9. The ship recovers a number of Hit Points equal to the amount rolled over the
Difficulty Level. The Difficulty Level may vary according to the severity of the damage (GM’s
decision). If you only have one mechanic (or engineering team for bigger ships), only three
roles may be made for each day. This means the player must choose what to work on. Either
the shields, the ship’s repair, or some other project.
Ship Destruction
When the ship’s Hit Points are reduced to zero, the ship is in danger of destruction. If
the ship blows up or breaks apart, all the characters on board are killed (unless they escape).
When an attack would bring the ship to zero Hit Points, every character on board must
spend one point of Edge or the ship will be destroyed. If a character is out of Edge, their
console explodes (or something to that effect). This reduces them to 0 hit points and is treated
as lethal damage. The characters who spent Edge survive and the ship’s Hit Points remain the
same as they were before the attack. When an attack would destroy the ship and no one has
any Edge, the ship is destroyed and all hands lost.
Ship Detection
Under standard circumstances a 1d6 + Tech + Knowledge (Sensors) + Sensors roll
against DL 7 will reveal the presence of any ship within sensor range. Some factors may add to
the difficulty (ex: Gas cloud, ion storm, damaged sensors). If a ship has a cloaking device, a
roll higher than DL 19 will lead to the ship’s detection. Of course, the cloaked ship might be
venting gas or leaving a detectable trail if its systems aren’t in tip top shape.
The same rules could be applied to hand held sensors detecting life forms on a planetary
surface.
Chase Rules:
• There are two participants in a chase: The Pursuer and The Quarry.
• Chases begin at a range band determined by the starting positions of the participants.
• At the beginning of a round, both participants roll appropriate checks: Agent + Vehicle
for ground vehicles, Agent + Vehicle + Propulsion for ships, or Soldier + Athletics if on foot.
• If either the quarry or the pursuer is obviously faster than the other, that participant
receives a bonus to the roll (for example, +2 for the difference between a man and a galloping
horse, +4 for a man and a speeding car, +6 for a man and an airplane). Common sense should
be applied in using this option.
• Subtract the Pursuer's roll from the Quarry.
• If the quarry can extend the range beyond Far, it has escaped. If the pursuer can bring
the range to Melee, the quarry has been caught up with and the pursuer can attempt to
capture the quarry.
Difference Change
+7 or more Quarry immediately escapes
+5 to +6 Gap increases by 2 range bands
+3 or +4 Gap increases by 1 range band
+2 to -2 No Change
-3 to -4 Gap decreases by 1 range band
-5 to -6 Gap decreases by 2 range bands
-7 or less Pursuer immediately catches up to quarry
Example Combats
Tryder, the tactical officer of the ISS Valkyrie decides to perform an area wide sensor
sweep upon arriving at new coordinates. (He rolls 1d6 + Tech + Knowledge (Sensors) +
Sensors roll against DL 7). He rolls a 4 + 3[his Tech rating] + 0[his Knowledge (Sensors)
rating] + 3[the ship’s Sensor rating] = 10. The DL for detecting a standard ship is 7. He detects
an approaching vessel.
Tryder: Captain, a ship is approaching. It appears to be the KV Katath. Their systems are
comparable to our own. They can’t take the damage that we can though.
Captain Allen: Raise shields. Lt. Ginger, hail them.
Ginger: No response.
The Katath opens fire. (They roll 1d6 + character’s Combat rating + character’s
Gunnery skill + ship’s Tactical rating vs. the Valkyrie’s Defense rating). The GM rolls a 1 + 3
+ 2 + 5 = 11. The Valkyrie’s Defense rating is 14.
The crew of the Valkyrie feel the ship rock slightly as they take a harmless blast.
Tryder: No damage, sir.
Cpt. Allen: Return fire with torpedoes. Destroy these belligerent fools!
Tryder fires the torpedoes. He rolls a 5 + 4[his Combat Rating] + 4[his Gunnery skill] +
5[the Valkyrie’s Tactical rating] = 18. The Katath’s Defense is 14. The Valkyrie deals a default
of 9 damage [Valkyrie’s Tactical rating + 4 for using torpedoes] PLUS 4 [the amount rolled
over the Katath’s Defense]. The Valkyrie deals 9 + 4 = 13 damage. The Katath has the Armor
Tag and Soaks 2 damage. After the 2 damage is soaked, the remaining 11 damage is taken
from Katath’s Hit Points.
If the Katath also had the Shields Tag, giving it 10 temporary Hit Points, then the
Valkyrie’s attack would completely deplete the Katath’s shields and only 1 damage would be
left over. The Katath’s armour would completely soak the 1 remaining damage because of its
Armor Tag.
Since the Katath does not have the Shields Tag and it only has 10 Hit Points, the ship is
destroyed in a bright flash. Only red hot debris remains, glowing in the void.
Later on during the same adventure, Cpt. Allen finds himself on a jungle planet. He is
engaged in one-on-one combat with the commander of the fleet that the KV Katath was a part
of. After exchanging one-liners, they roll initiative. Allen rolls a 4 + 4[his Initiative rating] = 8.
The GM rolls a 3 + 4 = 7 for the commander. Cpt. Allen acts first.
Captain Allen fires his laser pistol. He rolls a 2 + 3[his Combat Rating] + 2[his ranged
skill] vs. 8[the commander’s Defense]. 2 +3 +2 = 7 so Allen misses his shot. He uses his
movement action to dive behind a large tree. He peeks out from behind the tree so he can see
what the commander is doing.
The commander fires a spray of bullets from his rifle while running toward the tree. He
rolls a 1 + 4 + 4 = 9. If Allen was in the open he would have been hit because his Defense is
only 8. Since he ducked behind a tree and is halfway covered, this adds +4 to his Defense. So
his covered Defense is 8 + 4 = 12. The commander’s bullets strike the tree and a blast of bark
nearly hits Allen in the face. The commander already used his movement phase to run toward
the tree.
Allen returns fire. He spends a point of Edge to add +2 to the roll. He rolls a 4 + 2[for
the Edge point] + 3[his Combat Rating] + 2[his ranged skill] = 11 vs. 8[the commander’s
Defense]. Allen’s attack deals a default damage of 5 [for the laser pistol] PLUS 3 for the
amount rolled over the commander’s defense. 5 + 3 = 8. The commander has 11 hit points and
no Damage Soak. He is reduced to 3 Hit Points. He stumbles to his knees with a smoking burn
on his chest. He throws down his rifle.
The commander: Stop! I surrender! [gasp] I am your prisoner. Spare my life!
Captain Allen: Normally I would reward such cowardice with death, but you have information
that I need. Get on your feet and walk in front of me. We are heading back to the village.
Fin
All text presented here is licensed under the Creative Commons BY-NC-SA 3.0 Unported License.
Main Sequence
CHARACTER RECORD SHEET
NAME: PLAYER:
CONCEPT: MISC:
XP:
Soldier (S)
Agent (A)
Tech (T)
Combat (CR) Wealth:
Hit Points
Initiative
Edge
Defense
Damage Soak
Tags
GEAR
Main Sequence
Starship Record Sheet
Name: Class:
Crew: Misc:
Tactical
Propulsion
Sensors
Tonnage
Hit Points
Defense
Net Defense
Shields
Armor
Cargo & Miscellany
Tags