The J Team

Overview

In 2011, a cosmic event impacted the Earth. Those not terribly adept at science called it a "micro black hole", but a micro black hole would have dissolved in the upper atmosphere, rather than streaking in to strike Hanscom AFB in Lexington, MA. Furthermore, had it made it that far, it would not have exploded, taking a perfect 5-meter radius sphere with it.

Where the contents of that sphere went, no one knows -- except for the people inside it.

They found themselves flung around realities in a way that reminded them of the television show Quantum Leap. Forced to make do as best they could, they dubbed themselves "The J Team", after the Greek god Janus and, of course, the television show The A Team.

The members of the J Team come from various walks of life found at Hanscom: personnel of the 66th Air Base Wing, 551st Electronic Systems Wing, 66th Services Squadron (combat support and community service), civilian contractors, and other visitors.

Stats

Everyone has a score and a polarity in the following pairs: Broad vs Focused is a meta-stat and behaves differently from the first three.

You have the set {0,1,2,3} to assign as scores, and then you choose a polarity from each pair. So your stats may end up as:

This would be a hacker.

To perform a skill check, the storyguide (SG) will tell you which stats are pertinent. Normally, this should be one or two stat pairs, although in rare circumstances more may be relevant. Stats of opposite polarity than what was called add negatively.

In the case that Broad/Focused was not explicitly called for, if you are Broad, for each anti-aligned stat, add your Broad score. Similarly, if you are Focused, for each aligned stat, add your Focus score. Note that Broad/Focused does not apply to stat scores of 0.

Now divide by N, where N is the number of stat pairs called for. So knife-fighting calls for Physical and In Close, so N = 2, even if Broad or Focused are being added.

After dividing by N, round down, and this is your modifier to 2d6.

For skill checks that don't involve head-to-head rolling, Easy checks are 6+, Medium checks are 8+, and Hard checks are 10+.

2s and 12s

Rolling snake-eyes is a botch check: the SG will assign a number of botch dice to roll. These are independent 1d6s: any 1s that show up is a botch. A single botch is typically dropping your weapon in melee combat. Two botches is more serious. 3 botches is quite possibly lethal.

Boxcars can be resolved at SG discretion as an automatic success, unusual success, or by simply adding an additional 1d6 to a skill check. Also, rolling boxcars is Just Cool: generally speaking, rolling a natural 12, and then an additional 1, and adding a skill of (say) -2 is cooler than rolling an 8 and adding a skill of 3.

Skills

There are no skills in this system. There are no skill gains in this system except by troupe fiat, which should be rare.

Once you have 3 xp in a skill, you gain +1 to rolls in that skill; 6 xp = +2; 10 xp = +3. You cannot go above +3.

Virtue/Flaws

Most characters start with the +0 Virtue: Hero.

Hero: 0 point Virtue. You know that you're important, and you know that other people think you're important. In other words, you have PC glow and you know it. Don't count on it, though.

Fatigue

Being tired or wounded affects your rolling. You have two separate charts: one for Fatigue and one for Wounds.

Fatigue
[X] Rested
[ ] -0
[ ] -1
[ ] -2
[ ] -3
[ ] -4
[ ] Unconc
You start at the top: rested and normal.

For every fatigue "box" you take, you incur the penalty listed on the right.

For fatigue, there is Short Term and Long Term fatigue. Both get marked on the same chart, but you recover differently from ST or LT fatigue:
Rest 2 minutes Recover 1 ST level
10 minutes 2nd ST
30 minutes 3rd ST
60 minutes 4th ST
2 hours 5th ST
You recover the worst fatigue level first, so if you are at -4 due to fatigue, it takes you 2 hours resting to get to -3. At that point, you need another hour before you reach -2, etc.

You need 6 + N hours of sleep, where N is the number of Long Term fatigue levels you have in order to recover. Sleeping less than 6+N hours (round up) gives you 1 LT fatigue level per hour missed.

Wounds

Wounds uses a pyramidal box scheme:
Wounds
[X] Normal
[ ] -1
[ ] [ ] -2
[ ] [ ] [ ] -3
[ ] [ ] [ ] [ ] -4
[ ] [ ] [ ] [ ] [ ] Incap
[ ] [ ] [ ] [ ] [ ] [ ] Dead
The incur the penalty once you reach the end of the line. So if you take 2 boxes of damage, you are at -1. One more box, and you are at -2. Thus, your body can take 6 boxes of damage between falling down incapacitated (which also means you're also unconscious) and being outright dead.

If your attack exceeds your opponent's defense, you do damage equal to the inverse arithmetic pyramid of the difference. Pyramid(2)=1+2=3, Pyr(3)=6, Pyr(4)=10. So if the difference between your final scores is 5, your opponent takes 2 boxes of damage. If the difference is 6, your opponent takes 3 boxes.

To resolve combat, roll off against your opponent. So Pee-Wee (2 Social, 0 In Close/Ranged, 3 Mental, 1 Broad) vs Thrudd (0 Social/Technical, 2 In Close, 3 Physical, 1 Focused) get into a fight (Physical, In Close):

Pee-wee: ( 0 (In Close) - 3 (Mental) + 1 (Broad: Mental) ) / 2 = -1 to roll.

Thrudd: ( 2 (In Close) + 1 (Focused: In Close) + 3 (Physical) + 1 (Focused: Physical) ) / 2 = +2 to roll.

First, initiative. Initiative changes if the person without initiative takes no damage and does damage to the opponent. Otherwise, the person with initative keeps it.

Initiative: Pee-wee rolls a 7, adds -1, gets a 6. Thrudd rolls a 6, adds 2, gets an 8. Thrudd gains initative.

Thrudd attacks: Thrudd rolls a 9+2=11. Pee-wee also rolls a 9-1=8. Difference of 3, so Pee-wee takes 2 boxes of damage, and is at -1.

Pee-wee counterattacks: Pee-wee rolls 9-1(stats)-1(wounds)=7. Thrudd rolls a 5+2(stats)=7. Thrudd takes no damage. This ends the combat round.

Next round, initative stays with Thrudd, and he attacks first: he rolls an 8+2=10; Pee-Wee rolls 7-1-1=5, so he takes another 2 boxes, and is at -2. Pee-Wee counterattacks: 12+6(extra die)-1(stats)-2(wounds)=15; Thrudd: 3+2=5. Thrudd takes a whopping 4 boxes of damage in one shot, and is also at -2.