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SEID System Player Guidelines

Character Statistics


Attributes are the primary statistics of Player Characters. They are values of 0-10 in the four primary attributes of Strength, Endurance, Intelligence, and Dexterity, plus any module attributes. They are the governing values for all other player statistics.

Skills and Skill Rolls

Skills are the primary way the Player mechanically interacts with the system. Virtually anything a player wants their character to do that has a chance of failure will be covered by a Skill Roll. A Skill Roll will be called whenever the player describes their character attempting a relavent risky action. To perform a Skill Roll, the Player rolls d00 and adds the relavent Skill Value and Modifiers to the result. Depending on whether the final result is lower or higher than the GM determined Risk Score, the PC will fail or succeed at the action. The GM will describe the consequences of the action, and play will continue.

Skills are divided into three categories, which determine how they're calculated and used. Innate skills represent basic abilities, like running, throwing, or looking. Player Characters have one Innate skill for each Attribute. The formula for Innate Skills Score is d00 +(Attribute x10) +Modifiers.

Professional Skills are the most abundant and diverse. Players have three Professional skills per Attribute, representing skills and abilities that require practice, training, or special equipment. Professional Skills are less dependant on Attributes, with Training accounting for more of the Skill's value. The formula for Professional Skills Score is d00 +(Attribute x5) +(Training x10) +Modifiers.

The final category is Combat Skills. Combat Skills represent the Player Character's ability to use weapons and martial arts in physical altercations. With the exception of the omnipresenent Close Quarters STR skill, Player Characters have two Combat Skills per Attribute. (That's two Strength skill in addition to Close Quarters.) Combat Skill values are primarily effected by equipped Weapons and conditional modifiers. The formula for Combat Skills Score is d00 +(Attribute x5) + Modifiers.

Rescue Score and Rescue Rolls

Player Character's reaction to danger is governed by Rescue Rolls. Much like a Skill Roll, a Rescue Roll is a d00 roll combined with Modifiers. When a player wants to resist injury, negative modifiers, or other dangers, they may describe how their character is trying to resist, and make a Rescue Roll with one of their Attributes. The Formula for a Rescue Score is d00+(Attribute x3)+Equipment Modifier(s). A successful Rescue Roll may reduce the severity of an injury, or the timeframe of a negative modifier, or have other effects at Moderator discretion.

Encumberance and Inventory

Encumberance is a Derived Statistic governed by Strength. It determines how many inventoy items may be simultaneously equipped. An item can only convey modifiers and other effects when equipped in an Encumberance slot, Weapon Slot, or Apparel Slot. The Weapon and Apparel Slots are special slots exclusively for the weapon the PC is weilding and any outfit or armor they are wearing, and they don't count as Encumberance Slots. Everything carried by the PC that is not currently Equpped is in the Inventory. Tranferring items between Slots and the Inventory is considered an action for the sake of Rush Penalties. Encumberance is calculated as 3 +(STR/2) rounded down for a value of 3-8

Injury Threshold and Injury

The Player Character's physical health is represented by Injury Threshold. Injury Threshold is a Derived Statistic governed by Endurance. Higher Injury Threshold means the PC can keep going with worse injuries. Injury Threshold is calculated as 4+Endurance for a value of 4 to 14. Every Injury has a severity with a numerical value, when the injury is sustained, that value is deducted from the PC's Injury Threshold. When IT reaches 0, the PC's life is in danger. The player may choose to make an Endurance Rescue Roll to survive until they can recieve medical attention. Likewise if another PC can offer then emergency medical care, their life may be saved. Surviving a Near Death Experience may result in additional consquences, like Traumas, Penalties, or Permanant Modifiers.

Injuries are most often sustained in combat with Adversaries, or as the consequence of a failed Skill or Rescue Roll. Weapons and Adversaries have pre-defined injuries that they cause, while the GM can use the Injury Library to assign appropriate Injuries for skill failures and other situations where a PC may become injured.

If a Player Character reaches half or less of their maximum Injury Threshold available, they'll recieve a Traumatic Injury, which is a special negative Modifier that can't be removed without medical intervention.

Injuries come in four different severities, which determine how much IT they occupy, the score of the Injury Modifier, and how much Development Potential is awarded by surviving the Injury.

Minor Injuries occupy a single point of Injury Threshold, confer a 5-10% Injury Modifier, and don't award any Development Potential.
Moderate Injuries occupy 2 IT, while conferring a 15-25% Injury Modifier and awarding 2 Development Potential.
Major Injuries occupy 3 IT, while conferring a 30-40% Injury Modifier and awarding 3 Development Potential.
Deadly Injuries occupy 5 IT, while conferring Injury Modifiers higher than 60% and awarding 4 Development Potential.

Stress Threshold and Trauma

As Injury Threshold is a measure of the PC's capacity for physical harm, Stress Threshold is a measure of the PC's capacity for mental harm. ST is derived from Intelligence, calculated as 2+(Intelligence/2) for a range of 2-7.