Here's the rules:

Come up with the most hare-brained schemes imaginable, and I'll roll dice to determine whether they're a success if they use any skills, stats or weapons. If they don't use any skills, you get a free pass to do as much as you like. Try to remember that the more actions you try to execute on a single turn, the more likely you are to catastrophically fail: if you queue up running around a corner and firing a barrage of rockets, only to have a cage crash down over your head before you fire, I'll still fire those rockets, they'll hit the cage, and you'll be red paint. In addition, using the same action multiple times on a turn is a bad idea - every time you try to repeat the same action on the same turn, you are less likely to succeed at any of them. Saying "fire until he's dead" is begging for an epic fail.

Gameplay is relaxed - no "stay on IRC" stuff, even though IRC is still used frequently between players for strategizing. To do an action, just make a post with your action in underlined text. Your dialog should be put "between quotation marks". Keep OOC (out of character) stuff in ((double parentheses)) just to be safe or I may wind up making your character act bizarre. (This only applies to the Mission Thread and the Tartarus thread, not the main thread.) I do one turn every time everyone has posted.

You have a three-day limit to post your actions (starting from the last update). After the three-day limit is up, I make a post with everyone's characters and you get to do more stuff. If everyone posts before the three days are up (talking or OOC included), and if all players have seen all in-character requests made of them by the other players, then I'll do the turn immediately and you won't have to wait. That means that if everyone is around, gameplay can progress fairly quickly and is mostly limited to how fast I can put updates out. HOWEVER: If someone doesn't post within three days, then I skip their nonexistent actions, and we stop waiting for them from then on, until they post again. When they do, they gain a 1-day waiting period, and if they post within a day after the current turn ends, then the 3-day waiting period is reinstated. This isn't to be mean - it's just to keep people from tying up the game indefinitely when other people want to play.

  • (1) - Critical fail: You filled an ally full of lead. (Not just a failure, but a failure with bad consequences.)
  • (2) - Fail: You can't even find the trigger. (A total failure. Nothing happens in your favor at all.)
  • (3) - Partial Fail: At least you managed to fire the gun. (It's not a total failure… but it's not nearly what you wanted.)
  • (4) - Partial Success: The alien bastard looks injured after your shots, but he's not dead. (It's almost what you wanted, but not quite.)
  • (5) - Success: Your enemy is deader than the ashes in an urn. (You got exactly what you wanted.)
  • (6) - Critical Success: You killed the enemy, yeah, but now you've brought the wrath of all your enemies down on you. (It's what you wanted… but something bad came of it.)

Also, there are:

  • < 1 - The roll's modifiers bring the roll to somewhere below 1: You not only filled an ally full of lead, but his grenade exploded and brought down the entire wall of a building, revealing more enemies within than you can count on your fingers. (Epic fail.)
  • > 5 - The roll, initially at 5 or below, has been bumped up to somewhere above a 5: You not only killed the bastard you wanted to kill, but your round keeps going and kills two more behind him. (Epic success.)

Roll adjustments:

  • -5 to -3 will never happen, because the minimum is -2.
  • -2: All rolls -2 (1,1,1,2,3,4) (83% failure, 17% partial)
  • -1: All rolls -1, (1,1,2,3,4,5) (67% failure, 17% partial, 17% success)
  • 0: Normal (1,2,3,4,5,6) (50% failure, 33% partial, 17% success)
  • 1: All rolls +1 (2,3,4,5,5,6) (33% failure, 33% partial, 33% success)
  • 2: All rolls +2, (3,4,5,5,5,6) (17% failure, 33% partial, 50% success)
  • 3: All rolls +3 (4,5,5,5,5,6) (0% failure, 33% partial, 67% success)
  • 4: All rolls +4 (5,5,5,5,5,6) (0% failure, 17% partial, 83% success)
  • 5: All rolls +5 (5,5,5,5,5,5) (0% failure, 0% partial, 100% success)

(high positive total successes tend to be exceedingly epic.)

For a more detailed table, including multiple attempts (see below for the multiroll rule) see Rolls.

And finally: The GM is always right (Rule Zero).

Advanced Rules

Emergency Power

When something knocks out your power, as long as you didn't roll a 1, your emergency power kicks on. Sometimes your power can start back up with some intelligent fiddling in the cockpit, while other times you may need to find another way to get it working again. Getting it working is important because while you're running on emergency power, you have a -2 to all systems directly using electricity. These systems include:

  • Hacking Systems
  • The PSI Unit
  • life support
  • computer

Multiple actions

If you decide to do the same type of actions more than once a turn, you get multiple rolls for each one, as many as you do the action that turn, and each action is performed with the lowest roll it gets.

"Action" includes which item you use - shooting two drones with a Particle Gun is two times the same type of action, whereas shooting one drone with a Particle Gun and one with a PION Beam Cannon are two different action types. E.g. if you say "I fire a missile at all the three ships within one kilometer", you'll do three rolls for each ship. If you roll a 5, 2, and 3 for the first ship, then you'll hit it for a roll of 2. Then you'll roll for the second ship, and finally the third. However, if you would attack those ships with three different weapons, you would only get 1 roll for each.

If you use conditionals ("if…then") in your writing that makes the amount of same action types you do depend on other things, then the GM will roll for the maximum possible times you could do that action according to your writing. E.g., there are 3 drones. Squadmate A is shooting drone 1 and squadmate B is shooting drone 2, and you say: "use my Particle Gun to shoot drone 3. If squadmate A missed, also use it to shoot drone 1, and if squadmate B missed, also use it to shoot drone 2." In this case, depending on how your squadmates will shoot you could try to shoot 1, 2 or 3 drones during your turn. In this the GM will roll for the worst case scenario and roll 3 times for each drone. This encourages the use of actual tactics over 'everyone shoots everything'.

All this also applies to infantry weapons, with the addition of the following:

  • When firing infantry weapons, you are allowed to use the same weapon multiple times without penalty, so long as you don't fire more times than your weapon limit.
  • As soon as you breach your weapon limit, you will begin incurring penalties on all your non-Amp Unit weapon rolls. The number of dice rolled per weapon action will be the same as the number of shots you go above your limit, plus one. Only the rolls starting from the same number as your weapon limit and beyond will incur these penalties.
  • All heavy weapons (with the exception of the PSI Pack) count as two weapon shots according to the above rules. This means that if your limit is four items, you can fire your heavy weapon up to twice in a turn without penalty.
  • For PSI users, amps and other weapons count as 'weapon' for determining your amount of attacks, but the PSI pack does not. So if you have 1 weapons and a PSI pack with 3 amps, you can attack 4 times per turn (with whichever combination of weapons you want).
  • You can dual-wield (without penalty) two one-handed weapons/items. This gives you the advantage of doing 2 attacks at the same time, with the downside that one-handed weapons are generally less powerful.
  • You cannot dual-wield a one-handed and a two-handed weapon or 2 two-handed weapons. You have to switch between them during the turn to use them all. This allows you to more damage, but enemies can attack you before you do your attacks.


PvP is allowed, but not recommended. On your first PvP attack, every player in the vicinity is likely to turn on you and exterminate you with maximum force to preserve their chances of survival - unless they really hate the guy you're killing. PMing the GM is permitted - however, the GM will warn the person in question that they have been PM'd. While the victim will not be told who specifically is doing it, it will generally be pretty obvious because most people aren't the backstabbing type. This permits duels while hindering backstabbing, which keeps the game fun for all players involved. Be warned that duels in REKT are tricky and your opponent will always know what's happening the turn after it's done. The GM always posts what they have been PM'd in the thread when the next turn is posted.

Character Sheet

For stats and skills, refer to Stats and Skills below.

Note: Only Stats, Skills and Purchases relate to gameplay. The rest is roleplay-only and can be as long or short as you want it (even five words is acceptable, but I'd like a few sentences at least). It's just to give me, as the writer/dungeon master, something to work with.

Select the below code to make your character sheet.

**Personal Information:** 
**Reason your character got REKT:** 
* Energy: 
* Durability:  
* Maneuverability: 
* Hacking Systems: 
* Computer: 
* PSI Unit: 
* Robotics: 
* Engines: 
* Charisma: 
* Intuition: 
* Handiwork: 
* Conventional Weapons: 
* Unconventional Weapons: 
* Exotic: 
* General Knowledge: 
* Auxiliary: 
**Purchases:** (remember that you get 5 creds at the start)

When you first start, you get a few free items:
* [[[equip:Mk-1-casket | Mk1 CASKET ship]]]
* [[[equip:Standard robotic arm]]] (2)
* [[[equip:Pincer attachment]]] (2)

You don't necessarily have to be a standard human - if you're not a regular human (robot, android, bioandroid, mutated human, lab experiment), expect me to haggle with you over it a great deal before I'm satisfied. I won't allow any overpowered characters and I may Rule 0 some things. If your character has more than two arms, for instance, expect to take some hits in other areas. Use a standard human as a template. Alien characters won't play well with my plot/storyline. The only exceptions are if it's a rubber-forehead alien (or unusually weak alien) without useful superpowers, or if you don't have your own ship and can't really take much part in the game except for tagging along in somebody's pocket.

If you are better than the average human starting character, you will not be permitted to play. If there's any question in your mind as to whether or not the GM will accept it, fix your character, because he probably won't.

Stats and Skills

For detailed info and char creation rules, refer to the page linked above.
Short overview:


Your MK 1 CASKET (Contained Active Service Killer Escort Tool) has a number of upgrades that could be made to it - which is important, as you're more or less flying around in a pop-up toaster otherwise. These upgrades are permanent and can be replaced as long as your pilot still draws breath (or ammonia soup, depending on where you're from). If you get your ship blown up, we'll just build you a new one after you get back home.

  • Energy - whatever fool inventor thought it'd be a brilliant idea to have weapons, shields, and afterburner use the same resource would probably be pissed that this gets a single stat. Helps determine how big of weapons your ship can handle, too. Makes your ship capable of carrying bigger conventional weapons.
    Translates into Strength on foot. Helps you deliver stronger punches, lift heavier weights, carry heavier weapons with more recoil and generally just blow the mind of any lady that happens to look in your direction. Also helps you in melee combat.
  • Durability - How long it takes you to become a lump of molten metal in a firefight. Backup systems also fall under this category, as well as self-repair nanobots (not that we're giving you any). Helps add resistances to your ship and keep it from falling apart under fire.
    Translates into Endurance on foot. Helps you push through the pain when you're wounded, so you're not crying on the ground like a little wuss. Also helps keep you from passing out from the pain of all the stupid stuff you've done.
  • Maneuverability - Regardless of how stupid of an idea it was to fly between those asteroids, this helps you get back out alive. It could also help you win races, if you weren't in a maximum security prison serving indefinite time at the edge of space. Helps you maneuver in tight areas, dodge weapon fire, and do incredible acrobatics.
    Translates into Agility on foot. Helps you leap tall counters in a single bound, jump places you wouldn't normally be able to, and especially helps you dodge weapon fire. Particularly good too if you want to use swords or go in for melee combat.
  • Hacking Systems - Helps you hack things more… better. What more could you ask for? Note: Anyone caught attempting to hack one of their teammates will not be summarily keelhauled, but we might tape it and run it later in the theater if you succeed.
    On foot, translates into … Hacking.
  • Computer - It helps you appear smarter than a four-year-old on occasion. Useful for operating advanced prototype weaponry that requires large amounts of calculations. Or anything that requires calculations, really. Also determines the size of your database.
    Translates into Perception on foot. Helps you learn more from looking over the battlefield and gives you a better idea of what's going on. Lets you see details others may have missed.
  • PSI Unit (PSyche Integrator) - Machinery and computer equipment that hooks directly into your brain through special plugs in your head that we've taken the liberty of installing - and you didn't even have to sign. Useful for operating psionic weaponry and (sometimes) not losing your mind. Can also be used to "will" your ship to do certain minor things, but takes a perfect roll (5) to be successful. (The default PSI unit just creates precise, localized, short-range magnetic fields. Turn your ship, wave a robotic arm, etc. Installing amps gives you more abilities.)
    Translates into Willpower on foot. Helps keep you from panicking and screaming like a little girl in the corner. Also helps you wake back up if you happen to pass out. Best of all, helps keep you immune to alien mind control techniques and can even let you use that stuff against them.
  • Robotics - Your CASKET comes pre-installed with two robotic arms and pincers. The more we upgrade them, the stronger and more useful they'll be to you. Upgrading them more will also let you install even better equipment later on, after you've earned your keep. Especially good for people that want handiwork skill.
    Translates into PDA skill on foot. Lets you scan things, record data, access databases and more. Also lets you use your PDA's built in electrical and infrared ScanCam modes. Short range, but can keep you alive.
  • Engines - Your engines are what make you move, dumbass. Did you really expect me to explain everything to you? Fine. This controls how good your thrusters and primary engines are, how fast you move, all of that good stuff. Also afterburners. Helps you dodge things better and multitask. Regardless of whether or not all that went over your head, I'm not explaining it any further.
    Translates into Run Speed on foot. It lets you condense multiple actions (but not firing) into the same space, essentially allowing you to multitask or accomplish long-term things quicker, which has the side effect of making you faster while you're running around from place to place.


Most people are good at something - most, mind you. You lot are probably the worst bunch of misfits and cowards I've ever seen, so here's your chance to prove you're better than a mildly sentient doorjamb. Simply mark down what you're good at and we'll get you processed - unless you're not good at anything, in which case you were really stupid to let us catch you. Actually, you all ought to get a low mark on intuition to begin with.

  • Charisma - A handy skill for when you want to talk a bullet out of embedding itself in your face. Handles all sorts of interpersonal communications. Probably not used much. When it is used, though, you can potentially talk enemies into assisting you. Sometimes you can roleplay allies into assisting you even - anyone "charasmized" into doing an action(a charisma roll for 5) gets a +1 to that particular action (though they don't necessarily have to do it). A good skill for leaders.
  • Intuition - that tingly feeling you get when somebody plants a nuke in your latrine. Helpful for guessing your way through defusing a dozen bombs or for finding your wake back home after twice that many drinks. Specifically: Used for making uneducated guesses about things you couldn't possibly have any knowledge about. Helps you dodge bullets and assists your reflexes. Excellent dodge skill, though not as useful outside of combat as Maneuverability.
  • Handiwork - Making things, breaking things, fixing things, and otherwise turning stuff from X, into laser guided, thermonuclear Y. Also helps you repair or patch both ships and other automated systems. Helpful in things like coolant leaks, which will likely happen. Lets you create things from part kits as well. If you level this high enough and buy the correct stuff, you can even start making money off of your inventions. This skill also doubles as medical knowledge and ability. Mechanics make good medics.
  • Conventional weapons - Anything that goes pew-pew and shoots a potentially lethal something when you pull a trigger or mash a button.
  • Unconventional weapons - Covers non-death-tube armaments like explosives, melee weapons (oh, hell yes), physics manipulators, and so forth.
  • Exotic weapons - Things which blur the line between weapon and supernatural force. Includes amps, implants, genetic augmentation and most alien weaponry.
  • General Knowledge - You know that thing, at that place where the stuff does the thing? Yeah, of course you do. You know every detail of it down to the color of the fourth hair on its pinky finger. Useful as an arbitrary trivia stat - you'll know more about your gear and more about the enemy with this skill. Good way to use it: "Try to remember if X." Can help you know parkour, kung-fu, and anything else.
  • Auxiliary - How good you are at using external things you tack onto your ship. Makes drones and other things more useful, along with a lot of other miscellaneous crap. Lets you purchase bigger, stronger ships later on in the game, and keeps the GM from splattering you when he thinks it's vaguely amusing.


Originally called the Search And Retrieval Device for INterning Employees, it was later renamed to the Contained Active Service Killer Escort Tool, firstly because our active service personnel kept insisting we were sending them into combat pre-packaged in coffins, and secondly because SARDINE doesn't really make all that much sense. Your first purchase of the CASKET comes with two free robotic arms equipped with pincers, pre-installed. If you break them, you pay to replace them.

There is no hyperspace module. There are no shields. You're flying in a coffin that can reach fairly decent speeds - just make sure to remember to slow down.

Your ship has four engines and a cockpit, which you can upgrade to double as an escape pod. It also has a total of sixteen maneuvering thrusters - if you break these, we'll replace them free of charge. You start with two dual-weapon mounts, but can purchase up to two additional dual-mounts in the future. You also have two aft-underside attachment points good for storing large or bulky items.

The images below are of the CASKET Mk2. The Mk1 version isn't nearly as pretty, and we don't paint it, but they both have the same basic design.


Death is a scary thing, right? Maybe on the inner planets - not so much here. Out here, we rather expect you to get mutilated in one way or another. As long as your brain hasn't totally decayed or gotten blown to little bits, we'll dump you in a robot body and you can work things out from there. As robot bodies tend to be slightly tougher than your squishy flesh, this might work to your advantage. If you lose parts down there though, don't expect to be a hit with any ladies who don't have a fetish for titanium alloys. However, if your squishies do get damaged, you'd better hope like hell that you have a medic in the squad or your goose is cooked.

As to your ship, it's disposable too. If somebody pokes a lot of holes through your ship, we'll repair them when you get back. If somebody blows off your engine, that's fine - don't panic. Just use your cockpit's controls to reroute things. With four gimbaled engines, as long as you still have an engine left, you're fine. Maneuvering thrusters are slightly more difficult to come by, but we're sure you'll figure something out.

If you lose upgrades on your ship such as weapons, we're not replacing them - you'll have to buy them again.
If you lose your entire ship, you get the price of half of the equipment that was on it back (rounded down).

Have fun out there, fellas.
If you can.


SCAMPS here. I'm sure you want to know how missions work - or I damn sure hope you do. For anyone that actually has the brains to listen, here's a quick rundown.

For each mission, we'll stick you in your CASKET and dock it in a personnel drop-carrier that carries four to six people. There will be a total of six personnel carriers - we'll spread them out and surround the target's position when we send them in, which means you likely won't be getting support from anyone else. This means that if you jerkwards piss yourselves, there's no change of clothes coming. It also means you're going to have to go pretty far out of your way to get backup. Your squad is important - you have radio communication between them.

The drop carriers will fly you to a close distance from the target - usually within the range of their anti-spacecraft guns. (Remember: Close, not safe.) This means you might get shot up while you're flying through. That's okay - if the drop carriers take too much damage to continue, they'll automatically eject your CASKET. They'll also eject you when you get close enough to the target. Drop carriers are piloted by prisoners too - they're cheap and disposable without any fuss. Before you ask, no, you cannot be a dropship pilot. Their mortality rate is a lot worse than yours anyway.

Ejection usually consists of your CASKET getting flung at speeds well past Mach 5 towards whatever hellhole we're sending you at. It's up to you to figure out how to slow the hell down - we don't give two shits about safety, and it might be wise if you don't either. We'll also give you some degree of communication with the pilot, though, so if you think you can convince him to take you somewhere else, go right ahead. If you piss him off, he's perfectly in his own right to fling you into the nearest asteroid. Fine with me - less paperwork to deal with. I may be a computer, but printing takes a while.

In our mission briefing, we'll give you certain target(s) to acquire. Get these, and we'll come pick up your charred corpses from whatever rock you managed to get yourself wedged under. If you miraculously managed to keep your brain intact, we'll give you five credits free of charge. You'll also get 10 stat/skill points to level up with. It doesn't matter whether your allies saved you - they're perfectly in their right to either bring you along or leave you behind.

Additional credits (up to 5 more) are awarded based on your performance. This includes things such as:

  • Saving your squadmates
  • Retrieving the artifact
  • Not getting blown to confetti bits
  • Shooting up whatever green alien freaks you see
  • Whatever other alien tech you managed to salvage. We'll give you creds for anything you sell back at the armory. (This includes pieces of your own or allied ships.)

Finally, you'll also get promotion points based on how much you cooperated with your teammates and the leadership skills you've shown. Based on these you might get an offer to get promoted to a higher rank.
See the Ranks page for all the ranks.
Note that it's possible to get negative promotion points and get demoted. People that get demoted will get kicked out an airlock if they're deemed too much of a risk to take on further missions.

Sound good? Good. Remember that you have to complete ten missions if you want to go back home.

The Armory

Additional items will become available as the campaign progresses. Saving your creds could be useful later on, but on the other hand, they could really come in handy on early missions. You get 5 creds at the start, and 5 to 10 creds per completed mission, depending on how well you did. Also remember that there are a lot of free infantry items in the Infantry section. Not good for much unless the enemy wants to get out of their cockpit and be sportsmanlike, of course, but you might annoy someone.

It's perfectly all right to buy things for allies if they don't have enough credits, or to pool funds. Credits are unique to REKT and have no value in the real world.

If you bring shit back like weapon assemblies, we'll allow you to sell some of them. You can even ask me while you're on the mission if I'll give you any creds for it. There's a lot of easy creds to be made this way - but I generally won't give you as many extra creds for alien tech.

Ammo explanation:
The amount of ammo you have in a weapon is equal to the maximum number of rounds you can fire in a single turn if you're under fire, where "under fire" means "there are things that can potentially shoot at you." Extra rounds for infantry weapons are free, and thus practically infinite, but they can still only fire their maximum number of rounds per turn if you're under fire. If there are no enemies nearby, the amount of rounds you can unload in a single turn defaults to what I feel makes sense in that timespan.
Your total amount of ammo for ship weapons determines how much you can use that weapon in one mission - your ammo gets refilled before each mission. This means you don't have to buy new ammo each mission - buying more ammo means you can use your weapon more often during each mission.

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