S-Ifni - Simple Infinity RPG

S-Ifni Overview
The S-Ifni Character
The S-Ifni System
Combat Rules
Character Experience

S-Ifni Overview

Simple Infinity RPG, abbreviated S-Ifni, is meant to be a very simple game system.  It is closely based upon the S6 RPG system, with several fixes provided for unusual circumstances.  The main focus of S6 is on playability and realism.  As such, S6 is built to reflect real-life physics, people, and situations.  Because of this, it would not likely make a very good super-hero game.  Or for that matter, any setting with unrealistic mechanics or story.  Not that powers and magic and such aren't possible in S6.  Rather, the focus of the system best describes harsh reality rather than heroic adventure.

S-Ifni is very different in that it was designed with the convenience of modern computing in mind.  In this regard, the game mechanics have been coded into a program for my Palm Pilot.  There are no dice required or character sheets.  This approach was taken for several reasons.  First, it allows complex formulas to be used without slowing down the game.  Second, it gives the GM more flexibility since he can make all the rolls himself without waiting on or confusing information coming from the players.  Third, it gives the GM better control of how information is revealed.  For instance, the players may never see their own character sheets!  This primarily removes the out-of-character knowledge that occurs when rolls are made by the players, but also removes the meta-gaming behavior as characters sheets are compared against each other.

This website is designed primarily to function as notes for the GM.  This website will contain the design philosophy, game definitions, and campaign notes for the ongoing game.  Since I want to keep certain elements secret (such as character generation, magic, and experience), these will not be described in any depth.

The S-Ifni Character
Character
So what makes a character?  Naturally, we need ways to define their abilities and such, but let's not start with that, because that's no fun.  Instead, let's start with the 'real' mechanics, like choosing a name.  My personal philosophy is that players should choose names for their characters that are some version of one of their own names, as modified to fit the setting.  It makes the character more real and it makes it easier for everybody to remember who is who.  However, this doesn't always make sense, and eventually you run out of names...

Next is persona.  In real life, people often have different personas regardless of who they are or what they do.  Persona shouldn't spring out of your stats, but the other way around.  Which is why we do this first.  What does your character want?  What does your character respect?  How honorable is your character?  Brave?  Curious?  What about moral sense?  What speech patterns do they have?  Quirks?  What about likes and dislikes?  Are they usually friendly or gruff?  What about their sense of humor?  Naturally, setting and stats can feed into this later for specifics, but get a set idea of "who" you are before moving on.  And remember, the other characters will have to put up with you... so try to design something that is acceptable for team play.

As a recent simplification, a new strategy that I've developed is for each player to find the one word that best describes their character's personality or drive.  This way, it's easier for them to keep focused on who they are and have a definable persona.  Likewise, it's easier for the GM to give concessions for when the player is roleplaying their character (and not).

Stats
S-Ifni has 25 attributes and abilities.  Individually, they are called stats.  Each stat describes how good your character is at a set of closely related activities.  This represents genetic disposition (some people are naturally better), natural ability (you just picked it up easily), training or experience (you worked and worked), and most importantly, the level of excitement or interest you have in this field (if you don't care about it very much, you won't learn very well and it won't be done as well or as carefully).

To make things simple, zero is used as the middle point, representing the ability of a unskilled, untrained human.  Using some of the more easily measured stats as a simple reference, the average relationship of skill to maximum result is approximately:
 
Strength
Total Lift (stationary) : (strength lift skill total + 10) ^ 4 grams
Unencumbered Carry : (strength carry total + 10) ^ 4 grams / 2
Athletics
Running Speed : 3 * (athletics run total / 10 + 1) m/s
Walking Speed : 1 * (athletics walk total / 10 + 1) m/s
Swimming Speed : 1/2 * (athletics swim total / 10 + 1) m/s
Climbing Speed : 1/10 * (athletics climb total /10 + 1) m/s

As an example, a "Strength: 0" can typically only lift 10kg.  There is no limit to how high a stat can go, but there is a curve of diminishing returns.  The further a stat goes from zero, the more difficult it is to increase it further.  This is because higher skills represent a greater difference, but also that most actions in the real world are "easy to learn, hard to master".  In contrast, the minimum stat is a negative ten.  This represent complete inability.  Thus a "Strength: -10" cannot lift even a single gram, a "Athletics: -10" can't move,  and a "Endurance: -10" would die from the slightest scratch!

Skills
There are only 25 stats?  Real people are usually a bit more specialized than that!  This is where skills come in.  In short, a skill represents specialization with one version or form of a skill action.  So for example, a fencer might have a subskill "Rapier" associated with his Melee Attack skill.  What this means is that when using a rapier, his Melee Attack level is increased by the level of his "Rapier" skill.  Thus "Rapier: 2" would mean two extra levels. As a rule of thumb, a subskill should not apply to more than 1/3 of the uses of the stat that are likely to occur in the game.  Naturally, whether or not a subskill applies (or maybe applies at half credit) is up to the GM.
Specialties
For even more specific skill abilities, S-Ifni uses a further level called specialties.  This works much like a skill, but must describe a more distinct level.  Furthermore, they may not be inherently internal to each other.  In other words, they must be concern different aspects of the situation.  "Silver" and "Rapier" will not work together, because the character could simply carry a silver Rapier.  Just as "Swimming" wouldn't work with "inWater" Often, skills represent the character's choice, while specialties apply to specifics of the opposition, situation, or the target.  So a specialty of "vsSwords" for "Rapier" would be perfect.
Stat Explanation (and Skills/Specialties)
Active:
        MeleeAttack: any activity that results in direct contact
            BattleAxe, Longsword, Rapier, Spear, Unarmed, Whip
            toDisarm, vsSheilds, vsSwords, vsSpears, inWater, vsFlying
        MeleeDefense: any activity that prevents direct contact
            Dodge, Longsword, Rapier, Shield, Spear, Unarmed, Whip
            vsDisarm, vsSwords, vsSpears, onBoat, inWater, vsFlying
        RangedAttack: any activity that results in ranged contact
            Crossbow, Longbow, Cannon, ThrowingAxe ...  (see also Logic)
            PointBlank, vsDodge, vsCover, vsShield, onBoat, vsAirborne
        RangedDefense: any activity that prevent ranged contact
            Cover, Dodge, Shield, Rapier, Spear, Unarmed, Whip
            vsPointBlank, vsCrossbow, vsCannon, vsThrowingAxe
        Wrestling: any activity that initiates, controls, or breaks entangles
            Grab, Hold, Throw, Escape, Disarm
            vsHolds, vsThrows, vsEscapes, vsDisarms, vsDogs?
Physical:
        Agility: any activity that involves full body motion or movement
            Balance, Climbing, Dancing, Jumping, Running, Swimming
            Tightwire, Rope, Highjump, Sprinting, Fleeing, Diving, Floating
        Dexterity: any activity that is based upon precise manipulation or spatial perception
            Driving, Piloting, Steering, PickLocks ... (see also Craft / Knowledge)
            Cart, Sled, Glider, Interceptor, Canoe, Galleon, KeyLocks, Combination
        Endurance: any quality that reduces the effect of harmful circumstances
            vsDamage, vsPain, vsExhaustion, vsEnvironment
            vsBloodLoss, vsBruises, vsCuts, vsRunning, vsCold, vsFire
        Resistance: any quality that reduces biological effect of harmful substances
            vsChemicals, vsDisease, vsDrugs, vs Poison
            vsRespiratory, vsInfection, vsAlcohol, vsSnakes, vsSpiders
        Strength: any activity that requires application of force
            Bending, Breaking, Carrying, Lifting, Pushing, Pulling, Tossing
            Bars, Rocks, Boxes, People, Tents, Animals, Carts
Mental:
        Craftwork: any activity that examines, repairs, or produces tangible products
            Blacksmith, Leather, Painting, StringMusic, Woodwork ... (see also Logic / Focus)
            Swords, Armor, Saddles, Clothing, OilPaint, Violin, Furniture, Roofs
        Knowledge: familiarity with concepts and ideas of traditional learning (or mechanisms)
            Astrology, History, Law, Literature, Lore, Sociology, Driving ... (see also Dexterity / Scene)
            Constellations, Legends, Local, Ancient, Criminal, Classic, Legends, Money, Carts
        Language: any activity or familiriaty that allows communication
            <Language>, Reading, Writing, Research, <SecretSigns>
            <Dialect>, <Script>, Forgery, onLegends, <Dialect>
        Logic: any learning that regards or is based upon abstract or made-up concepts or definitions
            Astronomy, Math, Physics, Mechanisms, Electronics, Ballistics ...(see RangeAttack / Craft)
            Navigation, Counting, Algebra, Investment, Architecture, Engines, Computers, Trebuchet
        Science: any learning that regards direct understanding of dynamic functional interactions
            Biology, Ecology, Chemistry, Geology, Genetics, Medicine
            Plants, Mammals, Explosives, Acids, FirstAid, Disease
Spirit:
        Awareness: any ability that regards raw sensory (or extra-sensory) data
            Hearing, Sight, Smell, Taste, DirectionSense
            Speech, Lightsleep, Distance, Lowlight, Poison, Wilderness
        Nature: any activity or quality that regards nature/animals/plants
            Animals, Plants, Tracking, Survival, Hunting, Fishing, Awareness
            Interact, Ride, Care, Identify, <Environment>, Deer, River, <Environment>
        Stealth: any physical activity that has the intent to prevent detection
            Conceal (things), Hiding,  PickPocket, Shadowing, Sneaking
            <Environment>, vsThieves, vsGuards, vsNobility
        Talent: any ability or quality that reflects creative / non-specific capabilities
            Art, Creativity, Music, Poetry, Singing, Story
            Sculpture, Dance, Opera, Romantic, Folksongs, FairyTales
        Will: any ability or quality related to personal motivation or control
            Bravery, Faith, Honor, Hope, Love, Self-Control  ...  (motivations)
           vsHypnosis, vsAppearance, vsPerception, vsPersonality, vsPresence
Social:
        Appearance: charm, composure, bearing and general behavior
            Beggar, Courtier, Knight, Merchant, Noble, Thief  ... (professions)
            Disgusting, Sexy, Honorable, Honest, Friendly, Clever
        Perception: the ability to see through the masks of those around you
            vsAppearance, vsPersonality, vsPresence, Interrogation
            SocialClass, Money, Honesty, Emotion, Motive, Criminal
        Personality: any ability or quality that relates to personal interactions
            Begging, Conversation, Haggling, Influence, Rapport, Trickery
            wNobility, wUnderground, wMerchants, wGuards, wThieves, Bluff
        Presence: any ability or quality that relates to group interactions
           Acting, Debate, Intimidation, Leadership,  Speech, Teaching
            Lectures, Religion, Military, Comedies, Torture
        Scene: familiarity / awareness of proper behavior and social workings
            Appraisal (worth), Etiquette, Heraldry, People, Politics, Scrounging
            Swords, wNobility, Knighthood, Merchants, Thieves, Hospitals
Magic:
        (since this information is secret, you'll have to figure this out for youself)
Building the Character
Since the current campaign will use a mostly secret method for character generation, specific mechanics will not be made available.  However, for player reference, this is a list of considerations:
  1.  : players will NOT start with a name - in this campaign, a name must be earned, not given
  2.  : each player will first generate a single-word concept to describe their character's nature
  3.  : each character will then be designed using a point system based on player stat preferences
  4.  : additional points will be granted to fill out the player's stated concentrations (skills/specialties)
  5.  : choosing a disadvantage grants no bonus, but will give experience when it effects play
Starting Equipment
Depending on the setting and scenario, the GM will determine the party's starting equipment or allow them to pick it themselves or something.  A typical method is to give each character a small amount of cash and let them buy anything they want.  Perhaps even a bonus for having nice "marketable" skills that would have made them that money in the first place.
The S-Ifni System
The S-Ifni Mechanic
As with almost any RPG, there needs to be a way to randomly determine success or failure based on changing odds.  S-Ifni was designed with five points in mind:
  1. : There must be a base level of variability, so that even a low skill level gives variable results
  2. : There must be a distinct upper limit to each  level to capability (a mouse can not lift 100 lbs)
  3. : There must be a increasing degree of reliability (a trained circus performer won't EVER fall off the tightrope)
  4. : There must be the ability for skilled persons to occasionally produce results that exceed their normal maximum
  5. : There must be the ability to succeed against a dynamic target (unskilled opponents still have a chance)
The result of all this philosophy is a two-part formula, presented here as logical code.  Knowledge of this formula is NOT necessary to play the game.  It is only presented here for those interested in how the system works or for the GM to calculate the odds of success.
s = skill total;
r = a random number from 0 to 1;
r = r*20/19;
if ( r > 1 ) then
    result =  (x + 10) * r ^ ( ( x / 10 +1 ) ^ 4 + 1 );
otherwise
   result = ( x + 10) * ( 1 - r ^ ( (  x / 10 +1 ) ^ 4 + 1 ) );
In operation, the mechanic is very simple.  To test the outcome of a action, the GM uses the S-Ifni program to "roll" the character's most appropriate skill.  If this roll is greater than the "Target Number" (TN), then the attempt succeeds.  The more the roll exceeds the TN, the greater the degree of success.  Likewise, the further the roll falls below the TN, the worse the failure.  In the case of a tie, nothing happens - thus a deadlock.

Many times, two different attempts or intentions are in direct conflict with each other.  For instance, in arm wrestling each person is trying to push the other person's arm.  In such a case, the TN is set by a roll of the opposing force.  As always, ties result in no change.  Note that for cases involving extended conflict such as armwrestling, a single success may not mean a "win", but instead may represent one step toward it.

Can you try again?  Against a static test (a situation that doesn't change after a failure), a character can keep trying until they give up.  However each time after the first, they do so with a increasing penalty to the TN.  In other words, they may continue trying until they realize that they just can't do it.  Against a dynamic test or obstacle, there are no such effects.  If the situation is changing, so are the odds.  However, remember that either way, additional attempts also takes more time - the same amount again.

How many things can a character do at once?  Typically, the limit is however many actions that do not conflict with each other.  So for example, a character could run, parry with a shield, and attack with a sword all at the same time.  However, they could not normally run while picking a lock.  For actions that would be possible together, but not mix well, such as reloading a bow while running, one (or both) actions would suffer a penalty to the TN.

Target Numbers
Given all this information about the mechanic, how does the GM set appropriate TNs?  One way is to look at the measured stat equations for Strength and Athletics given above.  Another way is to use logic by questioning what skill level is required.  Since the normal maximum roll is skill +10 (especially at low levels), by setting a higher TN, you preclude a certain level of skill from any possibility of success.  Thus:
 
TN 0 : total simplicity, almost automatic success for any level of skill
TN 5 : very easy, only precludes very disabled or damaged characters
TN 10 : easy, however reduced odds of success for unskilled characters
TN 13 : basic skill is required, precludes unskilled characters
TN 16 : intermediate skill is required  (professional)
TN 17 :      (1 in 5 of profession)   :  [ 100 ^ (1/3) ^ (TN - 16) ]
TN 18 :      (1 in 22 of profession) :  [ 100 ^ (1/3) ^ (TN - 16) ]
TN 19 : high level of skill is required  (1 in 100 of profession)
TN 22 : advanced skill is required (1 in 10,000 of profession)
TN 25 : mastery level of skill is required (1 in 1,000,000 of profession)
Modifiers
Naturally, the specific setting or circumstances can greatly modify the odds of success.  For instance, writing a coherent game system can be a lot harder when someone is also talking to you on phone!   To reflect this, a simple modifier is either added or subtracted from the total roll.  This modifier is almost always based on the roll that was made.  Thus "-1/3 roll" means subtract 1/3 of the roll (round down the total).  Likewise, modifiers do not multiply, instead they are additive.  Here are some example modifiers:
 
Instruments:
Workshop :+1/3 roll
Excellent Tools :+1/6 roll
Inferior Tools :-1/6 roll
Improvised Tools :-1/3 roll
Missing Tools :Auto Failure
Distractions:
Good Environment :+1/6 roll
Minor Distraction :-1/6 roll
Major Distraction :-1/3 roll
Total Distraction :Auto Failure
Degree of Success / Failure
What is the effect of a higher degree of success or failure?  Naturally, this depends highly on the GM.  As a rule of thumb, the factor of most interest to the character should be changed accordingly.  If the character is working against a time limit, the task should take less time.  If the character was making something with quality in mind, its value would be increased.  How much?  A simple method is to divide the roll by the TN.  Thus, if you double the roll, then the action would take half the time, or the resulting product be worth twice as much.

A special case occurs when a group works together to complete one project.  Each active person would roll separately.  Each success would complete part of the project (equal to 1 person's minimal effort), while each failure would be wasted time.  Likewise, a higher degree of success will improve the quality of the project (as above), while a higher degree of failure might damage it, reflecting the combination of good and poor workmanship mixed together. Obviously, certain tasks have a limit to how many people can work on them at once.  If there is only one pencil, two people can't write with it at the same time...

Combat Rules
Overall Philosophy
Since this is a fairly serious game, it attempts to simulate reality as best possible.  In real life, serious combat is usually a very quick affair.  Although army tactics may move on a time scale of minutes, and strategy takes days or weeks, individual actions do not.  For this reason, the combat round is only one second - which is plenty of time to differentiate between the lucky and the dead.  Every second each character may make any number of actions that do not directly conflict with themselves.  Also, except in special cases, all combat takes place simultaneously, where the results are not applied until the end of the round.  This way, there is the possibility of a mutual kill.

Many combat actions do not directly reflect action, but instead an intent.  In other words, choosing 'offense' does not mean that your character is swinging, rather it means that you are looking for an opportunity to attack.  For the purpose of counting ammo, only failures less than 3/4 of the maximum roll indicate "a missed shot."  A "non-miss" failure means that you are busy maneuvering, dodging, parrying, aiming, feinting, or such.  This way, there is the possibility to finish off an opponent without a return strike.

Depending on the resolution of all of the actions that happen in a round, the overall description is up to the GM, though players may certainly make their own suggestions.  This isn't meant to be a game of numbers and points, this is a game of description and imagery.  The combat rules have been designed to maximize this effect.

Melee Combat
Melee combat rules apply any time opponents are in within reach of each other.  This could be with the use of 20-foot spears or fists, it's all the same.  As usual, actions are simultaneous, except when breaking range on a significantly longer weapon (in which case it gets to attack and resolve all effects beforehand).

In melee combat, there are five standard or common strategies: Wild Offense, Offense, Cautious Offense, Defense, and Dodge.  Except for Dodge, these actions are not exclusive.  In other words, it is possible in S-Ifni (and often helpful) to use a weapon to attack while at the same time using a shield to parry.  These are summarized in the chart below along with some common modifiers:
 
Wild Offense :MeleeAttack +1/4 roll :MeleeDefense -1/4 roll
Offense :MeleeAttack :MeleeDefense
Cautious Offense :MeleeAttack -1/4 roll :extra MeleeDefense +1/4 roll vs one attack
Defense :No Attack :two extra MeleeDefense +1/4 roll vs one attack (each)
Dodge :Exclusive action :extra MeleeDefense +1/4 roll vs all attacks

Offense is a standard Melee Attack roll, with a accompanying melee TN equal to a Melee Defense roll (separate for each attack). Wild Offense gives an attack bonus, but at a defensive penalty (shown above).  In contrast, Cautious Offense gives an attack penalty, but the character may declare one attack for which they recieve an extra defense roll (using the higher of the two). Defense gives no attack at all, but two extra defense rolls.  Note that Defense should have penalty modifiers unless the defense is appropriate to the attack.  For instance, you can't (easily) block a sword with your hands. Dodge is a special case, since it is an exclusive combat action (you are too busy dodging), but it gives an extra defense roll against all attacks that occur that round.

As you can probably see, an advantaged combatant will usually want to take it safe and slow since the curve of  probability lends itself to their advantage.  Likewise, an inferior combatant will usually want to press the attack, hoping to get lucky.  In any case, when there is a hit, keep those numbers, because the degree of success is directly related to the damage done.  (see Damage)

Wrestling
Wrestling is a special case often associated with melee combat.  To establish a hold, the attacker may use the same options as above, substituting Wrestling skill for Melee Attack.  The defender may use either MeleeDefense or Wrestling skills to determine their TN.  If a hit is scored, nothing happens until the next round, at which time, the two are considered to be entangled and may not make melee attacks or any other conflicting actions.

Once in a hold, both sides usually only have 3 options: Hold, Escape, or Throw. All of these require a test of Wrestling vs Wrestling for a success.  A Hold action attempts to use Wrestling skill (versus Escape or Hold) to cause damage and also, if successful, prevents a Throw.  A succesful Escape action (versus Hold) allows the character to exit the entanglement.  A Throw action, if successful (versus Hold) and not countered by an opposing Hold, exits the entanglement while also causing damage.  Note that any damage caused in Wrestling uses the "Unarmed" weapon stats.

Disarming
You'll probably notice that there are skills listed for disarming an opponent listed both under MeleeAttack and Wrestling.  This action requires a successful Melee Attack (or Wrestling Grab), followed by a second test of Melee Attack (or Wrestling Disarm) to complete the action.  Depending on the degree of success, the weapon could be thrown further, or even end up in your character's hands.
Ranged Combat
Ranged Combat works almost the same as melee combat.  As usual, all actions are assumed to occur simultaneously.  However, some weapons will have multiple shots per round, and some will instead have a reload rate between shots.  As in melee combat, there are a set of standard or common strategies:   Offense, Defense, Dodge and Cover.  Except for Cover (a new exclusive action), these are almost the same as in melee combat.  One major difference is that the target does not gain a defense roll without taking an appropriate action.  Overall, there is one less defensive roll against ranged actions.  This is summarized in the chart below along with some common modifiers:
 
Offense :RangedAttack :RangedDefense is at base TN = 3
Defense :Not an Attack :RangedDefense (2 rolls) vs one attack (each)
Dodge :Exclusive Action :RangedDefense roll vs all Ranged attacks
Cover :Exclusive Action :sets RangedDefense roll as base TN
(other) :Not an Attack :RangedDefense is at base TN = 3

Offense calls for a test of Ranged Attack vs a TN dependant on the range and other modifiers.  RangedDefense does not come into the equation unless the target is aware, and using one of the defensive strategies listed.  Defense works much like in melee, with similar penalty modifiers if the defense is not appropriate to the attack.  Many ranged weapons are too small and fly too quickly for the target to easily parry  them.  Likewise, you can't block bullets with your hands.  Note that the same Defense action cannot be used simultaneously for both melee and ranged defense. Dodge, as in melee, is an exclusive action.  In fact, a Dodge action both applies to all the melee and ranged attacks that round!  This works even for instantaneous attacks since it represents the attempt to make a more difficult target by making sporadic movements to avoid attack.

Cover is a special action that indicates the attempt to use available cover to interfere with attacks.  This allows the character to set a new base TN by making a RangedDefense roll (minimum as base).  This TN then stays in effect until the character leaves cover (moves).  In fact, the character may make actions while in cover, suffering a -1 base TN modifier each round doing so.  Though, a character could even take additional Cover actions to try to improve their current TN.  To use Cover requires that there be some sort of available obstacle or obscurement that the character can use to block enemy fire.  The Cover TN only applies to attacks for which the cover interferes with line of sight.  In other words, the use of intelligent tactical movement can bypass cover in some cases.

Damage
When an attack action is successful, depending on the degree of success it may represent a swing that was almost dodged, a series of small cuts, or an earth-shattering hack.  Likewise, the same amount of power would do something very different to the torso than the arm.  The S-Ifni damage system is built to account for all of this.

The first step is to determine the hit location.  Your character will choose to attack different regions of the target depending on the variation in defense and the situation.  Thus, they will use their best judgement.  If a head-shot is open, they'll take it.  However, if their best option is to aim for the fingers or the foot, then that is what they will do.  There are voluntary modifier penalties to for an attacker tocircumvent this logic, but these are detailed in the next section.

Since S-Ifni has computerized dice available, this makes the hit location fairly easy.  A die roll can represent a body section for each number.  Head, Right Arm, Torso, Left Arm, Right Leg, Left Leg.  A second die roll can represent a different location that is 1/D of that body section from top to bottom  This should be accurate enough to get a pretty clear idea.  However, if desired or necessary, a third die can indicate the exact point in 1/D portions from right to left.

The second step is to determine the damage and its effects.  As stated before, the success number from the attack test directly influences the severity of the damage.  The logic is simple based on the relationship between the roll and the TN (as usual), with an additional modifier based on armor.  This formula is outlined below.

DR  = 10 * [ (attack - defense) / defense ] - armor
This generates a number called the "damage rating" (DR) which is used to simulate the effects of the wound.  To help describe the damage, compare the DR to the target's Endurance+10.  Then use the chart below, modified by the hit location.
 
DR  < 1/5 (End+10) - scratch or bruise - no effective damage, but the skin is broken or damaged
DR  > 1/5 (End+10) - minor wound  - damaged tissue and blood loss
DR  > 2/5 (End+10)  - severe wound - damaged muscle and circulatory damage
DR  > 3/5 (End+10) - moderate trauma - broken bones, severed extremities, organ damage
DR  > 4/5(End+10) - severe trauma - shattered bones, severed limbs, vital organ damage
DR     >    (End+10) - die already! - see if they live initially before you describe this one

Once all of this information is generated, it has two effects.  First, the DR to Endurance ratio above (in 1/5 increments, round down) is immediately added as a penalty modifier to all appropriate tests the character makes from that point on (until recovered from the wound).  When multiple wounds are present, use only the highest penalty that applies.  Second, the character must make a successful test of Endurance vs the DR (do not count the DR penalty above) each round for each significant wound, or fall unconcious (and test Endurance again for that wound immediately).  Once unconcious, if another such test is failed, the character is dead.

Depending on the location of the wound, the ordinary effects described above should be modified to fit.  A hit in the finger is very different from a hit in the head.  The numbers used above assume a torso hit.  A hit in the upper arm may have one less point of modifier penalty, but an additional point when using that arm.  Likewise, a hit in the foot may have a reduced TN on the Endurance test, but increased penalties for movement type actions.

Combat Modifiers
The following table is a simple list of common modifiers in combat:
 
Universal
Small / Large Target :TN divided by size relative to human
Choose Target Section :-1/5 roll
Choose Target Location :-1/3 roll
Choose Target Point :-1/2 roll
Melee Combat
Attacker Advantage :+1/6 roll
Defender Prone / Held :+1/3 roll
Attack from Rear :+1/6 roll, only dodge may apply as defense
Defender Advantage :-1/6 roll
Attacker Prone / Held :-1/3 roll
Defender Unaware :TN3, no defensive actions
Ranged Combat
Range :+1TN per 5m  (TN3, 4@5m, 5@10m, 6@15m, 7@20m....)
     after 1 sec aim :+1TN per 10m  (TN3, 4@10m, 5@20m, 6@30m, 7@40m...)
     after 2 sec aim :+1TN per 25m (TN3, 4@25m,  5@50m, 6@75m, 7@100m...)
Range Limit :roll divided by range ratio to the listed range of the weapon
Weapons and Armor
S6 uses a weapon/armor system that assumes that all strategies have advantages and disadvantages.  In this way, each item is most useful under different circumstances.  Likewise, certain items will be the best counter to their opposing strategies.  However, except for inferior items, all will be equally advantaged.

First, is armor.  The effect of armor is to reduce the damage taken by a hit.  Note that when damage does make it through, the armor will be likewise weakened at that location.  A simple rule of thumb is to note the exact point of armor damage, and to lower it's rating at that point.  The same goes for items made out of the same material.  Note that wearing more than one set of armor only gives the highest single bonus depending on the type of damage. The main problem with wearing all this armor is weight and interference.  The action penalties listed below assume a full suit of armor, but would be reduced for partial sets.  This number affects the rolled result of all actions while the armor is worn.
 
Armor
Tough Cloth -1slash -1/30 action penalty
Padding -1blunt -1/20 action penalty 
Leather  -1slash -1pierce -1/20 action penalty 
Padded Leather -1blunt -1slash -1pierce -1/15 action penalty
Studded Leather -2slash -1pierce -1/15 action penalty
Thick Furs -1blunt -2slash -1pierce -1/10 action penalty
Hardened Leather -2blunt -2slash -1pierce -1/10 action penalty
Ring Mail -1blunt -3slash -2pierce -1/10 action penalty
Plate Bone -3blunt -2slash -2pierce -1/8 action penalty
Plate Wood -3blunt -2slash -3pierce -1/8 action penalty
Scale Mail -2blunt -4slash -3pierce -1/8 action penalty
Chain Mail -5slash -5pierce -1/8 action penalty
Plate Metal -4blunt -4slash -3pierce -1/6 action penalty
Double Scale -3blunt -5slash -4pierce -1/6 action penalty
Double Chain -6slash -6pierce -1/6 action penalty
Plate Mail -4blunt -5slash -4pierce -1/4 action penalty
Plate Armor -5blunt -6slash -4pierce -1/4 action penalty
Heavy Plate -6blunt -6slash -6pierce -1/3 action penalty
(total) -36blunt -57slash -47pierce

Second, is melee weapons.  Each is listed with all of its modifiers.  Note that shields are considered as weapons.  To make things simple, the sword is considered the 'standard' weapon to compare to all the others.  Note that "A" and "D" stand for "MeleeAttack" and "MeleeDefense" respectively.  Many modifiers have no weapon effect except in appearance or size.  Though, this could also be considered useful in certain circumstances...
 
Melee Weapons
Axe S +1/5A -1/5D
Club B -1/5A
Dagger P -1/5A -1/5D small
Halberd +1/5A +1/4A&D vs mounted charge (P), 2-hands
Knife P -1/4A -1/4D very small
Knuckledusters -1/4A -1/3D very small
Lance P +1/4A +1/4D  long, mounted charge only
Mace B  -1/5D
Pike P -1/4A&D close,+1/4A&D vs mounted charge, very long, 2-hands
Rapier P +1/5A +1/5D x2 armor
Saber S +1/5A +1/2 armor
Shield B -1/2A +1/3D
Spear P +1/4A&D vs mounted charge, long, 2-hands
Staff B -1/5A +1/4D 2-hands
Sword S
Two-hand Hammer B +1/4A -1/5D 2-hands
Two-hand Sword +1/4A 2-hands
Two-hand Axe S +1/3A -1/5D 2-hands
Unarmed  B -1/4A -1/3D -1pt damage, unarmed
Warhammer P -1/5A -1/2 armor

Ranged weapons might also include range limits (which can be exceeded), fire rates, and reload rates.
 
Ranged Weapons
Blowgun P -1/5A x2 armor, range 30m, reload 1 sec
Crossbow P range 200m, reload 5sec
Heavy Crossbow P +1/5A range 300m, reload 9sec
Long Bow P +1/5A  range 300m, reload 1sec, -1 each pt RA skill below 10
Short Bow P  range 200m, reload 1sec, -1 each pt RA skill below 5
Sling P -1/5A range 300m, reload 1 sec, small, -1 each pt RA skill below 5
Thrown Axe P -1/5 A range 20m, small
Thrown Knife P -1/4 A range 30m, very small
Thrown Spear P range 10m

Character Experience
Most RPGs include a way for characters to improve over time.  This is important because it allows the characters to grow with the plot.  Likewise, it gives a means to encourage good play and helpful behaviour.  Also, it helps to smooth out problem characters, as different statistics become more or less needed.  Since S-Ifni effectively submerges the character's statistics within the mechanic, experience will likewise become less obvious.  Also, since the workings are meant to be hidden, the rules for handling character improvement will not be made available (at this time).