The first thing you'll need to run a game of ME UTE is a set of dice. These can be physical or digital, although some GMs may prefer you to use digital dice when running an online game to make it easier for them to see the outcome of certain rolls, and to help enforce fair play.
Throughout the game you will see references such as 1d4 or 2d6. These are dice rolls and indicate how many dice you need to roll, and how many sides the dice should have. For example, if the rules ask for a roll of 1d4, this means you should roll one 4-sided die. If the rules ask for a roll of 2d6, this means you should roll two 6-sided dice.
You will need at least one of each of the following dice:
D2, D4, D6, D8, D10, D12, D20, D100
Maps are an optional part of running a TTRPG. Some GMs may prefer to run games without maps and rely entirely on their narration and 'theatre of mind'. However many GMs also utilise maps, whether hand-drawn, printed, or digital, these can assist the GM and players with knowing the positions of their characters relative to the environment, as well as provide artwork to enhance immerson.
Using a map is primarily useful for combat encounters, to help keep track of enemy positions, and measure out whether certain Talents have enough range to be useful.
There are several Virtual Tabletop options available such as Owlbear Rodeo, Roll20, and Foundry VTT depending on your needs.
Typically when using a map for ME UTE, each square/hexagon on the map should represent 1 Metre of distance.
Skill Checks are when your character wishes to perform an action that requires some form of skill, such as climbing a wall, hacking a computer, or persuading a guard to let you pass. In these scenarios, the GM will assign a difficulty to that action (or a pre-written adventure may have pre-assigned difficulties for some checks) and will then ask you to roll a D20 and add the relevant attribute to see how well your character performs that action.
It is down to the GM's judgement to determine what level of difficulty should be applied. For example, picking up a cup should be considered easy enough that any character can do so without the need for a skill check. Picking up a hefty box of ammo might warrant an easy Skill Check of 8. Picking up an entire desk may warrant a medium Skill Check of 13. Whilst picking up an enemy Krogan might warrant a difficult Skill Check of 18.
The GM also determines which attribute bonuses should be used when making a Skill Check, although use of common sense is recommended. For example, a skill check to lift a heavy object will likely add the player's Body attribute as a bonus. Whilst a skill check to hack a computer would use the player's Mind attribute.
It is also the GM's call whether to share the difficulty of a task with the players, or whether to keep it a mystery.
Attack Rolls are used in combat to determine whether a Talent or Weapon your character is using manages to hit the intended target.
To make an attack roll you simply roll a D20 and apply any relevant bonuses that your character may have.
For example, if using a Tech talent, you would roll a D20 and add your character's Mind Attribute.
If your total is a 10 or above, the attack is a success and you can then move on to applying Damage Rolls or other effects.
When making an Attack Roll, if the die lands directly on 20, this is known as a "Critical Hit". This attack cannot miss and always deals maximum damage in addition to the roll. For example, if you roll a critical hit with a weapon that deals 1d8 damage, your total damage will be 1d8 + 8.
Similarly, if the die lands directly on 1, this is known as a "Critical Miss". This attack will always fail.
A Save Roll is similar to a Skill Check, only instead of measuring how well your character performs an action, a Save Roll determines how well your character can avoid/block the actions of others. Instead of choosing to perform a Save Roll, you only make these if a particular enemy talent or attack requires you to.
To make a Save Roll you simply roll a D20 and add the relevant Attribute score. The difficulty of the Save Roll might be determined by the enemy's attributes when they use a particular talent, or by the GM in the case of environmental hazards.
For example, if your character is adventuring in a derelict ship and suddenly a piece of debris falls from the ceiling, your GM might ask your character to perform a Body Save Roll (1d20 plus your character's Body attribute) to determine whether your character is able to dodge/catch the debris and avoid harm.
When using a Talent that requires an opponent to make a Save Roll, the difficulty is determined as 10 plus your character's relevant attribute.
Most Talents and Weapons will have damage dice listed in their description. Following a successful Attack Roll, or a failed Save Roll by the opponent, you would then roll the listed damage dice and use the result to determine how much damage the opponent takes.
For example, if you shoot at an opponent with an Avenger rifle and your attack roll is a success, you would then roll 1d8 to determine how much damage your attack inflicts. This damage is then subtracted from the opponent's defences/health.
Certain conditions or abilities may allow you to make a Skill Check or an Attack Roll "with advantage". This means that instead of rolling 1d20, you roll 2d20 and pick whichever die rolls higher as your result, increasing your chances of a success.
Disadvantage is similar, however instead you must take the die that rolls the lower number, lowering your chances of success.
In the event that an action would both have Advantage and Disadvantage, they cancel each other out and the action is performed as normal.
When outside of a Combat encounter and in a safe area, you may choose for your characters to take a rest.
Short rest - A short rest typically lasts between 1-4 hours and may consist of sitting to eat, fabricating replacement equipment, or reprogramming an omni-tool. Taking a short rest will restore Talent uses and players may choose to use as many Medi-Gel or Omni-Gel as they wish to heal or perform repairs.
Long rest - A long rest lasts at least 8 hours and allows for longer actions such as sleeping and medical attention. Taking a long rest provides all the benefits of a short rest, but also will restore HP to maximum at no cost and allow for spending Level-Up bonuses.
If a character goes without a long rest for more than 24 consecutive hours, they must roll a 1d4 and consult the table below:
If they roll a 1, they now suffer from the Exhausted effect.
If they roll a 2, they now suffer from the Braindead effect.
If they roll a 3, they now suffer from the Despair effect.
If they roll a 4, they are otherwise fine for now.
If your character still does not receive a long rest within 6 hours, they must roll the 1d4 again. If they receive a status effect they are already suffering from, they fall asleep and cannot be revived for 4 hours.