Rules#

Skill Test#

  • Describe your attempt.
  • Choose skill + style and an applicable focus (if you have one).
  • GM sets difficulty (0-5) - the number of successes required to pass.
  • Roll 2d20. Every dice ≤ [skill+style] is a single success.
    • 1 is a critical success (= two successes).
    • If using a focus, every dice ≤ focus is a critical success.
    • 20 causes a complication.
  • Every extra success gains you a Momentum token.

In a contest, both characters roll a skill test (difficulty 0) and compare extra successes. Active character wins on draw.

At least 1 success is always required to pass a skill test.

Momentum#

Shared between the party in a token pool.

  • Save up to 6 or twice the number of players (higher of the two).
  • May be spent immediately after a successful skill test.
  • 1 Momentum is lost at the end of each scene and round.

Momentum allows you to:

  • Buy extra d20s for skill tests:
    • 1 for +1d20, 3 for +2d20, 6 for +3d20
  • Add bonus damage to an attack (1 Momentum = +1 damage).
  • Create a Trait after a successful skill test (2 Momentum).
  • Ask a question as part an investigation, and get a truthful answer (1 Momentum).
  • Make special moves.

Chaos#

The GM pool starts with 2 Chaos per player. Chaos is generated by:

  • Buying extra d20s for a skill test:
    • 1 for +1d20, 3 for +2d20, 6 for +3d20
  • Preventing a complication from a skill test (2 Chaos).
  • Extreme scenarios in the narrative: murder in broad daylight, the arrival of a villan to the scene, innocents getting hurt. Up to the GM’s discretion.

The GM may use Chaos:

  • Through NPCs, in the same way Momentum is used.
  • To create Traits (2 Chaos).

Determination#

You start with a maximum of 3 Determination, and one token at the start of every session. Gain them by:

  • Good roleplaying.
  • Overcoming significant challenges.
  • Having fun around the table.

Determination allows you to:

  • Turn one d20 to a critical success.
  • Reroll any/all dice.
  • Create, change or remove a Trait.
  • Take another action immediately.

Traits#

  • Are about an object, character, event or location.
  • Allow or prevent certain actions.
  • Increase or decrease the difficulty of a skill test.

Rounds & Zones#

Rounds are used for fast-paced action like combat and chases.

  • Character with the initiative in fiction goes first. Alternate turns are taken between all parties in the scene.
  • One major action and one minor action can be performed per turn.
  • At end of round, remove 1 Momentum.

Distance and positioning are abstracted via zones:

  • Reach: Right next to each other.
  • Nearby (0-1 zones): Moving to a nearby point is a minor action.
  • Distant (2+ zones): It takes multiple minor actions or a skill test to get somewhere distant.

Combat#

Attacking is a skill test:

  • Melee attack has a difficulty of 1.
  • Ranged attack has a difficulty of 2.

Melee attacks can be defended against, making combat a contest:

  • Both characters roll a skill test (difficulty 0) and compare extra successes.
  • Draw is a successful attack.
  • On successful defense, 2 Momentum can be spent to counter-attack and deal damage to the attacker.

Stress = Survive + (Boldly or Forcefully).

Armor = Total armor score of defensive items.

  • Armor decreases damage, but ablates by 1 with every hit.

Weapons have set damage values.

Damage may be reduced to 2 by taking a negative Trait.

Assistance#

Player characters can assist each other. When a skill test is made, assistants can roll 1d20 with applicable skill+style (extra d20s cannot be bought for assisting).

  • If the leader has at least one success, they add successes from the assistants. If not, the skill test fails.
  • Failure and complications affect everyone involved.

Scenes#

  • At the end of a scene, remove 1 Momentum.
  • GM frames the new scene.
  • Stress, Armor and Mana are restored.

Powers#

Some PCs can use powers by spending Mana. The size of your mana pool is twice your Determination maximum. Mana is restored at the start of a new scene.