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.