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Core Rules

A streamlined set of rules meant for low-prep sessions.

Core Rules

Character Creation

Character Details

Record your character’s name and their concept — a small description of what makes them unique — on your character sheet. Then distribute your attribute points and calculate your hit protection.

Attributes

There are three attributes, which represent your character’s capabilities.

  • Strength (STR): Your physical power and endurance.
  • Dexterity (DEX): Your finesse and reflexes.
  • Willpower (WIL): Your charisma and mental prowess.

Roll 2d6 for each attribute; each success (4-6) adds 1 point to its score. Afterwards, you may swap the scores of two attributes.

Alternatively, you can start with 3 points, which you may distribute freely between your attributes.

Hit Protection

Hit protection (HP) represents your character’s capacity to withstand physical damage while in combat. HP can be restored with a short rest.

Characters with a lowered guard are exposed, and act as if having 0HP. Surprise attacks and traps generally catch exposed characters.

Roll 1d6 for each point you have on your starting STR score. Your HP is equal to the single highest result. If you have no points assigned to STR, roll 2d6 and use the single lowest result instead.

Alternatively, your HP is equal to 2 + your character’s starting STR.

Grit

Grit represents your character’s ability to push through challenging obstacles. You start with 6 grit.

Spending grit grants the following benefits:

  • -2 Grit: +1d6 in an Action Roll.
  • -1 Grit: +1d6 in a Resistance Roll.
  • -1 Grit: +1d6 on a Teammate’s Roll.

Gameplay Mechanics

Action roll

When taking an action with a risk of failure, make an action roll.

  1. Describe your action.
  2. Determine its level of risk (low, mixed, high).
  3. Roll a number of dice equal to the score of a relevant attribute.
  4. Read the single highest result.

If the relevant attribute has score of zero, roll 2 dice and read the single lowest result.

  • 66: Critical Success (High Effect).
  • 6: Full Success (Mixed Effect).
  • 4-5: Mixed Success (Low Effect + Consequence equal to Risk).
  • 1-3: Failure (Consequence equal to Risk).

Resistance Roll

When your character suffers a consequence, you may reduce it or avoid it with a resistance roll.

Roll a dice pool with a related attribute +1d6 for each grit you wish to spend.

  • 1-3: The consequence still happens.
  • 4-5: The consequence is reduced by a score of 1.
  • 6: The consequence is reduced by a score of 2.
  • 66: The consequence is reduced by a score of 3.

Effect and Consequence

The effect of an action is related to it’s level of success. The consequence of an action is related it’s level of risk. The level of effect and consequence are equivalent to a numerical score:

  • Low Effect/Consequence: Score of 1
  • Mixed Effect/Consequence: Score of 2
  • High Effect/Consequence: Score of 3

The score generally translates to ticks on a clock.

The effect score might be:

  • Ticks on a clock representing an opponent’s injury.
  • Ticks on a clock representing progress on a task.
  • Ticks on a clock representing progress on a long term project.

The consequence score might be:

  • A deduction from your character’s HP score.
  • Ticks on a clock representing a progressive danger.
  • Ticks on a clock representing an enemy faction’s long term goal.

Clocks

A clock is a circle split into 4, 6 or 8 segments.

clock-segments clock-segments 4 segment clock, 3/4 full. 6 segment clock, 1/2 full. 8 segment clock, 1/8 full.

Clocks represent elaborate problems that can’t be resolved with a single action. The complexity of the problem determines the amount of segments on the clock.

  • Basic Problem: 4 segments.
  • Elaborate Problem: 6 segments.
  • Daunting Problem: 8 segments.

Clocks can have a variety of creative uses, such as:

  • Two opposing clocks racing to a goal.
  • A clock that is filled and emptied in a tug-of-war.
  • Linked clocks where a clock unlocks another once it’s filled.

Damage

A consequence may translate into physical damage to your character. Subtract the consequence score from your character’s HP. If the HP is reduced below 0, deduct a single point from your STR score.

If your character’s STR is reduced below 0, they are taken down and will die unless immediately assisted.

Attribute Loss

Your character’s attributes represent different aspects of their health. Special narrative consequences may deduct the score from your attributes.

  • If a character’s STR is reduced below 0, they die.
  • If a character’s DEX is reduced below 0, they are paralyzed.
  • If a character’s WIL is reduced below 0, they become delirious.

Complete DEX and WIL loss renders the character unable to act until they go through extended rest.

Recovery

Recovery happens through two kinds of rest:

  • Short Rest: Resting for a few minutes. Restores all HP and Grit. May waste time or attract unwanted attention.
  • Extended Rest: At least week of healing in a safe place. Restores all HP, Grit and Attributes.

Inventory

Player characters have 5 inventory slots. Regular items take 1 slot, bulky items take 2 slots, small items may be bundled in a single slot. Only mechanically relevant items are tracked.

The amount of carried items affect your character’s load. Load may grant advantages or disadvantages on DEX action rolls.

  • 0-3 full slots: Light load.
  • 4 full slots: Normal load.
  • 5 full lots: Heavy load.

Equipment

Equipment can be either assistive or defensive.

  • Assistive Equipment: Utility items. Raises effect rating by 1 on related action rolls.
  • Defensive Equipment: Shields and armor. Reduces consequence rating on physical attacks.

Regular defensive equipment is single use and occupies a single inventory slot. Bulky defensive equipment can be used twice, but occupies 2 inventory slots. Equipment uses are restored by repair or replacement during extended rest.

Advancement

At each narrative milestone, player characters go through advancement.

Roll 2d6; each success (4-6) raises you character’s HP by 1. Then roll 4d6; for each 6 you get, raise an attribute of your choice by 1.

Guidelines

Game Master Guidelines

General principles that the Game Master should keep in mind while running the game.

  • Information: Describe the world as it is. Don’t withhold information. Answer questions honestly.

  • Mechanics: Prioritize the fiction before resorting to the rules. Only roll when the outcome is uncertain.

  • Preparation: Avoid pre-planning your sessions. Come up with a premise and let the narrative flow naturally.

  • Choice: Don’t steer the story in a set direction. Allow players the freedom to make meaningful choices.

Player Guidelines

General principles players should keep in mind while playing the game.

  • Engagement: Be an active agent in the story. Interact with the world creatively. Don’t be afraid to take risks.

  • Performance: Role-play your character authentically. Seek to resolve conflict within the context of the fiction.

  • Cooperation: Avoid antagonisms with other players. Communicate boundaries. Treat your peers with due respect.

  • Attitude: It’s alright to fail. Embrace the narrative. Let everyone have their own moment to shine.

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