The game’s mechanics have 3 components.
- 1 d12 for actions. For each challenge, they will need to match or get higher than a challenge rating (e.g. 9).
- 5 core stats, which increase a character’s chances of completing an action
- Skills, which can be applied to an action (where relevant and agreed with the GM) using 1 d6
What is Life Force?
The health of a character is measured by their Life Force. An average healthy character has 5 Life Force. A blow from a weapon will deal 1 point. Ranged weapons are lethal damage. Most melee weapons (including fists) are non-lethal. If a character intends to a certain damage, they need to tell the GM.
What do the Core Stats do?
Core Stats add the number of points allocated to them to the total when a player rolls a challenge.
- Mentality – challenges that require mental aptitude. E.g. cracking a code whilst under pressure
- Knowledge – challenges that require general knowledge. E.g. the history of a building
- Charm – challenges that require people skills. E.g. Getting out of paying a speeding fine
- Agility – challenges that involve quick movement. This skill is used in combat (ranged attacks)
- Physique – challenges that require strength or bulk. This skill is used in combat (melee attacks)
How do I use Skills (Additional dice options)?
Normally a challenge is completed using 1 d12 die plus a Core Stat bonus. If a Skill is applicable, the player can add an additional 1d6 to that challenge. For example, Negotiation could be used when trying to settle an argument or buy something at the market.
Are any Skills used in combat?
Yes. Any skill could potentially be used, but there are a few special skills which are combat-specific.
- Anticipate Danger – this is used as an initiative bonus for springing into action quickest
- Acrobatics – Acrobatics can be used to actively dodge out of the way of attacks (this normally requires an action)
- Marksman – A ranged weapon specialist. Add 1d6 to a ranged attack roll
- Martial Art Combat – A melee attack specialist. Add 1d6 to a melee attack roll. It also uses either your Physique or Agility bonus.
- Resilience – Can take damage better than most. This adds+2 to Armour Class.
1) If a round of combat can begin, have all characters roll 1d12 for Initiative to determine the order.
2) Each player can move and take 1 action on their turn. They will have 30ft. of movement and can split movement around the action or do the action at the beginning or at the end of their turn.
- Something else (let the GM know what you want to do)
To make an attack, a character has to roll 1d12 + their Agility or Physique score, + Marksman or Martial Art score if applicable. They need to match or beat the target character’s Armour Class. If they succeed they do 1 damage to that character.
Armour Class is 9 + any Resilience and/or armour the character has. If the target character has Acrobatics, they can roll 1d6 and add that total to their armour class for that attack.
Is there a way I can improve my chances of not being hit?
If a character is not attacking and doesn’t want to be hit, they can use a Dodge action, which applies 1d6 to attacks against them for that round.
What happens if a character goes down to 0 Life Force?
That character is unconscious. Each turn they will need to make death saves. To avoid dying they will need to not fail 3 in a row. A death save is made by rolling 1d12 + physique against a 9. The GM will decide when they wake up again. Roll high!
And that’s it. Any questions, ask your GMs. Most importantly, keep that story going and have fun!