Rules
THE ROLL
Roll d12. Add any relevant modifiers.
- 12 or higher — success
- 1 or lower — failure
- 2 to 11 — partial outcome, the GM describes what happens
- Natural 12 on the d12 — critical success regardless of modifiers
- Natural 1 on the d12 — automatic failure regardless of modifiers
ABILITIES
Every character has four abilities. Each is either Seasoned, Average, or Rusty.
| Ability | Covers |
|---|---|
| Agility | Movement, agility, not falling over |
| Mind | Memory, cunning, noticing things |
| Guts | Stubbornness, toughness, willpower |
| Charm | Manipulation, deception, likability |
When a roll uses a relevant ability:
- Seasoned — add a Verve die
- Average — roll d12 only
- Rusty — add a Wilt die
VERVE & WILT
Verve and Wilt are extra d4s added to or subtracted from a roll.
- Verve — roll a d4 and add it to the total
- Wilt — roll a d4 and subtract it from the total
Multiple Verves and Wilts stack. They cancel each other out — two Verves and one Wilt leaves one Verve. Roll all dice together and add or subtract the combined total.
Verve and Wilt can come from multiple sources:
- A Seasoned or Rusty ability
- Character Identity or Ailment
- Using Stuff
- Circumstances decided by the GM
- Another player helping or hindering
ENERGY
Every character has 3 Energy.
Losing Energy — any strenuous action costs 1 Energy, whether it succeeds or fails. Strenuous actions include physical combat, running, chasing, climbing, or anything the GM rules as taxing.
Done In — at 0 Energy a character cannot attempt any strenuous action. They can still talk, scheme and observe.
Power Nap — a character may take a Power Nap to recover 2 Energy. Taking a Power Nap means:
- The character is absent from the current scene for a short time
- When they return, their first roll is made with a Wilt — they wake up confused