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.

AbilityCovers
AgilityMovement, agility, not falling over
MindMemory, cunning, noticing things
GutsStubbornness, toughness, willpower
CharmManipulation, 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
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