The Game

Before We Start

Content Warning: [...]

Before you start, define lines that should not be crossed. Pause or rewind the game if something uncomfortable happens during a session. Always make sure everyone is comfortable with the direction of the story.

Playing The Game

One person is the game master (GM), the rest are players.

GM: Guide the story, present challenges to the group. Be a fan of the players. Ask them questions, fill the world with their answers. If it's cool, let them try or split complex challenges into multiple checks.

Player: Narrate what your character does. Make checks when things are risky. Give everyone a time to shine. Fill the world with your ideas. Take risks, and rise up from failures.

Checks

When there's a challenge that needs to be overcome, you make a check to see how it plays out. You only need to roll if what you are doing is risky.

The GM telegraphs the risk of your action, you then pick a skill, and roll the die that matches its rating. If an ally helps you, they also make a check, but share the same risks as you. Take the highest die and interpret the results.

  • On a 1-2, you fail, and something wrong happens.
  • On a 3-4, you succeed, but at a cost.
  • On a 5+, you succeed. The higher the result, the better the effect.

Surviving is hard. Everyone who rolled reduces the rating of the skill they used by one level: d12 » d10 » d8 » d6 » d4. Skills cannot go lower than a d4.

The GM can disclaim decision-making by testing for luck. To do so, pick a die rating simply based on the odds of a thing happening, roll, and interpret the results.

Catch Your Breath

To reset all your skills to their original rating, you can ask to “catch your breath”. This is a brief break in tension. It can be done at any time, even during combat. When a character catches their breath, the GM looks at the scene and introduces a new complication to the group.

Loot Checks

When the fiction allows it, you can make a loot check to scavenge for tools, weapons, med kits, etc. You start with a d12 loot die, which steps down after each usage. When you loot, roll your current loot die and interpret the result. You may continue to use the loot die when it is a d4, at your own risk. To reset your loot die to its initial rating, you need to catch your breath.

  • On a 1-2, trouble is here...
  • On a 3-4, there is trouble ahead...
  • On a 5-6, add a d6 item.
  • On a 7-8, add a d8 item.
  • On a 9-10, add a d10 item or a med kit.
  • On a 11-12, add a d12 item or a med kit.

Backpack

Items in your backpack can be used in place of your skills. They start with a die rating which decreases after each use. When reduced to a d4, the item either breaks, gets lost, or fades away from the fiction until it’s made relevant again.

Characters can only carry 3 items and one med kit at once in their backpack.

Stunts

When you pull off a stunt, you use a d12 instead of a skill rating to do a check. Once used, you'll need to "catch your breath" to use it again.

Stress

When you face a consequence as a result of one of your actions, the GM can decide that you take 1 stress. If your character reaches 4 stress, they become “vulnerable”.

When vulnerable, failing a dangerous action could mean being taken out —or— sudden death.

You can use up a med kit to clear 2 stress, or lay low someplace secure awhile to clear 1 stress.

Your Character

On your character sheet, write down your character’s name and pronouns. By default, skills have a d4 rating. Assign a d10, a d8, and a d6 to three skills you think your character is good at. Characters have a total of 6 skills:

  • Bash: wreck, move, force.
  • Dash: run, jump, climb.
  • Sneak: hide, skulk, lurk.
  • Shoot: track, throw, fire.
  • Think: perceive, analyze, repair.
  • Sway: charm, manipulate, intimidate.

Think of an item that you got before leaving for your adventure, and add it to your backpack as a d10 item.

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