Rules (If you need them)

Character creation

  1. Roll or pick a class/job.
  2. Add to the list if you think of something missing.
  3. Pick 2 positive and 1 negative traits.
    1. A balance between specific and general. Work it out with the Referee/Players.
    2. Use single words or short phrases ("Muscled", "Good Memory", "Sickly", "Smooth Talker").
  4. Pick 2 things you know or are skilled in.
    1. Ditto on specific/general.
    2. Not having a skill doesn't mean incompetence. It means you have general knowledge/skill appropriate to your time/background/culture.
  5. Describe your character.
    1. Write a few sentences or just a few tags ("black hair", "fancy clothes").
    2. You could pick or roll on the tables if you don't already have a concept.
    3. Or find an image on the internet to use.
  6. Pick a goal or two. (Roll on the tables if you don't already have an idea.)
  7. List a few possessions appropriate to your class/job.
    1. Don't just pick useful items, also add something personal.
    2. Talk if over with the Referee if necessary.

Resolution

Basic resolution
Roll 2d6 Result
<= 6 Failure
7 - 9 Success with Complication
10+ Success
  1. Most things can be done with no roll.
    1. Assume basic competence in general actions.
    2. Assume basic competence for those with skills.
  2. Attempt cool stuff.
    1. Don't just "attack", say "I try to shoot the rifle out of his hand." Think about it as actions/visuals/narrative not numbers on a character sheet and special powers.
  3. When appropriate roll 2d6.
    1. Modify (+1/-1) per relevant trait, skill, equipment, or situation as appropriate. These can stack or cancel each other out.
    2. Result: <= 6) Failure 7-9) Success with Complication 10-12) Success
    3. Complications are relative to attempts. More difficult actions will have more severe complications.
    4. Success and Complications may vary based on traits/skills as appropriate to logic.

Injury and Death

In case of violence:

  1. Unimportant NPCs take 1 shot.
  2. Minor NPCs take 1 shot, but may stay alive long enough for one last scene (i.e. say who killed them, admit a secret, tell someone they love them, etc.) and may survive if there's a doctor at hand.
  3. Tough NPCs and Weak PCs take 2 shots, but after the first they are disadvantaged.
  4. Tougher PCs take 3 shots, but after the second they are disadvantaged.
  5. Most damage is 1 wound. Go higher for better successes on appropriate actions or for more dangerous situations.
  6. At 0 wounds you are incapacitated. You probably also took some kind of ongoing or permanent injury.
  7. Death happens if appropriate to the situation/context/narrative.

Social Situations

Basic Reaction
Roll 2d6 Result
2 Actively unhelpful
3 - 5 Disagreeable
6 - 8 Neutral
9 - 11 Agreeable
12 Actively helpful
  1. Try role-playing it out.
  2. You don't need to play out the full conversations and exact language if you don’t want to. Discuss the character's object in the situation, what leverage they may have, how the other person is already inclined (based on personal relationships, goals, factions, history, etc.)
  3. If you can't decide or want a bit more surprise in your game, roll 2d6 and modify as appropriate:
    1. 2: Actively unhelpful 3-5: Disagreeable 6-8: Neutral 9-11: Agreeable 12: Actively helpful