System Reference Document

Game Structure

A referee controls and describes the world to players who then describe how their characters act in the world.

Action Roll

When an action’s success is uncertain, a player rolls 2d6 and adds the score from the relevant ability and a point for any relevant items. If the total is equal or greater than the action’s Difficulty Score (DS) it is successful.

Difficulty Scores Guidelines

Easy: 8 Moderate: 10 Hard: 12

Dangerous Actions

If an action has a risk of danger, the difference between the roll and Difficulty Score is the amount of damage inflicted.
Example: As an action, a Player Character fights a Robo Mantis with a DS of 10. The player rolls 2d6 and adds 2 from their Brute ability, 1 from their sword, and 1 from their shield. The total is 12. The difference between 12 and 10 is 2, so the creature takes 2 damage. A non player character’s DS is also their Health Points, so now the Robo Mantis’s Difficulty Score is 8. If the total was 8 then the Player Character would have lost 2 health.

Inventory

Your Inventory Score is how many items you can carry comfortably. For each item that exceeds your Inventory Score subtract 1 from any Brute or Skulker Rolls.

Death

When a character’s Health Points reach zero, they die.

Advancement

Level up every 2 game sessions. Each level, raise a class score by 1 and raise either Health or Inventory Score by 1.

Healing

Regain lost Health Points by spending the night in a safe spot.

Abilities

Every player character has a score of zero or more for these abilities:
Brute
Good at smacking things, feats of strength
Skulker
Good at sneaking, aiming, balancing
Erudite
Good at reading, perception, speaking

Character Creation

  1. Name your character
  2. Health Points are 10
  3. Inventory Score is 8
  4. Distribute 3 points between these abilities: Brute, Skulker, and Erudite
  5. Choose 3 of the following items:
    Melee Weapon (specify)
    Ranged Weapon (specify)
    Piece of Armor (specify)
    Cloak (specify color)
    Ration (specify)
    Torch
    Net
    Bear Trap
    Hammer
    Mirror
    Rope
    Manacles
    Flask
    Marbles
    Pitons
    Scissors
    Wire
    Flint Steel