A referee controls and describes the world to players who then describe how their characters act in the world.
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.
Easy: 8 Moderate: 10 Hard: 12
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.
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.
When a character’s Health Points reach zero, they die.
Level up every 2 game sessions. Each level, raise a class score by 1 and raise either Health or Inventory Score by 1.
Regain lost Health Points by spending the night in a safe spot.
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