Rules: Core Rules

Fundamentally the rules boil down to: When attempting something significant, players roll a number of die plus modifiers based on the relevant attribute; if the result is above the target number, the action succeeds.

Attributes

Characters have three attributes; Agility, Brawn and Cunning.

  • Agility broadly covers feats of dexterity, sleight of hand, co-ordination or reflex.
  • Brawn broadly covers feats of strength, durability, endurance or physical force.
  • Cunning broadly covers feats of perception, logical deduction, recollection or social manipulation.

When utilizing these broad traits, if a sub-attribute doesn't cover the situation more granularly, 1d6 plus the relevant attribute will be rolled, attempting to overcome a target based on the difficulty of the task.

Sub-Attributes

Each Attribute parents three sub-attributes; these are more limited traits that are based on their parent attribute, but can be modified individually.

Agility's sub-attributes are:

  • Reflexes; which covers timely reaction and evasion
  • Coordination; which covers attacking and acrobatics
  • Dexterity; which covers precise actions and stealth
  • Perception; which covers situational awareness and detail-orientation

Brawn's sub-attributes are:

  • Force; which covers lifting, and applied strength
  • Endurance; which covers resisting damage and fatigue
  • Physique; which covers physical influence and performance
  • Intuition; which covers reading intentions and recognising danger

Cunning's sub-attributes are:

  • Academia; which covers conventional knowledge and recall
  • Tactics; which covers combat training and tricks
  • Social; which covers fast-talking and threats
  • Mechanics; which covers software and hardware manipulation and maintenence

[chargen/costing rules to come]

Facets

Facets are bite-sized descriptors of representing aspects of an element within a scene; facets are attached to characters, locations, items, frames and more, and can be drawn upon for various mechanical modifiers.

By default, a player character will have two Facets; a Frame and a Flaw. The Frame represents the character's central concept and their primary skillset, while the Flaw represents their most fundamental challenge or shortcoming.

Similarly, any given Frame will have one Facet tied to its model, and one Facet unique to it, representing how it has been modified, maintained and treated since its manufacture.

Facet Tying

The main thing you'd use a Facet for is Tying; which is to say, if two Facets connect in a way that could be utilized to create an advantage on a roll, they can be.

A simple example of this might be a character using an Intuition roll to identify a watering hole likely to yield information on the party's target; the town's Facet of 'Once-Horse Industrial Flyover' can apply to our character's Facet of 'Small-Town Hero' for a one-time boost. Once two Facets have been Tied, that connection is Burned, and cannot be used again (unless a [METACURRENCY] is spent).

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