A at-a-glance summary for the GM. Photocopy this page.
Core Numbers
| Parameter | Value |
|---|
| Stat / Skill minimum | 50 |
| Stat / Skill cap | 100 |
| Untrained roll | Stat – 20 (min 1) — no critical success |
| Difficulty modifier | –10 per level of difficulty |
| Critical hit | ≤10 → auto-hit, ×2 damage, no dodge |
| Critical failure | 90+ → auto-fail + narrative consequence |
| Dodge | ≤ DEX (90+ auto-fails) |
| Death threshold | –(Max HP / 2) |
| Death save | 1d100 ≤ CON (3 successes stabilise, 3 failures = death) |
| New skill roll | 2d10 + 20 (min 22) |
| Backstab / Called / Crit | Do not stack — use the best applicable effect |
| Explosives + allies in zone | Friendly fire: allies dodge at –20 or take half damage |
Difficulty Scale
| Level | Modifier | Example |
|---|
| Standard | ±0 | Normal lock, calm NPC |
| Hard | –10 | Complex lock, suspicious NPC |
| Demanding | –20 | High-security vault, hostile NPC |
| Severe | –30 | Legendary obstacle, extreme conditions |
| Near-Impossible | –40+ | Reserve for rare narrative moments |
Techniques
| Parameter | Value |
|---|
| Tech points (max) | WIL ÷ 10 (min 1) |
| Refresh | After long rest (8 hrs) |
| Starting techniques | 3 (Tier 1) |
| Techniques known cap | Level + 2 (min 3) |
| Stat requirement (Tier 3+) | 50 + (tier × 10) |
| Roll when contested | ≤ WIL |
Tier Costs
| Tier | Cost | Power |
|---|
| 1 | 1 | Minor — cantrips, tricks, small edges |
| 2 | 2 | Moderate — standard combat/social techniques |
| 3 | 3 | Significant — encounter-turning abilities |
| 4 | 4 | Major — encounter-defining |
| 5 | 5 | Legendary — story-altering |
Healing
| Method | When | Heals |
|---|
| First Aid (combat) | Once per combat per target | 1d10 + ⌊(skill – 50) / 10⌋ |
| First Aid (out of combat) | Once per day per target | 1d10 + ⌊(skill – 50) / 10⌋ (Crit = double) |
| Short rest | 1 hour, once per 8 hours | CON hit points |
| Long rest | 8 hours, once per 24 hours | All hit points |
Advancement
| Trigger | Reward |
|---|
| Level up | +1d10 to a skill (min 5), OR learn new skill at 50, OR +up to 5 to a stat; plus 2 technique points to learn/upgrade techniques |
| Every 3rd level (bonus) | One extra skill increase (+1d10) or a GM-granted perk |
Combat Round Sequence
- Initiative — 1d100 + SPD, highest first.
- Declare actions — each player and NPC states their move.
- Resolve movement — moving 1 zone is free; more than 1 zone costs your action.
- Resolve attacks — roll skill, defender rolls Dodge if hit.
- Apply damage — weapon dice + bonuses – armor DR.
- Check HP — unconscious at 0, death saves begin.
Combat Cheat Sheet
The one-page version for when you are mid-fight and need an answer fast.
Attack Flow
- Player declares attack and rolls skill ≤ target.
- ≤10 = critical → auto-hit, ×2 damage, no dodge.
- 90+ = fumble → auto-miss, something goes wrong.
- Otherwise, if roll ≤ skill → hit. Defender rolls Dodge (≤ DEX).
- Dodge ≤ DEX → attack avoided. Dodge 90+ → attack lands automatically.
- Damage = weapon dice + bonuses – target's DR.
Weapon Damage Quick Reference
| Weapon Type | Base Damage |
|---|
| Unarmed (light) | 1d6 |
| Unarmed (heavy) | 2d6 |
| Melee Light | 1d10 |
| Melee Heavy | 2d6 |
| Ranged Light | 2d6 |
| Ranged Heavy | 1d10 |
| Shotgun | 3d6 |
| Explosive / Rocket | 6d10 |
| Brawling (skill 50–69) | 1d6 |
| Brawling (skill 70–89) | 1d6 + 1 |
| Brawling (skill 90–100) | 1d6 + 2 |
Tactical Modifiers (Optional)
| Situation | Modifier |
|---|
| Soft cover (bushes, furniture) | –10 to attack |
| Hard cover (walls, vehicles) | –20 to attack |
| Heavy cover (bunker, sealed door) | Cannot be targeted |
| Flanking (2+ allies, opposite sides) | +10 to attack |
| Target prone | –10 to their dodge |
| Attacker blinded | –20 to attack |
| Multi-attack (2nd attack, dual wield) | –10 to 2nd attack |
| Multi-attack (2nd attack, single weapon) | –20 to 2nd attack |
| Aimed shot (full turn, no movement) | +20 to attack, ignores soft cover |
| Suppressive fire (zone attack) | Target rolls DEX or takes weapon damage |
| Called shot | –20 to attack, +1d6 damage if hit |
| Backstab | +20 to attack, no dodge, ignore armor |
Quick Death Rules
- 0 HP → Unconscious. Death saves begin.
- Death save → 1d100 ≤ CON. 3 successes = stabilised. 3 failures = dead.
- Critical hit on unconscious → Auto-fail a death save.
- Death threshold → -(Max HP / 2). Reaching this = instant death.
First Aid Cheat
- Combat: Roll ≤ INT. Heal = 1d10 + ⌊(skill-50)/10⌋. Once per combat per target. Critical (≤10) = auto-stabilise.
- Out of combat: Same formula, once per day per target. Critical = double heal.
Encounter Building
Use these guidelines when sizing challenges for your party.
Enemy Stat Archetypes
| Archetype | Stat Range | HP Range | Role |
|---|
| Mook | 50–60 | 20–40 | Cannon fodder. Goes down fast. |
| Standard | 60–75 | 40–70 | A real threat. The bread-and-butter enemy. |
| Veteran | 75–85 | 70–100 | Dangerous. Requires tactics to beat. |
| Elite | 85–95 | 100–130 | Boss-tier. Multiple players needed. |
| Legendary | 95–100 | 130–170 | Near-impossible. A campaign-defining fight. |
Party Size Scaling
Scale the number of enemies based on your party size. Use this as a starting point, not a law — the fiction always wins.
At Level 1 (party of 4):
| Threat Level | Enemies |
|---|
| Skirmish | 2–3 mooks |
| Standard fight | 2–3 standard enemies |
| Tough fight | 1 veteran + 1–2 mooks |
| Boss fight | 1 elite |
| Deadly | 1 legendary |
Scaling per level:
- Levels 2–3: Add 1–2 mooks to each encounter, or upgrade one enemy by one tier.
- Levels 4–5: Add 1 standard enemy, or upgrade one enemy by one tier.
- Levels 6–8: Party can handle 2 veterans or 1 elite + 2 standards.
Technique Factor
Enemy technique users are significantly more dangerous. A standard enemy with a Tier 2 technique hits like a veteran. An elite with a Tier 4 technique can challenge an entire party. Reduce the number of technique-using enemies by 1 compared to the guidelines above.
Environmental Adjustments
Modify encounter difficulty based on the environment:
| Factor | Adjustment |
|---|
| Favourable terrain (open, well-lit) | Party advantage: reduce enemies by 1 |
| Unfavourable terrain (dark, cramped, hazardous) | Enemy advantage: add 1 enemy or upgrade one tier |
| Surprise (party ambushes enemies) | Party advantage: reduce enemies by 1 |
| Surprise (enemies ambush party) | Enemy advantage: add 1 enemy |
| Defending a position | Party advantage: reduce enemies by 1–2 |
The Golden Rule
These are guidelines. The fiction always wins. If a dramatic moment calls for a harder fight, make it harder. If the players earned an easy win, give it to them. The numbers serve the story, not the other way around.
Designer Advice
- Keep enemy DR low (0–8). Use higher HP for toughness — not impenetrable armor.
- Agree on outcomes before roleplay — never let a player invest time and imagination without knowing what success looks like. This protects trust at the table.
- Milestone leveling keeps pace without bookkeeping. Reward story beats, not grind.
- When adapting to a genre, rename or add skills first — the resolution system needs no changes.
- Rule Zero: For anything not covered, set a target (stat – 20 + difficulty modifier) and call for a roll. Keep moving.