Builder's Manual · Chapter 3

Quick Reference

A at-a-glance summary for the GM. Photocopy this page.

Core Numbers

ParameterValue
Stat / Skill minimum50
Stat / Skill cap100
Untrained rollStat – 20 (min 1) — no critical success
Difficulty modifier–10 per level of difficulty
Critical hit≤10 → auto-hit, ×2 damage, no dodge
Critical failure90+ → auto-fail + narrative consequence
Dodge≤ DEX (90+ auto-fails)
Death threshold–(Max HP / 2)
Death save1d100 ≤ CON (3 successes stabilise, 3 failures = death)
New skill roll2d10 + 20 (min 22)
Backstab / Called / CritDo not stack — use the best applicable effect
Explosives + allies in zoneFriendly fire: allies dodge at –20 or take half damage

Difficulty Scale

LevelModifierExample
Standard±0Normal lock, calm NPC
Hard–10Complex lock, suspicious NPC
Demanding–20High-security vault, hostile NPC
Severe–30Legendary obstacle, extreme conditions
Near-Impossible–40+Reserve for rare narrative moments

Techniques

ParameterValue
Tech points (max)WIL ÷ 10 (min 1)
RefreshAfter long rest (8 hrs)
Starting techniques3 (Tier 1)
Techniques known capLevel + 2 (min 3)
Stat requirement (Tier 3+)50 + (tier × 10)
Roll when contested≤ WIL

Tier Costs

TierCostPower
11Minor — cantrips, tricks, small edges
22Moderate — standard combat/social techniques
33Significant — encounter-turning abilities
44Major — encounter-defining
55Legendary — story-altering

Healing

MethodWhenHeals
First Aid (combat)Once per combat per target1d10 + ⌊(skill – 50) / 10⌋
First Aid (out of combat)Once per day per target1d10 + ⌊(skill – 50) / 10⌋ (Crit = double)
Short rest1 hour, once per 8 hoursCON hit points
Long rest8 hours, once per 24 hoursAll hit points

Advancement

TriggerReward
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

  1. Initiative — 1d100 + SPD, highest first.
  2. Declare actions — each player and NPC states their move.
  3. Resolve movement — moving 1 zone is free; more than 1 zone costs your action.
  4. Resolve attacks — roll skill, defender rolls Dodge if hit.
  5. Apply damage — weapon dice + bonuses – armor DR.
  6. 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

  1. Player declares attack and rolls skill ≤ target.
  2. ≤10 = critical → auto-hit, ×2 damage, no dodge.
  3. 90+ = fumble → auto-miss, something goes wrong.
  4. Otherwise, if roll ≤ skill → hit. Defender rolls Dodge (≤ DEX).
  5. Dodge ≤ DEX → attack avoided. Dodge 90+ → attack lands automatically.
  6. Damage = weapon dice + bonuses – target's DR.

Weapon Damage Quick Reference

Weapon TypeBase Damage
Unarmed (light)1d6
Unarmed (heavy)2d6
Melee Light1d10
Melee Heavy2d6
Ranged Light2d6
Ranged Heavy1d10
Shotgun3d6
Explosive / Rocket6d10
Brawling (skill 50–69)1d6
Brawling (skill 70–89)1d6 + 1
Brawling (skill 90–100)1d6 + 2

Tactical Modifiers (Optional)

SituationModifier
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

ArchetypeStat RangeHP RangeRole
Mook50–6020–40Cannon fodder. Goes down fast.
Standard60–7540–70A real threat. The bread-and-butter enemy.
Veteran75–8570–100Dangerous. Requires tactics to beat.
Elite85–95100–130Boss-tier. Multiple players needed.
Legendary95–100130–170Near-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 LevelEnemies
Skirmish2–3 mooks
Standard fight2–3 standard enemies
Tough fight1 veteran + 1–2 mooks
Boss fight1 elite
Deadly1 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:

FactorAdjustment
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 positionParty 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.
Manual updated Sep 17, 2026.