Game Rules

Making Moves

Almost everything you could want to accomplish in game

Hazard Time

Dealing and receiving damage and how to handle combat

Leveling Up

How to gain experience points and advance your character.

TAGs

The Trackable Armament and Gear System

Making Moves

Whenever the outcome of an action your character wants to take is uncertain, you have to make a move.
Determine the outcome you want to achieve, the Weaver will tell you which move to make. 
Narrate your character attempting their action.
Roll 2 six sided dice and add your associated attribute modifier.
Announce the result to the group, the Weaver will narrate the outcome. 

Roll Results

6 or less: Failure

You fail the move. You can get no benefit from it and in most cases it will result in your character making a mistake or making the situation worse. In combat it means you land no hit and deal no damage. 

7 - 9: Minor Success

You just manage to succeed. The move works, although it may be a flawed or partial victory. In combat you make a hit and deal damage depending on the weapon you have.

10-12: Major Success

You manage to exceed your expectations. The move works as intended, without drawback, though it may still have consequences. In most cases the move will offer an improvement on a Major Success.

13+: Exceptional Success

The move goes as well as it possibly could. This offers no mechanical advantage, however if you like, you may add flair to the move in the Weavers narration.

If the Weaver believes the outcome you want to achieve is nearly impossible, but you still want to try for a Hail Mary, they can set Exceptional Success as the requirement to succeed. 

Contingency 
Most of the time, when a roll goes badly, you just have to accept it, unless you have a Contingency...

Once per session, each player may award another player a Contingency Point when that player has done something funny, creative, clever, or otherwise entertaining.

A player may spend this point to retcon the outcome of any roll to a 12, they do so by describing their character's backup plan in the event the move failed.

You may only hold one contingency point at a time and they expire at the end of a session.

A player can not receive a second contingency point in a session unless they have already given one away.

Custom Moves
What if the action you want to take doesn’t fit one of these moves? What if you want to create a unique move for a Quirk?

No problem. Custom moves are easy to make.
  1. Make sure that what you want to accomplish is not possible with one of the existing moves
  2. Determine the attribute that best matches the action you want to take, this will be the modifier you use for the roll
  3. Decide the best case scenario outcome for the move. This will be the Major Success result
  4. Decide the worst case scenario outcome for the move. This will be the Failure result
  5. Pick an outcome in between, that balances the good and the bad. This will be the Minor Success result
  6. Decide if the move has any requirements, like expendable materials or tools
  7. Give the move a cool name

General Moves

Traverse
Physique

Sometimes you'll need to climb over a wall, jump across a gap, or sprint after someone. As you travel through the world, you'll need your Physique to make it to where you need to be.

On a Failure
You are unable to traverse the challenge, you might fall, or get stuck, or otherwise find your path barred.

On a Minor Success
You make it safely across the challenge, but your actions create a hazard

On a Major Success
You make it across the challenge without issue

Overpower
Physique

A locked door that needs to be broken down, a friend that needs to be pulled up from a ledge, or a fallen beam that needs to be removed from the path. Eventually a feat of strength will be the best way to overpower a challenge.

On a Failure
You are unable to overcome the challenge, you may become injured or otherwise find the situation worsens

On a Minor Success
You may do one of the following;
- Break free of a grapple
- Move a heavy object
- Break through a barrier or obstacle

On a Major Success
You carry +1 forward 

Escape
Reflex

You have arrived in mortal peril, adrenaline flows and you reach into primal instinct in order to survive. Using perception and quick action, you try to escape from a dangerous situation.

On a Failure
You draw unwanted attention or your situation otherwise worsens.

On a Minor Success
You may do one of the following:
- Slip free of a restraint
- Evade an environmental Hazard
- Dodge a single attack you can see coming

On a Major Success
You gain a counter-attack or a +1 forward

Manipulate
Reflex

A lock that needs picking, a delicate device that needs disarming, an item that needs palming. When your fine motor skills are tested, use your dexterity to successfully manipulate objects in the world.

On a Failure
Your coordination slips and you damage the object or otherwise make the situation worse.

On a Minor Success
You successfully accomplish your task, but there is a catch of some kind

On a Major Success
You successfully accomplish your task without complication 

Investigate
Wit

You have clues to find, puzzles to solve, and mysteries to unravel. You search your surroundings and then use your detective skills to put together an understanding of the relevant events.

On a Failure
You make a mistaken assumption that may negatively impact the situation.

On a Minor Success
You may ask the Weaver one of the following questions;
- Who is or has been here?
- What are the ways in/out of this environment?
- What trails can I follow?
- What can I determine about events here?
- What is out of place?
- How does something work?

On a Major Success
You may ask 2 questions. 

Assess
Wit

The world can be a confusing place, and the best defense is a good understanding of the facts . Enter your mind palace and take stock of your current situation in order to work out what is important for you to know.

On a Failure
Your find yourself overwhelmed and unable to come up with a plan, your confusion may expose you to danger

On a Minor Success
You may ask the Weaver one of the following questions;
- Have I missed any threats?
- What clues are relevant to my current story?
- What is the most likely next action of a person or group?
- Why would someone have done something?
- What would be the likely outcome if I take a specific action?
- How can I best protect myself/others?

On a Major Success
You may ask 2 questions.

Convince
Heart

Sometimes it takes a rousing speech, sometimes a subtle lie, and sometimes a veiled threat. No matter how you go about it, eventually you need to get people to do what you want. Using your Heart, you try to convince an NPC to do what you tell them. The NPC must be amenable to hearing you out, your request must have a logical reason, and it must be a task the NPC would and could reasonably complete.

On a Failure
You upset the person, they refuse to help you and may become hostile depending on the severity of the offense.

On a Minor Success
They are willing to do what you ask, as long as you are willing to make it worth their effort in some way.

On a Major Success
They are willing to do what you ask, for the reason you gave them. 

Withstand
Heart

Every character has a breaking point, when their willpower is strained by temptation and hope is weakened by what they have seen and done. Using your Heart, you can fight to withstand these challenges.

On a Failure
You succumb to temptation or hopelessness, the situation worsens for you.

On a Minor Success
You are able to resist, your character maintains their composure.

On a Major Success
You may also pick one of the following effects;
- Resolute: You can automatically take a minor success on any further Withstand moves against this foe or challenge.
- Inspirational: You provide +1 forward to other characters who make a Withstand move against this challenge.
- Heroic: You take +1 forward to your next action. 

Help
Any

Sometimes a task seems too big to undertake alone, or requires skills your friends don't have. If you are able to explain how one of your Attributes could help, and if another Player asks you to, you may roll to help out.

On a Failure
You hinder the effort more than you help, the character you help takes -1 forward on the task.

On a Minor Success
 The character you help takes +1 forward on the task.

On a Major Success
The character you help cannot fail the task, but the outcome will still have consequences

Hide
Any

Whenever you need to take action to conceal yourself, you may decide how you want to use your environment and equipment to do so. You must be able to explain how you would prevent yourself from being observed. The Weaver will decide which attribute to roll based on your plan.

On a Failure
You are unable to hide, your attempt draws attention.

On a Minor Success
You conceal yourself, but your foe may spot you if your hiding place is scrutinized

On a Major Success
You are completely hidden, as long as you don't move, you will not be spotted 

Combat Moves

Melee
Physique

Be it with bare fists or broadsword, you intend to get close and hit your foe in melee combat. Using your Physique you make an attack with your equipped weapon. Attacks with unskilled weapons receive a -1 penalty.

On a Failure
Your foe anticipates your attack and it has no effect on them, they attack you.

On a Minor Success
You and your foe both attack each other.

On a Major Success
You may choose an additional effect;
Advantage: You gain +1 forward or may grant +1 forward to the next character to act against the foe.
Critical: You double the wounds you deal.
Defensive: You take half as many wounds as you would have, rounded up.
Control: You prevent your foe from moving away from you. 

Grapple
Physique

Maybe you need to have a conversation with a hostile foe, or need to stop a hysterical innocent from hurting themselves. Whatever the reason, if you need to wrestle with someone, want to pin them down, or disarm them, use your Physique to get the upper hand in the struggle.

On a Failure
They overpower you and you become restrained.

On a Minor Success
You successfully snare or disarm your opponent.

On a Major Success
You pin them down, they are restrained as long as you can hold the move. 

Take Aim
Reflex

If you want to make sure that you hit a target with a ranged attack, you may choose to spend an action carefully lining up your shot.

As long as your target does not move behind cover, and your concentration and footing are not disturbed, you may automatically take a major success on Ranged moves against that target 

Ranged
Reflex

From sticks and stones, to grenades and guns, at some point you are going to need to attack your foe from a distance. When you use a Ranged weapon, roll +Reflex to determine the outcome.

Attacks with unskilled weapons receive a -1 penalty.

Attacks against targets that are at the engaged or touch range, receive a -1 penalty.

On a Failure
You miss your target, you may hit someone or something else

On a Minor Success
You hit your target

On a Major Success
You may choose an additional effect;
Advantage: You gain +1 forward or may grant +1 forward to the next Player Character to act against the foe.
Critical: You double the wounds you deal.
Defensive: You take half as many wounds as you would have, rounded up.

Reload
Reflex

Magazine, bolt, plasma pack, whatever it is, if the weapon has the reload TAG an action must be used to reload it.

If a full action is used, the reload is always successful. If you want to perform the reload as a fast action you may roll +Reflex to do so.

On a Failure
The weapon jams, an action must be used to unjam it before it can be reloaded and fired.

On a Minor Success
You reload fast enough to take another action this turn.

On a Major Success
You load one in the chamber, you can fire the weapon one extra time before reloading again. 

Strategize
Wit


Not everyone's strength lies in a heavy weapon or the barrel of a gun, sometimes the thing that makes all the difference in a fight is a good plan. Using your wits, you may attempt to strategize under pressure.

On a Failure
Your plan backfires, the foe receives a benefit instead

On a Minor Success
You receive one of the following benefits;
Advantage: You may grant +1 forward to the next action of any character.
Critical: You double the wounds a foe takes from the next attack.
Defensive: You halve the wounds an ally takes from the next attack.
Control: You may change one person's position in the action resolution order.

On a Major Success
Every other player also takes +1 forward this round.

First Aid
Heart

Tending to a wound on the battlefield requires nerves of steel. Use your Heart to push through duress and use a medical item on someone's wound in combat.

On a Failure
You fumble, wasting the equipment and the round.

On a Minor Success
You are able to tend to the wound, but draw the attention of the foe.

On a Major Success
You pull the target into cover and tend to the wound. 

Protect
Any

If an ally is about to face imminent danger you may choose to act to protect them. You must be able to explain how you would intend to intercept the danger. The Weaver will decide which attribute to roll based on your plan.

On a Failure
You place yourself in harms way, but just become another casualty, you share whatever danger your ally faced as well

On a Minor Success
You prevent the danger from affecting your ally, you take it instead

On a Major Success
You deflect the danger, neither you nor your ally take damage 

Danger

Hazard Time

When a scene becomes dangerous, it is separated into rounds of intent that comprise a few seconds of time.

It begins as soon as any character in the scene decides to act on a hostile intent or is put in mortal peril. The Weaver will pause the game and give a summary of the observable information the characters are aware of.

A player can only take one limited action and one bonus action during a round. Players can also communicate a short message as a free action each round.
General Limited actions:

Making any 1 move
Covering a distance of more than a few steps
Interacting with an object
Switching equipped weapons 

General Bonus actions:

Taking a few steps
Dropping a held object
Recovering from being knocked down
Using cover 

A Hazard Time round plays out as follows:
  1. Each player will describe their characters intended action for the round
  2. The Weaver will decide the intended action of any NPCs
  3. When relevant, the action resolution plays out in descending order of Reflexes attribute score.
  4. Once every character in the scene has acted out their intended action and made any relevant rolls, a new round begins.
  5. Once all the threats have been neutralized or evaded, Hazard Time ends.
Risk

Player Characters are much luckier than the average person, but that luck isn't infinite. Risk works as a temporary shield in dangerous situations. It represents your character's ability to just barely block an attack, or dodge a hazard.

Unless a Quirk says otherwise, Player Characters have a maximum Risk Count of 6 and Risk Count resets at the end of a scene. A character who is restrained cannot defend themselves, attacks against them deal Wounds directly.

Once a Player Character has reached their maximum Risk Count, all further danger deals Wounds directly.

Wounds
Wounds represent the amount of damage a Character's physical form has taken.

Player Characters have a default Wound Count of 6.

  • At 2 Wounds, the character has taken minor damage, they are at a -1 ongoing penalty until they recover.
  • At 4 Wounds, the character has taken major damage, they are at a -2 ongoing penalty until they recover.
  • At 6 Wounds, the character has taken lethal damage, their physical form fails at the end of the round.
Every dangerous thing in the world has an average threat level
  • Minor dangers; mundane fights, mortal minions, and minor environmental damage are usually 1 Wound.
  • Medium dangers; small caliber guns, trained weapon users, super powered minions, and major environmental damage are usually
    2 Wounds.
  • Large dangers; like explosions, high caliber guns, boss monsters, and extreme environmental damage are usually 3 Wounds or more.
  • Dangers above this are storytelling elements.
Recovery

Player Characters usually heal from injuries faster than the average person. Unless your campaign setting says otherwise, healing follows “action hero rules”.

A long uninterrupted rest can remove all normal Wounds from a character. However if a character has no access to food and water, they do not recover wounds when resting. 

Outside of this, there are other ways of removing Wounds.
  • Magical Spells and Items using a Spirit roll
  • First Aid Treatment using a Wits roll
  • Advanced Technology using a Wits roll

Healing items will have the Healing [#] TAG, with # being the number of Wounds it can remove before being expended. Healing most often requires a Wits or Spirit based roll. 

Death

  • Unless a Quirk says otherwise, a character that takes 6 (or more) Wounds dies at the end of that round.
  • Character death is usually the end of that character's story and requires a new character to be created. 
  • Talk to the Weaver about what your options are to continue playing once your character dies.
RIP

Character Growth

Experience Points

Ways to get Experience

1

Whenever you fail a roll

2

When you complete a Quandary

3

At the end of every session

4

When you accomplish your character challenge 

Character Challenge

At the start of the session, set a challenge for your character. This should be a short term goal that can be accomplished within a session. These can be simple and require little preparation or investment, but must be possible to fail, such as “Succeed in an infiltration without getting caught” or “Haggle a great deal on a new weapon in the market”.

If you fail at a challenge you can try it again next session, but can’t get a second chance at trying this time.

Level up

Once you have 5 experience points, take the next improvement from the path, and reset your experience count. This can occur mid-session, but not during Hazard Time.

Improvement Path

  1.     +1 to an Attribute, max +2
  2.     Gain a new Quirk
  3.     Receive a personal story boon (Item, Resource, or Influence)
  4.     Gain a Skill
  5.     +1 to an Attribute, max +2
  6.     Gain a new Quirk
  7.     Receive a personal story boon (Item, Resource, or Influence)
  8.     Gain a Skill
  9.     +1 to an Attribute, max +2
  10.     Mark one of your moves as Mastered
  11.     Refine one of your Quirks or gain a new one
  12.     +1 to an Attribute, max +3
  13.     Gain a Skill
  14.     Mark one of your moves as Mastered
  15.     Receive a personal story boon (Item, Resource, or Influence)
  16.     Refine one of your Quirks or gain a new one
  17.     Mark one of your moves as Mastered
  18.     +1 to an Attribute, max +3
  19.     Gain a Skill
  20.     Mark one of your moves as Mastered
  21.     Receive a personal story boon(Item, Resource, or Influence)
  22.     Refine one of your Quirks or gain a new one

Max Level Characters

Once you have reached the end of the improvement path, your character stops gaining experience points and has reached the end of its power arc. You have 2 choices

Continue

You may continue to play the character until the end of the campaign, but they will not develop any further mechanically.

Retire

You can make a new character and retire the old character:
- to be an NPC ally for the team.
- to become a legendary figure.
- to become an antagonist.
- to peaceful anonymity. 

Max Level

Trackable Armament and Gear System

TAGs

TAGs converts every piece of equipment in the game into a collection of descriptive words to keep track of its properties.

There are 3 basic TAGs every item will have. Size and Weight determine what slot it takes in your inventory, and how much power it has as a weapon. Material determines how durable and valuable it is.
Size



Tiny
Can fit in a clothing pocket
(wallet)

Small
Too big to fit in a pocket, small enough to fit on a belt strap (potion bottle)

Medium
Too big to fit on a belt strap, small enough to fit in a holster or scabbard
(sword)

Large
Too big to be carried anywhere except strapped to your back (backpack)

Huge
Too big to be carried on your person, small enough to fit in a moving truck
(table)

Oversized
Too big to fit in a moving truck (Cruise missile)

Weight



Trivial
Barely weighs anything
(paper)

Light
Can easily be lifted with one hand (flashlight)

Heavy
Takes both hands to lift effectively (battleax)

Substantial
Takes a concerted effort to lift (television)

Massive
Takes more than one person to lift (couch)

Overweight
Too heavy to lift without equipment
(pile of rubble)

Material



Fragile
Made of easily breakable materials
(kids craft)

Ornamental
Made with valuable materials (golden statue)

Average
Made of average quality materials (mass produced knife)

Sturdy
Made of better than average materials
(bulletproof glass)

Enchanted
Made of magical or fantastical materials
(Fel Iron)

Futuristic
Made with sci-fi materials and advanced components
(Power Armor

Utility Tags

Utility TAGs should be used to describe the functionality of the item. For example a flashlight could have the TAGs “Illuminating” and “Battery-Powered”. A laptop might have the TAGs “Wireless” “Networking” and “Battery-Powered”. And a set of thieves' tools would have the TAG “Lockpicking” and “Concealable”. Decide all the functions or features your item has, and give it a TAG representing each one. 

Weapons
All weapons deal base wounds determined by their size and weight TAGs
  • Small Light weapons deal a base wound of 1
  • Medium Light weapons deal a base wound of 2
  • Large Heavy weapons deal a base wound of 3
Ranged Attacks
Distance is measured in narrative terms
Touch: Directly in contact with you
Engaged: Within arms range of you
Close: Within a few steps of you
Mid: Reachable within a few seconds
Long: Reachable within a minute
Far: Out of Reach
  • Projectile [Ammo]: Indicates what type of projectile it fires
  • Reload [#]: Number of shots before needing to reload
  • Remember you need to carry extra ammunition if you want to be able to reload
  • Range [Distance]: How far the weapon can reach

Weapons TAGs

Here are some ideas, you can work with the Weaver to make up more.
Fast: Can be used twice in a round; Deals half as many wounds (daggers)
Slow: Requires a round to build up, deals twice as many wounds (charged blaster)
Thrown: Balanced for throwing (tomahawk)
Pulling: Able to pull a target off balance (halberd)
Enfeebling [Condition]: Causes a condition on successful hits (poisoned arrow)
Compact: When stored, the item has a reduced size TAG (folding knife)
Energy [Type]: Deals damage in the form of energy (laser) 

Armour
Armor protects you from danger
  • It adds to your Max Risk Count
  • If you do get hit, it prevents you from taking Wounds
  • Light and Heavy Armor can be stacked with each other
Armor type determines its protection
Light

Adds 1 to your Max Risk Count
Reduces Wounds you take by 1
Takes up a Medium Item Slot 

Heavy

Adds 2 to your Max Risk Count
Reduces Wounds you take by 2
Takes up the Large Item Slot
-1 Ongoing to Reflex 

Armour Tags

Armor needs to have the following TAG:
Durability [#]: The Number of wounds it can block before breaking.

Armor can have many other TAGs, here are some ideas, you are free to make up your own.
Powered [Fuel]: Requires some sort of fuel to function, does not offer benefits without it.
Shielding [Energy Type]: Prevents effects from the specific energy type.
Flexible: Allows greater movement, removes reflex penalty from the armor.
Stealthy: Gives you a +1 to Hide moves.
Adaptive: Changes form to suit its users' needs.
Summoned: Comes from a pocket dimension and appears on the wearer as an action.
Hazmat: Protects the wearer from biological contaminants. 

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