Playtest Alpha— unfinished and still changing.
Quickplay

1-Page Cheat Sheet

CORE TEST — 2D6 + skill ≥ 8. Target is always 8; difficulty lives in Adv/Dis, training, and what failure costs. Natural 2 = catastrophe; natural 12 = exceptional success. Opposed: the 8 doesn't apply — both sides roll, higher total wins, ties to defender.

CHARACTERISTICS (Str, Dex, End, Int, Edu, Soc) never add to your roll. Each is marked Advantage, Disadvantage, or Neutral; when a relevant one is marked Adv or Dis, it shapes the roll (Neutral does nothing). Advantage = 3D6 keep highest 2 · Disadvantage = 3D6 keep lowest 2 · Neutral = 2D6. Any Adv + any Dis cancel to flat 2D6 (no matter how many of each). Advantage never stacks.

MOMENTUM — start session at 3, no carryover, caps at 6. Gain 1 per Disadvantaged roll and per trauma point taken. Spend to activate Advantage: 2 for a characteristic, 1 for a Boon/GM edge. If more than one source applies to a roll, you still roll Advantage once and pay only the cheaper cost (a Boon drops a characteristic's 2 to 1). No Momentum = no Advantage.

SKILL RANKS — Untrained −3 · Trained +0 · Experienced +1 · Professional +2 · Expert +3. Trained removes the penalty.

BOONS & BANES — Boon: Advantage for 1 Momentum. Bane: Disadvantage — like any Disadvantaged roll it earns 1 Momentum (not a separate gain).

TRAUMA (no HP)

  • Damage → trauma: on a hit, roll weapon damage vs. armor: < armor none · ≥ armor 1 · ≥ 2× armor 2. Base armor 3 (gear adds; flat).
  • Tracks & overflow: Physical [Wounded → Maimed] · Mental [Shaken → Broken]. You choose the track; if it's full, extra trauma overflows to the other. Wounded/Shaken = complications; Maimed/Broken = severe.
  • First aid: Trained+ Survival + kit, Significant Action, Survival 8+ → clears one Wounded/Shaken on another PC (never yourself). Maimed/Broken need a full recovery session.
  • Death: you take trauma when all four nodes are already full.

COMBAT — players roll, the world doesn't. You attack → you roll (≥8). Enemy attacks you → you roll to avoid (≥8); only a miss → GM's one damage roll. Initiative: 2D6, Dex Adv/Dis free; high→low. Turn: one Significant Action + a few Minor Actions. Aim (Sig.): next shot gains an edge — pay 1 Mom to activate it, like any Advantage. Range: Engaged ~1.5m · Close ≤10m · Short ≤30m · Medium ≤100m · Extreme >100m; past effective band → Disadvantage. Reactions (1 free/round, +1 = 1 Mom) impose Disadvantage on attacker: Dodge (Athletics, not vs Blast) · Parry (Close Quarters, melee) · Dive for cover (only Blast defense). Cover → armor: Light +2 · Solid +4 · Total = untargetable.

ADVERSARIES — fiction, not stats. Damage die: fists 1D–2D · typical armed foe 3D · heavy/predator/ambush 4D–5D. Toughness: mook = one hit · hardened = takes 2–3 hits to drop · boss = a scene · crowd = run the whole mob as a single threat. Radiation bypasses armor (vs PC's Rad rating, 0 unprotected); trauma is Maimed/Broken-grade — never first aid.

SESSION END — (1) for each skill failed at Trained+, roll 2D6: nat 12 → +1 rank (+2 XP if already Expert), else +1 XP; clear marks. (2) +1 XP for the session. (3) +1 XP per Bane invoked. (4) Reset Momentum to 3. Spend XP: 10 = +1 rank (incl. Untrained → Trained) · 10 = remove a Bane · 5 = a Boon.