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Attributes



Awareness
Presence

Coordination
Resolve

Ingenuity
Strength


Traits

Good Bad
Animal friendship (1)
Adversary (1/2)

Attractive (1)
Amnesia (1/2)

Boffin (2)
Argumentative (1)

Brave (1)
By the book (1)

Charming (1)
Clumsy (1)

Empathic (1)
Code of conduct (1/2)

Face in the crowd (1)


Cowardly (1)

Fast healing (2)


Dark secret (1/2)

Friends (1/2)
Dependency (1/2)

Hypnosis (1/2)
Distinctive (1)

Indomitable (2)
Eccentric (1/2)

Keen senses (1/2)


Forgetful (1)

Lucky (1)
Impaired senses (1/2)

Owed favour (1/2)


Impulsive (1)

Photographic memory (2)


Insatiable curiosity (1)

Psychic training (1)


Obligation (1/2)

Quick reflexes (1)


Obsession (1/2)

Resourceful pockets (1)


Outcast (1)

Run for your life! (1)


Owes favour (1/2)

Screamer! (1)
Phobia (1)

Sense of direction (1)


Selfish (1)

Technically adept (1)


Slow reflexes (1/2)

Time traveller (1/2)


Technically inept (1)

Tough (1)
Unadventurous (1/2)

Voice of authority (1)
 Unattractive (1)

Unlucky (1)

Weakness (1/2)

Skills

Athletics
Medicine

Convince
Science

Craft
Subterfuge

Fighting
Survival

Knowledge
Technology

Marksman
Transport

Dice rolls

2D6+Attribute+Skill

Beat difficulty by:

Beat difficulty by Result Outcome Damage/Modifier

9 or better Fantastic! Yes and x1.5

4 to 8 Good Yes x1

0 to 3 Success Yes but x0.5

-1 to -3 Failure No but x0.5

-4 to -8 Bad No x1

-9 or worse Disastrous! No and x1.5

Story point uses

Mechanical Story Regain

Get clue Roll 2 extra dice Heroics (1-3)

Bend plot +1 success level Get captured (1-2)

Recovery Bad trait (1-2)

Instruction

12 Max (usually)

Story points can be given away

Extermi….oh, you all know the drill by now.