Stats & Dice

Each stat is assigned one die (d4, d6, d8, d10, d12, and optionally d20):

Stat What It Does
Brains Intelligence, logic, problem-solving, research
Brawn Physical strength, toughness, endurance
Charm Social skills, persuasion, making friends
Fight Combat, aggression, standing your ground
Flight Speed, agility, running away, dodging
Grit Willpower, determination, facing fear

Making a Check

  1. GM sets target number (usually 7-15)
    • Easy: 7-9
    • Medium: 10-12
    • Hard: 13-15
    • Very Hard: 16+
  2. Roll your relevant stat die
  3. Compare result:
    • Meet/exceed target = Success
    • Below target = Failure or complication

Adversity Tokens

Gaining Tokens

  • Failed critical rolls
  • Flaws/Fears triggered
  • Taking damage or stress
  • Dangerous situations going wrong

Spending Tokens

  • +1 to any roll (per token spent)
  • Can spend before or after rolling
  • Describe how desperation helps you

GM Triggers

  • GM can use your tokens against you
  • Creates complications at dramatic moments
  • More tokens = more danger

Advantage & Disadvantage

Advantage: Roll 2 dice, take the higher

  • Using a Strength trait
  • Good planning or preparation
  • Help from friends

Disadvantage: Roll 2 dice, take the lower

  • Fear is triggered
  • Poor conditions
  • Acting under pressure

Character Traits

Strengths: What you’re good at (adds benefits) Flaws: What causes you problems (gives Adversity Tokens) Fears: What terrifies you (disadvantage when triggered) Motivations: Why you’re doing this

Quick Actions

Action Stat Used Example
Research/Investigate Brains Search library, decode clue
Persuade/Deceive Charm Talk to NPC, smooth talk parents
Physical feat Brawn Break door, lift heavy object
Fight Fight Punch bully, defend friend
Escape/Dodge Flight Run away, hide, avoid danger
Endure/Resist Grit Face fear, resist mind control

Common Target Numbers

  • Routine task: No roll needed
  • Easy check: 7-9
  • Moderate challenge: 10-12
  • Difficult task: 13-15
  • Nearly impossible: 16+

Collaborative Storytelling

  • Anyone can suggest ideas for what happens
  • GM has final say on rules and story direction
  • Embrace complications – Failure makes stories interesting
  • Support each other – Work as a team

Full Rules & Resources: