Roll 2d6 + relevant stat whenever the outcome is uncertain and the stakes matter.
| Stat | Covers |
|---|---|
| Agility | Sneaking, acrobatics, dodging, driving, ranged attacks |
| Brawn | Lifting, climbing, swimming, melee attacks, jumping |
| Intuition | Perception, insight, animal handling, lock-picking |
| Luck | Improbable actions, trick shots, gambling, fate |
| Smarts | History, investigation, hacking, first aid, explosives, science |
| Strange | Magic, healing, actions beyond reality, cult/religious knowledge |
| Tough | Endurance, intimidation, blocking, resisting poison/pain |
| Charisma | Persuasion, performance, lying, inspiring, determination |
| Surge | Raw superhuman output, projecting energy, blasting, channeling power |
| Shift | Operating unfamiliar vehicles, high-speed driving, chases, extractions |
| 0 | Fine |
| 1–2 | Shaken (no effect) |
| 3–4 | Hurt (-1 ongoing to all rolls) |
| 5–6 | Beaten (-2 ongoing, movement impaired) |
| 7 | Dying — must be stabilized this scene |
Armor reduces incoming harm by 1 per point. Healing: Patch Up clears harm mid-mission; rest between missions clears 2 harm.
When you do something requiring speed, stealth, or precision under fire, roll +Agility.
When you attack someone in melee or use physical force to overcome something, roll +Brawn.
When you assess a dangerous situation before acting, roll +Intuition.
When you attempt something uncertain and improbable, roll +Luck.
When you use knowledge, analysis, or expertise to understand something, roll +Smarts.
When you use a power, ability, or force beyond normal explanation, roll +Strange.
When you attempt to endure, resist, or absorb harm, roll +Tough.
When you try to charm, manipulate, or deceive someone, roll +Charisma.
When you throw yourself between someone and harm, roll +Tough.
When you help another character with their action, say how and roll with whatever stat applies.
When you treat an injury in the field, roll +Luck or +Smarts (your choice).
When you exceed what should be physically or energetically possible through raw output, roll +Surge.
When you get behind the wheel of a vehicle you've never driven before, or attempt to operate one under conditions that would challenge even an experienced driver, roll +Shift.
When a roll comes up 7–9, the GM picks a complication:
When a roll comes up 6–, choose one:
At the end of each session, the GM asks the group these questions:
If you answered yes to one or two, mark 1 XP. If you answered yes to three or four, mark 2 XP.
At 5 XP, choose one improvement from your playbook.
Each session is structured around a mission. Before play begins:
1. The Briefing, GM presents the objective, known intel, and complications.
2. Prep, Players spend time gathering resources, calling contacts, building gear.
3. The Mission, Gameplay.
4. Debrief, Resolve consequences, mark XP, update countdowns.
Some moves (Smoke Bomb, Gunslinger, Reverse Card, etc.) reset each mission. Track them with a .
"Hero / Anti-Hero / Villain" is still a choice you make at the table.
Select a stat category to access personnel files for each playbook.