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All the information and rules for the GM running the game.
The GM is a cooperative adversary, in that they want the story to unfold but not without challenge to the agents of the players. This requires them to walk a fine line. That said when the action kicks in, the GM doesn't hold back and agents can die. Luckily Quick Character Creation is fast!
Damage is rating with a power, like Ratings and Knacks. But it works to reduce either Toughness or Health. To get the damage of an attack, or anything causing injury you look up its effect power (reduce by armor/defense) on the follow table with the roll of a die. If the result is a six and the attack is brutal you can re-roll for more damage (same roll again, adding cumulatively).
Damage Rolls | ||||||
---|---|---|---|---|---|---|
Roll | 1-2 | 3-4 | 5-6 | 7-8 | 9-10 | 11+ |
1 | - | - | 1 | 1 | 1 | 1 |
2 | - | - | 1 | 1 | 2 | 2 |
3 | - | 1 | 2 | 2 | 2 | 3 |
4 | 1 | 1 | 2 | 3 | 3 | 4 |
5 | 1 | 2 | 3 | 3 | 4 | 5 |
6 | 1 | 2 | 3 | 4 | 5 | 6 |
If the damage is 11 or more, the health/toughness lost is: 1d6 + (damage-10). In this way a shotgun doing 18 damage as close-range is 1d6+8 (18-10). Damage with a ! after it is piercing and had as impact rating. Impact is how much damage goes to toughness before it skips right to health.
Common attack damages:
Common armor defenses:
Injury is loss of Toughness or Health. Toughness is like armor for health. It comes back pretty quick (1d3 a day) and doesn't have any effect except when Toughness is gone Health is lost instead. When Health is lost, it comes back slow (1d3 per week, without medicine). When all health is lost, the character is down and out and may die. Health lost below zero is counted up as: Mortal Injury. Every time that increases a 2d6 roll must match or beat it to remain alive at all.
When a player incurs a penalty, the GM does one of three things: Earn Hazard, Create Peril, or Introduce a Dark Twist.
The GM adds to their hazard counters an amount equal to the agent with the least amount of cool (but more than zero cool).
The GM pays an amount of hazard equal to an agent's cool to introduce a Peril for them. A Peril is something that looms over them and could result in problems for them in the future (see Flag). It may or may not be immediately revealed to the player. Record the amount of hazard used for the Peril for future use.
If the GM holds more Hazard than the agent with the most cool, they may introduce a twist to the current narrative that immediately complicates things for the agent(s).
When a Flag is thrown (usually because an agent ran out of cool or a story flag is reached) it is time to trigger one or more peril. The GM must discard 3 hazard for each Peril triggered.