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* Default Abilities: “Persuasion,” “Violence,” and “Health” (Possibly: “Perspicacity,” “Physique”)
* Abilities are rated with die-levels (best to worst): d4, d6, d8, d10, d12
* If no Ability, roll d20 or SUCK IT
* Roll low to win
* GM rolls for of opposition: NPC Abilities, or static obstacles (default: d12)
* Start with (5?, 7?) points in pool
* Spend a point from pool to re-roll own die
* Pool refreshes to full with “refreshment” scenes
* Character creation:
d12 - 1 (1) d10 - +2 (3) d8 - +4 (7) d6 - +8 (15) d4 - +16 (31)
* Health rolls:
* Advantage: For one reason or another you may have the advantage over an opponent. In that case, your Ability operates at one die better (i.e., smaller) than normal. (This is mostly to reflect fictional positioning in contests - the GM can cleverly adjust the obstacle die the rest of the time)
* Use die level adjustments to track the strength / health of minor antagonists and or groups (bandits d8 get whacked down to bandits d10 etc.)