spaceships in space

Abilities

  • Moves: Dodge, dance, kickflip, leg it
    • (flexes & defense)
  • Smarts: Spot, outwit, flirt, use magicks
    • (magicks & ranged attacks)
  • Muscles: Dunk, wreck, wrestle, throw
    • (carrying & melee attacks)
  • Guts: Resist poison, punches, fear, and humiliation
    • (hitpoints & resistances)

Tests

Roll d20+ability equal to or greater than CH to succeed.
Creatures don't add any ability, only roll an unmodified d20 against the CH.

Challenge (CH)

  • 6: incredibly simple
  • 8: routine
  • 10: pretty simple
  • 12: normal
  • 14: difficult
  • 16: really hard
  • 18: should not be possible

Power Through

On a failed active roll (not a fumble, not a defence or resistance), a PC may ask to power through. If GM accepts, the PC suffers a consequence, then succeeds on the roll automatically.