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.