Cheat Sheet
Abilities and tests
- 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.
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.
Melee attack: nearby enemies attack the PC, then PC rolls damage against their target
Challenge
- 6: incredibly simple
- 8: routine
- 10: pretty simple
- 12: normal
- 14: difficult
- 16: really hard
- 18: should not be possible
Flexes - Use a flex to...
- Deal mamximum damage with one attack
- Reroll a dice roll (yours or someone else's)
- Lower damage dealt to you by d6
- Neutralise a crit or fumble into a success or fail
- Boost a success or fail into a crit or fumble
- +4 to your next test
Adventuring
Reaction (2d6)
- 2-3: Attack on sight
- 4-6: Hate your guts
- 7-8: Don't care
- 9-10: Chilling
- 11-12: Want to hang out
Morale (2d6)
If you roll over the creature's Morale, d6
- 1-3: Flees
- 4-6: Surrenders
Roll Morale if
- The leader gets whooped
- Half the group gets whooped
- Lone enemy has 1/3 HP left
Rest
Take a breather, restore:
- d2 flexes
- d2 magicks
- d4 hitpoints
Call it a day, consume:
- Mutants and dirtlings: water and snacks
- Robots: a battery
- Cyborgs: water and either snacks or a battery
then restore: - d4 flexes
- d4 magicks
- d8 hitpoints
- -d2 whooped
Lifeform bonuses:
- Mutants snack for d4 hitpoints
- Dirtlings hydrate for -1 whooped
- Robots recharge d2 flexes and d2 magicks
- Cyborgs snack or recharge
Magicks / scrolls
Cast magick
Hold the scroll in hand, spend a magick point and make a CH12 Smarts test.
Failure means the magick doesn't work, take d2 HP damage and become dizzy for an hour.
Fumbles or failures while dizzy: Roll on the magickal mishaps table.
Combat
Initiative (d6)
- 1-3: Enemies begin
- 4-6: Players begin
Individual: Moves + d6
Fighting
- Melee attack: CH12 Muscles
- Ranged attack: CH12 Smarts
- Defence: CH12 Moves
Crit (natural 20)
Attack: Double damage, armour reduced one tier
Defence: Gain a free attack
Fumble (natural 1)
Attack: Enemy gains a free attack
Defence: Take double damage, armour reduced one tier
Whooped (0HP)
Gain a whooped point
Roll as many d6s as your whooped level, take the lowest:
- 6-4: Return next round with d4 HP
- 3-2: Down for d4 rounds, return with d4 HP
- 1: Roll on the Sick Scars table, return with d4 HP
- Multiple 1s: Absolutely Dunked On