## Core Mechanics ### Dice - **d6**: All rolls use d6. - **Odds**: 1d6, 4+ favourable, 3- trouble. - **Traits**: 3d6, roll UNDER trait score. ### Character - **Traits (STR/DEX/WIL)**: Roll 3d6 each. Lower is better. - **Max HP**: 2d6 + Thing modifier (min 2). - **Starting Cash**: 3d6 × 5 silver. - **Damage**: 1d6 ± weapon mod ± armour reduction. ### Combat (per round ≈10s) 1. State intentions 2. Grit (creatures): 2d6 — higher = more determined 3. Initiative: both 1d6, winner acts first 4. Turn: 1d6 ± mods, 4+ success, 3- take a hit 5. Damage: 1d6 ± mods #### Encounter Start - Distance: 2d6 × 10 - Surprise: 1d6 — 1-2 PC, 3-4 creature, 5 both, 6 neither - Grit: 2d6 #### Alternatives to Fighting - Run off, Dodge & Parry (+1, 4+ move without hit), Parley, Innovate ### Exploration - 6 × 10-min watches per hour - Each action → roll (odds/traits) → outcome → mark watch - After 6 watches: scene shifts ### Wounds (0 HP) - 1d6: 1-2 die, 3-4 -1 max HP, 5-6 -1 all rolls until healed ### Grit (Creatures/NPCs) - 2d6, higher = more determined - > grit score → seek exit; ≤ grit score → press attack ### Modifiers | Situation | Mod | |---|---| | Favourable / Well-prepared | +1 | | Risky / Rushed / Poor visibility | -1 | | Desperate | -2 | ### Darkness - Most creatures see fine in dark - PCs without light: -1 actions, increased surprise, slower exploration ### Complications ("yes, but...") - Success costs (gear/time/HP), noise, secondary problem, escalation ### Rest & Healing - Short rest (few hours): 1d6 HP - Long rest (safe haven): full HP - Healing salve: +1 HP | Antitoxin: cures poison