Rules primer

How it plays

Roll two dice. Add them. Beat 6. Everything else is detail — and the detail is what size those dice are.

This is a summary of the working design documents. The full, current text lives in the repository.

Checks

Skill Mastery

When you attempt something uncertain, roll two dice and add them together. For most tasks, a total of 6 or higher succeeds. Which dice you roll depends on how good you are:

LevelRoll
Unskilled2d4
Skilled2d6
Veteran2d8
Expert2d10
Master2d12

Getting better means rolling bigger dice, which is why a Master still occasionally rolls a 2 — and why an Unskilled character can never, ever earn a Perk.

Perks

For every 3 points over the target, you earn a Perk: an extra effect layered on top of your success, defined by whatever you were doing. More damage, a cleaner landing, a better price.

Critical failure

Double 1s. Something unusually bad happens — no matter how big your dice are.

Fortune Tokens

Three per player, per session, gone at the end of it. Spend one to retry with a different attribute, deal max damage, shake off a condition, or avoid taking a Wound.

Attributes

Five abilities

Raw talent, before training. Attributes carry the roll when no skill covers what you're attempting, and they're what you roll to avoid something bad happening to you. They use the same dice ladder as skills.

Brawn
Strength and health — lifting, jumping, and breaking things. An average human is 2d6; an Olympic weightlifter is 2d10.
Finesse
Precise movement, fine motor skills, and getting out of harm's way. A dancer is 2d8; an Olympic gymnast is 2d10.
Grit
Enduring hardship and pushing past your limits. A marathon runner is 2d8; an Ironman winner is 2d10.
Savvy
Intelligence, perception, intuition, and memory. A science teacher is 2d8; a research scientist is 2d10.
Moxie
Charisma, force of personality, and luck. A wedding singer is 2d8; a national politician is 2d10.

The dice ladder

RatingRoll
Poor2d4
Average2d6
Excellent2d8
Amazing2d10
Superhuman2d12

The ladder extends past both ends. Above Superhuman, add a d12 per step and keep the highest two; below Poor, add a d4 per step and keep the lowest two.

Advantage & Disadvantage

Never flat modifiers — always extra dice, the same size as the ones you're already rolling. Add one die per point of each, cancel them one-for-one, then roll what's left and keep the best two (leftover Advantage) or the worst two (leftover Disadvantage).

Helping others

Declare you're helping and grant Advantage — but the extra die is sized to your mastery, not theirs. An Olympic weightlifter helping a child lift a loveseat means the child rolls 2d4 and 1d12, keeping the best two.

Aptitude

Natural talent shows without overshadowing practice. If you're Skilled or better and your linked ability die is bigger than your skill die, you have Aptitude: it never changes your odds, it changes the texture of a success.

Group actions

Everyone rolls, then characters may swap a single die with one other character — the strong carrying the struggling. The group's result is the lowest roll remaining.

Combat

Dangerous without being cruel

A character can absolutely go down if the crew gets careless, but permanently dying should be rare and usually the result of a genuinely bad decision, not a random unlucky roll. Big Damn Heroes get hurt, keep fighting anyway, and mostly walk away.

Zipper initiative

Each side rolls 1d6 once for the whole fight. The winner picks someone to act, then the other side picks someone, and so on — teeth interleaving one at a time until everyone has acted.

Rounds

About 3 seconds. One Move (7 meters, splittable around your action), one Action, one Bonus Action.

Attacks

Melee targets the defender's own Melee die size — a Veteran defender is target 8. Ranged always targets a flat 6: you can't dodge a bullet or a laser no matter how quick you are.

The Wound track

The same size for every character, forever. It doesn't grow with advancement and doesn't scale off any ability — people in this setting don't get physically tougher just because they got better at their job.

TierSlotsEffect
Minor3No penalty. A story to tell later.
Serious2Disadvantage on physical actions.
Critical2Disadvantage on everything.

A hit inflicts a Minor Wound; 1 Perk makes it Serious, 2+ makes it Critical. If a tier is full, the Wound overflows upward. Two Critical Wounds and you're Down — dying within minutes without aid. Penalties never stack; use the worse one.

Distance

Action at Scale

ScaleUnitUsed for
TacticalmetersFights, rooms, ranges
OrbitalkilometersShip-to-ship, orbits, approaches
InterplanetaryAUCrossing a system
Interstellarlight-yearsThe shape of the sector

Using a grid

Ranges are plain numbers of meters, so a grid is optional. If you use one, a square or hex is one meter and one human takes up one square. A two-square hallway is a perfectly reasonable two meters wide.