Game Play
The Core Rules
Ability Scores
When creating a creature, you have a total of 9 Ability Points for the creature. You can put up to 6 in one Ability Score. You can put 0, but it will be dead at the start of game play… and for the rest.
Kick Ass
The ability to destroy both creatures and objects, whether through physical strength or skill.
Bad Ass
The ability to resist damage and stress, both in mind and body.
Smart Ass
The ability to use higher reasoning and finesse, both intellectually and socially.
Actions
Each Turn has three actions, which can be used to do different things. If something is not listed below, the Game Master chooses its action cost. Everything must be done on your turn, unless a Feature says otherwise.
Attacking
2 actions
Moving
1 action
Simple Checks
1 action, unless they require significant time or are being done with greater care.
Attacking
An Attack roll is 1d12 plus Kick Ass. If the Attack is higher than the Armor (6 + Bad Ass) of the creature attacked, that creature takes damage.
Note: Remember kids, anything that causes damage can be an attack. Be imaginative.
Check
Checks are dice rolls to determine the outcome of something attempted by a creature or events that have an aspect of randomness. They usually involve rolling 1d12 and adding a relevant Ability Score, although other Features and bonuses may effect the Check.
If the Game Master chooses, they may implement natural 12 and natural 1 rules to make play more extreme.
If they do, whenever any creature rolls a 12 on 1d12, they succeed far out of proportion to the resulting number. Similarly, if they roll a 1 on 1d12, they fail beyond what seems possible. Exactly what this entails is up to Game Master discretion.
If any creature rolls a 12 while attacking, it automatically hits the target and doubles its total damage. If it rolls a 1 while attacking, it misses automatically and damages itself or allies if possible.
Clan
A clan is the sum of all a creature’s Features. Features are purchased with Feature Points (FP). The price of Features are set by the Game Master.
Your character’s distinguishing abilities are determined by their Features.
Creature
The term “creature” is used in many Features and rules. It both refers to a character played by any of the players, as well as anything that is mechanically treated in the same way.
This means a creature has a clan, Features, Level, Ability Scores, Luck, Hit Points, Armor, Damage Dice and similar mechanics players use in game play.
Because of this, creatures controlled by the Game Master and those controlled by the players are both referred to as creatures.
Damage
When an Attack gets past a creature’s Armor, the attacker rolls damage. A creature’s damage is equal to its weapon dice plus its Kick Ass.
If it has no weapon or a weapon treated as part of its Features, it uses its Unarmed Dice. Weapons have specific damage dice, set by the Game Master.
Note: Weapon dice over 1d6 would be considered a very destructive weapon.
DC
DC stands for Difficulty Class, being the number that has to be met by a Check to achieve whatever the Check is meant to do. Certain Features may give a consistent equation that determines a Check’s DC, but most are an arbitrary number chosen by the Game Master based on what is being attempted.
Full Rest
A full rest is when you rest enough to physically and mentally recuperate. It normally takes 8 hours of sleep, 10 hours of minimal activity while awake or a time determined by the Game Master.
Hit Points
A creature’s maximum Hit Points equals 12 plus its Bad Ass. Hit Points represent how much damage a creature can function with, a creature’s total reducing with damage.
Killing
When a creature is unconscious, you can take an action to kill it. To kill something, you make a Kill Check (1d12 + your Weapon Dice + your Kick Ass). The unconscious creature makes a Survive Check (1d12 + Armor). If your Check is higher than the unconscious creature’s Check, you kill it.
At Game Master discretion, environmental damage may require Survive Checks. The Game Master determines the DC.
Level
At level one, a creature has 12 Feature Points (FP). When a creature levels up, it gets 6 FP that can be used to buy new Features. If it has unspent FP, that FP goes into its Luck.
Unused FP can be used to buy Features at any time, not just when it is acquired.
Luck
For every 2 FP that has not been spent on a Feature, the creature gains 1 Luck. You can use a Luck to roll twice on a 1d12 and use the higher number.
You can choose to use Luck after the first roll has been made, but not after the result has been narrated. More than one Luck can be spent on a single roll, rolling an extra 1d12 for each Luck spent, the highest result being used. Luck is renewed after a full rest.
Maneuvering
If a creature wants to hold or otherwise affect how another creature moves, it can make a Kick Ass Check (1d12 + Kick Ass). The resisting creature makes a Bad Ass Check (1d12 + Bad Ass).
If the creature’s Check is higher than the resisting creature’s Check, it holds or moves the resisting creature.
This is normally 2 actions, but could be more or less at Game Master discretion.
Ranged Attack
For every 10 feet between the attacker and the creature attacked, roll 1d4. The Attack is reduced by the resulting number.
The attacker must have some logical way to Attack something at a distance, such as a weapon to throw.
Turn Order
Everyone rolls 1d12. They go in the descending order of the resulting numbers.
Unconscious
If a creature has 0 Hit Points, it is unconscious. This means it cannot take actions, unless a Feature says otherwise. It stops being unconscious and gains 1 Hit Point after a full rest, which starts when it falls unconscious.
