A very simple set of rules

Character creation

Players use their phone to manage their characters with the Character sheet tool

To complete their character, players simply choose their photo by swiping through the more than 80 available (hope one fits!) and fill in their Name and three Tags. Tags can be things like their profession (journalist, programmer, etc.), their hobbies (cyclist, gamer, etc.), their skills (handyman, polyglot, etc.), or their traits (tall, heavy, etc.). These tags can be useful during the game to resolve situations, always under the GM's guidance.

Examples of Tags: Nurse, Courier, Big Frame, Ex-Cop, Programmer, Charming, Bad Knee, Night Shift Worker.

In addition, they have 6 points to distribute among their three main characteristics, so when they've distributed them, the total should add up to 9 (as each characteristic starts at 1 by default). These are:

You also have:


Roll (the whole system)

GM sets the difficulty for any given task that has some risk or that is not evident (you don't need to do this to talk to someone but you might need to do it to persuade someone to do something.)

When something is risky, roll 1d6 + the Stat that applies.

Example: One character wants to jump over a fence. GM sets the difficulty at 6. The stat that aplies (as this is a physical effort) is GRIT and the character has 3 points in that stat and gets a 2 in his dice roll. In this example, he fails jumping the gate.

Tags can: give +1, give -1 or change what’s possible (“You can try this because you’re Electrician”)

If a Tag clearly helps: +1. If a Tag clearly hurts: -1. (Usually only one tag applies.)

Example: One character wants to jump over a fence. GM sets the difficulty at 6. The stat that aplies (as this is a physical effort) is GRIT and the character has 3 points in that stat and gets a 2 in his dice roll BUT he has the "athlete" tag. In this example, he jumps the gate.

Results

That’s it. Those are all the rules to play. Let's talk again Health & Stress.


Health & Stress

You lose Health & Stress from injury, fear, panic, exhaustion, pressure...

You might recover Health & Stress points with some mechanics, like:

Push (or Concentration)

Before a roll, take -2 Health & Stress points to get +2 on the roll.


Combat

Combat is quick and dangerous. Remember: this is real life, just 11 years from now.

To attack

Roll 1d6 + GRIT (or INSIGHT for careful aiming/sniping).

GM will consider the risk of your attack as any other action. Your enemies don't have character sheets or life points. To make the rules easier, the GM decides how difficult to defeat is a given enemy and how many turns does it cost to beat him.

Example: You are in front of a strong cryptobro armed with a gun and you want to disarm him and punch him in the face. The GM considers this a really difficult task and gives the shot a 12 (extreme risk). You still try to achieve it with your GRIT of 5 and the "Athlete" tag, so you roll the dice and you get a 6: Ey! you beat the shit out of him (6 + 5 + 1).

Damage

If someone tries to hit you, you might try to dodge in the same way with dice roll + Grit

If you fail, the GM decides the amount of health points you get based on this reference:

Important combat rule

GM common sense rules here: If someone has a gun on an unprotected person at close range and pulls the trigger, don’t roll unless something interferes.


Teamwork

If you help someone and it makes sense:


Character Sheet (mobile) The Lore On Safety