Rolling

All rolls are made with a pool of D6s.
Count results - DO NOT ADD #s
5 or 6 = 1 success
1 = 1 mistake
Mistakes > successes= Complete fumble! Roll the alarm pool!
Successes => threshold = Succeed at task
Success < threshold = Do not succeed
Extended test = additional attempts ADD successes/mistakes
Spot test = past rolls do not affect success/mistakes
If extra successes - spend to:
reduce 1s
assist teammate
special effects
At end of round
Leftover 1s go into alarm pool
Roll alarm pool = 1s = alarm point

How Many Dice to Roll

Threshold is set by action and circumstance.
Dice pools are calculated by:
Attribute + Skill + Qualities, Gear, Circumstance Modifiers

Roll Modifiers

Trade 5 dice from pool for 1 Guaranteed Success
Savvy can be spent to affect rolls:
burn X to add to dice pool by x (before roll only)
burn 1 to reroll 1s (after roll, before effect)
burn x to reduce alarm success by x (after alarm pool rolled, before effect)
burn 1 to stabilize when hitting 0 hp

Social

Identify etiquettes and modifiers at start
Roll only if try to Influence
NPC attitude affects difficulty

Contacts

Contact relationships are centered in Affinity & Power
Affinity: 1-6. Social check thresholds
Power: 1-6. Abilities of character
Favors represent social currency. Exchanged for:
Discounts
Introductions
First dibs
Raised affinity
Etc.

Community

Neighborhood modifies secret checks for:
Notice
Safety

Play Phases

Montage

Round = Day Slot
Each player gets 1 roll
Action order is up to players
Entering a scene = Scene phase

Scene - Neutral/Stealth

Round = 1 minute
Each player gets 1 roll
Action order is up to all players in scene
Hostile actions, being spotted, or complete fumble = Hostile phase

Scene - Hostile

Each round is ~6 seconds
Each character in scene gets 3 action points & free movement
Action order = rolled initiative
Players can react with 1 pt action during any turn
End of each round = roll alarm pool

Downtime

Leisure: Pick 1 place to be
Work: Pick 1 improvement & roll or take flat
Train skill
Level up attribute
Make money
Improve relationship
Acquire resources
Reduce heat
Shopping: Buy upgrades, new gear, and special equipment.
Basic gear is automatically refreshed @ end of downtime

Alarm

Alarm added by
heat or scenario-driven
alarm pool rolls
hostile character actions
Shooting a firearm
Unconscious or dead body discovered
Failing a critical deception or ID check
Being spotted where you shouldn’t be
etc.
Alarm reduced or halted by
Related character actions
Neutralizing all aware NPCs

Local Heat

Heat added by
external factors
post-scene alert rollover
Heat reduces:
automatically over time
players actions in montage or downtime

Global Heat

Added by
Local heat with neighborhood
Job alarm or local heat reaches Tier 3
Violent crimes and death