Stats
There are six stats in the game. All stats go from 1-5. A stat can go above 5 in legendary circumstances, and is allowed to be equal to 0, in which case it's disabled.
Might
Might is the measure of your ability to change the world. The system does not distinguish between physical and magical might.
Might score of 0 means the creature cannot affect the world at all.
Agility
Agility is the speed at which point A suddenly becomes point B.
Agility score of 0 means the creature cannot move at all. This means both movement from A to B, and moving its body parts relative to each other.
Creature can move 2 map cells per Agility dice. This uses up the die.
Skill
Skill is the measure of your ability to finely control your body. Great dancers make great sandwiches.
Skill score of 0 means the creature is completely missing any form of fine manipulation.
In more social games, Skill may be used to represent Wisdom - not information, but deep instinctual knowledge of how the world runs gained throughout the apprenticeship.
Mind
Mind is the measure of raw bricks of information you have in your brain.
Mind score of 0 means the creature has no means of thinking or remembering anything.
Social
Where Might is how you can change the world, Social is how you make someone else do it.
Social score of 0 means the creature has no way to communicate.
Will
Will is your ability to resist change. Like the change of your state from 'alive' to 'dead'.
Will score of 0 means the creature cannot resist anything and dies to any attack, or even just a gust of wind.
A Creature has Willpower equal to double its Will score.
Dice
The system uses normal cube D6 dice. Every creature has pools of dice, each equal to its stat score.
Rolls are done by first picking the amount of dice to be rolled, and then rolling them. A die that rolled 5+ is a Success. A die that rolled 1 is a Fail. Any other roll is considered a Nil result. The roll's result is equal to amount of Succeses minus the amount of Fails.
Rolls always happen against a foe dice pool. The foe pool is either picked by the foe defensively, or, if against an inanimate object, pre-set by the amount of effort put into the object. The roll is successful if the roll result is higher than or equal to foe's roll result. If the foe pool has no dice, then the roll has to happen, but automatically succeeds unless a Critical Fail happens.
If the roll has at least 3 dice and all of them roll the same result (Success, Fail or Nil), that is considered a Crit.
A Critical Success means the action automatically succeeds.
A Critical Fail means the action instantly fails, and the player rolling gets some sort of disadvantage. If a Critical Fail happens on a defensive roll, the opposing roll is considered an automatic success.
A Critical Nil result means that, if you have a Competency in the roll, then it automatically succeeds. Otherwise, if you are rolling against an inanimate object, it permamently loses one die from its pool. (The object can regain its dice pool via a reset action, like swapping a lock.)
Normal Dice rolled by the end of a turn are automatically regained at the start of the next turn (after the Initiative Phase).
If the creature has any stats higher than 5, any overflow dice are considered Legendary Dice. Legendary Dice are not rolled. They can be added to any roll after it happens. They can also be Burned for a guaranteed Normal Success. Any Dice Burned are regained at the start of the session.
As a treat, some parts of the system require a Number roll. In this case, the number of dice is rolled and the numbers shown on the dice are added together for the result.
Combat
Combat is done in this order:
Initiative Phase. The teams roll their initiative. Initiative is rolled with the biggest available Agility pool. The loser of the initiative roll places their initiative in the middle, then in order from lowest to highest roll everyone places their initiative next to them. Any draws are resolved with a Number die roll, until one side rolls higher than the other. {In a circle, one creature set at a time, teams are split into creature sets the same way they are in Classic Battletech initiative.}
Recovery Phase. All creatures refill all their dice, unless a dice was Burned.
Combat Phase. In order of initiative, creatures allocate their Attack pools to attacks and then resolve them right after. A standard melee attack can be defended from with Agility or Might; ranged attacks normally can only be evaded with Agility. The target loses Willpower equal to the weapon's Damage if they fail to defend. Note that lost Stat dice are not restored until the next Recovery Phase, or the end of combat.
The specific pools used can change heavily based on tools used. Some tools are harder to use than others.
A creature can move in this phase, two map tiles per agility dice. No roll is required, but the dice are considered spent for this turn.
If the attacker allocated at least double the Might dice than there is defender's base Will and hits, the target takes damage and then is forced to do a Will roll against the existing Might roll. If they fail, they are forced out of the combat. This does not necessarily mean they are dead, but they have no will to continue fighting and cannot fight. They can still be attacked. They are always at the end of the initiative order and have to move towards the edge of the fight.
Feats
A player automatically gains feats every level. They can gain any feats they have access to, and are encouraged to pester the DM about any weirder feats they want to gain not on the list. Any feat that makes sense to gain multiple times can be, unless it specifically forbids it.
Common:
Competency: X
This feat gives you Competency in the chosen field. The feat must have at least two keywords, or equivalent complexity. (For instance, you can be Competent in Explosive Spells, but not just Spells.)
Legendary Competency: X
Once, Level 75%
This feat gives you Competency in any field. This feat is allowed to have one keyword, and one keyword only.
Might:
Offhand
This feat lets you attack with your offhand weapon.
Multiattack
This feat lets you attack once more per level of the feat. This feat can also be found on weapons, in which case you can also attack once more per feat level.
Flurry
This feat lets you attack one more target per level of the feat. You are still required to be able to roll an additional attack.
Social:
Patronage: X
Once
Any entity with the Patron marker feat can be acquired as a patron.