Optional Rules

Facilitator Rolls

The Facilitator can roll for the NPCs by following the exact same rules as the PCs. A couple minor changes are required:


The PCs do not take damage when their attack fails to meet the enemies attack rating.


Instead of an Attack Rating, the enemies have a Key Skills rating which is the number of skill die added to their roll. The Key Skills value is used for their attacks and may be used as a suggestion for other enemy skills. For example, a typical mook likely wouldnʼt be a good negotiator, but their leader may have the Negotiating skill which could be the same or better than their Key Skills value.






Friendly Fire 

Firing a ranged weapon into a group with friendlies can be risky. If the shot misses, roll 1d6. If the result is less than or equal to the number of friendlies, then a random friendly is hit.

Group Initiative

Players roll a 2d6 test unless they have a skill or ability which may give them advantage. Those who pass go before all enemies, those who fail go after. Enemies may impose disadvantage on initiative rolls at the Facilitators discretion.

Item Durability

All items have a life cycle. After using an item, or after combat, roll 1d6 for the item. On a 1, reduce the durability by 1. Items with 0 durability must be repaired or replaced.


Characters start each session with 1 Grit point. As long as they have Grit points remaining, they can take advantage on any roll, but lose 1 Grit if the roll succeeds. Gain 1 Grit on a successful disadvantage roll up to a maximum of 3.

Ranged Weapon Ammo

Ranged weapons start with 6 ammo points. At the end of combat or use, roll 1d6. On a 1-2, reduce the ammo points by 1. When you reach 0 ammo points, you’re out of ammo. Adjust the initial point value based on the weapon.

Challenging Tasks

Pick a difficulty and have the player roll multiple times, adding up the successful dice until they get the total successes needed for the difficulty, or 3 failed rolls (no successes).