Quick & Dirty Rule System

Download the Character Sheet as a PDF.
Eventually this will be fully digitized and you can actually edit it on your tablet/computer/phone/spy gadget.

Character Creation

  • Grounding is a free skill. (See Balance.)
  • 3 free levels for attributes
  • 30 free levels for skills
  • 1 each of gifts/faults for free
  • 3 luck points
  • 1 free power for organization members w/out anima.

Skill & Attribute Basics

  • 1 attribute point can be traded for 3 skill points or 2 gifts
  • 1 gift can be traded for 6 skill points or 2 attribute points
  • Gifts/faults always come together. If you take a gift, you must also take a fault.
  • You can take a fault without taking a gift. These faults can have “unassigned gifts” which are then traded for skills or attributes.
  • There is a sublist of skills under each element, which come automatically with a power and count as a skill test of either CON, RIT, or another related skill/attribute. (See Magic).

Download the full list of Gifts, Faults, and Skills as an XLS.

Making Test Rolls

  • Skill Tests: Result = trait level +/- test mod +/- situation mod.
    *Use either an attribute or a skill, never both.
  • On opposing tests, the opponent’s success level is the difficulty level
  • When a skill is used untrained, the default raises to mediocre if the related attribute is “good” or higher.
  • A large-scale skill failure can be re-rolled as an attribute test to try and salvage something.
  • In some cases, using an anima actively adds +1 to your test.

Bennies, Luck Points, and EXP

Bennies are points awarded by the GM in-game for … well, a lot of reasons. Usually it’s because something funny goes down. Sometimes it’s for a case of exceptional role-playing, or for turning a scene in a welcome but unexpected direction. 3 Bennies = 1 Luck Point; 5 Bennies = 1 EXP

Luck Points can be used to:

  • Alter a test roll by one level (yours or an opponent’s)
  • Increase offense or defense for one round
  • Reduce a wound by one level
  • Raise balance by one level
  • Get a hint in the form of IC inspiration, intuition, or outside intervention.

EXP are given out at the end of each session, dependent on character development and/or the successful completion of a goal. One EXP is always given for at least showing up and playing the game. In a method blatantly stolen from the WoD New London campaign, players will be asked by the GM to give a reason why they think they have earned their EXP. OTHER EXP can also be given for write-ups of the game’s events, either in or out of character, or other game-related shenanigans. Your GM likes rewarding people who get as crazy into this world as she does. Two EXP equal one attribute point, 3 skill points, or two gifts.

Skill Advancement from EXP Conversion
Double this cost for Attribute advancement

New Rank Cost in Skill Points
Legendary 10
Superb 8
Great 4
Good 2
Fair or lower 1

Equipment is NOT awarded according to the costs in the Now Playing rulebook. It basically falls under the category of “if it would make sense for you to have access to it, you have it”. If you can explain the presence of a sniper rifle in your character’s home, within reason? Sure, they can have it. Will they remember to bring it with them everywhere they go in the event that they should suddenly find themselves stranded in a canyon with bad guys due to arrive at some point? Not necessarily. Use your head.


  • For initiative, make an agility test
  • Options are free actions, full actions, & half actions (0/6/3 seconds respectively). You may make any combination thereof.
  • Attack roll = test rolls + modifiers vs. defense rolls + modifiers
  • All Out Attack/Defense: adds 1+ to either, as well as to damage … or a chance to make a notice test to find a tactical advantage, which grants -1 to the opponent’s next attack.
  • Base defense modifier = +1. Anyone actively using their anima gets +1 to either defense or agility.


  • 1-2: no penalties
  • 3-4: -1 to attributes
  • 5-6: -2
  • 7-8: -3
  • 9+: Unconscious, may not act until revived by first aid.
    (Even if a character has 8 HP left, they will be rendered unconscious. Your GM does not like to kill you, only to keep you in suspense and torture your characters.)

Magic (House Rule System)

Requires one gift of a magical nature – their innate specialty. The character does not need to know this specialty, but the player should work it out with the GM at creation.

  • Anyone with magic must take ritual and occult knowledge as skills. The subspecialty chosen may vary.
  • Anima are treated as a gift, balanced out with a fault that must be co-created.
  • Any failed spell still draws energy, which must be dismissed unless the caster wishes to take their chances. The dismissal is a straight test. Failure causes a random result decided via D8 roll by the GM.
  • Actively using an anima adds +1 to magic tests.


The Balance scale follows the same form as wounds, but it represents mental stability. Without an anima, characters who lose balance will simply be unable to cope with the situation and panic or freeze. Characters with an anima go “wild” and act as their animal would if startled. Human common sense deserts them.

Balance is regained via a process called Grounding. This is a free skill which must be defined according to the character: smoking a cigarette, reading or recalling a favorite passage, saying a Hail Mary, etc. Anyone with Spirit as their element may ground others (Water has a specific skill which also allows for this). A successful Grounding test takes away one point of balance damage. Anyone with more than 6 points of balance damage cannot ground themselves, so be careful!

  • 1-2: Uneasy, no outward effect.
  • 3-4: Bothered. -1 penalty to magic-related skills or attacks.
  • 5-6: Panicked. -2 penalty, as above.
  • 7-8: Imbalanced. Magic is either unavailable or random/chaotic, per GM decision and/or situation. Grounding becomes impossible.
  • 9+: Wild. No magic, mentally incapacitated. May move, but cannot think/act independently.

Elements & Powers

When magic is chosen as a gift, a chief element must be selected. This element determines powers, aka specialties, and provides a path for growth.


These are all examples. Get creative! If you can explain to the GM how your element could be tied to an ability, you may be able to make it happen.


(See Anima for more details.)
The power of an anima and the amount of extra powers it grants vary depending on the rank of its character within the Organization and the state of your balance. For every 100 years, gain 1 attribute and 10 skill points. (Yes, this means some of your elders are much, much more powerful than they look.)

  • Lv. 2 Enforcer: 2 outward features, 2 powers, 1 attribute point.
  • Lv. 1 Enforcer: 3 outward features, 3 powers, 2 attribute points.
  • Supervisor: 3-4 outward features, 4 powers, 2 attribute points.
  • Division Leader: Full transformation, 8 powers, 5 attribute points, 2 elements.
  • Elders have the same as Division Leaders, but with the added attributes & skill points due their age.

Always, always, always ask questions. You build this world just as much as your GM does! Think about character impact, what you think makes a good story, and above all, have fun!

Quick & Dirty Rule System

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