FLYW8 The outcome of each action is determined by rolling a D6 against a target, which is 3 by default. If the result is equal to or lower than the target, the action succeeds. If it's higher, it fails. Depending on how difficult an action is, the target will be higher or lower. Extremely easy or hard actions can have a target of 6 or 0. In a contest of skills, each character rolls a D6 against their own target. If one fails and one succeeds, whoever succeeded wins the contest. If they both succeed or fail, whoever succeeded by the greater margin or failed by the smaller margin wins. Characters are a collection of traits. Traits are backgrounds, skills, or attributes that may influence whether an otherwise plausible action is successful. Traits are advantages that provide a +1 bonus to certain targets, or disadvantages that inflict a -1 penalty. Each one has a point value. Disadvantages have negative values. Characters start with 12pts to buy advantages, and can take disadvantages to gain more points. Point values range from 1-4, depending on how often they will come up in the story. A trait that will never come up is 1pt. Traits can be bought more than once for larger bonuses/penalties. At the end of each session, each character gets one more point, and the GM can award bonus points for good roleplaying if he wants. When the order of actions matters, it is determined by rolling a D6 for each character, with lower results acting first. If two or more characters tie, the GM rolls again to determine the order of those characters. In a turn, a character can perform a sequence of actions lasting up to 5 seconds, or the first 5 seconds of an action that will take longer. They can also say up to three sentences in a turn. Mortally wounded characters can roll once to stay alive. If they fail, they die. If they succeed, they live but stay wounded until they get treatment. All other rules are up to the GM.