System
Perks
Flaws
Equipment
Organizations

   Setting/Campaign   
Dossier
Mission Briefs
THE SYSTEM
The DENIABLE system is a purely skill based, story telling system. Players choose skills from the list below and arrange them in their 'pyramid' of skills. Skills within the pyramid indicate areas the character is either trained or naturally gifted in. This aptitude translates to a bonus on rolls ranging from between +1 to +4.

The Skill List: Athletics, Burglary, Computers, Contacts, Crafts, Deceive, Drive, Fight, Investigate, Insight, Knowledge, Medicine, Notice, Physique, Provoke, Rapport, Resources, Shoot, Stealth, Streetwise, Survival, Tactics, Will.

The skills are pretty self-explanatory and if you think a particular action falls under a certain skill, it probably does. And even if it technically doesn't, if you can describe using that skill in the context, you can use it.

THE SKILL PYRAMID
To start players may choose 10 skills from the skill list and arrange them thusly: four skills at +1, three skills at +2, Two skills at +3, and one skill at +4. In this way the skills for a pyramid. Over time and with levels, they may change and you may have more skills, but the pyramid must be maintained (each level must be the same size, or smaller than the one below it), meaning that if you choose to upgrade a skill from +1 to +2, you may do so once, but before you can upgrade another skill to +2 you must first take another skill at +1. This adds a level of strategy and planning to character building.
BASE MECHANIC
All rolls in DENIABLE are made using 3 six-sided dice. All other mechanics, be they skill rolls, weapon attacks, etc are all made using the following formula:

3d6 + Relevant Skill + Perks - Flaws + Equipment (if applicable) = RESULT vs. Target Number (TN)

CRITICAL SUCCESS AND FAILURE
A result of double sixes on a 3d6 roll is considered a critical success. Something good happens in the character's favor! On the flip side of this, "snake eyes" (double 1's) results in a critical failure. This not only means you likely fail the Test, but it also mean something bad happens. Maybe the tool you are using breaks, or you step on a twig and alert the guards you were hiding from.


PERKS & FLAWS
Perks are unique bonuses that characters can take whenever they gain a level. Perks are almost always beneficial. You can find a list of Perks in the side panel. Character choose six Perks at first level.

Flaws are unique penalties that give characters quirks and personality. At each level players may choose to take a Flaw, and in doing so, gain an additional Perk at that level as well. No more than one Flaw can be taken per level. You can find a list of Flaws in the side panel. Characters must take two Flaws at first level.
COMBAT & INJURY

COMBAT
DENIABLE uses cinematic, story-telling combat. There is no map, grid, or miniatures, everything is done in the mind of the players and GM. There's also no turns or actions. If a player wants to do something they can do it, then the opponents or other characters, act.

There are no big, epic battle in the spy thriller genre either. Combat is quick, violent, and bloody. Someone getting the drop on you could easily spell death, but as a trained operative you can reasonable expect to be able to go toe to toe with one or two opponents.

INJURY
But let's be honest, this is a Solo game. Player death basically spells the end of the game so the likely-hood of the MC actually dying is super low (not impossible, but definitely as close as you can get and still be possible). But spy stories are filled with dramatic moments when the MC is on the run, being hunted and surrounded by enemies, all while trying to patch themselves up and keep from bleeding to death from a bad gash they got while diving through that window to evade capture. This is the reason for the Injury system. There are three severities of Injury in the game:

Minor Injury: Minor Injuries include physical damage ranging from "Bloody Knuckles" to a "Sprained Ankle", but can also include mental stresses such as "Hunted," "Exhausted," or "Sleep Deprived." A character can take up to three Minor Injuries. If a character has all three Minor Injury slots filled, the next time they would take a Minor Injury they instead take a Significant Injury. Minor Injuries are removed after 24 hours.

Significant Injury: Significant Injuries include physical damage such as "Broken Wrist," "Dislocated Shoulder," "Bloody Leg Wound," etc. It also covers significant mental conditions such as "Paranoia," "PTSD," "Alcoholism," "Drug Abuse," etc. Significant Injuries take weeks or months to fully heal and require medical attention to begin healing. A character can take up to two Significant Injuries. If a character has both Significant Injury slots filled, the next time they would take a Significant Injury they instead take a Fatal Injury.

Fatal Injury: These injuries are the worst and almost always relate to physical damage such as "Gut Shot," "Bleeding Out," "Collapsed Lungs," etc. These injuries are severe and require serious medical attention, at least a doctor if not a fully equipped and staffed surgical suite, in order to treat.
GAINING EXPERIANCE AND LEVELING UP
The game will be broken down into scenes (as opposed to sessions like an in-person game), each scene will reward 1 experience point. After 10 experience points, character's gain a level.

Theoretically, their is no level cap. As long as the game is still going and scenes are still being completed, then you're still gaining experience and leveling up.

When leveling up, character's may always do the following: