Capture and Release

Core Resolution Mechanic
When you roll to attempt something with a good chance of failure, roll a number of ten-sided dice equal to your ability score (plus skill), and then choose a number of those dice equal to your ability score (plus talents) and add them up. This is compared to a target number: if the total rolled beats the target number, the roll is succeeded.
…Doesn't this mean ability is more important than skill?
Not really. Ability is expensive, after all- it's quite easy to end up rolling a lot of dice in this system, and only keeping a handful. This is part of why we use d10s rather than d6s- variance is important!

Character Generation
You have five abilities: Physique, Agility, Coordination, Intelligence, and Wits. Physique is your physical strength and durability; agility a mixture of reflexes, balance and flexibility; coordination is simple hand-eye coordination and general dexterity; intelligence is how clear and powerful a thinker the character is; and wits how quick-thinking and perceptive they are.
The human average in any ability is 3.0; thus you, by default, have 3.0 points in each of these abilities.
You are not, however, entirely average- you begin the game with 20 character points to help make your character a little above the bell curve.

-Raising an ability from 3.0 to 3.5 costs 4 character points.
-Raising an ability from 3.5 to 4.0 costs 4 character points.
-Raising an ability from 4.0 to 4.5 costs 5 character points.
-Raising an ability from 4.5 to 5.0 costs 5 character points.
-Raising an ability from 5.0 to 5.5 costs 6 character points.
-Raising an ability from 5.5 to 6.0 costs 6 character points.
-Lowering an ability from 3.0 to 2.5 grants an additional 2 character points.
-Lowering an ability from 2.5 to 2.0 grants an additional 2 character points.
-Lowering an ability from 2.0 to 1.5 grants an additional character point.
-Lowering an ability from 1.5 to 1.0 grants an additional character point.

Decimal Ability Scores
Decimal ability scores are simply the game's way of introducing a finer degree of granularity into a dice-pool based system- after all, a gentleman with a physique of 4 is about twice as strong as a gentleman of physique 3 and twice again that of a gentleman of physique 2, and a player may not want their character to be quite so ripped- or quite so milquetoast as a simple 2. Simply, any ability that ends in a .5 is rounded up for the number of dice rolled, but is rounded down for the number of dice kept- so, a gentleman with a coordination of 3 trying to pick a lock and a skill of 1 would roll 4 dice and keep only two.

Skills and Talents
Each skill is found in an attribute category. A player starts with a number of free points in each skill category equal to the number of points he has in the related attribute.
15 points of skills, free of charge: no skill may be taken at rank of four or more in this way. A point in a skill costs a single character point, and this expenditure can raise them to rank four or greater.
A character also starts with
Talents cost three character points each, and may only be taken once per skill. A talent allows you to keep an additional die whenever you roll the related skill roll, as if the character had an ability point that worked with that skill only. Note it doesn't allow you to roll any additional dice, though it's not implausible for an individual with talent to have a skill point or two in the skill despite no formal study.

Physique Skills
Strength- How simply strong you are. Great for climbing, running fast, lifting weights, and trying to throw a motorbike at someone.
Appearance- How good looking your body is. Great for attracting attention and making friends.
Endurance- How skilled you are at resisting fatigue. Great for running long distances, ignoring pain and staying up nights.
Brawling- How good you are in a fistfight. Great for punching people in the face, real hard.
Health- How healthy you are. Great for resisting starvation, poisons, and ignoring a little blood loss.

Agility Skills
Evasion- How good you are at not being where something else is, be it gaze or bullets. Great for avoiding blows, keeping hidden, and staying dry.
Acrobatics- How dexterously you move. Great for impressive stunts, walking on balance beams, and jumping precisely.
Riding- How good you are at piloting or riding a given vehicle or creature. Great for getting around and surviving the experience.
Melee- How good you are at fencing or other armed, close combat. Great for stabbing guts or poking eyes.
Athletics- How quickly you can move around; more than just running. Great for speeding around on foot or jumping a good distance.
(Note that, while Athletics is an agility skill, it is very frequently rolled with Physique.)

Coordination Skills
Firearms- How good you are at hitting something with a fired bullet (or, perhaps, arrow). Speaks for itself.
Throwing- How good you are at hurling something for someone to catch or to catch someone. Speaks for itself.
Art- How good you are at putting whatever idea you have in your head onto paper. Doesn't cover coming up with it.
Legerdemain- How good you are with fine and subtle, hidden movements. Picking pockets, palming coins, and even picking locks come under this.

Intelligence Skills

Wits Skills

Flaws and Rerolls
Unlike most games, (most) flaws don't grant additional character points; instead, whenever they come up, the player is granted one Karma. Before any roll that directly impacts them is made and so long as the roll is not itself affected by the flaw, a player may spend a point of Karma to increase or decrease the number of dice rolled by one.

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