City of Jerry
1st EditionCore Mechanic
When an outcome is uncertain, roll a d12 plus Heal or Harm and read the result on a five-tier scale: 12+ is a Critical Success, 9–11 a Success, 5–8 a Mixed Success, 2–4 a Failure, and 1 or less a Critical Failure. Natural 12s and 1s are always critical. Good or Bad Luck adds d12s and keeps the highest or lowest result.
Best For
Groups who want low-prep noir mysteries with body-pun humor, player-created connections, and fast conflicts inside a human body.
Highlights
Challenges, combats, and conversations share a Conflict framework, so one procedure supports objectives, fights, and persuasion. Matching results on multiple Luck dice trigger the Twist table, turning stacked advantages or disadvantages into an unexpected complication or benefit. Five biological Roles provide curated Abilities and Traumas, giving each Agent a distinct way to help or harm Jerry.
Considerations
Agents choose from five biological Roles, so concepts outside the Immunization Task Force require reskinning. Each Wound adds a penalty, and a third Wound triggers a Death Roll, making dangerous conflicts costly. Investigations use general Challenge Counters rather than a clue or deduction subsystem, leaving evidence details to the Jerry Master.
Third-Party Publishing
Hacks, supplements, adventures, bestiaries, and new games based on Mischief's rules and mechanics may be sold or given away; official art is excluded, and attribution plus the Made for Mischief logo are required.
City of Jerry identifies itself as a Mischief-engine game and directs readers to mischiefrpg.com for licensing; the terms do not separately authorize reuse of City of Jerry setting names, Roles, or pathogen material.