Sure, here is a scenario that might come up. ...You arrive at the address, 1897 Krieg Way, in the riverside district that your research into A.B. Addon's holdings turned up. Old decrepit river front properties in one of the worst parts of town. A neighborhood long ago abandoned by the working class after the river had become dangerously polluted from the chemical plant downstream. Thankfully the winter freeze has diminished the choking sulfur odor of the fouled water. Now these bungalow houses, those still standing and not arsoned, sit in various states of rot and disrepair, drug dens and body drops their only uses. However even though at first glance it appears as rundown as the others, you notice that 1897 has no broken windows. Every window you see on it is barred, and the glass behind it blacked out, the front door also has an imposing bared gate. Looking over the three story house, you notice a shadow on the roof, the siloutte of a hooded form seeming to peer down at you. As you step onto the curb there is suddenly an audible exchanging of harsh whispers heard, like furious insects scratching their chitinous limbs together, coming from the roof tops, the darkness of the gang ways, you would even swear you hear them coming up from the ground below the street in the sewer. Just as suddenly, before you can even judge if it was even real the whispers stop. It is replaced by the dull sound of a intense metallic clank, followed by a slow scraping ringing of metal on rough pavement. From the gangway of 1897 you see a hunched over figure shuffle slowly out. Somewhat limping, a broad build, and a cowled hood of black, like a penitent or executioner covering his head. Behind him you see the source of the sound, as another clang is heard when the man lifts up the worn ten pound sledge hammer dropping it again, then slowly dragging it behind himself as he seems heading toward you. A low laugh, like a imbecile or lunatic, is heard from beneath his mask. In the dim street lights his ragged filthy clothes are visible. An odd swarm of gnats seems to hover about him despite the January nights article chill. What skin of his you do see through the holes and tears of his clothing is dirty, open sore covered, or marked by branding. Curious and disturbing patterns of burnt flesh mark his body. Despite the blast of an arctic wind howling down the river front, the smell of him assaults you as he nears, cheap liquor, urine, and filth. What do you do as he continues toward you?... System is simple in its current form. Characters have only three stats, physical, mental, and social. They are prioritized on a best, average, below average scale. Best stat has a dice pool of 3d10, average 3d8, and below average 3d6. All test are handled by GM assigning a difficulty number, and what attribute to use. 1 is always a failure, 10 is always a success (Only 'best' traits get auto successes). The more successes you have, the greater the result. There are no critical failures. Firearms damage is determined by the round fired and the target's exsposure. To give an idea, at effective range with no cover, and the target's torso facing the shooter dead on, A .357 magnum firing a .125 grain jacketed hollow point has a 90% possibility for a one shot kill. A .38 round of the same grain and JHP as well has a 73%. And a 9x19 at .115 grain and JHP has an 81% chance. There are no hit points. Firearms are purposely very lethal, to discourage 'heroic' style, or Hollywood like gun fights in game. A NPC or PC whom is hit first rolls to check if they are killed, then if alive rolls the same to see if they are critically injured and need medical care immediately. It should always be assumed a shot character will need medical attention sooner rather than later, regardless of the severity. Combat is meant to be a rare, and quick occurrence in game. Part of why it has minimal rules but such high lethality. It is also meant to usually be avoidable by PC's exercising caution. PCs are also assumed to have the reasonable skills, talents, or knowledges that their back story will support, with GM agreement. These are all tested using a related stat's dice pool agreed upon by player and GM beforehand. If a new PC skill is recognized during play, the GM will 'fudge' to keep the game moving, and work it out with the player later. There are no magic or super natural systems in the game. Supernatural incidents may occur as story elements, with minimal dice rolls, however. (Such as a mental roll to figure out a possible spirit's cryptic warning in a dream a PC has.) Still working out some other specifics, but that is the gist of it so far.