The setting of the game is modern fantasy-horror where you are occult investigators fighting eldritch horror and other supernatural phenomenon. However, the more you fight this strange world, the more your soul gets corrupted by its nature. Novice investigators starts to gain strange and powerful powers in exchange for the balance of their soul and sanity.
The game is played with two d6 and two d10, the former are called the unbalance dice and the later the passion dice. Each pair has a plus and a minus die, defined by the color of the dice and the two dice are rolled together during their respective checks.
You subtract the result of the minus die from the plus die to give you a result between -5 and +5 for the passion dice and -9 and +9 for the balance dice. 
For example, if your red die is the plus die and you white die is the minus die and you roll 6 for the red die and 2 for the white die, you get a result of +4.
Characters are created by giving them freeform word or phrases called unbalances, thing that drive them in their life or that they stay away from. Unbalances are rated from -5 to +5 according to how they drive or repulse the character. A character also has a personal passion meter rated from -10 to +10 that shows how passionate the character is about the current events. It starts at zero.
For example, a character can have the “Game design +4” unbalance, the “Cooking -3” unbalance and the “Love of cats + 5” unbalance.
Unbalances are forces that the character has to follow. While negative unbalances are more akin to phobias or profound hate, positive unbalances are things that the character cannot stop thinking about. He would charge into danger head on in order to act according to his unbalances and even endanger his friends and relatives without thinking. Unbalances changes the soul and the stronger an unbalance is, the more a character’s personality is changed by it. Extreme unbalances are often seen as grave psychological disorder. 
You decide what your character can or cannot do in normal situations, but when your character attempts something that applies to or can trigger one of his unbalances, you roll the unbalance dice and compare the result with the used unbalance’s rating. The result is read with these terms: 
•	A roll result of 0 is called the Perfect Balance. When you obtain a perfect balance, you succeed while still keeping your soul under control. This is the best possible result for a dice roll.
•	A roll result equal to a character’s passion is called the Perfect Unbalance. When you obtain a perfect unbalance, you still succeed, but you are unable to keep your soul in check.
•	A roll result beyond the character’s unbalance rating is called an unbalanced roll. When you obtain an unbalanced roll, the check is failed.
•	A roll on the other side of the Perfect Balance (0) is called an opposed unbalance. When you obtain an opposed unbalance, you fail and your soul is thorn by this fierce opposition to its fragile balance.
To succeed at a balance check, you have to roll a result between the Perfect Balance and the perfect Unbalance included. 
For example, for a check with the “Cooking -3” unbalance, you have to roll between -3 and 0 included. +1 and Higher would be an opposed unbalance.
A success that is not a Perfect Balance still challenges your personal balance and you add the roll’s result to your personal passion meter.
For example, if your roll is -2 for the “Cooking -3” check, you add -3 to your character’s personal passion meter of 0, bringing it to -3. 
If you roll an unbalanced roll, you fail and nothing happens. However, if you rolled an opposed unbalance, you fail but still add the roll’s result to your personal passion meter. Failure not necessarily means that you failed the task, but that you did so while unable to control your unbalances. Your soul reacts to this improbable event and bad things can happens to your sanity if not kept under control.
For example, if you rolled a +2 on the “Cooking -3” check, you fail and add +2 to your personal passion meter of 0, bringing it to +2.
After a failed roll, you make a passion check using the passion dice and your character’s personal passion rating using the same mechanics as the balance checks. In the case of a passion check, a success means that the character keeps his passion under control and nothing happens. However, if the check is a failure, the character soul is broken and the unbalance that caused the failed check is moved by one point closer to zero.
For example, if you fail your “Cooking -3” and the following passion check, your “Cooking -3” unbalance becomes “Cooking -2”.
If your character’s personal passion meter rating reaches -10 or +10, his unbalances are affected and the possible balance check is ignored. In this case, the check’s unbalance is moved by -1 if the rating was -10 or +1 if the rating was +10. After this change, the personal balance meter is brought back to a rating of 0.
For example, if the “Cooking -3” unbalance brought the personal passion meter to -10, your unbalance is changed by -1, making it a “Cooking -4” passion.
Magic and other supernatural powers are automatically successful, but they have a cost in personal passion. Whenever you use magic, the cost is immediately applied to your character’s personal passion meter and then the spell is cast. If the meter reaches -10 or +10, you choose which unbalance to change.
Character advance through game sessions by gaining new unbalances after traumatizing or exceptional events. The severity of the event is used to determine the unbalance’s rating. If an unbalance ever reaches 0, it is removed from the character’s sheet. Having no unbalances means that you cannot be an investigator anymore and live a normal life with the fractured sanity that came with your previous job.