Player Cheat Sheet
The Dice
When you take a risky action, build your dice pool.
- EFFECT (d8): Given by tools, leverage, or specific Action Cards.
- CONTROL (d6): Given by invoking relevant Tags (character, gear, scene).
- OPPORTUNITY (d12): Very rare; given by specialized class abilities or extreme fictional positioning.
- DANGER (d10): Added by the world for risky actions.
- COST (d4): Added for actions that are painful, desperate, or exhausting.
Read the highest die as your Fate: - 1-3 (Catastrophe): You fail. The worst consequence happens. - 4-7 (Failure): You fail, and the situation gets worse. - 8-10 (Costly Success): You achieve your goal, but face a complication or cost. - 11-12 (Clean Success): You achieve your goal perfectly. - 13+ (Strong Success): You succeed AND get a major bonus.
Always read the highest die separately for side effects: - DANGER 7-9: The threat advances. - DANGER 10: Critical threat. Take harm or break gear. - COST 3: Minor complication or exhaustion. - COST 4: Exhausted, harmed, or an item drops/breaks.
The Phases
- Dawn: High energy. Plan your actions. Remove 1 Fatigue if you consume Food.
- Day: Normal action window.
- Dusk: Danger increases. Mandatory +1d10 DANGER on all bold actions.
- Night: Surviving is the only goal. No proactive external actions allowed without serious penalties. Exposure triggers if not in Shelter.
Standard Checklists
- Attention: Reaches 6? A faction or the world reacts. Reaches 9? Catastrophe imminent.
- Doom Clock: Ticks up from failures or ignoring threats. When full, a Catastrophe triggers.
Common Conditions
- Exhausted: Next test takes mandatory 1d4 COST. Remove at Safe Location.
- Wounded: Mandatory 1d4 COST on physical tests. Remove at Safe Location w/ Treatment.
- Shaken: Cannot use Support Action. Remove during Downtime.