17 Exposure
17. Exposure
Exposure represents the world pressing in when safety is absent.
Exposure is immediate, sharp, and unavoidable.
17.1 When Exposure Is Triggered
Draw Exposure when: • a Scene ends in an Unsafe Location (Sections 13 and 15) • the Doom Clock advances (Section 19) • the party travels during Night (Section 14) • a Defense Scene is failed (Section 13) • a Catastrophe resolves without player intervention (Section 20)
Resolve Exposure once per trigger.
17.2 Drawing Exposure
• Draw 1 Exposure card per player • Resolve immediately, in any order • Discard after resolution unless stated otherwise
The Exposure deck is shared.
17.3 Categories
ENVIRONMENT HUNGER & FATIGUE FEAR & PSYCHOLOGICAL PREDATION
Effects are expressed through: • Conditions (Section 11) • Fatigue (Section 10) • Tags and distortion (Section 6) • gear damage (Section 9.8) • forced Defense escalation (Section 13)
17.4 Base Exposure Cards (10)
• Supplies Spoil — lose 1 Consumable: Food tag or gain Exhausted Condition card • Cold Snap — all gain 1 Fatigue • Something Watches — increase local threat pressure • Gear Strain — check a carried item for damage • Lost Time — advance phase track • Injury — one character gains the Wounded Condition card • Panic — all gain the Shaken Condition card next Scene • Footsteps Nearby — start immediate Defense Scene • Isolation — Support restricted next Scene • Bad Omen — advance the Doom Clock by 1
17.5 Design Intent
Exposure ensures: • the world is dangerous outside safety • delay and indecision matter • travel at night is feared • mental strain changes identity • play remains sharp and fast
17.6 Example
For practical examples, see Appendix A (e.g., Ready to use examples.md). A brief illustration:
At the end of a Scene out in the wilderness, the characters must draw Exposure. One player draws "Supplies Spoil". They decide to lose their "Consumable: Ration" tag rather than taking an Exhausted Condition card.