Skip to content

Scene Types

13. Scene Types

Scenes are the unit of play.

A Scene is a focused moment where: • players take Actions (Section 7) • dice are rolled (Sections 2–5) • consequences are applied (Sections 6, 9–12, 15, 17–20) • the world responds procedurally (Sections 14, 18–20)

Scenes end when their purpose is resolved or when escalation forces a change.


13.1 Scene Structure

  1. Frame the situation • identify stakes • identify involved Locations/Factions/Threat pressure (Sections 15–16)

  2. Declare intent (Section 2.3)

  3. Take actions • play Action Cards (Section 7) • build pools (Section 4) • allow Support (Section 8; costs per Section 10.3)

  4. Resolve consequences • read Fate + Aspect bands (Section 5) • modify Tags/gear/conditions/fatigue as required

  5. Check escalation • end the Scene, or • transition to another Scene type


13.2 Scene Categories

13.2.1 Exploration Scenes

Used when traveling, investigating, gathering resources, or navigating uncertain environments.

• moderate risk • Exposure may apply (Section 17) • failure increases local threat pressure or Attention as appropriate (Sections 15 and 18)

13.2.2 Social Scenes

Used when negotiating, bargaining, persuading factions/individuals, or managing internal conflict.

• reputational stakes • failure creates Tags or Conditions (Sections 6 and 11) • may shift Faction/Location state through Tags (Sections 15–16)

13.2.3 Defense Scenes

Used when: • a Location is threatened (Section 15.7) • a Faction’s holdings are attacked (Section 16) • a catastrophe strikes with players present (Section 20)

Defense Scenes resolve quickly. They are not extended combat.

Failure causes: • loss/distortion of Location Tags, Stability, or Services (Section 15) • escalation pressure (Attention/Doom triggers as appropriate; Sections 18–19)

13.2.4 Downtime Scenes

Used only in Safe Locations (Section 15.3).

Allows: • recover Fatigue (Section 10) • remove Conditions (Section 11) • invest Wealth/effort into Locations (Section 15) • craft/repair gear (Section 9.9) • progress Tags/Drives (Section 22)


13.3 High-Stakes Declaration

A High-Stakes Scene is declared when: • death is a possible outcome (Section 21) • a Location may be permanently altered (Section 15) • Doom may advance or a Catastrophe may resolve (Sections 19–20)

High-Stakes Scenes: • state consequences before rolling • do not permit “nothing happens”