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
-
Frame the situation • identify stakes • identify involved Locations/Factions/Threat pressure (Sections 15–16)
-
Declare intent (Section 2.3)
-
Take actions • play Action Cards (Section 7) • build pools (Section 4) • allow Support (Section 8; costs per Section 10.3)
-
Resolve consequences • read Fate + Aspect bands (Section 5) • modify Tags/gear/conditions/fatigue as required
-
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”