Appendix B: Quick Reference Card

CORE MECHANIC:

  1. Frame action as closed question
  2. Build dice pool: 1 Action Die + Chance Dice - Risk Dice
  3. Roll the pool, keep highest die
  4. Resolve outcome (1=No and..., 2=No, 3=No but, 4=Yes but, 5=Yes, 6=Yes and...)
  5. Describe result in fiction

DICE OUTCOMES:

Roll Outcome
6 Yes, and... +1 to result
5 Yes... Success
4 Yes, but... Success w/ complication
3 No, but... Failure w/ benefit
2 No... Failure
1 No, and... -1 to result

ZONE MODIFIERS (Base):

PSYCHIC ABILITIES:

PROGRESSION LEVELS:

PSYCHIC ABILITY COSTS:

CONDITIONS (Examples): Injured, Exhausted, Frightened, Psychically Drained, Overheating, Disoriented, Grief-Struck

CHARACTER TAGS:

  1. Concept (role/identity)
  2. Skills (expertise) — 3 total
  3. Frailty (vulnerability)
  4. Gear (equipment) — 2 total
  5. Goal (ambition)
  6. Motive (why)
  7. Nemesis (opposition)
  8. Relationships (2 with other characters)

SETTLEMENT RESOURCE STATUS: Water: Abundant / Adequate / Rationing / Crisis Power: Full Grid / Adequate / Blackouts / Failure Provisions: Well-Supplied / Adequate / Low / Critical

DICE POOL MODIFIERS:

WHEN TO ROLL: Roll when: outcome is uncertain + failure has interesting consequences + success isn't guaranteed Don't roll when: automatic success + automatic failure + outcome doesn't matter

SAFETY TOOLS:

CONFLICT RESOLUTION:

ADVANCEMENT:


Revision #1
Created 2026-02-02 16:01:18 UTC by zeruhur
Updated 2026-02-02 16:01:18 UTC by zeruhur