Quick Reference: Core Rules Making a Check GM telegraphs risk Pick skill, roll matching die Interpret: 1-2 = fail + complication, 3-4 = succeed + complication, 5+ = succeed Reduce skill by one step (d12→d10→d8→d6→d4) Catch Your Breath Resets all skills to original ratings Can be done anytime, even in combat GM introduces new complication Loot Checks Start with d12 loot die, step down after each use Roll: 1-2 = trouble here, 3-4 = trouble ahead, 5+ = find item (die rating matches result) Reset loot die when you catch your breath Stunts Use d12 instead of skill rating for extraordinary actions Must catch your breath before attempting another Stress Track complications and damage with stress boxes 4 stress = vulnerable (failure could mean death) Clear 2 stress with med kit or rest in secure location