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Quick Reference: Core Rules

Making a Check

  1. GM telegraphs risk
  2. Pick skill, roll matching die
  3. Interpret: 1-2 = fail + complication, 3-4 = succeed + complication, 5+ = succeed
  4. 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