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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