GM Quick Reference
Setting Risk
Risk is danger, not difficulty. It measures how bad things go when they go wrong.
| Risk | Situation |
|---|---|
| 0 | Trivial. A spotlight moment with no real danger. |
| 1 | Routine. A professional task with minor stakes. |
| 2 | Consequential. Meaningful danger; consequences are real. |
| 3 | Dangerous. Injury, exposure, or significant loss is likely. |
| 4 | Severe. Someone is likely to die. |
| 5 | Critical. Multiple deaths; public and messy. |
| 6 | Catastrophic. Everything is on the line. |
Hard Limit: 6 uncancelled Risk dice. If Risk exceeds what the character's Skill can cancel below 6, the action cannot be attempted.
Untrained characters add +1 Risk.
Resolution Flow
- Player declares intent
- You set Risk
- Player builds pool (Ability + Skill or Ability + Risk)
- Optional pool modification (Press, Brace, or Willpower)
- Roll
- Optional roll modification (Specialty reroll or Correct)
- Resolve using result bands
Result Bands
| Result | What Happens |
|---|---|
| Critical Success | Best outcome. Exceeds intent. |
| Success | Clean. Intent achieved. |
| Costly Success | Intent achieved, but there is a price. You set the cost. |
| Failure | Intent not achieved. |
| Critical Failure | Intent not achieved. Additional consequence. |
Ranged Attack Risk Modifiers
| Factor | Risk |
|---|---|
| Trained, optimal range, clear shot | +0 |
| Untrained | +1 |
| Point Blank (firearms) | +1 |
| One band outside optimal | +1 |
| Two+ bands outside optimal | +2 |
| Light cover | +1 |
| Heavy cover | +2 |
| Poor visibility | +1 |
| Attacker moved | +1 |
| Friendly in melee with target | +1 |
Melee Attack Risk Modifiers
| Factor | Risk |
|---|---|
| Baseline | Target's Defense |
| Untrained | +1 |
| Inside minimum range | +1 |
| Poor footing / cramped | +1 |
| Outnumbered (per extra enemy) | +1 |
Damage
| Result Band | Damage |
|---|---|
| Critical Success | Weapon Damage (ignores Soak) |
| Success | Weapon Damage - Soak |
| Costly Success | (Weapon Damage - 1) - Soak |
Soak can reduce to 0. Overflow past Staggered = 1 Wound only.
Condition Track
| Position | Actions | Effect |
|---|---|---|
| Normal | 1A + 2M (trade up OK) | Full |
| Winded | 1A + 2M | Max 1 Action |
| Injured | 1A + 1M | Losing flexibility |
| Impaired | 1A | One thing only |
| Staggered | — | Wound, reset to Impaired |
Resets at end of scene (if you allow it) or end of Act. Wounds persist.
Common Costly Success Consequences (Attacker)
- Out of ammo (reload needed)
- Weapon dropped (Minor to pick up)
- Position exposed / cover lost
- Collateral damage to environment
- Overextended (+1 Risk next action)
- Friendly clipped (when shooting into melee)
- Check the character's Flaws first
Common Critical Failure Consequences (Attacker)
- Disarmed to Short range
- Weapon malfunction (Action to clear)
- Friendly fire (shooting into melee)
- Stumble / fall prone
- Enemy gets free Reaction attack
- Position compromised
Momentum
Full = (3 × PCs) + 1. Start at 1 per PC (adjust for fiction).
Initiative: Half or more = players first. Less than half = GM first.
Thresholds: Full = players can end scene favorably. Zero = GM can end scene unfavorably. Neither triggers until all PCs have acted once.
| Spend | Cost | Effect |
|---|---|---|
| Press | — | +1 Risk, +1 Momentum |
| Brace | 2 | Remove 1 Risk |
| Correct | 1 | Reroll entire pool |
| Seize | 1 | Take initiative this round |
Surprise / Ambush
Reflected in starting Momentum. Ambushers start high. Ambushed start low.
NPC Quick Build
Grunt (Rating 1-3)
One number. Rating = default Ability + Defense. Add 1-4 skills. Any damage drops them. No Condition Track, no Reaction, no Willpower.
Guard (Rating 2) — Combat: Firearms 2, CRG Handgun, Armored Clothing (Soak 1)
Squad (Size 3-6)
Squad size = Ability dice. One hit = one member removed. No Condition Track, no Reaction, no Willpower. Defense defaults to 1.
Marine Fire Team (Squad 4) — Combat: Firearms 2, CRG Rifle, Body Armor (Soak 2)
Threat
Set 2-3+ Abilities (default rest to 1). 2-6 Skills. Condition Track. 1-2 Wounds. 1 Reaction. No Willpower.
Adversary
Full PC-equivalent. May have multiple Reactions. May break character creation rules.
Environmental Hazards
| Hazard | Steps/Round |
|---|---|
| Smoke / light toxins | 1 |
| Fire / corrosive atmosphere | 2 |
| Hard vacuum (no EVA suit) | 3 |
| Explosive decompression | 4 |
Environmental damage ignores Soak unless armor is specifically designed for that hazard (Sealed quality).
Social Structured Scenes
Use when stakes are high, opposition is active, and the exchange is sustained.
Same Momentum rules as combat. Condition Track = composure/confidence. Staggered = position collapsed (no Wound). Social damage does not carry into combat.
Stabilizing a Dying Character
2 consecutive Actions + Intellect + Medicine check + 1 Momentum. Point Blank required. Interrupted = restart. Cannot bring them back into scene. Auto-stabilize if scene ends in players' favor (unless you say otherwise).
XP Awards (pick one model)
Per act: 5 XP. Per mission: 10-20 XP.