GM Quick Reference

Setting Risk

Risk is danger, not difficulty. It measures how bad things go when they go wrong.

RiskSituation
0Trivial. A spotlight moment with no real danger.
1Routine. A professional task with minor stakes.
2Consequential. Meaningful danger; consequences are real.
3Dangerous. Injury, exposure, or significant loss is likely.
4Severe. Someone is likely to die.
5Critical. Multiple deaths; public and messy.
6Catastrophic. 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

  1. Player declares intent
  2. You set Risk
  3. Player builds pool (Ability + Skill or Ability + Risk)
  4. Optional pool modification (Press, Brace, or Willpower)
  5. Roll
  6. Optional roll modification (Specialty reroll or Correct)
  7. Resolve using result bands

Result Bands

ResultWhat Happens
Critical SuccessBest outcome. Exceeds intent.
SuccessClean. Intent achieved.
Costly SuccessIntent achieved, but there is a price. You set the cost.
FailureIntent not achieved.
Critical FailureIntent not achieved. Additional consequence.

Ranged Attack Risk Modifiers

FactorRisk
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

FactorRisk
BaselineTarget's Defense
Untrained+1
Inside minimum range+1
Poor footing / cramped+1
Outnumbered (per extra enemy)+1

Damage

Result BandDamage
Critical SuccessWeapon Damage (ignores Soak)
SuccessWeapon Damage - Soak
Costly Success(Weapon Damage - 1) - Soak

Soak can reduce to 0. Overflow past Staggered = 1 Wound only.

Condition Track

PositionActionsEffect
Normal1A + 2M (trade up OK)Full
Winded1A + 2MMax 1 Action
Injured1A + 1MLosing flexibility
Impaired1AOne thing only
StaggeredWound, 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.

SpendCostEffect
Press+1 Risk, +1 Momentum
Brace2Remove 1 Risk
Correct1Reroll entire pool
Seize1Take 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

HazardSteps/Round
Smoke / light toxins1
Fire / corrosive atmosphere2
Hard vacuum (no EVA suit)3
Explosive decompression4

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.

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