Player Quick Reference

Your Turn

1 Action + 2 Minor Actions (modified by Condition Track)

Trade up: both Minors → second Action. Trade down: Action → third Minor.

Actions

Attack, Recover, Assist, Defensive Stance (+1 Defense per Action, max +2), Activate Feat, Skill Check, Stabilize, Focus Ability, Interact

Minor Actions

Move, Take Cover, Improve Cover, Aim (-1 Risk), Reload, Prepare (Cumbersome weapons), Drop Prone, Stand Up, Interact

Rolling Dice

Pool = Ability + Skill (trained) or Ability + Risk (untrained, +1 Risk)

7-Step Flow

  1. Declare Intent
  2. Set Stakes (GM sets Risk)
  3. Build Pool (Ability + Skill or Ability + Risk)
  4. Modify Pool (optional, ONE: Press, Brace, or Willpower upgrade)
  5. Roll
  6. Modify Roll (optional, ONE: Specialty reroll or Correct)
  7. Resolve

Dice Faces

DieBlank (60%)Symbol (30%)Symbol (10%)
AbilityBlankSuccessSuccess
SkillBlankSuccessCritical Success
RiskBlankFailureCritical Failure

Result Bands

ResultMeaning
Critical SuccessExceptional. Best possible outcome.
SuccessClean. You did what you set out to do.
Costly SuccessYou succeed, but there is a price.
FailureYou don't succeed.
Critical FailureSomething goes wrong beyond just failing.

Critical Success beats everything. Critical Failure beats all Successes.

All blanks on Ability + Risk = Costly Success. All blanks on Ability + Skill = player chooses Costly Success or Fail.

Momentum Spends

SpendCostEffect
Press+1 Risk, +1 Momentum (Step 4)
Brace2 MomentumRemove 1 Risk (Step 4)
Correct1 MomentumReroll entire pool (Step 6)
Seize1 MomentumTake initiative this round

Willpower

Pool = Will + Focus (0 if untrained). Humans with Intrinsic Will add +1.

Spend 1 Willpower to upgrade Ability dice → Skill dice (Step 4). OR spend 1 Willpower for an extra Action. Not both. One spend per turn.

Regenerates between Acts.

Condition Track

PositionActionsEffect
Normal1A + 2M (can trade up)Full capability
Winded1A + 2MMax 1 Action per turn
Injured1A + 1MLosing flexibility
Impaired1AOne thing only
StaggeredTake a Wound, reset to Impaired

Damage

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

Melee damage = Strength + weapon rating (unless Light, Finesse, Versatile, or Focus Tuned).

Defense

Higher of Agility or Perception (unless modified by species or feats).

Reactions (1 per round)

Dodge: Higher of Agility or Perception + Athletics. Close range or nearer.

Parry: Agility + Combat: Melee. Point Blank only.

Both become active contested rolls. Both sides roll, successes cancel.

Range Bands and Movement

MovementCost
Point Blank ↔ CloseFree
Close ↔ Short1 Minor
Short ↔ Medium2 Minors
Medium ↔ Long2 Minors

Sprint: Declare at start of turn. Must spend both Minors on movement. +1 Risk to ranged attacks against you. +1 Risk on your attacks.

Leaving Melee: Moving from Point Blank provokes enemy Reaction.

Recovery (Action + Roll)

Self: Strength + Survival or Will + Survival. Ally: Intellect + Medicine. Risk = track position (Winded 1, Injured 2, Impaired 3).

ResultEffect
Critical SuccessUp 2 steps
SuccessUp 1 step
Costly SuccessUp 1 step, costs 1 Momentum
FailureNo change
Critical FailureNo change, costs 1 Momentum

Combat Stims (Minor Action)

Each stim moves you up 1 step. Max 4 per scene. 5th = unconscious.

Crash: End of scene, drop 1 step per stim used. Works like stun (unconscious, not Wounded).

Cover

CoverRiskSoak
Light+1+0
Heavy+2+1

1 Minor to take light cover. 1 additional Minor for heavy. Attacking from cover loses it. 1 Minor to re-establish.

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