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
- Declare Intent
- Set Stakes (GM sets Risk)
- Build Pool (Ability + Skill or Ability + Risk)
- Modify Pool (optional, ONE: Press, Brace, or Willpower upgrade)
- Roll
- Modify Roll (optional, ONE: Specialty reroll or Correct)
- Resolve
Dice Faces
| Die | Blank (60%) | Symbol (30%) | Symbol (10%) |
|---|---|---|---|
| Ability | Blank | Success | Success |
| Skill | Blank | Success | Critical Success |
| Risk | Blank | Failure | Critical Failure |
Result Bands
| Result | Meaning |
|---|---|
| Critical Success | Exceptional. Best possible outcome. |
| Success | Clean. You did what you set out to do. |
| Costly Success | You succeed, but there is a price. |
| Failure | You don't succeed. |
| Critical Failure | Something 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
| Spend | Cost | Effect |
|---|---|---|
| Press | — | +1 Risk, +1 Momentum (Step 4) |
| Brace | 2 Momentum | Remove 1 Risk (Step 4) |
| Correct | 1 Momentum | Reroll entire pool (Step 6) |
| Seize | 1 Momentum | Take 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
| Position | Actions | Effect |
|---|---|---|
| Normal | 1A + 2M (can trade up) | Full capability |
| Winded | 1A + 2M | Max 1 Action per turn |
| Injured | 1A + 1M | Losing flexibility |
| Impaired | 1A | One thing only |
| Staggered | — | Take a Wound, reset to Impaired |
Damage
| Result Band | Damage |
|---|---|
| Critical Success | Weapon Damage (ignores Soak) |
| Success | Weapon 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
| Movement | Cost |
|---|---|
| Point Blank ↔ Close | Free |
| Close ↔ Short | 1 Minor |
| Short ↔ Medium | 2 Minors |
| Medium ↔ Long | 2 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).
| Result | Effect |
|---|---|
| Critical Success | Up 2 steps |
| Success | Up 1 step |
| Costly Success | Up 1 step, costs 1 Momentum |
| Failure | No change |
| Critical Failure | No 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
| Cover | Risk | Soak |
|---|---|---|
| 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.