►Extras.
Player Principles
Be creative and bold.
Ask lots of questions.
Use resources and connections.
Keep things moving.
Always take notes.
Make plans and interact with other characters.
Basic Action
State what you are trying to accomplish. If a roll is called for:
Roll a d10 + a Stat + bonus (from help or a trait)
On the d10, 1 is a crit fail; a 10 is a crit.
Miss: You may Push to reroll, at a higher risk.
Defy Danger
An
action meant to protect you from a danger or consequence.
Question / Reveal
Ask a question, examine something, or consult your character's knowledge.
Learn something new + potential advantage.
Set-up
An
action that increases the effect of another.
Sacrifice
Unless the GM specifies an outcome, pick from:
Strain a bond: distrust, anger, conflict
Damage or lose something of value
Use up some Influence.
Focus
Gain
♦Focus by
making a Plan or showing a
Dark side of your character.
Also gain
♦Focus when the last one is spent.
Flashback: Declare a useful past action, preparation or decision.
Insight: Automatic success on a Question.
Boost: Add a useful side-effect to a hit.
Adapt: Once per session, change a Trait to something more useful.
Protect
Roll and generate
♦Protection. You can spend
♦Protection to
redirect,
reduce or
interrupt enemy
actions.
Travel
You get 1 major
Action per day of travel, 2 if not resting.
- Survey: get a view of the surrounding areas.
- Scout: Tell the GM what you're looking for, e.g. encounters, landmarks.
- Forage: Find resources or supplies.
- Camp: Find a safe camping spot, prepare food, or do something else for the group.
- A Downtime action.
Downtime
Do any of the following to grant 2 HP to yourself
or another, if you interact.
- Interact with another character.
- Tell a rumour about a location, an NPC, or PC
- Explore your surroundings.
- Work on a Project.