Game Master Screen

GM Screen with quick reference to common rules

TermDescription
AdvantageAdd a d6 advantage die to your roll.
DisadvantageSubtract a d6 from your roll.
Helping an allySpend a hope and roll a d6 advantage die to add to their roll.
Group actionNominate a leader of the action. All other PCs in the group action make reaction rolls. Any successs give the leader a +1 modifier. Any failures give -1. Leader makes roll after and uses gained modifiers
Tag TeamEach PC can spend 3 hope once per session to initiate a tag team move. Both make action rolls and you choose which to you use, Hope and Fear accrued for both players, both roll damage and add it together.
VulnerableRolls against have advantage
RestrainedCan't move
TemporaryRemoved witha GM move
TermDescription
HiddenWhilst out of sight from all foes and they don't know where you are, you're hidden. Any rolls against you are at disadvantage, you're no longer hidden when you make an attack or a foe can see you.
RestrainedYou can't move until cleared, but you can still take actions from your position
VulnerableWork with the GM to describe how you become vulnerable and all rolls against you have advantage until cleared.
Temporary ConditionsIf no requirements are given then it is a temporary condition. You can clear this with an action roll at a difficulty level determined by the GM.
TermDescription
Tend to woundsClear 1d4 + tier hit points. This can be used on an ally.
Clear stressDescribe how you blow off steam and clear 1d4 + tier of stress
Repair armorClear 1d4 + tier of armor slots. This can be used on an ally
PreparePrepare for the next day an gain a hope, if done with a friend, gain 2
TermDescription
Tend to all woundsClear all hit points. This can be used on an ally
Clear all stressClear all stress
Repair all armorClear all armor slots. This can be used on an ally.
Work on a projectEstablish or work on a project. GM can ask for a roll to determine progress.

Action Rolls

Call for a roll where the outcome is interesting to the story.

  • Pick a trait
  • Decide a difficulty
  • Assign advantage or disadvantage if necessary
  • Roll and resolve

Difficulty

5
10
15
20
25
30

Easy

Average

Hard

Very Hard

Action Roll Results
TermDescription
Critical SuccessClear a stress and gain a hope
Success with HopeGet what they want and a hope
Success with FearAdd a consequence and GM gains a fear
Failure with HopeUnsuccessful but gain a hope
Failure with FearThings go badly and GM gains a fear

Damage Rolls

After a successful attack, roll a number of weapon dice equal to your proficiency and add them together.

If the attack roll crits, add the max potential value of your damage to your damage roll.

Reaction Rolls

Reaction rolls work like action rolls but don't generate hope or fear (or GM moves)

agility

sprint, leap, maneuver

strength

lift, smash, grapple

finesse

control, hide, tinker

instinct

perceive, sense, navigate

presense

charm, perform, deceive

knowledge

recall, analyze, comprehend

Base battle points = (3 x the number of PCs in combat) + 2

Adjusting battle points

-1Intending a less difficult or shorter fight
-2Using 2 or more solo adversaries
-2Adding 1d4 damage to all adversaries
-1Using an adversary from a lower tier
+1Not using Hords, Leaders, Bruisers or Solos
+2Intending a more dangerous or longer fight

Spending battle points

1Group of minions equal to party size
1Support
2Standard, Ranged, Skulk or Horde
3Leader
4Bruiser
5Solo

PCs gain a hope when rolled and can spend it on one of the following:

  • Using an experience
  • Help an ally
  • Activate a class feature

On a roll with Fear, GM gains 1 and can spend it on one of the following:

  • Interrupt the players to make a move
  • Make an additional GM move
  • Activate adversaries experience
  • Use adversaries fear feature
  • Use environments fear feature

If you are taking damage, you may mark an armor slot to reduce the severity by one tier. You can only mark one slot per incoming damage.

When you spotlight an adversary, you may do one of the following:

  • Move within close range and attack
  • Move within close range and use an adversary action
  • End temporary condition or effect
  • Sprint somewhere else on the battlefield