- 01You declare. Choose the Essence and the Skill that fit your approach, and justify them.
- 02The game master judges. They set a difficulty, from +2 to −2.
- 03You roll. Roll 1d10. Roll equal or under, and you make it.
- Total Success. The die shows 1. You get exactly what you wanted. No consequence.
- Partial Success. The die shows 2 up to your SR. You succeed, but something gets complicated along the way.
- Failure. The die goes over your SR. You don’t get what you wanted, and something gets complicated on top of it.
From an SR of 10, failure becomes impossible. At 11, both 1 and 2 are Total Successes.
- Advantage. Roll one more die and keep the best, so the lowest. A pair under or at your SR: Critical Success.
- Disadvantage. Roll one more die and keep the worst, so the highest. A pair above it: Critical Failure.
A pair is two dice showing the same number. If all your dice show 10, it’s a Critical Failure, no matter what. One advantage and one disadvantage cancel out, one for one.
Partial Success or Failure, the consequence is never random. The game master picks one that makes sense, and you have the right to suggest one yourself.
- Your health
- you fall, you get hurt
- Your gear
- your multi-tool bends, D4 → D2
- Your position
- the enemy closes in
- The setting
- the rock cracks
- What comes next
- they won’t forget you
- EB Biological. What your body knows: instinct, survival.
- EP Psychological. What you understand on the spot: the mind, emotions.
- ES Social. What you weave with others: bonds, influence.
- EC Cultural. What was passed down to you: knowledge, tradition.
- EE Existential. What keeps you going: meaning, calling.
Calming a panicking crowd can go through ES, because these people know you. Through EC, because you invoke something they believe in. Or through EP, because you know what put them in this state. All three are equal. That’s the point.
Outside your optimal range: one disadvantage per zone of difference. In direct range, damage goes to EV. Out of range, it becomes indirect: damaged gear, lost position, burned ammo, attention drawn elsewhere.
| Cost | When | Effect |
|---|---|---|
| 1 EV | Before the roll | One Advantage die |
| 1 EV | After the roll | +1 to your SR for this roll |
You can stack them. Both combine on the same roll.
| EV left | Penalty on rolls |
|---|---|
| 2 or less | GM can impose disadvantages. |
| 0 | Out of action, no roll possible |
- Damage stops at 0. EV never goes negative.
- They take a Wound: their maximum EV loses 1 point, permanently.
- They are out of action until they are back up to 1 EV.
- Left at 0 EV without care for a whole cycle, they take a second Wound at the end of the cycle, and recover nothing.
To heal, the healer spends their action. Without an available resource, the roll is hard and at disadvantage.
| Result | EV restored |
|---|---|
| Critical Success | +3 EV |
| Total Success | +2 EV |
| Partial Success | +1 EV and a consequence |
| Failure | 0 EV and a consequence |
| Critical Failure | −2 EV and a consequence |
1 EA per cycle, for the whole table. Refills at each new cycle. Unless a Specificity says otherwise. Spent out loud.
When someone calls it, the game master rolls nothing and judges nothing. They honor it.
- Flashback. You shape the past to create an advantage in the present.
- Déjà vu. You go back a few seconds to change an action in progress.
- Sixth sense. You get a crucial piece of information about someone, or about what’s coming.
- Near-Death Experience. You drop to 0 EV without taking a permanent Wound.
- Synchronicity. The person you were looking for is exactly where you hoped.
- Premonition. The game master gives you one or more clues about what’s coming.
- Psychometry. You touch an object and perceive a fragment of its history.
First roll, the action. Second roll, the damage: 1d10 per weapon, unless an effect says otherwise.
| Result | Damage |
|---|---|
| Critical Success | +1d10 against the NPC, on top of the normal roll |
| Total Success | 1d10 against the NPC |
| Partial Success | 1d10 against the NPC and 1d10 against you. The lower die hits you |
| Failure | 1d10 against you |
| Critical Failure | +1d10 against you, on top of the normal roll |
Turn order follows the logic of the scene, never a number on a sheet. Opponents don’t get a turn. They act through your roll.
You each declare your actions in turn, then everything resolves at the same time. Stopping the scene to build a plan around the table costs one EA point.
A target that doesn’t see the blow coming, or can’t defend itself, takes maximum damage. Its armor doesn’t count, if it can be bypassed.
What you carry goes from D2 to D10. The rest of the scale belongs to vehicles.
Gear suited to what you attempt gives you advantage. Your gear gives you a die, never a point.
- Armor and shield. They absorb damage up to their ND. The rest goes to your EV. When damage reaches or exceeds the ND, the item drops one step per multiple taken.
- Weapon. When its damage reaches its ND, it drops one step.
- Everything else. A consequence can degrade any item. The game master picks the one that hurts.
