If you want to get going as fast as possible, then here's the things you really need to know in one page. Everything else that follows in the book fleshes out and gives detail for what's here.
Before the first session, create your character and build a backstory. Then during the first session, you'll run the five turns here with the other players, in round-robin fashion:
Turn 1: Details
Describe to the other players a brief overview your character.
Turn 2: A Trigger Event (optional)
Share the moment from your character's backstory which triggered you and gave you powers.
Turn 3: A Shared Experience
Narrate how your character knows one of the other characters in the group. Grants the other player a bonus to rolls when working with you. Note that on the notes section of the character sheet.
Turn 4: A Treasured Item
Tell the group about something your character is carrying and why it's important.
Turn 5: A Secret Held
Tell the GM a secret from your character's past.
During the game
Listen to what the GM and other players say, and improvise responses to the situations you and your group end up in to progress the story.
Each session starts with a description of something that happened during the last session which wasn't narrated. Everyone rolls a d12, and the player with the highest roll describes the event.
Narrative rolls exist for when a player attempts to do something based not around their character's abilities, but around influencing the world. For example, rolls for if they know anyone in a location, their capacity to do something in which they have no relevant stat, and other similar occasions.
Roll a d12. For any roll of 11+, you succeed in what you're trying to do. For a roll from 7-10, you succeed but something unintended happens. For any roll of 6 or less, you fail.
Tasks you attempt are tested by rolls on a d12, and operate similar to Narrative rolls but with modifiers, in the form of Knowledge, Fitness or Diplomacy, Manipulation skill or a Combat type. Most rolls fall into this camp.
Roll a d12 and add the relevant stat, then tell the GM the total. On a 13+ you succeed, 8-12, you succeed but something unintended happens. For any roll of 7 or less, you fail.
Failed Rolls & Defiance
Any time you fail a roll, you may choose to roll again, at the cost of the GM gaining Defiance. For every three Defiance the GM has, they can choose to make any roll fail. Defiance negates advantage and disadvantage rolls.
Advantage & Disadvantage
- Advantage: roll two dice and pick the higher.
- Disadvantage: the same, but take the lower.
Any time you rest for eight or more hours in a 24 hour period, you recover all your used HP and Cohesion.
Resting for less than 8 hours means you only recover half of what you've currently used.
You may have skill levels in unarmed, armed and/or ranged combat, as well as defence.
Narrate what your character does in the Command phase. In the execution phase, the GM will state what happens and call for rolls. All rolls in combat to hit or defend are treated as Ability Rolls. Advantage and Disadvantage modifiers may apply based on terrain or situation, at GM discretion.