Player Quick Reference

Player Quick Reference

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 character a Skill with level up to Expert.

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 gets to describe the event.

Ability Rolls

Tasks you attempt based on your abilities exist on a scale of 0-48, where 0 is something extremely basic, and 48 is almost invariably impossible. Most rolls fall into this camp.

Roll a d12 and add the relevant stat (Talent, Skill, Profession, Combat / Physical Manipulation levels...), and Trait if relevant, then tell the GM the total. Rolls for Skills and Professions add their base Talent.

Narrative Rolls

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. They're also used for all Combat rolls.

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.

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 a roll fail. Advantage and Disadvantage still apply to any roll made using Defiance.

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 a part of each. Roll 2d12 for both HP and Cohesion. The total rolled is what you recover.


You may have skill levels in unarmed, armed and/or ranged combat.

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 Narrative Rolls. Modifiers may apply based on terrain.