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A Test involves rolling 2 or more 2d20s. Players can add Characters become exhausted when their Spirit reaches
additional dice to the Test by spending Spirit. Each die 0. Choose which type of exhaustion your character is
that rolls equal to or lower than the Attribute being rolled su ering. ey automatically fail Tests related to the
against is a success; each die that rolls equal to or lower chosen attribute, and all other Tests su er a +1 penalty.
than the Skill used for that Test scores two successes An exhausted character cannot regain Spirit by spending
instead. If the number of successes rolled is equal to or Momentum or adding to reat.
higher than the Di culty of the Test, the Test is passed.
Each additional success adds 1 Momentum to the group Weary characters shut down their Might attribute.
pool. Each roll of a natural 20 causes a complication.
Breathless characters shut down their Quickness attribute.
Confused characters shut down their Insight attribute.
TEST DIFFICULTIES Despairing characters shut down their Resolve attribute.
0 - Simple
Characters can regain Spirit by eating, or by resting. ere
1 - Routine
are three types of Rest.
2 - Average
Breather: A Breather takes a couple of minutes. Each
character regains 2 Spirit by taking a Breather.
3 - Challenging
Break: A Break takes at least half an hour. Each character
4 - Difficult regains 4 Spirit by taking a Break.
Bed: Bed is a full rest, taking several hours, and usually
5 - Daunting
requiring the character to sleep. Each character regains 6
Spirit by going to Bed.
A location Truth is some fact or detail about the
e complication range can never be increased to more
location itself, for example, dense forest or abandoned
than ve.
road.
COMPLICATION COMPLICATIONS A situation Truth describes something that is
RANGE OCCUR ON… happening in the scene, for example, bustling crowds or
heavy fog.
1 20
A personal Truth describes the nature or state of a
2 19, 20 character or creature, for example good mood, or the
3 18, 19, 20 species of the character.
4 17, 18, 19, 20
An equipment Truth describe a single item, object, or
tool, such as a spear or a ashlight.
5 16, 17, 18, 19, 20
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COMMON USES FOR MOMENTUM SPENDING THREAT
e following uses for Momentum are always available: e gamemaster may add to reat in the following ways:
Second Wind: You can use Momentum to restore up to reatening Circumstances: e environment or
three lost Spirit (to yourself or to a single ally who can circumstances of a new scene may be threatening or
see and hear you) after a successful Test. Restoring one perilous enough to warrant adding one or two reat
point of Spirit costs 1 Momentum, restoring 2 costs 3 to the pool automatically. Similarly, some NPCs may
Momentum, and restoring 3 costs 6 Momentum. generate reat simply by arriving, in response to
changes in the situation, or by taking certain actions.
Create Truth: You can use Momentum to add, remove,
is also includes activities that escalate the tensions
or change facts about a scene. Spending 2 Momentum
of the scene, such as a dormant machine awakening,
establishes a new Truth, or changes or removes a
threatening to awaken others nearby.
Truth that already exists. is change must relate
to the Test you’ve just succeeded at, and it should be Non-Player Character Momentum: NPCs with
something that could reasonably have been achieved by unspent Momentum cannot save it as PCs can: NPCs
the character. don’t have a group Momentum pool. Instead, an NPC
may spend Momentum to add to reat, adding one
Ask a Question: You can spend Momentum to ask the
reat for every Momentum they spend.
gamemaster a question about the scene, or something
in the scene. e gamemaster will answer according
to what your character would be able to perceive or
deduce in that situation; the GM may give an answer of
“you don’t know”, but if they do, the Momentum spent
is returned immediately. Otherwise, the answer must
be truthful, but might not be complete, and it may be
somewhat cryptic. Each question costs 1 Momentum,
and you can choose to ask one question, get the answer,
and then decide if you want to buy additional questions.
Damage: When you succeed at an attack (see
Chapter 4: Con ict Page 79), you may increase the
damage rating of the Injury you in ict by +1 for each
Momentum you spend.
Reduce Time: If the action you’ve taken would take
a long time to complete, you may spend Momentum
to reduce how long it takes. As a rule of thumb, 2
Momentum will halve the amount of time an action
would take to complete.
Follow-Up: after succeeding at a Test, you may
spend 2 Momentum to immediately attempt another
action before any other character can attempt to act
or respond. If a Test is required as part of this action,
then the Di culty is increased by +1. You cannot use
follow-up twice in a row: the extra action cannot be
used to get you another extra action.
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In return, the gamemaster can spend reat in several SPENDING SPIRIT
common ways:
ere are a few ways in which Spirit can be spent:
Non-Player Character Spirit and Momentum: e
Add a die: When you attempt a Skill Test, you may
reat pool serves as a mirror for the players’ group
spend Spirit to buy up to three additional d20s before
Momentum pool, and the individual player characters’
you roll. Each d20 costs 1 Spirit.
Spirit. us, NPCs may use reat in all the ways
that player characters use group Momentum or their Re-roll a die: When you attempt a Skill Test, after
own Spirit. you’ve rolled, you may spend 1 Spirit to re-roll a
single d20.
Non-Player Character reat Spends: On any action
or choice where a player character would normally add Avoid Injury: When you su er an Injury or some
one or more points to reat, an NPC performing that negative consequence, you may spend Spirit to avoid
same action or making that same choice must spend an that Injury, with more serious injuries costing more
equivalent number of points of reat. Spirit to avoid.
Non-Player Character Complications: If an NPC
su ers a complication, the gamemaster may buy o that
complication by spending two reat.
Complication: e gamemaster may create a negative
Truth by spending two reat. is must come
naturally from some part of the current situation.
Reinforcements: e gamemaster may bring in
additional NPCs during a scene. Normal NPCs cost
one reat each. Note that this does not apply to NPCs
present at the start of the scene, only additional NPCs
who arrive while the scene is playing out, and there
must be some logical reason why those reinforcements
have arrived and where they’ve come from.
Environmental E ects and Narrative Changes: e
gamemaster may trigger or cause problems with the
scene or environment by spending reat.
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