Quick Reference: Dice & Symbols

The Six Symbols

Symbols cancel within their pair. Breakthrough and Calamity effects always trigger, their contributed Success or Failure may still be cancelled normally.

Symbol Name Cancels
Success Failure
Failure Success
Boon Bane
Bane Boon
Breakthrough Effect never cancelled; contributes 1
Calamity Effect never cancelled; contributes 1

Reading the Roll

  1. Set aside and before cancellation. Add for each and for each .
  2. Cancel vs , then vs .
  3. Net remaining? Success. Otherwise Failure.
  4. Count net or — these are secondary effects.
  5. Apply and effects. They trigger regardless of whether the check succeeds or fails.

Boon & Bane Guide

Count Boon Bane
1 Minor benefit; or recover 1 Strain with no stronger use Minor setback; lose position
2 Assist an ally; gain information Lose resource; expose weakness
3+ Alter the scene; lasting benefit New threat; escalate danger

The Six Dice

Die Shape Role
Boon Die d6 Add for advantage
Bane Die d6 Add for disadvantage
Ability Die d8 Base positive pool
Trial Die d8 Base difficulty
Mastery Die d12 Trained positive pool
Crisis Die d12 Upgraded difficulty

Building Your Pool

Identify your characteristic and skill (characteristics are rated 1–5; skills are rated 0–5).

During character creation, characteristics cannot begin above 4, and skills cannot begin above rank 2 unless the Universe allows one profession skill to begin at rank 3.

Start with Ability Dice equal to the higher of the two. Upgrade a number of those equal to the lower rating — replacing Ability with Mastery .

Add Boon or Bane dice for conditions. The GM adds difficulty dice.

Example

Characteristic 3 / Skill 2 → vs

Difficulty

Level Dice
Simple — No roll needed
Easy
Average
Hard
Severe
Extreme

Upgrade a Trial to Crisis for especially volatile situations.

Quick Reference: Combat & Recovery

Action Economy

Each turn: 1 Action + up to 2 Maneuvers, with the second Maneuver costing the Action or 2 Strain.

  • Action: an attack, a skill check under pressure, an ability activation, an assist, or a complex interaction
  • Maneuver: move a band, draw or stow gear, take cover, drop prone, aim, or interact briefly
  • Quick Action: speak briefly, drop an item, glance, free, but cannot replace an Action or Maneuver

Range Bands

Engaged → Short → Medium → Long → Extreme.

  • Engaged ↔ Short ↔ Medium: 1 Maneuver per band
  • Medium ↔ Long ↔ Extreme: 2 Maneuvers per band
  • Light cover: +1 Ranged Defense; heavy cover: +2 Ranged Defense

Damage and Resistance

Damage − Resistance = Wounds suffered (minimum 0)

Resistance = half Might (rounded up) + armor or protection.

Each Success beyond the first on an attack adds +1 damage before Resistance.

Attack Difficulty

Attack Difficulty
Melee/Unarmed at Engaged Average
Ranged at Engaged Easy + 1 Bane
Ranged at Short Easy
Ranged at Medium Average
Ranged at Long Hard
Ranged at Extreme Severe

Defense and cover add Bane Dice after base difficulty is set.

Critical Injury Triggers

A Critical Injury is inflicted when:

  • An attacker spends a Breakthrough on an attack against the target
  • An attacker spends net Boons equal to the weapon's Crit rating (default 3 if no rating is listed)
  • The target is hit while already incapacitated

Roll d100 + 10 per existing Critical Injury on the target.

d100 Result Severity
01-30 Minor
31-60 Moderate
61-85 Severe
86-100+ Deadly

Combat Boon Spends

Common Boon spends during combat. Spending Boons does not require GM approval if a listed effect fits the situation.

Cost Effect
1 Boon Recover 1 Strain
1 Boon Activate a weapon quality with no listed cost (where applicable)
2 Boons Inflict a status (Disoriented, Prone, etc., per weapon or fiction)
2 Boons Activate Blast, Burn, Burst, or Stun (where the weapon has the quality)
2 Boons Notice an additional detail or warning
Crit Boons Inflict a Critical Injury (see weapon's Crit rating)
Breakthrough Inflict a Critical Injury automatically when spent on the attack

Recovery at the Table

Strain

  • End of structured encounter: recover Strain equal to Willpower
  • Full rest: recover all Strain unless incapacitated by Strain
  • Catch Breath (Maneuver, once per encounter): recover 1 Strain or 2 Strain with the Catch Breath talent
  • Spend 1 Boon with no stronger use: recover 1 Strain

Wounds

  • Full night's rest: recover Wounds equal to Might
  • Medicine check: each net Success restores 1 additional Wound; 2 Boons can restore 1 extra Wound, preserve supplies, or shorten time
  • Field Treatment (Action, structured play): Average Medicine check by default

Critical Injuries

  • Removed by Medicine check; difficulty by severity (Easy / Average / Hard / Severe)
  • Untreated, each adds +10 to future Critical Injury rolls

Quick Reference: Reading Results

Resolution Order

  1. Did it succeed or fail? Net after cancellation = success.
  2. What side effects landed? Read net or .
  3. Did anything exceptional happen? and trigger regardless of success or failure.

The Spending Ladder

Result Scope
1 / Minor texture
2 / Named effect
3+ / Scene-shifting
Exceptional positive
Exceptional negative
The Anti-Duplication Rule

Side effects should never duplicate the main result. Ask "what else?" not "how much?"

Who Spends What

  • Players propose Boon and Breakthrough spends.
  • GM applies Bane and Calamity effects.
  • Both sides build the same scene.

Floor Rules

Unspent Symbol Default Effect
1 Recover 1 Strain
2+ +1 Boon Die to next ally's check
Next ally +1 Boon Die; GM grants a beat of relief
Suffer 1 Strain per net Bane
GM gains 1 Peril Point; the scene tilts

Eight Axes of Change

When stuck, change one of these:

Axis Boon Bane
Time Faster Slower
Position Better footing, cover Exposed, off-balance
Information Learn more Misread, miss a clue
Resources Conserve supplies Lose, spend, damage
Attention Stay unseen Draw notice
Condition Inflict / clear Suffer condition
Future Rolls +1 on next check +1 on next check
Scene Open opportunity Introduce hazard

Mixed Results

Main + Breakthrough + Calamity
Success Clean win + major upside Win at serious cost
Failure Fail, but a major break in your favor Fail and the situation worsens

Quick Skill Cues

  • Combat — 2 : condition or shove. on hit: weapon breaks, ally hit, worse threat notices.
  • Search on failure: you find something more important. on success: you trigger the ward.
  • Social — 2 on failure: they refuse, but reveal what would work.
  • Stealth — 2 : leave no trace; learn the patrol pattern.
  • Craft on failure: you can't fix it, but you know what you need.
  • Spell on success: it works, but warps, drains, or attracts attention.