Cover & Legends
Three Legend depths (Thin=3, Standard=6, Deep=9 boxes). Burn Track per Legend. Deliberate burns cost Compromise or asset Trust. Cooling periods by depth and era.
The core rule is gone. Use this instead.
Three Legend depths (Thin=3, Standard=6, Deep=9 boxes). Burn Track per Legend. Deliberate burns cost Compromise or asset Trust. Cooling periods by depth and era.
Built during Intel Phase. Boon and Ability dice contributed by successful Intel Phase checks. Spent during Execution. Soured Intel reduces pool quality. Full Intel Phase = 5 scenes; compressed = 3 scenes.
Asset profile: Era, Role, Capability (1–5), Access (0–5), Trust (0–5), Exposure (0–5 / burned at 5), Pressure, Handler. Trust and Exposure drift after each operation.
Compromise Track per operative. Attribution Signatures: Technical, Linguistic, Financial, Temporal, Kinetic, Relationship, Cultural. Soft Signals vs. Contextual signatures. Public Heat.
Shadow War, Long Dark, Nightscreen — each has era modifiers, Passive Compromise rates, available skills and technology.
Temporary pool for one declared sniper shot. Starts at 0, caps at Sniping rating, clears after shot/abort/relocation/scene end. Untrained cap = 1 minimum. Does not stack with core Aim bonus.
Replaces Core Rules species/background/career/110 XP procedure. Nine-step process. Post-creation advancement uses normal XP rules.
In-Disposition: +1 Boon. Against-Disposition: Trial dice → Crisis dice. Change: rare, requires table agreement.
The core rule still applies, with these differences.
Minion, Elite, Nemesis — inherits Core framework. D5 modifications: Elites have Compromise Track (reversed — tracks how close they are to exposure rather than harm). Elites may have Strain Points. Nemeses have Peril Uses. Era tags: SW, LD, NS, Any.
Rules with no core equivalent.
Four acts: Tasking, Intel Phase, Execution, Exfiltration. Each act has defined pacing, player actions, deliverables, and common pitfalls.
0–4 track. 0=Clean, 1=Suspicion, 2=Investigation, 3=Containment, 4=Exposure. Advance by 1 (failed high-risk check, Bane on noisy action) or 2 (Calamity, public violence, blown signal, captured teammate). Reduce by 1 for credible counteraction or Tradecraft Pool spend.
Clean Success, Messy Success, Partial Success, Useful Failure, Hard Failure. Used in Operation Debrief as shorthand for consequence type.
Shadow War: +1 per 7 days in occupied/policed territory. Long Dark: +1 per 30 days under routine hostile-service exposure. Nightscreen: +1 per 72 hours in dense digital surveillance.
Spend 1 Fortune Point after relevant check; on success treat as +2 Boons for information quality only. On failed check with 1+ net Boon, GM may give useful lead or contradiction.
Concrete assist: +1 Boon. If assistant has more ranks than actor: +1 Ability die instead. Second assistant: +1 Boon only. Maximum two assisting dice. Maximum one Ability die from assistance. Bane on main roll can affect assistant.