Actions
- Overcome to surmount obstacles with your skills
- Create an advantage to change a situation to your benefit
- Attack to harm the enemy
- Defend to survive an attack, stop a foe from creating an advantage, or oppose an effort to overcome an obstacle
Overcome
- Fail: Failure or success at a major cost
- Tie: Success at a minor cost
- Succeed: Meet the goal and story progresses
- Succeed with Style: Success and a boost
Create an Advantage
When creating a new aspect:
- Fail: Either don't create an aspect, or create it but the enemy gets a free invoke
- Tie: Gain a boost instead of an aspect
- Succeed: Create a situation aspect with one free invoke
- Succeed with Style: Create a situation aspect with two free invokes
When learning or using an existing aspect:
- Fail: The enemy gets a free invoke on a known aspect, or can choose to unveil it for a free invoke
- Tie: Gain a boost related to an unknown aspect, or gain a free invoke on a known aspect
- Succeed: Gain a free invoke, revealing the aspect if unknown
- Succeed with Style: Gain two free invokes, revealing the aspect if unknown
Attack
- Fail: The attack is parried, dodged, or defended against successfully
- Tie: The attack barely connects; gain a boost based on the attack
- Succeed: Deal a hit equal to the difference between attack and defense rolls
- Succeed with Style: Deal a hit like a success, and you may reduce the shifts by one to get a boost
Defend
- Fail: The attack succeeds; take a hit, absorbing with stress or consequences
- Tie: Same as tied trigger action
- Succeed: Don't take a hit, or deny the enemy's action
- Succeed with Style: Don't take a hit, deny the enemy's action, and gain a boost
Skills
- Fight and Shoot can be used to make physical attacks
- Athletics can be used to defend against any physical attack
- Fight can be used to defend against melee physical attacks
- Provoke can be used to make a mental attack
- Will can be used to defend against mental attacks
The Ladder
- +8 Legendary
- +7 Epic
- +6 Fantastic
- +5 Superb
- +4 Great
- +3 Good
- +2 Fair
- +1 Average
- +0 Mediocre
- -1 Poor
- -2 Terrible
- -3 Catastrophic
- -4 Horrifying
Stress Tracks
- Superb (+5) or higher: 6 boxes, second mild specific consequence slot
- Good (+3) or Great (+4): 6 boxes
- Average (+1) or Fair (+2): 4 boxes
- Mediocre (+0): 3 boxes
Teamwork
- Highest level skill rolls
- +1 for each participant with at least Average (+1) in skill (uses action)
- Maximum total bonus is equal to the highest skill rating
Challenges
- Complicated circumstances with no opposition
- Series of overcome actions that tackle a bigger issue
- Pick a number of skills that can contribute, around number of characters
- Results of actions progress the narrative in different directions
Contests
- Two or more sides are in direct opposition, but without conflict
- Sides declare their intent, what they hope to get out of the contest
- Series of exchanges: one overcome action, with any allies creating advantages
- After each exchange: highest effort marks a victory
- Success with style with no opposing: marks two victories
- First side to achieve goal victories (commonly three) is the victor
- Tie for highest effort: no victories marked, and an unexpected twist occurs
- Failure to create an advantage: forfeits the overcome roll, or give the other side a free invoke instead