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How to Play

Consequences

When a player fails a Throw in any situation including Combat, the GM determines the consequences based on the Outcome of the Throw and the surrounding fiction. Consequences should move the story forward and reflect the severity of the failure.

A minor failure may create pressure or setbacks, while a severe failure can drastically change the Scene. Failure should never stop the game — it should change the situation.

Consequences may include:

  • Harm
  • Enemy advantage
  • Lost opportunities
  • Exposure
  • Narrative complications
  • Magical backlash
  • Broken equipment
  • Escalation

Grit

Whenever a Player fails a throw, and accepts the consequences of that thow, they may gain 1 Grit. Grit lasts until the end of each Long Rest and may be used to resist consequences.

Resisting Consequences

After a consequence is declared, a player may choose to Resist it by Spending 1 Grit. To do so, make a Throw using the {Skill} most relevant to the consequence being resisted.

If the Throw succeeds, the consequence is reduced, avoided, or otherwise softened. If multiple players are affected by the same consequence, only one player needs to make the Resist Throw for the entire group.

If the Resist Throw fails, the original consequence occurs, and the GM may escalate the situation further. A consequence may only be Resisted once.

Example:

The bridge snaps beneath Elsie’s feet, sending her plummeting toward the ravine below. “You’re going to take Level 2 Harm: Broken Ribs from the fall,” says the GM.

“I want to Resist that,” Elsie replies. “I’m grabbing the hanging ropes and swinging into the cliffside instead of hitting the rocks using my {Exert}” The GM agrees this uses {Exert}. Elsie makes a Throw against the GM and succeeds with a +3 Outcome.

“Alright,” says the GM. “You avoid the worst of the fall. Instead of Level 2 Harm, you only take Level 1 Harm: Winded, and you’re left hanging from the cliff by one arm.”

Elsie spends 1 Point for the successful Resist