Force, Grace, Wits, Will
You can focus on each stat, but switch your focus each round or step down the die. Each focus has a special effect.
Force increases stress, Wits increases condition effects, Will decreases stress, Grace allows you to interrupt or refuse interruption. They also have strength over each other, steAPing the die up. Force above Grace, Grace above Will, Will above Wits, Wits above Force.
Each stat has a slot for one of the different effects available. You may only use one of the powers if you have that stat as a focus.
- Spend a AP for…
( ) Take an opportunity to (win or lose)…
 Take an opportunity to (only if you won)…
(*) Take an opportunity and spend a AP to (win or lose)…
[*] Take an opportunity and spend a AP to (only if you win)…
- Special ability
These are plot hooks written to detail a characters history, personality, or goals. Write 3 of them. When you play up the fact that your driven by these story hooks and they create a serious negative effect you mark them as charged. You may expend these charges to reroll all dice in a roll that come up a 1-3.
Turn Order Rules
However rolls the highest on a command check goes first. When that unit goes they narrate their actions and roll their pool of dice. They then set their Attack dice, Effect dice, and then their Defense dice. The unit that is being attacked then narrates their response and reaction. They build their die pool, they decide how they wish to defend, and how they wish to respond (and who they attack), if they attack another unit resolve the current one while the next unit builds their die pool and decides their actions.
You may challenge with any die (1 die for single character, +1 die if playing as a unit, larger units keep 1 per station) that did not roll a 1. A defender must meet this number to resist the effect. The effect is determined by another die that is not being used as part of the challenge. The die size, not the number rolled, determines the strength of the effect.
Effects are a combination of different this things a character may do as the result of a successful attack. This could be damage or a condition. Damages does stress equal to the size of the die, and conditions bestow one Aspect, or listed Condition at the specified die value. All Effects last until the end of a scene until something changes to remove them, or the Effect is otherwise listed to last longer.
Recovery and Effect Removal
To remove a Effect you make an attack against the oAPonent that placed the effect if they are actively in the scene still and wish to spend their action to maintain it, or their default stat pool if they are no longer in the scene, plus the strength of the effect die. You must succeed against their defense and have an Effect die of your own at least equal to negative Effect.
To remove Stress you must have an aAPropriate relationship for a character or a power that works on anyone. Then make an attack roll against the combined total off all the stress on that character, then have an effect die at least equal to the die you wish to recover.
Out of a conflict scene all stress is removed automatically.
All stress fills up if a slot is already filled, so 2d4 stress becomes a d4 and a d6. You may only stress of each die size across all stress types, so if you have a d4 Emotional stress that fills all d4 stress slots, and if you then take a d4 stress on vehicle systems, that then gets bumped up to a d6.
Your opponents may then add these dice to their attack pools against you when the narrative deems it appropriate.
Everyone has 3 or more relationships that extend beyond the core player controlled characters. They are defined during the relationship maAPing phase (See Character Generation). If multiple characters narrate an attack against the same foe, or state that they will attack the same foe, you may add their die to a roll. If you have a relationship with the person, or group that NPC is a part of you may add that die. If not you must define on the Lore sheet how your relationship ties into this foe and spend a plot point.
Add a number of d6 from your rank in the verb that is most appropriate for the action you are performing. Not a specialty for each verb.
Talk, Fight, Find, Fix, Learn, Move, Use,
Take an extra d6 when your specialty applies.
Characters start off with 5 action points, and have a refresh of 1 per round. This can, and will, be modified a lot through advancement.
- 1 AP to Respond to an attack and set your defense.
- 3 (1) AP to Interrupt or Refuse an Interrupt Action, this cost is only 1 if you are Grace Focused.
- 1 AP to Add additional dice to a roll, these may come from any valid source narrated into the action.
- 1 AP to Keep additional (more than 2) dice on a Challenge or Defense total
- 1 AP to Activate many Special Effects
- 1 AP to Add an additional Effect to a Challenge (must have extra dice to use for the Effect)
If you draw a relationship link with a character (PC or NPC) during chargen, or take a Hold on a character during the story you have a link with them. Anytime that character is attacked or is attacking someone you have a Link with you may give them a die that you have rolled, but not used, for 1AP.
The Lore Sheet
This is a mechanical way of representing the official setting of your world. If it is on the Lore Sheet is matters, if it is not on the Lore Sheet it does not officially matter. Additional hits to a particular element should be represented by a [ ], hitting an element on a lore sheet marks it off as a “/” then a “\” once you have a [X] filled on all empty boxes in a Lore Element it no longer matters enough to effect the game mechanics.
- Anytime you use an effect on a named NPC
- Anytime place name someone in your Thematic
- If you draw a link during Chargen
Maneuver, System, Structure, Component (Close, Direct Fire, Artillery)