When you attempt When you suffer harm the When you are confronted When you carefully something risky, roll. The GM will describe it and tell by the horrendous, observe a person, thing, or GM may tell you to add: you a number of damage. supernatural, or mind- situation, roll+Sharp. On • Tough, if it requires roll+Tough-damage. On a shattering, roll+Steady. On a 10+ you may ask the GM physical power or 10+ you tough it out. On a a 10+ you’re in control. You any one question about the resilience 7–9, it’s not too bad, yet. can do as you please. On a subject. On a 7–9 you may • Quick, if it requires Take -1 to suffer harm 7–9 you choose which you ask the GM one question quick decisive action until you receive medical do from the list below. On a from the list below. On a • Sharp, if it requires attention or spend a few 6- the GM chooses and you 6- ask one from the list mental acuity days recuperating. On a wound this move. and the GM will add a • Steady, if it requires 4–6 your injuries catch up • Scream and panic complication. emotional fortitude to you. The GM will wound • Lash out violently • What here should I be and nerves one of your moves. On a • Beg and plead worried about? On a 10+, it goes as well as 3-, it’s life-threatening. The • Curl up and shut • What here might be could be hoped. On a 7–9 GM will wound two of your down useful to me? there’s a complication, the moves. If you don’t have No matter the roll, take -1 • What’s about to GM will give you a tough two unwounded moves, to keep it together until you happen? choice. On a 6-, the risk you’re dying. have a few hours to calm turns out badly, the GM down will describe how.
◊ Wounded Take ARisk ◊ Wounded Suffer Harm ◊ Wounded Keep It Together ◊ Wounded Study