You are on page 1of 2

DIFFICULTIES Unskilled Diff.

: 1-2
Skilled Diff.: 3-4 GM Cues
Difficulty Base action Tough Circumstances Ill-preparedness While NPCs the GM controls use the same cues as the PCs, the
Modifier GM itself has special cues to use. These are meant to shape
the game world as the PCs explore it. GMs don’t need to roll
+1 A believable move with An inconvenient set up. Having to improvise for these cues.
a well-explained course with sub-standard
of action. E.G. NPC you are talking tools or knowledge. Introduce Objective
to is short on time and To use this cue, the GM mentally defines a world state need-
E.G. lying to an NPC by agitated. Room you are E.G. You don’t know the ed to achieve players’ goals. If the players are trying to track a
telling them exactly searching has extreme- NPC you are talking fugitive, a good objective might be “discover the fugitive’s last
what they want to hear ly low light. to that well, but you known location.” The GM then considers what elements need
in clear, concise words. do know about their to fall in place to make this objective happen, such as gaining
Searching for a hidden brother, who might be access to the fugitive’s credit card statement or convincing
item by checking clever similar. You don’t quite witnesses to talk. The GM should then imagine some chal-
or logical hiding places know what you are lenges that stand between the PCs and success, including
in the room. looking for, just that it’s obstacles and threats. There is more to learn about setting
important and possibly objectives, discussed in the next chapter.
in this room.
+2  A difficult course of ac-  Very challenging situ- Little frame of reference Introduce Challenge
tion with a reasonable ation. or very poor tools. Something significant should stand between the PCs and
risk of failure. their goals. Using the fugitive example, perhaps the credit card
E.G. Computer you are E.G. You’re not familiar company won’t share the records with strangers, and the PCs
E.G. Fixing a broken fixing has fire damage with the model of com- have to access the documents through social engineering. Or
computer. Safely mov- and the components puter you’re fixing, but perhaps witnesses that saw the fugitive last are tight-lipped
ing a  very heavy object. are difficult to identify. it does use common and must be coerced to speak.
The object you are try- technology. You only
ing to move is precari- have a few pieces of Activate Threat
ously perched, and it’s lumber to make a lever Not all challenges are safe. Some actively try to hurt the
raining. to move the object; heroes. Triggering a trap laid by the fugitive, or NPCs turning
no ropes, crowbars, or violent to resist coercion are examples of activating threats.
pulleys.
+3 A high-risk course of Almost no frame of Activate Failure
action that would chal- reference and useless When the PCs bungle a particular challenge, there should be
lenge even the most tools.E.G. Climbing a consequences. Especially on a failed roll, the GM is encour-
skilled. wall with just met- aged to penalize the PCs in the form of:
al dowel that could • Drawing unwanted attention
E.G. Scaling a fifty foot maybe be pushed in • Losing resources
wall with very few one of the very narrow • Losing valuable time
handholds. Asking an handholds. Negotiating • Suffering afflictions
NPC to act against their with an NPC through a
own interest without challenging language Fail Objective
compensating them. barrier. After repeated failures against challenges, the GM can declare
an objective unobtainable.
AFFLICTIONS
Minor Affliction -2, short rest, 0 resource -1, 1 day, 1 resource -1, 1 week, 0 resource
Moderate Affliction -3, 1 day, 1 resource -2, 1 week, 2 resource -1, 3 weeks, 2 resource
Severe Affliction -3, 1 week, 2 resource -2, 3 weeks, 3 resource -1, 3 weeks, 5 resource

Permanent Afflictions
When a PC has two temporary afflictions, and would gain a third, it is instead turned into a permanent
affliction. Permanent afflictions are intense, irreparable damage to a character, such as the severed
limb example. Permanent afflictions always start out at a -3 penalty, but can decrease in severity when
resources are spent on treatment. Note the following:
• If a PC spends 3 resource on treating a permanent affliction, its penalty is reduced to -2.
• If a PC spends an additional 5 resource, the affliction is reduced to -1.

GEAR
Resource Cost Damage Damage Reduction (DR)
• 0 common items: cheap tools, food, dis- • 0 Minimal: Unarmed attacks, or possibly a • 1 Light Armor: Chainmail, a bullet proof vest
count clothes, ammunition light projectile such as a dart • 2 Heavy Armor: Plate mail, SWAT armor
• 1 good items: specialty tool sets, phones, • 1 Light: Knives, clubs, or sling rocks. • 3 Enhanced Armor: Magical or high-tech
high quality clothes, rent/mortgage pay- • 2 Heavy: Two-handed melee weapons, heavy armors
ments, light armor bows, pistols • 5 Stalwart Armor: Legendary, mythical, or
• 2 important items: top of the line comput- • 3 High Power: Modern rifles, grenades, mag- super-tech armors.
ers, full tool box, designer clothes, jalopy ical medieval weapons
vehicle, expensive mortgage payment, basic • 5 Wrecking: Industrial Explosives, magical
weapons or high tech guns
• 3 vital items: good weapons, used vehicles, • 8 Annihilating: God-like magical weapons.
heavy armor, grenades Futuristic energy weapons
• 5 rare items: military grade or illegal weap-
ons, new vehicles, down payment on a Load
cheap house • 0 a sewing kit, a knife, some fruit
• 8 status items: cheap house bought cash, • 1 A first aid kit, a week of rations, a medium
down payment on expensive house, mili- sized weapon (sword, submachine gun),
tary weapons, luxury vehicles bullet-proof vest
• 13 prestige items: an expensive house • 2 light armor, moderate tool kit, two-hand-
bought cash, military vehicles ed weapon (great sword, shotgun, shield)
• 3 heavy armor, heavy weapon (long range
rifle, missile launcher)
• 5 fully loaded camping pack, large tool kit

You might also like