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The Basics
Overview
The Setting
The Players
The Characters
The Party
The Game Master
Playing A Session
Before You Start
Touchstones
What You Need To Play
Making The Game Your Own
The Core System
The Conversation
Judgement Calls
Rolling the Dice
The Game Structure
Actions and Attributes
Action Ratings
Action Roll
Attribute Ratings
Resistance Roll
Stress
Pushing Yourself
Trauma
Progress Clocks
Simple Obstacles
Danger Clocks
Racing Clocks
Linked Clocks
Mission Clocks
Tug-of-War Clocks
Faction Clocks
Faction Clocks
Action Roll
1. The Player States Their Goal
2. The Player Chooses The Action Rating
3. The GM Sets The Position
4. The GM Sets The Effect Level
5. Add Bonus Dice
6. Roll The Dice And Judge The Result
Action Roll Summary
Double-Duty Rolls
Effect
Assessing Factors
Dominant Factors
Trading Position For Effect
Effects In The Fiction
Why We Do This
Consequences
Setting Position & Effect
Consequences and Harm
Reduced Effect
Complication
Lost Opportunity
Harm
Resistance
Armour
Death
Fortune Roll
Gathering Information
Investigation
Examples and Questions
PC vs. PC
Coin and Stash
Stash and Retirement
Coin
The Faction Game
Tier
Development
Status
Advancement
PC Advancement
Party Advancement
Changing Playbooks or Party Type
Characters
Character Creation
Choose a Playbook
Choose a Species
Choose a Homeland
Choose a Background
Choose Abilities
Choose Details
Loadout
Actions
Playbooks
Mage
Shaman
Warrior
Species
Lineages
Demonic
Elemental
Infernal
Shadow
The Party
Party Creation
Stormchaser Roleplaying
The Party
Table of contents
Party Creation