GM Reference Sheet v07
GM Reference Sheet v07
GM Reference Sheet v07
Action Result
Action Roll Flowchart
Controlled
1. Player(s) state their goal and choose the action.
6: You do it.
2. How dangerous is the action? GM decides.
4/5: You hesitate. Withdraw and try a different approach, or else do it with
Desperate Risky Controlled a minor consequence: a minor complication occurs, you have reduced
You’re in serious Most actions. You have an effect, you suffer lesser harm, you end up in a risky position.
trouble... advantage or a safety
1-3: You falter. Press on by seizing a risky opportunity, or by having a
Mark XP, hooray! net complication occur, or withdraw and try a different approach
You may sacrifice your Position for increased Effect or vice-versa. Risky
3. How effective will the action be? GM decides. 6: You do it.
Limited Standard Great 4/5: You do it, but there's a consequence: you suffer harm, a complication
occurs, you have reduced effect, you end up in a desperate position.
Consider Threat or Potency, Quality/Tier and Scale
1-3: Things go badly. You take one or two consequences: suffer harm, a
4. Push Self for 2 stress or 2 essence, or take a Mask Bargain to complication occurs, you end up in a desperate position, you lose this
gain +1d or +effect opportunity.
Teamwork Actions 4/5: You do it, but there's a consequence: you suffer severe harm, a
serious complication occurs, you have r educed effect.
Assist: One other player suffers 1 Stress to give +1 die. 1-3: It’s the worst outcome. You take up to three consequences: severe
Lead: Everyone rolls, take best roll, Leader takes stress per failure. harm, a serious complication occurs, you lose this opportunity for action.
Set Up: If success, follow-ups gain better Position or Effect.
Protect: Suffer consequences for someone else. Resist roll.
Mask Bargains
Essence Tie narratively to the goals and emotions of the mask, what does
the mask want the brigand to do right now?
Spend 1 essence whenever you use a mask ability ● Offer a minor complication, tick a clock, add heat, reduce
Spend 2 essence for +1d or +effect effect, spend load, or reduce the brigand’s position.
Gather Information Results Planning
Great (Crit): You get exceptional details. The information is complete and Players determine goal, select an approach, provide the detail
follow-up questions may expand into related areas or reveal more than
you hoped for. Dramatic Sow chaos and reap the rewards of confusion
How will you command attention?
Standard (4-6): You get good details. Clarifying and follow-up questions
are possible. Subtle Remain unnoticed, slip past suspicion.
How will you remain unnoticed?
Limited (1-3): You get incomplete or partial information. More
information gathering will be needed to get all the answers. Tactical Gain and hold an advantage, ambush cleverly.
How will you gain an advantage?
➢ Can any member of the Conclave provide specialized Level 4 - Final Ban: The brigand succeeds with extreme effect
assistance? Gain +1d and mark that ally. and, when narratively appropriate, their character f ades.
*Note, a ban’s effect supersedes all other adjustments to e
ffect.
➢ Does your fae patron’s court specialize in this action? If so,
gain +1d. Bans can be invoked post-roll to flip a failure to success by
taking a ban equal to the current position, such that:
➢ Does your average load affect your approach? Are you trying
Desperate -Level 3, Risky - Level 2, Controlled - Level 1.
to sneak in somewhere with a heavy load? If so, take -1d.
Are you at an average of a light load while trying to infiltrate
a location? Take +1d.
Scars
➢ Are you spending any downtime actions to gain an If a brigand still wishes to succeed at a cost, but does not have
advantage on your engagement roll? If so, take +1d. an appropriate ban available to them, they may s car a
current ban and take another. Once a ban scars, it is
immediately removed from the ban slot, though it’s
Bans and Harm mechanical effects remain.
When a brigand’s stress track fills, they may choose to be taken
Consequence - Harm out of the scene and gain a scar, though not from a ban. If
Harm may be divided across
the stress and essence track. Minor - 1 Harm Severe - 3 Harm the character is taken out in this way, all bans are erased.
Normal - 2 Harm If the brigand chooses to remain in the scene, the mask takes
hold. The highest level ban becomes a scar and the player
● When a brigand wishes to succeed at a cost without rolling,
loses all stress.
they may take a b
an.
4,5: A messy escape: You get away, but there are consequences. Maybe
Disengagement Roll you take additional heat as you are chased across Cardenfell. Maybe a
brigand or two takes harm holding back enemies while retreating. Maybe
A disengagement roll can be made when running short on time for a Foray something important is left behind, or a side goal left unaccomplished.
or when the group wants to abstract their exit strategy.
1-3: The skin of your teeth: You escape, but only barely. Everyone takes
Once the brigands have accomplished their goal for a foray, if nothing is harm, you move up a “level” of heat, or you leave behind something of
standing between them leaving, it is often best for the GM to narratively vital importance.
wrap things up and get the fiction to downtime.
Remember: Any consequences gained from this roll can be resisted, harm
If something stands between the brigands and escape, they have yet to can be canceled by armor, and brigands can protect their allies.
accomplish their goal but time is running short, or they wish to cut and
run on a foray before accomplishing their goal, use this mechanic. IMPORTANT: A brigand cannot die or suffer permanent harm (unless they
choose to do so) during an escape. Do not threaten permanent
consequences, and do not subvert the foray by canceling out / rendering
Start with 1d for pure luck. moot their main goal with a consequence.
Add +1d for each ally, associate, cohort, or expert that can aid your escape.
Mark any associate you invoke for this.
Resupply
Add +1d for each advantage you establish to aid your escape. This is a
good chance for flashbacks or flash-forwards to set up escape routes, find
When brigands use resources that may be in short supply, such as
secret exits, or sabotage pursuers.
ashwood or b lack powder, the GM may choose to tick the
Add +1d if you are in seditious territory, subtract -1d if the vampire “Resupply” clock. If the Resupply clock is filled, it means the
presence is strong here. rebellion is dangerously low on supplies, and the brigands should
take immediate action to remedy this.
Subtract -1d if you have not yet accomplished your main goal.
Crit: A clean get-away, with everything you tried for, and a bit extra.
Maybe you snag a bit of extra reputation or lose some heat.
6: A good get-away. You get everything you tried for and everyone gets
home safe.
Downtime Actions
Foray Payoff Each brigand starts with 1 free downtime action and may spend
Influence, Organization and Force for additional actions.
Sedition:
Influence Organization
● 1 tick: Mildly seditious activities such as making contacts.
● 2 ticks: Moderately seditious activities such as setting up a Long-Term Project Spread Sedition
cache of supplies or negotiating with locals. Spend your downtime working Spend your downtime working
on a long-term project. to spread sedition.
● 4 ticks: Majorly seditious activities, such as creating a cell of
agents, recruiting a spy, or establishing a safehouse. 1-3: one segment, 4/5: two 1-3: no effect, 4/5: 1 tick, 6: 2
segments, 6: three segments, ticks, critical: 3 ticks
● +1 each if you aided a community by filling a need, learning critical: five segments
something new about them, or making a sacrifice for them.
Reconnect Recover
Spend time aiding others. Receive aid from another, be it
Progress: Unmark a relationship. fae, brigand, or ally. Remove
highest ban.
● 1 tick: A minor success or set-up for a future foray.
● 2 ticks: A modest win or helpful action. Reduce heat Rest
● 3 ticks: A major victory or a crushing blow to your foes.
Spend your downtime reducing Spend time Resting to relieve
● +1 tick: Accomplished an objective or fulfilled a need after stress.Roll dice equal to your
your exposure, risk, or the
discussing with an ally or community. vampire’s focus. lowest attribute. Remove stress
equal to the highest die rolled.
1-3: one, 4/5: two, 6: three,
Heat: critical: five
● 0 heat: Smooth & quiet; low exposure. Force
● 2 heat: Contained; standard exposure.
● 4 heat: Loud & chaotic; high exposure. Hone Equipment Command Cohort
● Add +1 heat for a high-profile or well-connected target. Add Add the fine tag to one piece of Gain the assistance of a cohort
+1 heat if the foray or conflict took place in a high-security equipment. This tag is removed of allies for a single mission.
location. Subtract -1 heat for each action taken to reduce at the end of a foray in which Cohort is dismissed after
exposure. the equipment was used. mission is accomplished.
Requisition Asset
Gain the use of of a unique item or asset for one foray or reduce the
resupply clock by 2 ticks.
Crafting
Crafting involves completing long-term projects. Default starting
clock size is 4-segment. Segment amount varies:
● +2 item is complex.
● +2 no blueprint exists, relies on oral tradition
● +2 no drawbacks to item
+2 item requires illegal components or is illegal, such as
black powder or ashwood.
● -2 all resources are easily accessible.
● -2 if you tick the Resupply clock.
● -2 Conclave can assist.
Once a p
rototype i s produced, any player with access to the
blueprints can craft the item without the “no blueprint” penalty,
so long as the item’s craft does not rely on oral tradition.