FEAR
0 / 12
Click pip or use buttons
HOPE (Party)
0
GM-tracked party hope
PLAYERS
No players loaded — use ⬆ Load Players above
COUNTDOWN CLOCKS
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BATTLE POINTS
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Players
4
Budget
14
(3 × 4 players) + 2 = 14 BP
SESSION NOTES
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GM MOVES
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Deal damage or stress
Reveal an unwanted truth
Put someone in a spot
Introduce a new threat
Take away something
Offer a hard choice
Activate an adversary
Turn their move back
Advance a countdown
Change the environment
Show a consequence
Separate the party
QUICK REFERENCE
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ROLL OUTCOMES
SUCCESS w/ HOPE
They get it. Player gains 1 Hope.
SUCCESS w/ FEAR
They get it. You gain 1 Fear + make a GM move.
FAILURE w/ HOPE
They fail. Player gains 1 Hope. Minor consequence.
FAILURE w/ FEAR
They fail badly. You gain 1 Fear. Major consequence.
CRITICAL SUCCESS
Doubles on any roll, regardless of difficulty. Player describes success + bonus.
CONDITIONS
- Vulnerable — all rolls targeting them have advantage
- Hidden — can't be targeted, attacks have advantage, lost on attacking
- Restrained — can't move, can still act from position
DAMAGE THRESHOLDS
- Below Minor — 1 Stress, no HP lost
- Minor — 1 HP
- Major — 2 HP
- Severe — 3 HP
- Double Severe — 4 HP
RESTS (GM FEAR GAIN)
- Short rest — GM gains 1d4 Fear
- Long rest — GM gains 1d4 + number of PCs Fear
- After 3 short rests in a row, next must be long
DEATH MOVES
- Blaze of Glory — go out fighting, narrate your end
- Avoid Death — spend 3 Hope to survive with a scar
- Risk It All — roll Hope Die, > level = survive with scar