⚔ GM SCREEN
🏠 Home
FEAR 0 / 12
Click pip or use buttons
HOPE (Party) 0
GM-tracked party hope
ACTION TOKENS
★ SPOTLIGHT
PLAYERS
No players loaded — use ⬆ Load Players above
COUNTDOWN CLOCKS
BATTLE POINTS
Players
4
Budget 14
(3 × 4 players) + 2 = 14 BP
SESSION NOTES
GM MOVES
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
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