Reference Pages
Core GM Mechanics
Dice Rolling & GM Moves
Rolling Dice
The GM's Die
The GM has no Duality Dice; instead, they roll a single d20 called the GM's Die.
Adversary Attack Rolls
Attack Resolution
When an adversary attacks a PC, roll your d20 and add the adversary's attack bonus to the result. If the total meets or beats the target's Evasion, the attack succeeds; otherwise, the attack fails. On a successful attack, roll the attack's damage dice to determine how much it deals.
Critical Success (Natural 20)
If you roll a natural 20 on an attack, your roll automatically succeeds and you deal extra damage.
Critical Damage Calculation:
Roll damage normally, then add the highest number on the damage dice to the total.
Example: An attack that deals 3d6+2 deals 18+3d6+2 on a critical success; the critical success does not affect the flat damage modifier.
Reaction Roll Note
A critical success on an adversary's reaction roll automatically succeeds, but confers no additional benefit.
Guidance on Action Rolls
When Players Want to Act
After a player describes a move they want to make during the game, you might decide an action roll is necessary to determine how the scene progresses. Use this guide to determine what to present the player:
1. Determine Necessity
Consider the PC's Experiences or backstory, the pressure they're acting under, and the possible outcomes.
2. Establish Stakes
Establish the stakes of an action roll before the player makes it.
3. Communicate Consequences
Communicate any unavoidable consequences.
4. Offer Alternatives
If desired, you can offer the player the opportunity to forgo an action roll in exchange for agreeing to an interesting outcome, cost, or complication.
Making Moves
GM Moves
As the GM, you have GM moves that change the story in response to the players' actions. GM moves aren't bound by specific spells or effects—when you make a GM move, you can describe the action in whatever way the fiction demands.
GM moves happen during GM turns. A GM turn begins when the spotlight passes to them and ends when the spotlight passes back to the players.
When to Make a Move
The GM can make a GM move whenever you want, but the frequency and severity depends on the type of story you're telling, the actions your players take, and the tone of the session you're running.
Make a GM move when the players:
• Roll with Fear
• Fail an action roll
• Do something with unavoidable consequences
• Give you a "golden opportunity"
• Look to you for what happens next
Choosing GM Moves
The result of a player's action roll determines your response:
Critical Success
Let the player describe their success, then give them an additional opportunity or advantage.
Success with Hope
Let the player describe their success, then show how the world reacts to it.
Success with Fear
Work with the player to describe their success, then take a Fear and make a GM move to introduce a minor consequence, complication, or cost.
GM Mechanics Quick Reference
Dice & Attacks
- • GM rolls single d20 (no Duality Dice)
- • Natural 20 = auto success + extra damage
- • Critical damage = normal + highest die
GM Moves
- • Make moves during GM turns
- • Respond to Fear rolls and failures
- • Establish stakes before rolls