Death

Death Moves & Consequences

Core Mechanics

When a PC marks their last Hit Point, they must make a death move by choosing one of the options below.

If your character dies, work with the GM before the next session to create a new character at the current level of the rest of the party.

Death Move Options

Blaze of Glory

Your character embraces death and goes out in a blaze of glory.

How It Works:

1.

Take one final action

2.

It automatically critically succeeds (with GM approval)

3.

Then you cross through the veil of death

Avoid Death

Your character avoids death and faces the consequences.

Immediate Effects:

They temporarily drop unconscious

Work with the GM to describe how the situation worsens

While unconscious: can't move or act, can't be targeted by attacks

Recovery:

They return to consciousness when:

An ally clears 1 or more of their marked Hit Points, OR

The party finishes a long rest

Scar System:

After your character falls unconscious, roll your Hope Die:

If Hope Die ≤ Character Level: They gain a scar

  • • Permanently cross out a Hope slot
  • • Work with GM to determine lasting narrative impact
  • • Determine how (if possible) it can be restored

Critical: If you ever cross out your last Hope slot, your character's journey ends.

Risk It All

Roll your Duality Dice and let fate decide your character's destiny.

Possible Outcomes:

Hope Die Higher

Your character stays on their feet and clears a number of Hit Points or Stress equal to the Hope Die value (you can divide between HP and Stress however you prefer).

Fear Die Higher

Your character crosses through the veil of death.

Matching Results

Your character stays up and clears nothing.

Death Move Quick Reference

Blaze of Glory
One final critical action
Then death
Avoid Death
Unconscious + consequences
Possible scar
Risk It All
Roll Duality Dice
Hope = recover, Fear = death