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**THE ACTION ROLL (How to Resolve Anything)**
When your faction takes a risky action, gather a pool of six-sided dice (d6) and roll them together.
Your Base Pool: 1d6
- Bonus Dice (Max +2d6):
- Add +1d6 if your faction spends a matching resource (Supplies, Tools, or Security).
- Add +1d6 if another faction assists you (they must spend a resource or take 1 Contempt).
Read the Highest Single Die:
- 6 (Critical Success): Perfect outcome. The project finishes instantly, the enemy is destroyed, or you get maximum surface loot.
- 4 or 5 (Partial Success): You achieve your goal, but it comes with a Consequence (loss of resources, ticking clock, or injury).
- 1 to 3 (Bad Outcome): Failure. You do not achieve your goal, and you suffer a severe Consequence or take a Scar.
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**POSITION & EFFECT (Setting the Stakes)**
Before anyone rolls, the GM sets the stakes of the action based on the location and threat level.
**Position (The Risk)**
- Controlled (Safe): Working inside the deep warrens. Failure means a minor setback or a lost resource.
- Risky (Standard): Scavenging the surface shafts. Failure means losing resources, rising tensions, or moving the threat clock.
- Desperate (Fatal): Ambushing the occupying army or fighting a Blight breach. Failure means immediate Scars or catastrophic map destruction.
**Effect (The Reward)**
- Limited: You only achieve half of what you wanted (e.g., shave 5 minutes off a 15-minute project timer).
- Standard: You get exactly what you set out to do (e.g., build the wall, secure 2 resource cards).
- Great: You exceed expectations (e.g., build the wall and find a hidden shortcut).
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**THE FLASHBACK MECHANIC**
Don't spend hours planning during the LARP phase. You can act immediately and explain how you prepared for it later.
- How it works: In the middle of an action, you can declare a Flashback to a scene in the past (e.g., "We secretly stashed ammo in this cave mouth yesterday").
- The Cost: The GM assesses a cost of 0 to 2 Contempt tokens depending on how unlikely or elaborate the preparation was.
- The Roll: You make a standard Action Roll to see how well your past preparation holds up in the present moment.
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**CONSEQUENCES (For 4/5 or 1-3 Rolls)**
If you don't roll a perfect 6, the GM will inflict one of these thematic penalties:
- Tick a Clock: The Blight Border or the Occupying Army patrol track advances by 1 or 2 ticks.
- Lost Opportunity: The surface scavenge site collapses; you cannot try this action again this season.
- Reduced Effect: You get the wall built, but it is flimsy (Limited Effect) and needs more tools to finish.
- Inflict Harm: The community takes 1 Scar from casualties or starvation.