--- **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. --- **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). --- **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. --- **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.