Hope, Fear & Stress
Three resources drive every scene: your Hope, the GM's Fear, and the Stress your character carries.
Hope
You start with 2 Hope and can hold up to 6. Hope carries over between sessions. You gain a Hope whenever you roll with Hope, even on a failure, and on a critical success.
| Spend | Cost | Effect |
|---|---|---|
| Help an Ally | 1 Hope | Describe your help and roll a d6 advantage die for an ally's action roll. If several characters help, use the highest die. |
| Utilize an Experience | 1 Hope each | Add an applicable Experience to an action or reaction roll. |
| Tag Team Roll | 3 Hope | Once per session, combine your action with another character's. |
| Hope Feature | As listed | Activate a feature that costs Hope. Class Hope features cost 3 Hope. |
Spent Hope is gone. Unless a feature says otherwise, you can't spend Hope several times on the same feature to boost the same roll.
Fear
Fear is the GM's resource. The GM starts a campaign with Fear equal to the number of player characters, gains 1 Fear whenever a character rolls with Fear, and gains more when the party rests. The GM can hold up to 12.
The GM spends Fear to:
- interrupt the players and make a GM move as though they had failed or rolled with Fear
- make an additional GM move
- use an adversary's or environment's Fear Feature
- add an adversary's relevant Experience to a roll
Stress
Every character starts with 6 Stress slots. Stress is mental and physical strain. You mark it when adversaries demoralize or exhaust you, when a roll brings a complication, or when a feature asks for it.
- When you mark your last Stress, you become Vulnerable until you clear at least 1 Stress.
- If you must mark Stress when every slot is full, mark 1 Hit Point instead.
- You can't use a feature that requires Stress if you have no unmarked slots.
- Clear Stress with downtime moves. Gain more Stress slots by leveling up.
Conditions
The same condition can't be applied twice to one target.
- Hidden: you're out of sight of every foe who doesn't know where you are. Rolls against you have disadvantage. It ends if a foe could see you, you enter their line of sight, or you attack.
- Restrained: you can't move, but you can still act from where you are.
- Vulnerable: you're in a bad position, such as knocked over or caught off guard. All rolls targeting you have advantage.
Temporary conditions usually clear with an action roll at a Difficulty the GM sets, such as freeing your legs or washing off venom. Special conditions clear only as their text describes.