Rules Summary

Ya all are going to need 9 d6s. These are going to be both your health levels and your main dice pools. As you get damaged or stressed, your health pool lowers as does your dice pool. Yay!

Skills give you an extra die to risk in challenges that are relevant to the skill. If you find a manual (in game item), you can gain more skills.

Risks are obstacles introduced in the narrative that the players must deal with. They can be physical, psychical, paranormal, etc.

Rolling dice in Risks: Before you roll, the player you distrust will decide what’s at stake if you fail (brutal). You can roll up to 3 dice at once during a risk, not counting the skill die. If at least one die gets 5 or 6, you succeed and narrate the results yourself. Also, you give the dice at came up as 5 & 6 to the player you trust as “Bonus Dice” while keeping the rest. If you fail, the player you distrust narrates the consequences of your failure and how you are hurt as per the health levels listed above). They also take one of your dice as “Bonus Dice” while you lose the rest. Regardless of success or failure, the results should be dramatic and potentially move the plot further.

Risk against other Players: If you attempt to hurt another survivor and succeed, they drop to the next lowest health level. If you are actively trying to kill them, you can drop them to 0 dice in one move but you must declare your killing intent beforehand.

Spending “Bonus Dice” on clues: By spending 3 bonus die, you can narrate something that reveals an aspect of one of the settings mysteries. After 3 clues are spent on a mystery, the player can narrate a definitive answer. If you don’t have enough to spend, you can share but the people sharing must describe the aspect or conclusion together. Up to 2 die can be shared by another player. Also, each clue you reveal must tie into either the character you distrust or trust. Note: while things may point to various conclusion in the main narrative and act as hints, purchased clues are the only absolutely definitive aspects of the story.

Spending “Bonus Dice” on Items: You can spend 1 die to roll randomly to get an item. For item caches, you can spend as many “Bonus Dice” as you have and even pool “Bonus Dice.” The items are listed on the wiki’s items tab. Once you know the item you’ve got, work it into the narrative. After using an item, roll 1 die. If you roll 5 or 6, you keep the item. Otherwise, it is broken, lost, or otherwise made useless.

Spending “Bonus Dice” on Risks: You can always add a single “bonus die” to a risk roll. If it comes up 5 or 6, give it to your trusted player as normal. If not, just discard it. You never have to give such “bonus dice” to your distrusted player.

Last notes on “Bonus Dice”: Keep bonus dice separate from your health dice.

Those are the basics. Now, we go through the plot following this pattern:

1. We’ll explore the Station by taking turns (D⇨J⇨V⇨O⇨) describing locations and scenes. This is how the group will move through the station. Character dialogue, however, is encouraged at any time, even when it is someone else’s turn to describe the setting. Just jump in.
2. We’ll explore until we encounter an obstacle. These can be introduced by any player at any time when they think it would be appropriate/awesome, particularly if they work on another player’s skills.
3. We’ll risk dice to overcome obstacles. Obstacles should be about risk and choice. Run or fight. Save someone or hide. Break a door or look for another way.
And repeat. The game ends when safety is found. Needless to say, that means atleast one person has to survive.

Rules Summary

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