Black Stars Rise

Take a Risk

When you attempt something risky, roll. The GM may tell you to add:

  • Fit, if it requires physical power or resilience
  • Sharp, if it requires quick thinking
  • Steady, if it requires mental fortitude and nerves
On a 10+, it goes as well as could be hoped. On a 7–9 there’s a complication, the GM will give you a tough choice. On a 6-, the risk turns out badly, the GM will describe how.

Wounded Versions

When you attempt something risky, roll. The GM may tell you to add:

  • Fit-1, if it requires physical power or resilience
  • Sharp, if it requires quick thinking
  • Steady, if it requires mental fortitude and nerves
On a 10+, it goes as well as could be hoped. On a 7–9 there’s a complication, the GM will give you a tough choice. On a 6-, the risk turns out badly, the GM will describe how.

When you attempt something risky, roll. The GM may tell you to add:

  • Fit, if it requires physical power or resilience
  • Sharp-1, if it requires quick thinking
  • Steady, if it requires mental fortitude and nerves
On a 10+, it goes as well as could be hoped. On a 7–9 there’s a complication, the GM will give you a tough choice. On a 6-, the risk turns out badly, the GM will describe how.

When you attempt something risky, roll. The GM may tell you to add:

  • Fit, if it requires physical power or resilience
  • Sharp, if it requires quick thinking
  • Steady-1, if it requires mental fortitude and nerves
On a 10+, it goes as well as could be hoped. On a 7–9 there’s a complication, the GM will give you a tough choice. On a 6-, the risk turns out badly, the GM will describe how.

When you attempt something risky, roll. The GM may tell you to add:

  • Fit-1, if it requires physical power or resilience
  • Sharp-1, if it requires quick thinking
  • Steady, if it requires mental fortitude and nerves
On a 10+, it goes as well as could be hoped. On a 7–9 there’s a complication, the GM will give you a tough choice. On a 6-, the risk turns out badly, the GM will describe how.

When you attempt something risky, roll. The GM may tell you to add:

  • Fit-1, if it requires physical power or resilience
  • Sharp, if it requires quick thinking
  • Steady-1, if it requires mental fortitude and nerves
On a 10+, it goes as well as could be hoped. On a 7–9 there’s a complication, the GM will give you a tough choice. On a 6-, the risk turns out badly, the GM will describe how.

When you attempt something risky, roll. The GM may tell you to add:

  • Fit, if it requires physical power or resilience
  • Sharp-1, if it requires quick thinking
  • Steady-1, if it requires mental fortitude and nerves
On a 10+, it goes as well as could be hoped. On a 7–9 there’s a complication, the GM will give you a tough choice. On a 6-, the risk turns out badly, the GM will describe how.

Suffer Harm

When you suffer harm the GM will describe it and tell you a number of damage. Roll 2d6+fit-damage. On a 10+ you tough it out. On a 7–9, it’s not too bad, yet. Take -1 ongoing to this move until you receive medical attention or spend a few days recuperating. On a 6–4 your injuries catch up to you. The GM will wound one of your moves. On a 3-, it’s life-threatening. The GM will wound two of your moves. If you don’t have two unwounded moves, you’re dying.

Wounded Versions

When you suffer harm the GM will describe it and tell you a number of damage. Roll 2d6+fit-damage. On a 10+ you take -1 forward to this move. On a 7–9, the GM will name a part of your body (an arm, leg, or eye maybe)—it’s grievously wounded and unusable until you receive appropriate medical care. On a 6- you are dying. The GM will tell you when you’re dead.

When you suffer harm the GM will describe it and tell you a number of damage. Roll 2d6+fit-damage. On a 10+ you take -1 ongoing to this move. On a 7–9, you lose track or something important or are otherwise disoriented, the GM will say how or what. On a 6- you are dying. The GM will tell you when you’re dead.

When you suffer harm the GM will describe it and tell you a number of damage. Roll 2d6+fit-damage. On a 10+ you can either take a wound to another card or take -1 ongoing to this move, your choice. On a 7–9, you can either take a wound to another card or permanently reduce one of your stats by one, your choice. On a 6- you are dying. The GM will tell you when you’re dead.

Keep It Together

When you are confronted by the horrendous, supernatural, or mind-shattering, roll+steady. On a 10+ you’re in control. You can do as you please. On a 7–9 you choose which you do from the list below. On a 6- the GM chooses and you wound this move.

  • Scream and panic
  • Lash out violently
  • Beg and plead
  • Curl up and shut down
  • Take -1 ongoing to this move until you have a few hours to calm down

Wounded Versions

When you are confronted by the horrendous, supernatural, or mind-shattering, roll+steady. On a 10+ you choose which you do. On a 7–9 the GM chooses. On a 6- you suffer a break, the GM will give it to you.

  • Hurt someone or something else chosen at random
  • Hurt yourself

When you are confronted by the horrendous, supernatural, or mind-shattering, roll+steady. On a 10+ take -1 forward to this move. On a 7–9 decrease your Sharp by 1 until you get out of here (wherever here is). On a 6- you suffer a break, the GM will give it to you.

When you are confronted by the horrendous, supernatural, or mind-shattering, choose someone nearby (or yourself, if nobody’s around) and roll+steady. On a 10+ you choose one from the list below. On a 7–9 choose one randomly. On a 6- you suffer a break, the GM will give it to you.

  • You must be near them, now
  • You must get away from them, now
  • It’s as if they disappeared
  • They’ve been replaced by someone else, the GM will say whom
  • You have a present for them, say what and give it to them

Study

When you carefully observe a person, thing, or situation, roll+sharp. On a 10+ you may ask the GM any one question about the subject. On a 7–9 you may ask the GM one question from the list below. On a 6- the GM will add a complication.

  • What here should I be worried about?
  • What here might be useful to me?
  • What's about to happen?

Wounded Versions

When you carefully observe a person, thing, or situation, roll+sharp. On a 10+ you may ask the GM any one question about the subject. On a 7–9 you may ask the GM one question from the list below. On a 6- the GM will add a complication.

  • What here should I be worried about?
  • What here might be useful to me?
  • What's about to happen?

When you carefully observe a person, thing, or situation, roll+sharp. On a 10+ you may ask the GM any two questions about the subject—they'll answer one truthfully and lie about the other. On a 7–9 the GM will choose one from the list below to answer. On a 6- the GM will add a complication.

  • What here should I be worried about?
  • What here might be useful to me?
  • What's about to happen?

When you carefully observe a person, thing, or situation, roll+sharp. On a 10+ the GM will choose one from the list below to answer. On a 7–9 choose one question randomly from the list below for the GM to answer. On a 6- the GM will add a complication.

  • What here should I be worried about?
  • What here might be useful to me?
  • What's about to happen?