When you do the thing you were trained to do, roll +training. On a 10+, it works. Of course it works. You've done this a thousand times in conditions worse than these. The GM describes the outcome without drama. Move to the next problem. On a 7-9, it works but the patient has opinions about their own body that your training didn't cover. Ask one question. The answer is the next problem. On a miss,…
When you try to write about grief without writing about autumn , roll +blocked. On a 10+, ask 3. On a 7-9, ask 1. The answers are the poem's materials. What did they do with their hands when they were thinking? What word did they use that no one else uses quite that way? What room do you think of first, and what was wrong with the light in it? What did they find funny that you had to pretend to…
When you watch the footage back and see what the camera saw that you didn't, roll +aperture. On a 10+, ask 3. On a 7-9, ask 1. What did the thing do when I wasn't looking directly at it? What does the background contain that I put there without knowing? What does the light reveal about the object's interior life? What does the movement want that I haven't given it yet? What is the camera trying to…
The First Night 1. When you talk to a stranger who seems to be going the same direction you are, roll +curiosity. On a 10+, the conversation opens naturally and keeps opening. Ask two questions from the list below; they ask you one. On a 7-9, you have less time than either of you expected. Ask one question. They answer honestly. What are you travelling toward? What do you believe that you can't…
When you ask them about the life they had before this, roll + curiosity. On a 10+, they tell you something true. The telling is a gift, freely given, the kind of disclosure that only happens between people who are unlikely to run into each other at the shops. Ask a follow-up. They answer that too. On a 7-9, they tell you something true and then go quiet in a way that tells you the true thing cost…
When you stop moving and simply listen, roll +nerve. On a 10+, ask 3. On a 7-9, ask 1. How far away is the nearest living thing? Is the sound I can hear getting closer or has it always been this close? What does the echo tell me about the size of what's ahead? Is there air moving, and where is it coming from? What is the dungeon doing that it wasn't doing before the light went out? On a miss, you…
When you step into the loop knowing you have been here before, roll +the number of times. On a 10+, ask 3. On a 7–9, ask 1. What did I do last time that I shouldn't do again? What did I miss that was always there to be found? Who in this loop knows more than they should? What is the loop protecting, and from what? On a miss, the loop asks you the same questions. You don't have answers yet. You…
When you run toward something everyone else is running away from, roll +nerve. On a 10+, you get where you're going and you're useful when you arrive. Ask the GM one question about what you find; they answer honestly. On a 7-9, you get there but the city has changed between where you started and where you've arrived. The GM describes one thing that is gone. You act anyway. On a miss, something…
When the leviathans rise from beneath the waves and you are the first to see them, roll +Impact. On a 10+, ask 3. On a 7-9, ask 1: How long have they been coming? What did the sea know that the land didn't? Who needs to hear this and won't believe it? What is already too late? On a miss, you are the first to see them but not the first they have seen. The GM marks this without comment.
When the cutscene ends and control is returned to you , say out loud what your character does with the first three seconds. Don't think about it. Whatever you say is true. Then roll+whatever stat feels most broken right now. On a 10+, you're back. You know where you are and what you're doing and why. On a 7-9, you're back, but you brought something with you - the GM names what. On a miss, you'll…