Resisting Moves

When a Narrator Move threatens a Hero, the player may choose to react: rolling to resist the consequence. A strong result cancels or softens the danger, but never for free: the roll sets a Flare cost the Hero must pay to avoid the move.

Reaction Rolls

If a player wants to resist or avoid the move’s impact, they can make a Reaction roll.

The player must opt in for this as resisting a move will cost them Flare, and they only get one roll. 

The dice pool is determined by the Narrator and the player may know what they will roll before choosing to resist. 

After rolling, the player spend an amount of Flare equal to 6 but subtracting the value of the highest die rolled. This means a 6 would offset all of the Flare loss.  

If the player rolls multiple 6s, not only do they spend 0 Flare, they also regain 1 Flare for every 6.

Regardless of the roll result, the move has been resisted: the Narrator move is typically softened, rather than entirely neutralised.

Dice Pools

The Narrator will tell the player to roll one of their Attributes based on the nature of the danger.  

  • Cunning: Shields against trickery and hidden snares
  • Wisdom: Guards the mind from confusion and deception
  • Grace: Deflects social blunders and subtle coercion
  • Valour: Steadies resolve against fear and intimidation
  • Agility: Evades sudden strikes and swift hazards
  • Brawn: Endures poison, crushing force, and sheer exertion

Players can modify Reaction rolls by burning, tempting fate, spending Luck, but they may not get help.

Defences

Defences are passive safeguards against specific dangers. There are typically three types:

  • Resistance: innate protection granted by tags or powers
  • Armour: worn gear that absorbs or deflects harm
  • Immunity: a potent defence that negates a danger entirely

If a player has a relevant resistance when they react to a danger, they reduce any Flare cost they would pay by 3 (to a minimum of 0).

If a player has relevant armour when they take harm, they may spend one to reduce the severity of the wound.

If a player has a relevant immunity, they ignore the danger entirely: they do not need to roll nor mark armour.