Native Rules
Quick Reference
The core calls at a glance, with direct links to the fuller procedures. Keep it open beside the map.
If you remember only five things
- 1Describe what your character does before naming a rule.
- 2Roll only when the outcome is uncertain and a meaningful consequence is possible.
- 3Before rolling, know the Skill, Risk, Effect and important consequence.
- 4Roll 2d6 + Capability. 10+ works, 7–9 works with a consequence, 6 or lower turns the situation against you.
- 5One meaningful roll per meaningful question.
The roll
10 or higher
- Meaning
- The character does what they set out to do. Apply the stated Effect.
7–9
- Meaning
- The character does it, and something else also happens: a cost, a complication, exposure, or lost time. The consequence is separate from Effect.
6 or lower
- Meaning
- The attempt does not deliver what was wanted, and the situation moves against them. The roll is never simply nothing.
| Result | Meaning |
|---|---|
| 10 or higher | The character does what they set out to do. Apply the stated Effect. |
| 7–9 | The character does it, and something else also happens: a cost, a complication, exposure, or lost time. The consequence is separate from Effect. |
| 6 or lower | The attempt does not deliver what was wanted, and the situation moves against them. The roll is never simply nothing. |
Capability
Familiar
- Capability
- +0
Trained
- Capability
- +1
Expert
- Capability
- +2
Master
- Capability
- +3
| Rating | Capability |
|---|---|
| Familiar | +0 |
| Trained | +1 |
| Expert | +2 |
| Master | +3 |
Starting characters: 1 Expert · 5 Trained · 11 Familiar.
Risk and Effect
Low
- Failure costs
- Delay, noise, suspicion, minor expenditure, lost position or brief exposure. A minor physical hazard may cause Strained, normally not Wounded or Broken. Start here.
Serious
- Failure costs
- A credible major consequence: Wounded, important equipment lost, separation, arrest, serious exposure, major alarm or dangerous system failure.
Deadly
- Failure costs
- Clearly present severe or potentially irreversible danger: Broken, established death, catastrophic machinery or Fortera failure, destruction of a critical objective or immediately extreme capture.
| Risk | Failure costs |
|---|---|
| Low | Delay, noise, suspicion, minor expenditure, lost position or brief exposure. A minor physical hazard may cause Strained, normally not Wounded or Broken. Start here. |
| Serious | A credible major consequence: Wounded, important equipment lost, separation, arrest, serious exposure, major alarm or dangerous system failure. |
| Deadly | Clearly present severe or potentially irreversible danger: Broken, established death, catastrophic machinery or Fortera failure, destruction of a critical objective or immediately extreme capture. |
No Effect
- Delivers
- Success changes nothing meaningful; usually a sign the roll should not happen.
Limited
- Delivers
- Partial progress. Marks 1 segment on a clock.
Standard
- Delivers
- The expected result. Marks 2 segments on a clock. This is the default.
Great
- Delivers
- More than expected. Marks 3 segments on a clock.
| Effect | Delivers |
|---|---|
| No Effect | Success changes nothing meaningful; usually a sign the roll should not happen. |
| Limited | Partial progress. Marks 1 segment on a clock. |
| Standard | The expected result. Marks 2 segments on a clock. This is the default. |
| Great | More than expected. Marks 3 segments on a clock. |
A Setup action is a separate action that helps a later one. A successful Setup grants either +1 Effect or reduces Risk by one step on the action it prepares. Setups do not stack.
Apply all Effect steps before rolling; opposing steps cancel, Great is the maximum, and below Limited is No Effect. Resolve applicable protection after the roll.
Clocks
4 segments
- Use for
- A straightforward but pressured objective.
6 segments
- Use for
- A contested objective.
8 segments
- Use for
- A heavily defended, difficult or multi-stage objective.
10+ segments
- Use for
- A major operational or long-running objective.
| Clock | Use for |
|---|---|
| 4 segments | A straightforward but pressured objective. |
| 6 segments | A contested objective. |
| 8 segments | A heavily defended, difficult or multi-stage objective. |
| 10+ segments | A major operational or long-running objective. |
Progress by Effect: Limited 1, Standard 2, Great 3.
Combat, Fortera, Load, vessels
Combat
- Rule
- Alternate one combatant at a time. Normal Activation: one Move and Action, in either order without splitting Move; one Reaction per round. Move 4 spaces, Sprint uses Action for another 4. A 7–9 grants no free enemy attack.
Facing
- Rule
- Ordinary melee threatens 3 adjacent front spaces; Reach adds the 5 immediately beyond. A Turn Reaction faces an enemy entering an unthreatened adjacent space. Exact opposite Engaged attackers gain +1 Effect against a Flanked target.
Protection
- Rule
- Applicable armour, Cover or Going Low reduces bodily Harm one step on 7–9. Guard uses a Reaction against threatened melee on 7–9, reducing Harm or manoeuvre Effect. Choose one protection per hit; 10+ resolves normally.
Firearms
- Rule
- Beyond Normal but within Extended: −1 Effect; beyond Extended normally No Effect. Normal guns become Fired and need one Reload Action, two with Slow Reload. Rigid armour gives no firearm benefit at Contact.
Harm
- Rule
- Limited typically Strained, Standard Wounded, Great Broken where plausible. Same-severity or worse Harm escalates one step. Standard stabilisation removes Unstable, not Broken; Broken is not automatic death.
Fortera
- Rule
- Practice grants Capacity 2 and two Workings; Deep Reserve gives 3. Ask whether the target responds, the effect can physically happen and the scale is safe. Roll once for the actual uncertainty.
Overdraw
- Rule
- +1: Strained. +2: Wounded and local disturbance. +3: risk Broken and a Dead Zone or similarly serious field consequence. +4 or more: catastrophic field consequence.
Embedding
- Rule
- Known Working and Practice required. Depth days to create, then Depth days of useful life; Depth does not increase power. Tune preservation touches an active item for at least 10 minutes, pausing its remaining life for Depth days without stacking.
Growth
- Rule
- Per session: 1 participation, at most 1 for a materially influential anchor, and 1 group milestone. Maximum 3; save indefinitely and spend between sessions or in genuine downtime, never mid-Scene or Combat.
Load
- Rule
- Comfortable carry is 6 Load.
Scale
- Rule
- Personal or Battlefield, nothing in between. Formations act once per exchange; Cohesion breaks them.
Vessel: Stable
- Rule
- The relevant system functions normally.
Vessel: Impaired
- Rule
- The relevant system is compromised. Its condition changes Risk, Effect or available actions when the fiction makes it relevant.
Vessel: Disabled
- Rule
- The relevant system cannot function meaningfully until the problem is addressed. Other intact systems are not automatically Disabled.
| Card | Rule |
|---|---|
| Combat | Alternate one combatant at a time. Normal Activation: one Move and Action, in either order without splitting Move; one Reaction per round. Move 4 spaces, Sprint uses Action for another 4. A 7–9 grants no free enemy attack. |
| Facing | Ordinary melee threatens 3 adjacent front spaces; Reach adds the 5 immediately beyond. A Turn Reaction faces an enemy entering an unthreatened adjacent space. Exact opposite Engaged attackers gain +1 Effect against a Flanked target. |
| Protection | Applicable armour, Cover or Going Low reduces bodily Harm one step on 7–9. Guard uses a Reaction against threatened melee on 7–9, reducing Harm or manoeuvre Effect. Choose one protection per hit; 10+ resolves normally. |
| Firearms | Beyond Normal but within Extended: −1 Effect; beyond Extended normally No Effect. Normal guns become Fired and need one Reload Action, two with Slow Reload. Rigid armour gives no firearm benefit at Contact. |
| Harm | Limited typically Strained, Standard Wounded, Great Broken where plausible. Same-severity or worse Harm escalates one step. Standard stabilisation removes Unstable, not Broken; Broken is not automatic death. |
| Fortera | Practice grants Capacity 2 and two Workings; Deep Reserve gives 3. Ask whether the target responds, the effect can physically happen and the scale is safe. Roll once for the actual uncertainty. |
| Overdraw | +1: Strained. +2: Wounded and local disturbance. +3: risk Broken and a Dead Zone or similarly serious field consequence. +4 or more: catastrophic field consequence. |
| Embedding | Known Working and Practice required. Depth days to create, then Depth days of useful life; Depth does not increase power. Tune preservation touches an active item for at least 10 minutes, pausing its remaining life for Depth days without stacking. |
| Growth | Per session: 1 participation, at most 1 for a materially influential anchor, and 1 group milestone. Maximum 3; save indefinitely and spend between sessions or in genuine downtime, never mid-Scene or Combat. |
| Load | Comfortable carry is 6 Load. |
| Scale | Personal or Battlefield, nothing in between. Formations act once per exchange; Cohesion breaks them. |
| Vessel: Stable | The relevant system functions normally. |
| Vessel: Impaired | The relevant system is compromised. Its condition changes Risk, Effect or available actions when the fiction makes it relevant. |
| Vessel: Disabled | The relevant system cannot function meaningfully until the problem is addressed. Other intact systems are not automatically Disabled. |
Condensed from Native Rules appendix pp. 89–92. The print appendix includes a longer quick-reference table and separate Character Record sheets.