Rules: Quick Reference

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

  1. 1Describe what your character does before naming a rule.
  2. 2Roll only when the outcome is uncertain and a meaningful consequence is possible.
  3. 3Before rolling, know the Skill, Risk, Effect and important consequence.
  4. 4Roll 2d6 + Capability. 10+ works, 7–9 works with a consequence, 6 or lower turns the situation against you.
  5. 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.

Capability

  • Familiar

    Capability
    +0
  • Trained

    Capability
    +1
  • Expert

    Capability
    +2
  • Master

    Capability
    +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.
  • 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.

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.

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.

Condensed from Native Rules appendix pp. 89–92. The print appendix includes a longer quick-reference table and separate Character Record sheets.