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==Rules Summary== <u>'''Dice You Have to Roll'''</u> :Each roll will include all your discipline, all your permanent madness, and all your current exhaustion <u>'''Additional Dice Options'''</u> :Once per roll, you may increase your exhaustion by one. :Any time you roll, you may add one to six dice of temporary madness to your roll. <u>'''Reading the Dice'''</u> :To determine the degree of success, count the dice that show 1, 2, or 3. :To determine the strength of a pool, find the die of that color showing the highest number. :If you meet or beat the GM’s degree, you succeed. Otherwise, you fail. :To determine what dominates, pick the pool with the highest strength. <u>'''Basic Consequences'''</u> :If discipline dominates, things stay under control. You have the option to remove a response check-mark or decrease your exhaustion by one. :If exhaustion dominates, your resources are taxed. Increase exhaustion by one. :If madness dominates, things get more chaotic. Check off a response and behave accordingly. :If pain dominates, you pay a greater price. Pay a coin into the GM’s despair coffer. <u>'''Major Consequences'''</u> :If exhaustion is increased above 6, you crash. :If you must check off a response, but can’t, you snap. :If you crash, you fall asleep, or face some other serious defeat (like death). :If you snap, you go mad for a time, clear out your responses, lose one discipline, and gain one permanent madness. :If you lose all discipline, you become a Nightmare. You’re an NPC now. <u>'''Talents'''</u> :To make minor use of an exhaustion talent, your exhaustion must be at least one. On the affected roll, your minimum number of successes is equal to your current level of exhaustion. :To make major use of an exhaustion talent, you must increase your exhaustion by one, and you may add your current level of exhaustion to the roll as successes. :To make use of a madness talent, you must add one to six temporary madness dice to the roll, as determined by the GM for the potency of the effect. <u>'''Coins'''</u> :The GM may spend one coin of despair to add or remove a 6 from any pool in play; the coin pays into hope. If this causes pain to dominate, no coin is paid into the despair coffer. :Any player may spend one coin of hope to remove one exhaustion, or to remove a check mark from fight or flight, or to add a 1 to the protagonist’s discipline pool. :Any player may spend five minus discipline in coins of hope to recover one point of discipline and remove one point of permanent madness. <u>'''Rule Exceptions'''</u> :Regarding Helping another character, the rules in the book all apply, in that you can only lend your discipline dice, they count only towards success (not strength/dominance), and your character is also affected if Madness, Exhaustion, or Pain dominate. :'''Houserule:''' You can only lend Help dice for environmental challenges, never for direct nightmare challenges.
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