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Campaign
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Campaign Frame Builder

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Equipment Creator

Equipment Preview

Adversary Creator

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Used for My Vault thumbnails and the printable card art zone (750 × 455 px, landscape). Recommended: 1200 × 728 px — larger images are auto-compressed to 1200 px / 700 KB max.

Standard Attack

Features

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Adversary Preview

Card Preview

Printable adversary card output. Front and back are generated automatically from artwork, stats, features and lore.

Colossus Creator

Colossus Features

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Environment Editor

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Used for My Vault thumbnails and Canvas cards. Larger images are auto-compressed to 1200 px / 700 KB max.

Features

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Environment Preview

AmbienceReady
100%
Fear
0

GM Screen

Quick rules, prompts and table references for running your session.
This screen is empty.
Use “+ Panel” or move a panel here from another screen.
Quick Reference T
AllyOne who helps and rolls with you; advantage can apply when fiction supports it.
Group ActionNominate a leader. Other PCs roll reactions. Each success adds +1; each failure gives −1.
Tag TeamEach PC spends 3 Hope to initiate a tag team move. Both roll and combine fiction.
VulnerableRolls against the target have advantage.
RestrainedThe character cannot move but can still take actions from their position.
TemporaryRemoved with a GM move or when fiction clears it.
Traits & Examples T
Agilitysprint, leap, maneuver, dodge, balance
Strengthlift, smash, grapple, force, hold
Finessecontrol, hide, tinker, aim, pick locks
Instinctperceive, sense, navigate, react
Presencecharm, perform, deceive, intimidate
Knowledgerecall, analyze, comprehend, identify
Resting T
Short Rest
TermDescription
Tend to WoundsClear 1d4 + tier hit points. This can be used on an ally.
Clear StressDescribe how you blow off steam and clear 1d4 + tier Stress.
Repair ArmorClear 1d4 + tier armor slots. This can be used on an ally.
PreparePrepare for the next day and gain 1 Hope. If done with a friend, gain 2 Hope instead.
Long Rest
TermDescription
Tend to All WoundsClear all hit points. This can be used on an ally.
Clear All StressClear all Stress.
Repair All ArmorClear all armor slots.
Work on a ProjectEstablish or work on a project. The GM can ask for a roll to determine progress.
Dice Rolls T
Success with FearThey succeed, but add a consequence and the GM gains 1 Fear.
Failure with HopeThey fail, but gain 1 Hope.
Failure with FearThings go badly and the GM gains 1 Fear.
Damage Rolls: after a successful attack, roll the weapon dice and add them together. If the attack crits, add the potential value of your damage roll.
Reaction Rolls: work like action rolls but do not generate Hope or Fear.
Hope & Fear T
Hope (PCs):
Spend Hope to use abilities, help an ally, activate class features, or push the fiction forward.
Fear (GM):
Spend Fear to interrupt a player move, make an adversary move, spotlight threats, or escalate the scene.
Spotlighting Adversaries T

When you spotlight an adversary, you may do one of the following:

  • Move within close range and attack.
  • Move within close range and use an adversary action.
  • End a temporary condition or effect.
  • Sprint somewhere else on the battlefield.
Conditions T
HiddenWhile out of sight from all foes, you are hidden. Rolls against you are at disadvantage.
RestrainedYou cannot move until cleared, but you can act from your position.
VulnerableAll rolls against you have advantage until the condition is cleared.
TemporaryClears when requirements are met or with a GM-determined difficulty.
Scene Prompts T
  • What is at risk in this moment?
  • How can the world push back?
  • Which NPC cares the most about this?
  • What could go wonderfully right?
  • What would make this more personal?
  • What clue, cost, or consequence can point toward the next scene?
Hope & Fear Roll
Hope
Fear
Total
Roll to see result
Mod