DOCUMENT REF: SR-RULES-001
SUBJECT: FIELD OPERATIONS MANUAL
STATUS: ACTIVE
UNRESTRICTED
RULES
Field Operations Manual — Standard Issue
RESOLUTION SYSTEM

Roll 2d6 + relevant stat whenever the outcome is uncertain and the stakes matter.

10+Full success. You do what you set out to do.
7–9Partial success. A cost, complication, or hard choice.
6–Miss. The GM makes a hard move. Things get worse.
STAT REFERENCE
StatCovers
AgilitySneaking, acrobatics, dodging, driving, ranged attacks
BrawnLifting, climbing, swimming, melee attacks, jumping
IntuitionPerception, insight, animal handling, lock-picking
LuckImprobable actions, trick shots, gambling, fate
SmartsHistory, investigation, hacking, first aid, explosives, science
StrangeMagic, healing, actions beyond reality, cult/religious knowledge
ToughEndurance, intimidation, blocking, resisting poison/pain
CharismaPersuasion, performance, lying, inspiring, determination
SurgeRaw superhuman output, projecting energy, blasting, channeling power
ShiftOperating unfamiliar vehicles, high-speed driving, chases, extractions
HARM TRACK
0Fine
1–2Shaken (no effect)
3–4Hurt (-1 ongoing to all rolls)
5–6Beaten (-2 ongoing, movement impaired)
7Dying — must be stabilized this scene

Armor reduces incoming harm by 1 per point. Healing: Patch Up clears harm mid-mission; rest between missions clears 2 harm.

BASIC MOVES
ACT FASTAGILITY

When you do something requiring speed, stealth, or precision under fire, roll +Agility.

  • 10+: Clean execution.
  • 7–9: You do it but the GM picks a complication.
BEAT THEM DOWNBRAWN

When you attack someone in melee or use physical force to overcome something, roll +Brawn.

  • 10+: Deal your harm. Choose to either avoid their counter OR deal +1 harm.
  • 7–9: You trade blows. Deal your harm and take harm.
READ THE ROOMINTUITION

When you assess a dangerous situation before acting, roll +Intuition.

  • 10+: Ask the GM 3 questions from the list below. Get honest answers.
  • 7–9: Ask 1.
  • What's the biggest threat right now?
  • What's the best way in or out?
  • Who is in control here?
  • What do they want?
  • What should I watch out for?
  • Who is most vulnerable?
PUSH YOUR LUCKLUCK

When you attempt something uncertain and improbable, roll +Luck.

  • 10+: It works out in your favor.
  • 7–9: It works but the GM picks a complication.
FIGURE IT OUTSMARTS

When you use knowledge, analysis, or expertise to understand something, roll +Smarts.

  • 10+: Ask the GM 2 questions from the list below. Get honest answers.
  • 7–9: Ask 1. The GM picks a complication.
  • What is this thing's weakness or vulnerability?
  • What happened here, and roughly when?
  • Who is responsible for this, and what do they want?
  • What is this technology, power, or phenomenon actually doing?
  • Is there something here that's not what it appears to be?
  • What's the most valuable or dangerous thing in this location?
  • What's the connection between these people, objects, or events?
  • What would happen if I ___________?
  • Where did this come from, or where is it going?
  • Who else knows about this?
TAP INTO THE STRANGESTRANGE

When you use a power, ability, or force beyond normal explanation, roll +Strange.

  • 10+: It works as intended.
  • 7–9: It works but the GM picks a complication.
TAKE THE HITTOUGH

When you attempt to endure, resist, or absorb harm, roll +Tough.

  • 10+: Take half harm and hold your ground.
  • 7–9: Take half harm but the GM picks a complication.
TALK THEM INTO ITCHARISMA

When you try to charm, manipulate, or deceive someone, roll +Charisma.

  • 10+: They do it or believe it.
  • 7–9: They'll do it but the GM picks a complication, or they believe you but stay suspicious.
PROTECT SOMEONETOUGH/BRAWN

When you throw yourself between someone and harm, roll +Tough.

  • 10+: They're safe. You take half harm.
  • 7–9: They're safe but the GM picks a complication — it always costs something.
HELP OUTANY

When you help another character with their action, say how and roll with whatever stat applies.

  • 10+: They take +1 forward on their roll.
  • 7–9: They take +1 forward but the GM picks a complication.
PATCH UPLUCK/SMARTS

When you treat an injury in the field, roll +Luck or +Smarts (your choice).

  • 10+: Clear 1 harm OR stabilize someone who is Dying.
  • 7–9: Clear 1 harm but the GM picks a complication.
PUSH BEYONDSURGE

When you exceed what should be physically or energetically possible through raw output, roll +Surge.

  • 10+: It works cleanly and completely.
  • 7–9: It works but the GM picks a complication.
HIT THE GASSHIFT

When you get behind the wheel of a vehicle you've never driven before, or attempt to operate one under conditions that would challenge even an experienced driver, roll +Shift.

  • 10+: You handle it like you've done it a thousand times.
  • 7–9: You get where you're going but the GM picks a complication.
COMPLICATIONS (7–9)

When a roll comes up 7–9, the GM picks a complication:

  • You take harm
  • You attract unwanted attention
  • You leave something behind or lose something
  • The situation isn't resolved yet — there's more to deal with
  • You expose yourself, your position, or someone else
  • Something unintended gets damaged or caught in the crossfire
  • The effect is temporary and will need to be dealt with again
  • You burn a resource, relationship, favor, or piece of equipment
  • Someone sees something they shouldn't have seen
  • You overshoot — too much force, too far, too loud, too visible
  • You create a new problem while solving the current one
  • You tip your hand — an enemy now knows your capabilities
  • A teammate is put at risk by your action
  • You succeed but your cover, identity, or location is compromised
  • The clock starts ticking — you now have limited time before something gets worse
GM HARD MOVES

When a roll comes up 6–, choose one:

  • Separate them from the group.
  • Put someone in immediate danger.
  • Deal harm, possibly to someone they care about.
  • Use up their resources.
  • Reveal an unwelcome truth.
  • Introduce a new threat or complication.
  • Turn a success into a trap that springs later.
  • Have an NPC make things worse.
ADVANCEMENT

At the end of each session, the GM asks the group these questions:

  • Did we complete the mission?
  • Did we save someone from certain death, or something worse?
  • Did we learn something new and important about the world or the threat?
  • Did we learn something new and important about one of the heroes?

If you answered yes to one or two, mark 1 XP. If you answered yes to three or four, mark 2 XP.

At 5 XP, choose one improvement from your playbook.

MISSION STRUCTURE

Each session is structured around a mission. Before play begins:

1. The Briefing, GM presents the objective, known intel, and complications.

2. Prep, Players spend time gathering resources, calling contacts, building gear.

3. The Mission, Gameplay.

4. Debrief, Resolve consequences, mark XP, update countdowns.

Some moves (Smoke Bomb, Gunslinger, Reverse Card, etc.) reset each mission. Track them with a .

"Hero / Anti-Hero / Villain" is still a choice you make at the table.