<strong>System Summary</strong><br/><br/><span class="bbc_u">Die Roll Basics</span><br/>• You always roll at least dice equal to your discipline.<br/>• Once per roll, you may increase your exhaustion by one.<br/>• Any time you roll, you may add one to six dice of temporary madness to your roll.<br/>• To determine the degree of success, count the dice that show 1, 2, or 3.<br/>• To determine the strength of a pool, find the die of that color showing the highest number.<br/>• If you meet or beat the GM’s degree, you succeed. Otherwise, you fail.<br/>• To determine what dominates, pick the pool with the highest strength.<br/><br/><span class="bbc_u">Effects of Dominance</span><br/>• If discipline dominates, things stay under control. You have the option to remove a response check-mark or decrease your exhaustion by one.<br/>• If exhaustion dominates, your resources are taxed. Increase exhaustion by one.<br/>• If madness dominates, things get more chaotic. Check off a response and behave accordingly.<br/>• If pain dominates, you pay a greater price. Pay a coin into the GM’s despair coffer.<br/><br/><span class="bbc_u">Maxing Out Exhaustion and Madness</span><br/>• If exhaustion is increased above 6, you crash.<br/>• If you crash, you fall asleep, or face some other serious defeat (like death).<br/>• If you must check off a response, but can’t, you snap.<br/>• If you snap, you go mad for a time, clear out your responses, lose one discipline, and gain one permanent madness.<br/>• If you lose all discipline, you become a Nightmare with a Pain rating equal to the die pool you rolled when you snapped for the last time.  You're also now an NPC...<br/><br/><span class="bbc_u">Exhaustion Talents</span><br/>• 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.<br/>• 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.<br/><br/><span class="bbc_u">Madness Talents</span><br/>• 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.<br/>• Madness Talents take effect regardless of success or failure.<br/><br/><span class="bbc_u">Hope and Despair</span><br/>• 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.<br/>• 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.<br/>• Any player may spend five minus discipline in coins of hope to recover one point of discipline and remove one point of permanent madness.