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Hinder........................................................................19, 26-27
An action used to make things more difficult for a
character, resulting in a penalty.
Hit the Deck!.......................................................................29
A basic Defend action taken to protect yourself as
a reaction at the cost of a minor twist.
Index Cards............................................................. 159-160
Our favorite GM play aid.
Inherent............................................................................12, 45
An ability which is aways on, requiring no specific
response to activate.
Issue................................................................................8-9, 142
A single session of play, usually lasting 2-4 hours.
Last Stand...................................................................17, 149
When a minion is at a , its damage save behavior
changes and it doesn’t degrade any further. When
a minion successfully saves against damage, it
survives the attack. Damage that beats the value
rolled by a minion defeats that minion, removing
it from the scene.
Lieutenants...........17, 149, 156, 160, 207, 402-417
Powerful NPCs, each represented by a single die.
Usually used as a major opponent of the heroes.
Their damage saves are much hardier than the
damage saves of minions, but they also have a rule
for massive damage on page 149.
Location.............................................................16, 158, 160
A specific place within an environment that can
involve a bit of complexity in its thematic layout.
Major Twists................................................25, 29-30, 155
Twists that create very notable and/or long-lasting
problems or introduce major threats to the scene.
Max Die.....................................................................................21
When rolling a dice pool, the die that rolled the
highest number is the Max die.
Mid Die......................................................................................21
When rolling a dice pool, the die that rolled the
middle number is the Mid die.
Min Die......................................................................................21
When rolling a dice pool, the die that rolled the
lowest number is the Min die.
Minions........... 17, 148-149, 156, 160, 166, 204-206,
402-417
Standard NPCs, each represented by a single die.
Usually used as opponents of the heroes. Most
effective in groups.
Minor Twists................................................25, 29-30, 154
Twists that create unexpected wrinkles or introduce
minor threats to the scene.
Mods..................................................................22, 26-27, 160
Bonuses and penalties generated with the Boost or
Hinder actions.
Montage Scenes..............................9, 32-33, 159, 171
Narrative focused scenes, for travel, recovery, repair,
investigation, etc.
Movement................................................................ 168-169
If a hero wants to move within the same location,
they can do so without an action. If a hero wants
to move from one location to another, they spend
their whole turn doing so, usually, though they can
perform a Boost, Hinder, or Defend action as well.
NPCs........................................................................ 8, 148-156
All characters not controlled by hero players,
including villains, minions, lieutenants, environment
threats, allies, innocent bystanders, and anyone else
controlled by the GM.
Out.................................................12-13, 14, 101-104, 147
The end of GYRO. When Out, a hero only has
access to their Out ability. When the scene tracker
goes to Out, the scene ends immediately and
catastrophically.
Overcome..................................................19, 25, 154, 169
An action used to get past an obstacle.
Penalty...............................................................................26-27
A negative mod that reduces the value of an effect
die. If not persistent, it goes away after one usage.
Persistent Mods.................................................................26
Mods that last until the end of the scene, or until
they are removed by taking action against them or
some other effect.
Personal Status.......................................................12, 147
A character’s status, based on Health or other
factors in the case of some villains. A character’s
personal status can be different from the scene or
environment’s status. In those cases, use the status
that is closer to Out.
Personality........................................................46, 100-105
A characteristic used during hero creation. Your
general demeanor and how you react when under
pressure. A hero’s personality determines their
Out ability and status dice, and also grants them a
unique quality.
436
Index & Glossary