Rules Summary

Dice

White is for Discipline, and the help you can lend. It is one of the few ways in which you can mend.

Grey is Exhaustion, it's insomnia's lash. A little bit helps, a lot makes you Crash.

Red is for Madness, the strength that's a trap. Be careful when taking or you will soon Snap.

Purple is Pain, a noose on a rope. They create Despair, which in turn becomes Hope.

Conflicts

    1. Determine if you would like to increase Exhaustion by one point.

    2. Roll Discipline + Exhaustion + Permanent Madness + (1-6) Temporary Madness dice.

    3. Compare to GM's Pain dice:

      • Each die showing 1 - 3 is a Success.

      • The pool (Discipline, Exhaustion, Madness or Pain) with the highest face showing is Dominant.

    4. Determine results:

      • If Success (Player rolls more Successes than GM): Complete the desired action successfully.

      • If Failure (GM rolls more Successes than Player): Fail the action or the GM can impose a penalty, increase Exhaustion by one point or invoke a Response.

      • Discipline Dominant: Reduce Exhaustion by one point or clear a Response.

      • Exhaustion Dominant: Increase Exhausion by one point.

      • Madness Dominant: Invoke a Response.

      • Pain Dominant: Add one Despair coin to the pot.

Coins

Each coin of Despair (from Dominant Pain) allows the GM to add or remove a "6" to any pool of a roll, and then becomes a Hope coin, which can be spent as follows:

One Coin

    • Reduce Exhaustion by a point when not in conflict.

    • Remove a Response when not in conflict.

    • Add a Success to the Discipline pool of a roll.

(5 - Discipline) Coins

  • Restore a point of Discipline lost to Permanent Madness with several hours of reflection.

Talents

Exhaustion Talent

  • Minor Bonus

      • Never gain less than your Exhaustion rating in Successes on a roll involving the Talent.

  • Major Bonus

      • Raise Exhaustion by one to add your Exhaustion as Successes on a roll involving the Talent.

Madness Talent

    • Include one (or more, as needed or desired) Madness dice in a roll to gain the effect of the Talent.

Crashing

When Exhaustion exceeds six points, you go unconscious for a number of days. During this time, Nightmares are actively drawn to you. When you wake up, all your Exhaustion is cleared, your Responses are removed and you are a Sleeper until you regain your insomnia.

Snapping

When you have no more Responses to check and are required to do so, you enter a psychotic episode for the scene. After, you gain a point of Permanant Madness, your Discipline drops by a point and all of your Responses are cleared.