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Spending FearCore

Rule

Whenever you spend Fear, describe how fate changes the world against the characters.

Whenever you spend Fear, describe how fate changes the world against the characters. What interrupts or counters the PCs? How does an adversary prepare for a powerful attack? What barrages the PCs’ senses as the raging avalanche swallows them?

When you spend a Fear, you can:

  • Interrupt the players to make a move.
  • Make an additional GM move.
  • Use an adversary’s Fear Feature.
  • Use an environment’s Fear Feature.
  • Add an adversary’s Experience to a roll.

Tip: As with any GM move, spending Fear shouldn’t undermine the players’ fun. Fear is a tool for you to enhance the scene, create dramatic tension, and raise the stakes, not to shut down a PC’s heroic actions.

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