The average reporter goes about their day without once running into danger. You are not the average reporter.

The Rule

What is it

Risk is something you build up while going about your job as a reporter. It’s tracked on your character sheet, and represents how much potential trouble your reporter is in.

When you roll risk the editor has permission to interfere, adding a quick scene during or after yours showing how new risk complicates things.

If you roll risk while your trouble meter is full, [Trouble] happens immediately; the editor’s scene goes first.

When to use it

Narratively, risks happen because your reporter is stirring up trouble. Mechanically, risks happen as a result of Rolling Dice.

As you go about reporting, your trouble meter will fill with risks and hardships. When it gets completely full, this signals the editor to take the kids gloves off— [Trouble] comes calling.

When not to use it

Risk is something that either happens or it doesn’t. No matter how many dice rolls trigger risk, if they’re part of the same scene, it only happens once.

How it’s done

When you gain risk, the scene still follows the usual rules, with dice or credibility determining success.

When players roll risk, the scene shifts. It’s now the editor’s turn to drive the action. If the reporter’s risk meter was full, the editor goes first; otherwise the player sets up the scene and the editor interrupts or follows.

the editor’s scene will show how your reporter’s increased risk of trouble is reflected in the world. Sometimes, you’ll be called upon to [Face Danger] to pursue what you want.

After the editor’s scene, you’ll record a one or two word reminder of what happened on your trouble meter, part of your Character Sheet.

Once your trouble meter is filled, all that risk has finally come calling. From then on, when you roll risk the editor has the option of going first, interrupting whatever your reporter was doing. Your reporter will have to find their way out of [Trouble] before they can continue.

An example Trouble Meter containing both Risks and Hardships, is shown below:

a line beside a die face where text could be written; it reads "Broken Leg!"

Hardships are bad news in two ways:

  • Every hardship you have reduces outcome rolls by one point. (An Outcome Roll is any roll that’s made to determine the outcome of a challenge or scene.)
  • Hardships occupy a risk slot on your Character Sheet. Like other risks, they can escalate… and having too many means trouble will come calling.

Some hardships can be cleared when players [Take Downtime]{: .rule-link }, but others remain until the end of the session. Which is which is a matter of judgement and common sense, and up to the editor.

Once a session ends, all hardships are cleared. Even if the fictional problem your reporter faces is still ongoing, they’re now used to working around it.

In Play

How it looks

Example results