Counters
Counters are a structured method for tracking progress towards an evolving outcome, such as accumulating successes or threats advancing towards failure. Counters make complicated, multi-step situations more manageable.
Points and Slots
Counters are comprised of one to ten “slots”. Each slot is worth 5 points by default, but may be assigned when the Counter is defined.
Whenever points are assigned to a Counter, fill slots until no points remain. Even if only a single point remains, the entire slot must be filled. For example, if you gain 7 points towards a Counter, fill two slots. Often, points towards a Counter will be determined by rolling one or more d10s.
When the last slot is filled, a Counter is completed. The repercussions of which depend on the Counter.
Temporary Slots
Some features and effects can cause Counters to gain Temporary Counter slots. A Counter cannot have more than 10 slots total, including Temporary slots.
Temporary Counter slots are lost upon being filled.
Counter Types
Progress
Used when achieving a goal requires multiple successful contributions toward the same challenge. Examples:
- Eliminating a major foe through combat
- Disabling a complex security system
- Completing a magical ritual
Danger
Used when a threat, hazard, or opposition is emerging or advancing toward a minor goal. The goal would meaningfully worsen the situation, but not outright preclude the protagonist’s objectives. Examples:
- Hostile creatures closing in on the protagonists’ location
- Cultists summoning a powerful demon
- Pursuing foes narrowing the gap in a chase
Defeat
Used to measure the protagonists’ proximity to a major failure that isn’t tied to personal harm. When a Defeat Counter fills, something crucial is lost. Examples:
- Fire consuming a protagonist’s home
- A critical artifact being corrupted beyond repair
- Cultists summoning a world-ending cosmic horror
Resource
Used to track finite resources that diminish with use. When a Resource Counter fills, whatever it corresponds to is depleted. Examples:
- Ammunition
- Magical energy
- Favors and reputation
Filling a Resource Counter is usually referred to as “spending” the resource that the Counter represents. For example, a protagonist has an Ammunition Resource Counter that has 5 slots worth 5 Ammunition each. They use their Gun Asset, which requires spending 1d10 Ammunition. They roll 7, meaning they need to fill 2 Ammunition slots to use the Asset.
Timer
Similar to a Danger or Defeat Counter but measures the approach of a neutral event. Timer Counters typically advance whenever a protagonist takes an Action, regardless of success or failure. For example, measuring the amount of time left in a Flashback.
Inventory
Used to track specific items, such as Memories or Assets. Unlike other Counter slots, which are either filled or unfilled, each Inventory slot holds a specific game object which should be tracked.
All Inventory Counter slots are worth one item.