TEXT: Forged Ties
  Reference Sheet
  Rolling
  1. The player picks a skill, or stat if none apply
  2. The GM determines position and eﬀect
  Controlled
  On a miss, you miss and will need to push
  to achieve this. On a partial success, you miss
  or you do it but there’s a minor consequence.
  On a full success, you do it.
  Risky
  On
  a
  miss,
  you
  miss
  and
  suﬀer
  consequences. Mark harm or breaking. On a
  partial
  success,
  you
  do
  it
  but
  suﬀer
  consequences. On a full success, you do it.
  Desperate
  On a miss, you miss and suﬀer severe
  consequences. Mark harm and breaking. On a
  partial success, you do it but suﬀer severe
  consequences. Mark harm or breaking. On a
  full success, you do it.
  3. Create your dice pool
  ● If you’re using a skill, add additional dice based
  oﬀ of related skills.
  ● If someone is helping, add their dice based oﬀ
  which stat or skill they’re helping with. Stats can
  help stats, and skills can help either stats or
  skills.
  4. Optionally, push yourself
  If you push yourself, mark breaking and then
  either add one die or increase the eﬀect. The die
  you add is based oﬀ of the skill you rolled, not any
  other dice added.
  5. Roll and take the highest die
  6. Compare the die against the challenge dice
  The GM rolls two 10-sided dice,
  ● If the player’s die is higher than both challenge
  dice, it’s a full success.
  ● If the player’s die is higher than one challenge
  die, it’s a partial success.
  ● If the player’s die is lower than both challenge
  dice, it’s a miss.
  If the challenge dice match, the result includes
  either a new complication if it was a miss or new
  opportunity if it was a success.
  Heart, Breaking, and Ruin
  Your breaking track advances as a result of misses
  or partial successes. When you mark Broken,
  mark one harm “broken.” If you mark a ⦿ ruin
  space, you immediately choose a ruin advance. At
  the end of the session, you recover your breaking
  track, but only to the amount of harm you have
  le�. For example, if you have 2 harm, you will start
  the next session with 2 breaking marked. Ruin
  does not clear. If you have heart, you may clear
  heart before marking breaking.
  Harm
  Harm is a result of consequences of a miss or
  partial
  success.
  If
  you
  have
  no
  room
  for
  additional harm, but take harm, you instead
  mark breaking. You may rewrite one of your
  previous harms to reﬂect the new harm, though
  (still marking breaking). If harm is resolved in the
  ﬁction, you can remove the harm. You may also
  clear harm when you forge or at the end of
  session. See the rules on forging or the end of
  session move for more details.
  Forge
  When you roll forge, fork in a die based oﬀ of
  your forge track.
  When you mark a requirement, roll Forge. If
  someone helped you meet the requirement, they mark
  their Bond with you.
  ● On a miss, despite what came before, the tie will
  be tested. Mark breaking & answer ‘what new
  diﬃculties await me as I forge on?’
  ● On a partial success, the tie ebbs and ﬂows. You
  may mark breaking and remove harm, then
  answer ‘what new opportunity is at stake and
  how is it in danger?’
  ● On a success, the tie will strengthen. You may
  mark heart or remove harm, then answer ‘what
  new opportunity awaits me and how am I ready
  for it?’
  Bonds
  When
  another
  player marks a requirement
  which you helped them complete, mark a bond
  with
  them. When you share a moment of
  intimacy or reﬂection with another character, you
  may choose to resolve your bond with that
  character. If you do, clear the Bond, answer the
  question ‘how have I grown from my bond?’,
  mark your advances track, and choose a stat
  track to mark based oﬀ of how you have grown.
  
SOURCE: textdata/thevault/Forged Ties/Reference Sheet 1.0.pdf