TEXT: Action Roll Flowchart
  1.
  Player(s) state their goal and choose the action.
  2.
  How dangerous is the action? GM decides.
  Desperate
  You’re in serious
  trouble...
  Risky
  Most actions.
  Controlled
  You have an
  advantage or a safety
  net
  You may sacriﬁce your Position for increased E�ect or vice versa.
  3.
  How e�ective will the action be? GM decides.
  Limited
  Standard
  Great
  Consider Threat or Potency, Quality/Tier and Scale
  4. Push Self for 2 stress or 2 essence, or take a Mask Bargain to
  gain +1d or +e�ect
  5. Roll dice, GM interprets result, states any consequences
  1.
  Resist? Roll attribute -> 6: 1 stress; 4/5: 2 stress 1-3: 3 stress
  Teamwork Actions
  Assist : One other player su�ers 1 Stress to give +1 die.
  Lead :  Everyone rolls; take best roll; Leader takes stress per failure.
  Set Up :  If success, follow-ups gain better Position or E�ect.
  Protect :  Su�er consequences for someone else. Resist roll.
  Essence
  Spend 1 essence whenever you use a mask ability
  Spend 2 essence for +1d or +e�ect
  Action Result
  Controlled
  6: You do it.
  Crit: You do it with +E�ect
  4/5: You hesitate. Withdraw and try a di�erent approach, or else do it with
  a minor consequence: a minor complication occurs, you have reduced
  e�ect, you su�er lesser harm, you end up in a risky position.
  1-3: You falter. Press on by seizing a risky opportunity, or by having a
  complication occur, or withdraw and try a di�erent approach
  Risky
  6: You do it.
  Crit: You do it with +E�ect
  4/5: You do it, but there's a consequence: you su�er harm, a complication
  occurs, you have reduced e�ect, you end up in a desperate position.
  1-3: Things go badly. You take one or two consequences: su�er harm, a
  complication occurs, you end up in a desperate position, you lose this
  opportunity.
  Desperate
  6: You do it.
  Crit: You do it with +E�ect
  4/5: You do it, but there's a consequence: you su�er severe harm, a
  serious complication occurs, you have reduced e�ect.
  1-3: It’s the worst outcome. You take up to three consequences: severe
  harm, a serious complication occurs, you lose this opportunity for action.
  Mask Bargains
  Bargains tie narratively to the goals and emotions of the mask:
  what does the mask want the brigand to do right now?
  ●
  O�er a minor complication, tick a clock, add heat, reduce
  e�ect, spend load, or reduce the brigand’s position.
  
  Gather Information Results
  Great (Crit): You get exceptional details. The information is complete and
  follow-up questions may expand into related areas or reveal more than
  you hoped for.
  Standard (4-6): You get good details. Clarifying and follow-up questions
  are possible.
  Limited (1-3): You get incomplete or partial information. More
  information gathering will be needed to get all the answers.
  Gain +Effect
  ●
  Use a mask ability
  ●
  Spend 2 stress / essence
  ●
  Take a Mask Bargain
  ●
  Use a ﬁne item
  ●
  Do a Setup action
  ●
  Use Mask Coherence
  Gain +1 Die
  ●
  Use a mask ability
  ●
  Spend 2 stress / essence
  ●
  Take a Mask Bargain
  ●
  Use an assist action
  Gaining Essence
  ●
  If you swear an oath, roll dice equal to your current oaths
  and gain Essence accordingly. 1-3: 2, 4/5: 4, 6: 5, Crit: 6
  ●
  When you fulﬁll a pact, gain an oath. If you fail to fulﬁll an
  oath you have pledged, lose an oath.Gain essence
  accordingly. 1-3: 2, 4/5: 4, 6: 5, Crit: 6
  Planning
  Players determine goal, select an approach, provide the detail
  Dramatic
  Sow chaos and reap the rewards of confusion
  How will you command attention?
  Subtle
  Remain unnoticed, slip past suspicion.
  How will you remain unnoticed?
  Tactical
  Gain and hold an advantage, ambush cleverly.
  How will you gain an advantage?
  Rapid
  Move quickly, before your opportunity passes.
  How will you strike quickly?
  Cautious
  Plan in meticulous detail, be ready for anything.
  How will you prepare?
  Charismatic
  Win allies or demoralize your foes.
  How will you rally others to your cause?
  Vampire Maneuvers
  ●
  Remind the brigands what’s at stake with either threats or
  taunts in the voice of their enemies or with questions or
  requests posed by their friends and allies.
  ●
  Sneer, look down on, or abuse the less-powerful.
  ●
  Flee from power, reposition to strength, throw underlings at
  a problem.
  ●
  Haunt the brigands, use weak vampiric magic, temporarily
  confound their senses.
  ●
  Make unreasonable demands, abuse power.
  ●
  Cryptically hint at grand schemes, terrible works, or ancient
  plots and vendettas.
  ●
  Toy with prey, make idle threats, soliloquize.
  
  Engagement Rolls
  At the start of a Foray, roll for engagement.
  ➢ Start with 1d for each Sedition Level at the foray’s location.
  ➢ Remove 1d for each level of Tyranny. This cannot drop the
  number of dice below zero.
  ➢ Is your approach something your enemies are particularly
  weak against? Take +1d. Are your enemies strong against
  your chosen approach? Lose -1d.
  ➢ Are any of your relationships able to help you with your
  approach? Gain +1d and mark that relationship.
  ➢ Can any member of the Conclave provide specialized
  assistance? Gain +1d and mark that ally.
  ➢ Does your fae patron’s court specialize in this action? If so,
  gain +1d.
  ➢ Does your average load a�ect your approach? Are you trying
  to sneak in somewhere with a heavy load? If so, take -1d.
  Are you at an average of a light load while trying to inﬁltrate
  a location? Take +1d.
  ➢ Are you spending any downtime actions to gain an
  advantage on your engagement roll? If so, take +1d.
  Bans and Harm
  Harm may be divided across
  the stress and essence track.
  Consequence - Harm
  Minor - 1 Harm
  Normal - 2 Harm
  Severe - 3 Harm
  ●
  When a brigand wishes to succeed at a cost without rolling,
  they may take a ban.
  ●
  A ban bars the brigand from using a mechanic and,
  narratively, something important, while it is on their sheet.
  Think bans against silver, cold iron, wood, etc.
  ●
  The GM and brigand should negotiate the mechanical and
  narrative nature of the ban, and the ban should be recorded
  in its relevant slot on the background sheet.
  Level 1 - Light Ban: The brigand succeeds with limited e�ect
  and takes a minor ban. Usually an object/class of object
  Level 2 - Normal Ban: The brigand succeeds with standard
  e�ect and takes a normal ban.
  Level 3 - Desperate Ban: The brigand succeeds with great e�ect
  and takes a dangerous ban. Several actions, a major
  mechanic, or entire masks are banned.
  Level 4 - Final Ban: The brigand succeeds with extreme e�ect
  and, when narratively appropriate, their character fades.
  *Note, a ban’s e�ect supersedes all other adjustments to e�ect.
  Bans can be invoked post-roll to ﬂip a failure to success by
  taking a ban equal to the current position, such that:
  Desperate -Level 3, Risky - Level 2, Controlled - Level 1.
  Scars
  If a brigand still wishes to succeed at a cost, but does not have
  an appropriate ban available to them, they may scar a
  current ban and take another. Once a ban scars, it is
  immediately removed from the ban slot, though it’s
  mechanical e�ects remain.
  When a brigand’s stress track ﬁlls, they may choose to be taken
  out of the scene and gain a scar, though not from a ban. If
  the character is taken out in this way, all bans are erased.
  If the brigand chooses to remain in the scene, the mask takes
  hold. The highest level ban becomes a scar and the player
  loses all stress.
  
  Disengagement Roll
  A disengagement roll can be made when running short on time for a Foray
  or when the group wants to abstract their exit strategy.
  Once the brigands have accomplished their goal for a foray, if nothing is
  standing between them leaving, it is often best for the GM to narratively
  wrap things up and get the ﬁction to downtime.
  If something stands between the brigands and escape—they have yet to
  accomplish their goal but time is running short, or they wish to cut and
  run on a foray before accomplishing their goal— use this mechanic.
  Start with 1d for pure luck.
  Add +1d for each ally, associate, cohort, or expert that can aid your escape.
  You owe a favor to any associate you invoke for this.
  Add +1d for each advantage you establish to aid your escape. This is a good
  chance for ﬂashbacks or ﬂash-forwards to set up escape routes, ﬁnd
  secret exits, or sabotage pursuers.
  Add +1d if you are in seditious territory, subtract -1d if the vampire
  presence is strong here.
  Subtract -1d if you have not yet accomplished your main goal.
  Subtract -1d for each “side objective” you would like to still try to get on
  your way out. This covers quickly grabbing things you don’t already have,
  not “getting away with the loot.” We assume you brought enough bags.
  Subtract -1d for each brigand that has been taken out by their stress bar.
  Roll fortune dice and adjudicate the result:
  Crit: A clean get-away, with everything you tried for, and a bit extra.
  Maybe you snag a bit of extra reputation or lose some heat.
  6: A good get-away. You get everything you tried for and everyone gets
  home safe.
  4,5: A messy escape: You get away but there are consequences. Maybe you
  take additional heat as you are chased across Cardenfell. Maybe a brigand
  or two takes harm holding back enemies while retreating. Maybe
  something important is left behind or a side goal left unaccomplished.
  1-3: The skin of your teeth: You escape, but just barely. Everyone takes
  harm, you move up a “level” of heat, or you leave behind something of
  vital importance.
  Remember: Any consequences gained from this roll can be resisted, harm
  can be canceled by armor, and brigands can protect their allies.
  IMPORTANT: A brigand cannot die or su�er permanent harm (unless they
  choose to do so) during an escape. Do not threaten permanent
  consequences, and do not subvert the foray by canceling out/rendering
  moot their main goal with a consequence.
  Resupply
  When brigands use resources that may be in short supply, such as
  ashwood or black powder, the GM may choose to tick the
  “Resupply” clock. If the Resupply clock is ﬁlled, it means the
  rebellion is dangerously low on supplies, and the brigands should
  take immediate action to remedy this.
  The Resupply clock starts at 4 segments, but increases in size
  depending on the Organization of the rebellion, adding +2
  segments for each level of organization.
  The Resupply clock may be emptied through Long Term Projects or
  by appropriating resources during forays.
  
  Foray Payoff
  Sedition:
  ●
  1 tick: Mildly seditious activities such as making contacts.
  ●
  2 ticks: Moderately seditious activities such as setting up a
  cache of supplies or negotiating with locals.
  ●
  4 ticks: Majorly seditious activities, such as creating a cell of
  agents, recruiting a spy, or establishing a safehouse.
  ●
  +1 each if you aided a community by ﬁlling a need, learning
  something new about them, or making a sacriﬁce for them.
  Progress:
  ●
  1 tick: A minor success or set-up for a future foray.
  ●
  2 ticks: A modest win or helpful action.
  ●
  3 ticks: A major victory or a crushing blow to your foes.
  ●
  +1 tick: Accomplished an objective or fulﬁlled a need after
  discussing with an ally or community.
  Heat:
  ●
  0 heat: Smooth & quiet; low exposure.
  ●
  2 heat: Contained; standard exposure.
  ●
  4 heat: Loud & chaotic; high exposure.
  ●
  Add +1 heat for a high-proﬁle or well-connected target. Add
  +1 heat if the foray or conﬂict took place in a high-security
  location. Subtract -1 heat for each action taken to reduce
  exposure.
  Downtime Actions
  Each brigand starts with 1 free downtime action and may spend
  Inﬂuence, Organization, and Force for additional actions.
  Influence
  Organization
  Long-Term Project
  Spend your downtime working
  on a long-term project.
  1-3: one segment, 4/5: two
  segments, 6: three segments,
  critical: ﬁve segments
  Prepare
  Spend your downtime preparing
  for an upcoming foray.
  Gain +1d on your next
  engagement roll
  Reconnaissance
  Gather information with
  +E�ect.
  Recover
  Receive aid from another, be it
  fae, brigand, or ally. Remove
  highest ban.
  Reduce heat
  Spend your downtime reducing
  your exposure, risk, or the
  vampire’s focus.
  1-3: one, 4/5: two, 6: three,
  critical: ﬁve
  Reconnect
  Spend time reconnecting with
  what matters most.
  Roll dice equal to your lowest
  attribute. Recover stress equal
  to the highest die rolled.
  Force
  Hone Equipment
  Add the ﬁne tag to one piece of
  equipment. This tag is removed
  at the end of a foray in which the
  equipment was used.
  Command Cohort
  Gain the assistance of a cohort
  of allies for a single mission.
  Cohort is dismissed after
  mission is accomplished
  Requisition Asset
  Gain the use of of a unique item or asset for one foray
  
  Equipment
  Weapons
  Blades and Melee
  A Blade or Two: Small daggers, knives, and shortswords [1 Load]
  Blackjack: A dull, hefty bludgeoning weapon [1 Load]
  Longsword: A deadly weapon hearkening back to the Old Kingdom
  [2 Load]
  Spear: Cheap, disposable, highly illegal piercing weapons. [3 Load]
  Firearms
  Flintlock Pistol: A very short ranged weapon capable of
  penetrating most types of armor [1 Load]
  Flintlock Riﬂe: Likely the most accurate and deadly weapon in the
  world, also the slowest to reload [3 Load]
  Bows
  Crossbow: Accurate, slow, and simple [3 Load]
  Hunting Bow: Home-made, risky, and short-range [3 Load]
  Shortbow: Requires Hunt. Finely made, short-range, and deadly [3
  Load]
  Longbow: Requires Hunt. Cumbersome, Long-range, and powerful
  [3 Load]
  Shields and Armor
  Buckler: +1d resist. Requires Finesse. A small shield, easily carried
  on a belt [1 Load]
  Heavy Round Shield: +1d resist. Cumbersome, unbalanced, simple
  to use [2 Load]
  Knight Shield: +2d resist. Requires Skirmish. Unique, illegal,
  well-made [3 Load]
  Leather Armor: Soaks 1 harm. Treated leather absorbs impact but
  is easily pierced [2 Load]
  Chainmail: Soaks 1 harm. +1d to resist. Linked chain allows for
  maneuverability while remaining protected [3 Load]
  Plated Jacket: Soaks 2 harm. A jacket with metal plates sown into
  the lining. Somewhat cumbersome to wear, but provides good
  protection [3 Load]
  Tools
  Lantern: Lights up dark corners of the night [1 Load]
  Censer: A vessel for burning wood, attached to a sturdy chain [1
  Load]
  Manna Wood: Provides limited protection from vampiric senses [1
  Load]
  Burglary Kit: All the necessary tools for breaking and entering [1
  Load]
  Tinkering Tools: Metal instruments for both detail work and heavy
  maintenance [2 Load]
  Demolition Tools: Packets of saltpeter, timing mechanisms, and
  vials of various alchemicals [2 Load]
  Subterfuge Supplies: Capes and cloaks with a bit of coal-paint [1
  Load]
  Climbing Gear: Rope, rigging, pitons, and a hammer [2 Load]
  
  Contraband
  Ash Wood: Resupply. The wood of ash trees can cause grievous
  harm to vampires, and its smoke can hide one’s presence from
  their supernatural senses. Ashwood is highly controlled, and
  carrying arrows of it is a crime punishable by death. [1 Load]
  Blackpowder: Resupply. The ideal substance for making bombs
  and ammunition for ﬁrearms, as the much more common saltpeter
  creates more smoke than it does explosive force and tends to foul a
  ﬁrearm’s mechanisms quickly. [1 Load]
  Crafting
  Crafting involves completing long-term projects. Default starting
  clock size is 4-segment. Segment amount varies:
  ●
  +2 item is complex
  ●
  +2 no blueprint exists, relies on oral tradition
  ●
  +2 no drawbacks to item
  ●
  +2 item requires illegal components or is illegal, such as
  black powder or ashwood
  ●
  -2 all resources are easily accessible
  ●
  -2 if you tick the Resupply clock
  ●
  -2 Conclave can assist
  Note: Crafting segments can be reduced to zero, requiring only a
  “Long Term Project” downtime action.
  Inventions can be created using the following steps.
  ●
  Player answers: What type of creation is it and what does it
  do?
  ●
  GM answers: What magnitude does this item’s e�ect have?
  ●
  Player answers: What rare, strange, or adverse aspect of this
  formula or design has kept it in obscurity, out of common
  usage?
  ●
  GM answers: What drawbacks does this item have, if any?
  The GM then calculates a research long term project based on the
  item’s magnitude. Clock length = segments x 2
  Once the research project is complete, the player can produce a
  prototype based on the Crafting rules, with an additional segment
  for each point of magnitude (rounded down to nearest even
  number).
  Once a prototype is produced, any player with access to the
  blueprints can craft the item without the “no blueprint” penalty so
  long as the item’s craft does not rely on oral tradition.
  
  Entanglements
  Roll the number of dice corresponding to the current level of heat on the
  following chart.
  ●
  0: 2d take lowest.
  ●
  1-3: 1d
  ●
  4-6: 2d
  ●
  7-9: 3d
  ●
  10+: 3d, apply two highest rolls.
  During the foray, apply the consequences of the highest rolled
  entanglement.
  Investigate: The vampires hunt out sedition, treachery, and rebellion.
  They round up innocents, interrogate captives, and generally try to
  discover more about the Rebellion and its plans. A vampiric investigator
  may have been dispatched to the current foray’s location, or it might be
  crawling with spies.  If ignored, add +2 heat at the end of the foray.
  Extort: The vampires squeeze the populace for blood, silver, and labor.
  Baili�s seize property, terriﬁed peasants line up to pay the blood tax,
  and chests bursting with blood sterling make for a tempting target. A
  vampiric bureaucrat or functionary likely leads this e�ort.
  Terrorize: The vampires attempt to terrorize the citizenry into
  submission. Random executions and beatings are dolled out. Curfews
  are imposed. Violence, fear, and blood pour through the streets. It is
  likely that a vampiric enforcer has been dispatched. If ignored, remove
  1d6 sedition at this location.
  Assault: The vampires bolster their forces, increasing patrols, stationing
  more guards, or perhaps preparing to assault a friendly safe house or
  allied encampment. A vampiric lieutenant or commander likely leads
  these forces. If ignored, -1d to the next engagement roll.
  Ambush: The vampires lay a clever trap for the brigands. Once it is
  sprung, the brigands are placed in a desperate position and will likely
  need to ﬁght their way out or run for their lives. It is likely that a
  powerful vampire, a high-ranking lieutenant, or a talented mercenary
  leads the vampires.
  Tyranny 0
  Tyranny 1
  Tyranny 2
  Tyranny 3
  Open
  Rebellion
  1
  Do Nothing
  Do Nothing
  Do Nothing
  Investigate
  Investigate
  2
  Do Nothing
  Investigate
  Investigate
  Investigate
  Extort
  3
  Do Nothing
  Investigate
  Extort
  Terrorize
  Extort
  4
  Investigate
  Extort
  Extort
  Terrorize
  Assault
  5
  Extort
  Extort
  Terrorize
  Assault
  Assault
  6
  Terrorize
  Terrorize
  Assault
  Ambush
  Ambush
  
SOURCE: textdata/thevault/Brinkwood/reference_sheets/reference v10 0/GM Reference Sheet.pdf