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Usage

Each scene template is a tactical archetype – rename the zones, reskin the fiction, drop it into any setting.

Each entry has:

  • Zones – distinct areas with their own aspect; movement between adjacent zones is free, non-adjacent costs an action or a roll
  • Scene Aspects – permanent aspects on the whole scene, available to everyone
  • Hazards – active elements that act on their own; each has a skill and difficulty for when they trigger
  • Complication – something that changes mid-scene or that players may not notice until it matters

Combat Scenes


The Crossfire

A space with no good cover, contested from multiple sides. Being still is the most dangerous thing.

Zones

ZoneAspect
The Open GroundNowhere to Hide
The Rubble LineLow Cover, High Risk
The Flank ApproachOut of Sight, Out of Support
The ChokepointOne Way In, One Way Out
The High PositionCommanding View, Obvious Target

Scene Aspects

  • Visibility Is a Liability
  • Every Position Has a Counter-Position

Hazards

  • Suppressing Fire – at the start of each exchange, anyone in the Open Ground who didn’t move there voluntarily must defend against Shoot at +3 or take a boost their attacker can use immediately
  • Unstable Flank – the Flank Approach has a crumbling or unreliable edge; moving through it requires an Athletics overcome at +2 or gain the aspect Off-Balance

Complication A third party – not allied to either side – arrives partway through and has their own agenda. They may shoot at everyone, try to extract something, or simply complicate the geometry.


The Defensive Hold

One side is dug in. The other is trying to get through. Time favors the attackers.

Zones

ZoneAspect
The PerimeterFirst Line, Fragile
The KillzoneOpen Ground Between Them and Us
The BarricadeSolid Cover, Limited Sightlines
The InteriorProtected but Trapped
The BreachWhere the Wall Is Weakest

Scene Aspects

  • The Defenders Know Every Corner
  • The Clock Is Running Against the Held Position

Hazards

  • The Breach – at the end of each exchange in which no one has acted to reinforce it, the Breach widens; after three exchanges unaddressed, attackers may enter the Interior without passing through the Barricade
  • Collateral Damage – each exchange that involves an attack in the Interior, roll Shoot or Fight at +2 against a randomly determined piece of the environment; on a hit, a scene aspect is destroyed or changed

Complication Something inside the Interior needs protecting and cannot defend itself – a person, an object, a mechanism that keeps the whole position viable. It becomes a target.


The Duel

Two people, or two small groups, with nothing between them but intent. The environment matters because there is nothing else.

Zones

ZoneAspect
Your GroundKnown Footing, Familiar Reach
The MiddleCommitted, No Easy Retreat
Their GroundTheir Advantage, Your Audacity
The EdgeOne Mistake Away from Out

Scene Aspects

  • Everyone Is Watching
  • Honor or Pride Has Made This Necessary

Hazards

  • The Edge – anyone pushed into the Edge zone must make an Athletics overcome at +3 or be taken out of the scene by environmental means (a fall, a boundary, a crowd) rather than their opponent
  • The Audience – if a combatant invokes Everyone Is Watching against an opponent, the opponent must either accept the compel or spend a fate point; if they accept, they must act in a way that maintains their reputation even at tactical cost

Complication Someone in the watching crowd has a reason for the duel to end a specific way – and acts on it before the end.


The Running Fight

Combat while moving through a space. Neither side has a fixed position. The environment is a weapon.

Zones

ZoneAspect
The LeadFirst Through, Fewest Obstacles
The Tight PassageSingle File, No Flanking
The Obstacle FieldBroken Ground, Scattered Cover
The DropLower Ground, Harder to Retreat From
The ExitClose Enough to Want, Far Enough to Die For

Scene Aspects

  • The Environment Does Not Care Who Wins
  • Speed Is the Only Defense

Hazards

  • The Tight Passage – anyone fighting in this zone takes –1 to all attack rolls due to restricted movement; on any attack that succeeds with style here, the attacker may instead choose to block the passage entirely for one exchange
  • The Obstacle Field – moving through this zone costs an Athletics overcome at +2; failure means the character arrives Sprawled and Exposed, a boost their nearest enemy may use immediately

Complication The exit closes – a door, a gate, a collapse, a crowd. Now the fight has a new objective layered on top of the original one.


Chase Scenes


The Urban Chase

Streets, alleys, rooftops, crowds. The city is a maze and only one party knows it well.

Zones

ZoneAspect
The Main StreetWitnesses Everywhere, Nothing Moves Fast
The Alley NetworkShortcuts and Dead Ends
The Market CrowdDense, Loud, Impossible to See Through
The RooftopsFast If You Don’t Fall
The Service PassageKnown Only to Those Who Work Here

Scene Aspects

  • The City Belongs to Whoever Knows It
  • Everyone Here Has Seen Nothing and Will Say So

Hazards

  • The Market Crowd – anyone moving through at speed must overcome with Athletics at +3; failure creates the aspect Caused a Scene with a free invocation for whoever is pursuing
  • The Rooftops – each exchange spent here, roll Notice at +2; failure means a gap or edge that wasn’t visible; take a mild physical consequence or lose a zone of distance

Complication A third party – uninvolved, panicked, or simply unlucky – gets pulled into the chase and becomes an obstacle or an accidental witness.


The Vehicle Chase

Two or more vehicles, open ground or structured route, speed as the primary resource.

Zones

ZoneAspect
Far AheadOut of Range, Barely in Sight
Closing DistanceIn Range, Not in Control
Side by SideEverything Is Personal Now
Falling BehindLosing Ground, Losing Options
The Hazard StretchThe Road Is the Enemy Too

Scene Aspects

  • Speed Forgives Nothing
  • The Gap Between Vehicles Is a Weapon

Hazards

  • The Hazard Stretch – each vehicle passing through must overcome with Drive or Pilot at +3; failure means a collision, a spin, or a forced zone shift and the aspect Damaged and Struggling
  • Ranged Attacks from Vehicles – all Shoot attacks made from a moving vehicle take –1 unless the shooter has a stunt or aspect justifying otherwise

Complication The route changes – a road closes, a bridge is out, the destination moves. Both parties must adapt mid-chase.


The Crowd Escape

One person or group trying to vanish into a mass of people. The pursuers have authority or numbers. The environment is the only advantage.

Zones

ZoneAspect
The Thick of ItInvisible in the Press of Bodies
The Thinning EdgeEasier to Move, Easier to Spot
The BottleneckEveryone Slows Here
The Side ExitUnguarded, Unlikely, Known to Few
The Open SpaceNowhere Left to Hide

Scene Aspects

  • The Crowd Does Not Know It Is Helping
  • Authority Cuts Through People Like a Blade

Hazards

  • The Bottleneck – anyone passing through in a hurry must overcome at +2 with Athletics or Stealth; failure creates a commotion that gives pursuers a free boost
  • Authority in the Open Space – any player character who enters the Open Space is immediately visible to all pursuers; escaping from this zone requires a successful overcome at +4

Complication Someone in the crowd recognizes one of the players – and reacts loudly.


Social Scenes


The Formal Gathering

A party, ceremony, or official event. Everyone is performing. Information moves sideways. Direct confrontation is the worst possible move.

Zones

ZoneAspect
The Main FloorOn Display, Under Scrutiny
The PeripheryWatching Without Being Watched
The Private AlcoveConversation That Isn’t For Everyone
The Service AreaInvisible to Guests, Overheard by Staff
The Exit CorridorThe Last Place to Catch Someone Alone

Scene Aspects

  • Appearances Are the Only Currency Here
  • Everyone Is Here for a Reason They Won’t State

Hazards

  • Social Exposure – any action that would be acceptable elsewhere (direct accusation, physical confrontation, overt surveillance) triggers immediate social consequence; the acting character gains the aspect Made a Scene with two free invocations for their opponents
  • The Watched Conversation – any conversation in the Main Floor is potentially overheard; the GM may at any time reveal that someone was listening, with consequences proportional to what was said

Complication Two guests have a history that surfaces mid-event and reshapes the social geometry of the room.


The Negotiation Table

Two or more parties, a specific thing to resolve, and everyone trying to leave with more than they arrived with.

Zones

ZoneAspect
The TableEqual Ground, Unequal Power
The Observing CornerAdvisors, Witnesses, or Threats
The Host’s SpaceTheir Room, Their Rules
The DoorwayThe Exit Is Always an Argument

Scene Aspects

  • Whoever Controls the Terms Controls the Outcome
  • Walking Away Is Always an Option and Everyone Knows It

Hazards

  • The Observing Corner – anyone in this zone may make a Notice roll at +2 each exchange; on success, they learn one thing their side’s negotiator does not know about the other party’s position
  • Breaking the Frame – if any character attempts physical action or overt deception during the negotiation, all social rolls for their side take –2 for the remainder of the scene as trust collapses

Complication New information arrives mid-negotiation that changes what one party wants or what they’re willing to offer.


The Interrogation

One party has information. Another wants it. The room and the power dynamic are both a weapon.

Zones

ZoneAspect
The Hot SeatExposed, Observed, Pressured
The Control PositionStanding Over, Looking Down
The Observation SideWatching Without Participating
The DoorFreedom or Threat, Depending on Who Controls It

Scene Aspects

  • The Room Was Designed for This
  • Everyone in Here Knows How This Usually Ends

Hazards

  • Psychological Pressure – at the end of each exchange in which the subject has not revealed anything, they must overcome with Will at +2 or gain a fragile aspect reflecting their current stress (Rattled, Starting to Slip, One Push Away)
  • The Observation Side – anyone watching from here may pass a note, signal, or instruction to the interrogator once per exchange as a free action; if the subject notices (Notice at +3), it resets the pressure dynamic

Complication The interrogator learns something mid-scene that changes whether they actually want the truth.


Stealth & Infiltration Scenes


The Guarded Interior

A secured space with active patrols, locked areas, and a goal somewhere inside. Time and noise are both enemies.

Zones

ZoneAspect
The Entry PointFirst In, Already Committed
The Patrol RoutePredictable Until It Isn’t
The Secured RoomWhat You Came For Is In Here
The Blind SpotThe Gap in Their Coverage
The Alarm JunctionOne Switch Away from Everything Going Wrong

Scene Aspects

  • Security Has Layers for a Reason
  • The Silence Is the Warning System

Hazards

  • Active Patrol – at the end of each exchange, roll Notice at +3 for the patrol; on success, a player character in an unsecured zone must immediately make a Stealth overcome at +3 or be spotted
  • The Alarm Junction – any failed roll in an adjacent zone has a chance of triggering; the GM may spend a fate point to trigger it regardless of the roll result

Complication Something inside the Secured Room is not what was expected – more guarded, different in nature, or already missing.


The Moving Target

The objective is a person, not a place – and they’re in motion through a changing environment.

Zones

ZoneAspect
The Target’s Current PositionClose Enough to Act, Dangerous to Linger
One Step BehindIn Range, Not Yet Committed
The Approach RouteThe Path They’re Taking
The Intercept PointWhere the Routes Converge
The Public ExposureToo Many Eyes for Anything Clean

Scene Aspects

  • The Window Is Measured in Steps, Not Minutes
  • The Target Doesn’t Know They’re Being Followed – Yet

Hazards

  • Detection Threshold – each exchange in which the players act in the Target’s zone, roll their Stealth against the target’s Notice; after two failed rolls, the target is aware and the scene changes character entirely
  • The Public Exposure – any action other than observation taken here creates a complication; the GM places a new scene aspect reflecting the public nature of the event

Complication Someone else is also following the target, for different reasons, and notices the players first.


Exploration & Environment Scenes


The Vertical Climb

Height is the challenge. The goal is above. The ground is a consequence, not a destination.

Zones

ZoneAspect
The BaseSafe Ground, Nowhere Near the Goal
The Lower AscentHard Going, Solid Holds
The Exposed FaceWind, Visibility, No Shelter
The CruxThe Hardest Move, the Narrowest Margin
The Summit ApproachAlmost There, Most Dangerous Now

Scene Aspects

  • The Fall Is Always Present
  • Height Changes What You Can See

Hazards

  • The Exposed Face – each exchange spent here, all characters must overcome with Athletics or Physique at +2 against wind, cold, or exposure; failure adds a mild physical consequence or a fragile aspect (Fingers Numb, Grip Slipping)
  • The Crux – passing through requires an Athletics overcome at +4; failure means falling back one zone and gaining the aspect Shaken Confidence or taking a mild physical consequence; dramatic failure means two zones back

Complication Something at the top is not waiting passively – it is aware of the approach and has time to prepare.


The Unstable Environment

The location itself is failing. Flood, fire, collapse, contamination. The scene has a clock and the clock is structural.

Zones

ZoneAspect
The Safe PocketStill Intact, Won’t Be for Long
The Failing StructureEverything Here Is Coming Down
The Hazard CoreThe Source of What’s Killing This Place
The Escape RouteThe Way Out, Increasingly Blocked
The Trapped DepthFurthest from Safety, Closest to What Matters

Scene Aspects

  • The Building Has Already Made Its Decision
  • Saving One Thing Means Abandoning Another

Hazards

  • Structural Deterioration – at the end of each exchange, the GM moves one zone aspect one step toward collapse; aspects that collapse become hazards that attack anyone in that zone at +3
  • The Hazard Core – anyone entering this zone takes a mild physical consequence automatically from the environment; a second exchange here requires a Will overcome at +2 to remain functional

Complication Someone who should have left hasn’t. They are in the Trapped Depth and are not coming out on their own.


The Wilderness Crossing

Open country, bad terrain, distance as the obstacle. The environment is indifferent and that’s worse than hostile.

Zones

ZoneAspect
The Known EdgeMapped, Familiar, Already Behind You
The Open StretchExposed and Slow
The Difficult GroundMarsh, Rock, Dense Growth – Pick Your Suffering
The LandmarkNavigation Point, Possible Shelter, Possible Trap
The ThresholdThe Far Side, If You Reach It

Scene Aspects

  • The Land Does Not Care About Your Schedule
  • What You Carry Determines What You Can Do

Hazards

  • Exposure – for each exchange (or scene, for slower pacing) spent in the Open Stretch without shelter or cover, characters must overcome with Physique at +2 or gain a mild physical consequence from weather, exhaustion, or terrain
  • The Difficult Ground – movement through this zone costs a full action and an Athletics overcome at +2; failure means no progress and the aspect Spent More Than Expected

Complication Something is tracking the group across the crossing. It is patient, it knows the terrain, and it has been following since the Known Edge.


Mixed & Hybrid Scenes


The Crowd in Crisis

A large group of people in a dangerous situation. The players must act while the environment and the crowd both generate pressure.

Zones

ZoneAspect
The CrushMass Panic, No One in Control
The ClearingTemporary Space, Won’t Stay Empty
The High PointVisible to Everyone, Target for Everything
The Exit FunnelThe Only Way Out for Most People
The SourceWhere Whatever Started This Is Coming From

Scene Aspects

  • Fear Moves Faster Than People
  • Heroes and Obstacles Look the Same in a Crowd

Hazards

  • The Crush – anyone in this zone at the end of an exchange must overcome with Physique or Athletics at +2 or be moved one zone involuntarily by crowd pressure
  • The Exit Funnel – each exchange, one additional civilian is added to this zone; after three exchanges, it becomes impassable without a +4 overcome; after five, someone is hurt regardless

Complication The source of the crisis is not what it appears to be – and addressing the apparent cause makes the real one worse.


The Split Objective

Two things need doing at the same time in different places. The players cannot be everywhere.

Zones

ZoneAspect
Site AlphaFirst Priority, First Pressure
Site BetaSecond Priority, Already in Trouble
The Distance BetweenEvery Step Here Is a Step Away from Both
The ConvergenceWhere Both Problems Are Heading
The Unexpected ThirdNobody Planned for This

Scene Aspects

  • Splitting Up Solves One Problem and Creates Two
  • The Clock Does Not Wait for Consensus

Hazards

  • Divergence Pressure – at the end of each exchange, the GM advances whichever site has fewer players present one step toward failure; after three steps, that objective is lost
  • The Unexpected Third – once per scene the GM may introduce a development in a zone no player is currently in; it requires immediate attention or becomes a scene aspect with two free invocations for the opposition

Complication The two objectives turn out to be connected in a way that means solving both the obvious way makes the underlying problem worse.