<!-- Exodus NDS Core Rules. Source: https://oldwest.exodusnds.com/core-rules/quick-reference -->

<div class="chapter-head"><div class="chapter-num">Quick Reference</div><div class="chapter-sub">Dice &amp; Symbols at a Glance</div></div>

# Quick Reference: Dice & Symbols

### The Six Symbols

Symbols cancel within their pair. Breakthrough and Calamity **effects always trigger**, their contributed Success or Failure may still be cancelled normally.

| Symbol | Name | Cancels |
|:------:|:-----|:--------|
| <span class="diceicons success"></span> | **Success** | <span class="diceicons failure"></span> Failure |
| <span class="diceicons failure"></span> | **Failure** | <span class="diceicons success"></span> Success |
| <span class="diceicons boon"></span> | **Boon** | <span class="diceicons bane"></span> Bane |
| <span class="diceicons bane"></span> | **Bane** | <span class="diceicons boon"></span> Boon |
| <span class="diceicons breakthrough"></span> | **Breakthrough** | Effect never cancelled; contributes 1 <span class="diceicons success"></span> |
| <span class="diceicons calamity"></span> | **Calamity** | Effect never cancelled; contributes 1 <span class="diceicons failure"></span> |

### Reading the Roll

1. Set aside <span class="diceicons breakthrough"></span> and <span class="diceicons calamity"></span> before cancellation. Add <span class="diceicons success"></span> for each  <span class="diceicons breakthrough"></span> and <span class="diceicons failure"></span> for each <span class="diceicons calamity"></span>.
2. Cancel <span class="diceicons success"></span> vs <span class="diceicons failure"></span>, then <span class="diceicons boon"></span> vs <span class="diceicons bane"></span>.
3. Net <span class="diceicons success"></span> remaining? **Success.** Otherwise **Failure.** 
4. Count net <span class="diceicons boon"></span> or <span class="diceicons bane"></span>; these are secondary effects.
5. Apply <span class="diceicons breakthrough"></span> and <span class="diceicons calamity"></span> effects. They trigger **regardless of whether the check succeeds or fails.**

### Boon & Bane Guide

| Count | <span class="diceicons boon"></span> Boon | <span class="diceicons bane"></span> Bane |
|:-----:|:------|:------|
| 1 | Minor benefit; or recover 1 Strain with no stronger use | Minor setback; lose position |
| 2 | Assist an ally; gain information | Lose resource; expose weakness |
| 3+ | Alter the scene; lasting benefit | New threat; escalate danger |

### The Six Dice

| Die | Shape | Role |
|:----|:-----:|:-----|
| <span class="dice sm boon d6"></span> **Boon Die** | d6 | Add for advantage |
| <span class="dice sm bane d6"></span> **Bane Die** | d6 | Add for disadvantage |
| <span class="dice sm ability d8"></span> **Ability Die** | d8 | Base positive pool |
| <span class="dice sm trial d8"></span> **Trial Die** | d8 | Base difficulty |
| <span class="dice sm mastery d12"></span> **Mastery Die** | d12 | Trained positive pool |
| <span class="dice sm crisis d12"></span> **Crisis Die** | d12 | Upgraded difficulty |

### Building Your Pool

Identify your **characteristic** and **skill** (characteristics are rated 1–5; skills are rated 0–5).

During character creation, characteristics cannot begin above 4, and skills cannot begin above rank 2 unless the Universe allows one profession skill to begin at rank 3.

Start with **Ability Dice** equal to the **higher** of the two. Upgrade a number of those equal to the **lower** rating, replacing Ability <span class="dice sm ability d8"></span> with Mastery <span class="dice sm mastery d12"></span>.

Add **Boon** <span class="dice sm boon d6"></span> or **Bane** <span class="dice sm bane d6"></span> dice for conditions. The GM adds difficulty dice.

<div class="note">

##### Example
Characteristic 3 / Skill 2 → <span class="dice sm mastery d12"></span><span class="dice sm mastery d12"></span><span class="dice sm ability d8"></span> vs <span class="dice sm trial d8"></span><span class="dice sm trial d8"></span>

</div>

### Difficulty

| Level | Dice |
|:------|:-----|
| Simple | — No roll needed |
| Easy | <span class="dice sm trial d8"></span> |
| Average | <span class="dice sm trial d8"></span><span class="dice sm trial d8"></span> |
| Hard | <span class="dice sm trial d8"></span><span class="dice sm trial d8"></span><span class="dice sm trial d8"></span> |
| Severe | <span class="dice sm trial d8"></span><span class="dice sm trial d8"></span><span class="dice sm trial d8"></span><span class="dice sm trial d8"></span> |
| Extreme | <span class="dice sm trial d8"></span><span class="dice sm trial d8"></span><span class="dice sm trial d8"></span><span class="dice sm trial d8"></span><span class="dice sm trial d8"></span> |

Upgrade a Trial <span class="dice sm trial d8"></span> to Crisis <span class="dice sm crisis d12"></span> for especially volatile situations.

---

<div class="chapter-head"><div class="chapter-num">Quick Reference</div><div class="chapter-sub">Combat &amp; Recovery at a Glance</div></div>

# Quick Reference: Combat & Recovery

### Action Economy

Each turn: **1 Action + up to 2 Maneuvers**, with the second Maneuver costing the Action *or* 2 Strain.

- **Action**: an attack, a skill check under pressure, an ability activation, an assist, or a complex interaction
- **Maneuver**: move a band, draw or stow gear, take cover, drop prone, aim, or interact briefly
- **Quick Action**: speak briefly, drop an item, glance, free, but cannot replace an Action or Maneuver

### Range Bands

Engaged → Short → Medium → Long → Extreme.

- Engaged ↔ Short ↔ Medium: **1 Maneuver per band**
- Medium ↔ Long ↔ Extreme: **2 Maneuvers per band**
- Light cover: +1 Ranged Defense; heavy cover: +2 Ranged Defense
### Damage and Resistance

**Damage − Resistance = Wounds suffered** (minimum 0)

Resistance = half Might (rounded up) + armor or protection.

Each Success beyond the first on an attack adds **+1 damage** before Resistance.

Deals damage = incoming amount before Resistance. Takes damage = apply Resistance. Suffers Wounds/Strain = direct track loss unless stated otherwise.

### Attack Difficulty

| Attack | Difficulty |
|:-------|:-----------|
| Melee/Unarmed at Engaged | Average |
| Ranged at Engaged | Easy + 1 <span class="diceicons bane"></span> Bane |
| Ranged at Short | Easy |
| Ranged at Medium | Average |
| Ranged at Long | Hard |
| Ranged at Extreme | Severe |

Defense and cover add <span class="dice sm bane d6"></span> Bane Dice after base difficulty is set.

### Critical Injury Triggers

A Critical Injury is inflicted when:

- An attacker spends a <span class="diceicons breakthrough"></span> **Breakthrough** on an attack against the target
- An attacker spends net <span class="diceicons boon"></span> Boons equal to the weapon's **Crit** rating (default 3 if no rating is listed)
- The target is hit while already **incapacitated**

Roll d100 + 10 per existing Critical Injury on the target.

| d100 Result | Severity |
|:-----------:|:---------|
| 01-30 | Minor |
| 31-60 | Moderate |
| 61-85 | Severe |
| 86-100+ | Deadly |

### Combat Boon Spends

Common Boon spends during combat. Spending Boons does not require GM approval if a listed effect fits the situation.

| Cost | Effect |
|:----:|:-------|
| <span class="diceicons boon"></span> 1 Boon | Recover 1 Strain |
| <span class="diceicons boon"></span> 1 Boon | Activate a weapon quality with no listed cost (where applicable) |
| <span class="diceicons boon"></span> 2 Boons | Inflict a status (Disoriented, Prone, etc., per weapon or fiction) |
| <span class="diceicons boon"></span> 2 Boons | Activate Blast, Burn, Burst, or Stun (where the weapon has the quality) |
| <span class="diceicons boon"></span> 2 Boons | Notice an additional detail or warning |
| <span class="diceicons boon"></span> Crit Boons | Inflict a Critical Injury (see weapon's Crit rating) |
| <span class="diceicons breakthrough"></span> Breakthrough | Inflict a Critical Injury automatically when spent on the attack |

### Recovery at the Table

**Strain**

- End of structured encounter: recover Strain equal to **Willpower**
- Full rest: recover **all** Strain unless incapacitated by Strain
- Catch Breath (Maneuver, once per encounter): recover **1 Strain** or **2 Strain** with the Catch Breath talent
- Spend 1 Boon with no stronger use: recover 1 Strain

**Wounds**

- Full night's rest: recover Wounds equal to **Might**
- Medicine check: each net <span class="diceicons success"></span> Success restores 1 additional Wound; <span class="diceicons boon"></span> 2 Boons can restore 1 extra Wound, preserve supplies, or shorten time
- Field Treatment (Action, structured play): Average Medicine check by default

**Critical Injuries**

- Removed by Medicine check; difficulty by severity (Easy / Average / Hard / Severe)
- Untreated, each adds +10 to future Critical Injury rolls

---

<div class="chapter-head"><div class="chapter-num">Quick Reference</div><div class="chapter-sub">Reading Results at a Glance</div></div>

# Quick Reference: Reading Results

### Resolution Order

1. **Did it succeed or fail?** Net <span class="diceicons success"></span> after cancellation = success.
2. **What side effects landed?** Read net <span class="diceicons boon"></span> or <span class="diceicons bane"></span>.
3. **Did anything exceptional happen?** <span class="diceicons breakthrough"></span> and <span class="diceicons calamity"></span> trigger regardless of success or failure.

### The Spending Ladder

| Result | Scope |
|:------:|:------|
| 1 <span class="diceicons boon"></span> / <span class="diceicons bane"></span> | Minor texture |
| 2 <span class="diceicons boon"></span> / <span class="diceicons bane"></span> | Named effect |
| 3+ <span class="diceicons boon"></span> / <span class="diceicons bane"></span> | Scene-shifting |
| <span class="diceicons breakthrough"></span> | Exceptional positive |
| <span class="diceicons calamity"></span> | Exceptional negative |

<div class="note">

##### The Anti-Duplication Rule
Side effects should never duplicate the main result. Ask **"what else?"** not **"how much?"**

</div>

### Who Spends What

- **Players** propose Boon and Breakthrough spends.
- **GM** applies Bane and Calamity effects.
- Both sides build the same scene.

### Floor Rules

| Unspent Symbol | Default Effect |
|:--------------:|:---------------|
| 1 <span class="diceicons boon"></span> | Recover 1 Strain |
| 2+ <span class="diceicons boon"></span> | +1 Boon Die to next ally's check |
| <span class="diceicons breakthrough"></span> | Next ally +1 Boon Die; GM grants a beat of relief |
| <span class="diceicons bane"></span> | Suffer 1 Strain per net Bane |
| <span class="diceicons calamity"></span> | GM gains 1 Peril Point; the scene tilts |

### Eight Axes of Change

When stuck, change one of these:

| Axis | <span class="diceicons boon"></span> Boon | <span class="diceicons bane"></span> Bane |
|:-----|:------|:------|
| **Time** | Faster | Slower |
| **Position** | Better footing, cover | Exposed, off-balance |
| **Information** | Learn more | Misread, miss a clue |
| **Resources** | Conserve supplies | Lose, spend, damage |
| **Attention** | Stay unseen | Draw notice |
| **Condition** | Inflict / clear | Suffer condition |
| **Future Rolls** | +1 <span class="diceicons boon"></span> on next check | +1 <span class="diceicons bane"></span> on next check |
| **Scene** | Open opportunity | Introduce hazard |

### Mixed Results

| Main | + <span class="diceicons breakthrough"></span> Breakthrough | + <span class="diceicons calamity"></span> Calamity |
|:----|:----|:----|
| **Success** | Clean win + major upside | Win at serious cost |
| **Failure** | Fail, but a major break in your favor | Fail and the situation worsens |

### Quick Skill Cues

- **Combat** — 2 <span class="diceicons boon"></span>: condition or shove. <span class="diceicons calamity"></span> on hit: weapon breaks, ally hit, worse threat notices.
- **Search** — <span class="diceicons breakthrough"></span> on failure: you find something *more* important. <span class="diceicons calamity"></span> on success: you trigger the ward.
- **Social** — 2 <span class="diceicons boon"></span> on failure: they refuse, but reveal what would work.
- **Stealth** — 2 <span class="diceicons boon"></span>: leave no trace; learn the patrol pattern.
- **Craft** — <span class="diceicons breakthrough"></span> on failure: you can't fix it, but you know what you need.
- **Spell** — <span class="diceicons calamity"></span> on success: it works, but warps, drains, or attracts attention.
