Listing Features for DOOR (STANDARD)

TitleTypeDescriptionQuestionOrder Actions
Open The Door passive PCs can open the door in anyway they see fit, normally by lockpicking it (Finesse) or kicking it open (Strength).
  • Critical Success: The door is opened and the players find what they seek.
  • Success with Hope: The door is opened.
  • Success with Fear: The door is opened but the effort involved causes the PC Mark a Stress.
  • Failure with Hope: The door remains closed with no consequences.
  • Failure with Fear: The PC realises this door is unopenable in that fashion and must find another way through.
When One Opens action The GM can spend a Fear to have an adversary waiting for the players on the other side.
Lock In! action If the door is still in working order, the GM can spend a Fear for the door to slam shut behind the players, and lock them in the room they just entered.