Enter your email and password, or leave password blank to get a magic-link email instead.
Create an account. Pick a display name, email and password.
Group gear and evidence the campaign can share. Anyone in the campaign can add or take items. Tap Take to move an item into your personal inventory.
Name your campaign — your friends will see this on their desktop after they join.
GMs don't roll a player character. They create NPCs and run the table. Uncheck if your group runs the GM at the table without the app.
Enter the 6-character invite code from your GM.
All agents in this campaign. Tap your own to switch to it.
Share this code so others can join this campaign. They'll see the campaign on their desktop after they join.
Hand off the GM role to another member. The new GM will inherit edit rights on every NPC the current GM owns.
Members who currently have a player character can't take the GM role. They need to delete their PC first.
Markdown dump of every notes / evidence / contact / location entry. Copy-paste into a player journal, post-session recap, or whatever you like.
Confirm the email address you used to request this sign-in link.
Welcome to this campaign. Name your character to get started — you can edit everything else once you're inside.
Stat up a non-player character. Only the GM can edit NPCs; other agents see them read-only in the roster.
Hidden NPCs only appear in the roster for the GM. You can toggle visibility later.
You have multiple characters in this campaign. Pick one.
Get a sign-in link by email — no password needed.
A verification link will be sent to the new address. Your sign-in email won't change until you click that link.
When the outcome is uncertain, roll a pool of d6s. Any 6 = success. Extra 6s become Stunts (additional benefits). No sixes = failure, and if it was dangerous, something bad happens.
Don't like the result? Push: reroll any die that wasn't a 6 or a 1. Cost: gain one Stress die.
Stress dice have two nasty effects:
Stress is cleared with a long period of rest.
Hard tests need multiple sixes — each one represents a specific obstacle. Good planning earns Situational Advantages, which add Control dice.
When a Stress die rolls a 1, sum your stress dice and consult this table. The effect lasts until you can clear your stress (a long rest).
| Roll | Effect | Description |
|---|
You can win clues two ways:
State how you're searching; the GM tells you what you find. Common clues are available to anyone — some require a relevant Discipline. To use a Discipline, state how you're using it to analyse the subject.
Gear above the bare minimum adds Control dice to relevant Action Tests, opens new Investigation methods, and enables actions otherwise impossible.
Pick a Load Level when you head out — it's how much you're lugging, not what specifically.
| Load | Item Ticks | Effect |
|---|---|---|
| Light | 3 | Fast on your feet, pass as a civvie. |
| Standard | 5 | No special effects. |
| Heavy | 6 | Weighed down, look ready for trouble. |
Want an item mid-mission? If you have ticks free, just check it off your Requisition List — bang, it's on you. Some items take more than one tick. Some items take none (assumed always carried unless you say otherwise).