At the table

Player Game is the screen you actually use during a session โ€” rolls, the live state of your character, and just enough campaign bookkeeping to keep the night moving. This page walks the layout and the things that are easy to miss.

Getting to the table

From Player Campaigns, tap the green Activate button on the campaign for tonight. The app loads it and jumps to Player Game. If you ever land on this screen and see "No active campaign selected", head back to Campaigns and activate one first.

Activation is the moment the dice get serious. Snacks should already be out.

What's on the screen

The sticky header at the top shows the campaign name (big, primary colour) and a small Player Game subtitle so you always know which campaign is loaded. Below that, the layout shifts based on screen size:

  • Desktop โ€” four side-by-side panels: Rolls, Inventory, Stats, Traits. A row of character tabs sits above them.
  • Mobile โ€” the Rolls view fills the screen. Inventory, Stats, and Traits live behind buttons in the bottom drawer (see further down).

Switching between your characters

If the campaign has more than one character, you'll see them as:

  • Desktop: a row of named tabs above the panels.
  • Mobile: a horizontally-scrollable strip of chips above the rolls.

If the campaign has only one character, the selector hides itself โ€” there's nothing to choose between. Switching the active character also rewires every roll panel below, so the buttons reflect this character's stats, skills, weapons, and (if any) power pool.

The Rolls area

Rolls are grouped into categories. On desktop they're tabs; on mobile they're a single Roll Type dropdown right above the buttons.

  • Encounter โ€” Initiative (set the order) and Perception (what does your character notice?). The most common opening moves of a scene.
  • Combat โ€” the heaviest panel: Stamina and Body bars, combat options (Mounted, Set, Bracing, Use Unarmed Combat, Throw weapon, Use Secondary Weapon), Speed, Hit, Parry, Dodge, Damage, Recovery, and a red Take Hit button for when you're on the receiving end.
  • Powers โ€” only shown when the character has a power pool. Power Reserve bar, the pool's type, and rolls for activating powers. See Powers for the rules.
  • Skills โ€” one button per skill on the character sheet, alphabetised.
  • Statistics โ€” one button per base stat (Strength, Agility, Intelligence, Constitution, Willpower). Perception lives under Encounter; Speed under Combat.
  • Custom โ€” "roll N d6 because the GM said so." Useful for random tables, NPC reaction rolls, anything the rest of the panels don't cover.

Every button starts a guided roll: pick modifiers, roll (or enter physical dice), see the outcome on the eleven-step outcome scale. The mechanics for each roll โ€” what the target is, what the modifiers do, what success and failure mean โ€” live across the Game rules pages.

Stamina, Body, and the Speed Bank

The Combat panel shows live Stamina and Body bars (green โ†’ yellow โ†’ red). Chips appear for Stunned / Unconscious when those pools drop below zero.

The Speed Bank sits above Hit / Parry / Dodge. After a Speed roll, Use Extra Action lights when you have enough banked points. What those numbers mean: Combat โ€” Speed.

Taking a hit

When an opponent connects, tap the red Take Hit button. Enter the attacker's Hit Score, Damage Class, and Damage Type (and Ignore Shield / Armor if the GM says so), then roll or enter the damage dice. The app applies net Body and Stamina to your character.

Impact vs Piercing, absorption, and shield-margin bypass: Damage, armour & recovery.

Inventory, Stats, Traits

The other three panels round out the live character sheet:

  • Inventory โ€” equipped items, weapon swaps, currency, mounts and familiars. Changes made here ripple into the Combat panel (a swapped weapon changes Hit and Damage targets immediately).
  • Stats โ€” current versus maximum values for every stat. Useful for spotting drift from the values on your character sheet during a long session.
  • Traits โ€” skills, advantages, disadvantages, and your power pool's powers if you have any. Reference reading; nothing here is editable from Player Game.

Mobile users: these three are reachable from the footer buttons (Inventory, Stats, Traits). Tapping a footer button slides the corresponding panel into the rolls area โ€” it replaces the rolls view, it doesn't overlay it. Tap the same footer button (or the โœ• in the panel header) to put the rolls view back.

The footer: Save Campaign and End Session

Two big footer actions, always available while the campaign is loaded:

  • Save Campaign โ€” writes the campaign and every character's current state to local storage. Pop a save at the end of a scene, when you've been awarded points, before stepping away from the table, or any time you've made big inventory or stat changes.
  • End Session โ€” opens the points-awarding dialog: one row per character, a numeric field for points to add, then Apply or Cancel. On Apply the points feed each character's pool and the campaign saves automatically.

The app does not auto-save during play. Stamina and Body change live for the dice, but those changes only land in storage when you tap Save Campaign (or finish an End Session). When in doubt, save.

The mobile footer extras

On phones the footer carries three additional buttons โ€” Inventory, Stats, Traits โ€” alongside Save and End Session. They open the inline drawer described above. On desktop these three buttons hide themselves because the panels are already on screen.

What the app does not do

  • Talk to the GM. The app is your sheet, not a chat. The GM sees nothing you do here unless you tell them โ€” or re-export the party from the Campaigns list.
  • Track turn order across players. Initiative is rolled per character; the GM stitches the ranks into the round.
  • Roll for opponents. The GM rolls (or fudges) those; the app handles your side.
  • Resolve narrative outcomes. The outcome scale tells you how well it went; what that means in fiction is between you and the GM.

Common mistakes

  • Forgetting to Save Campaign before closing the tab. Unsaved Stamina / Body / inventory edits go away. Save when a beat ends.
  • Cancelling the End Session dialog after typing in points. Cancel drops everything; only Apply commits the awards.
  • Looking for Powers when there's no power pool. The Powers tab and the mobile Powers entry only appear when the active character actually has a pool. Switch character or shrug it off.
  • Expecting Take Hit to know who hit you. It doesn't โ€” the GM tells you the hit score, damage class, and type. The dialog is just the calculator on your side.
  • Forgetting the Speed Bank carries leftover points. After an extra action, remainder stays banked โ€” you're closer to the next one than you think. Rules: Combat โ€” Speed.

See also

  • Dice rolls โ€” the 3d6 mechanic, margins, and the outcome scale used everywhere.
  • Combat โ€” Initiative, Hit / Parry / Dodge, Stunned and Unconscious states.
  • Damage, armour & recovery โ€” what Take Hit actually computes.
  • Combat moves โ€” what each option on the Combat panel does mechanically.
  • Campaigns โ€” activating, end-of-session awards, and sharing with the GM.
  • Characters โ€” the sheet you're playing tonight.

Ready to do it

Open the campaign list, activate tonight's party, and roll some dice.

Open Player Campaigns โ†’

โ† Back to Player Guide