GM Reference Screen — Magpie Games • Powered by the Apocalypse
When a move requires a roll, roll 2d6 and add the relevant stat. Consult the result below. You only roll dice when a move triggers — if there's no move, no dice are rolled; things either happen or the GM makes a move.
| Result | Outcome | Effect |
|---|---|---|
| 10+ | Full Success | You do it. The move tells you what happens. |
| 7–9 | Partial Success | You succeed, but with a complication, cost, or reduced effect. |
| 6− | Miss / Failure | The GM makes a move — things get worse or more complicated. |
Each character has four stats, typically ranging from −1 to +3. Higher is better. Stats are set by the playbook.
Quick thinking, unconventional solutions, surprising plans, and artistic expression. Think Aang, Satoru, Asami Sato.
Precision under pressure, patience, discipline, and stubbornness. Completing difficult tasks without distraction. Think Rangi, Azula, Tenzin.
Social awareness, empathy, care for others, reading people and situations. De-escalation and connection.
Bold action, drive, physical intensity, intimidation, and doing things through sheer force of will and courage.
Every character has 5 Exhaustion boxes. Exhaustion represents physical, mental, and emotional depletion. Mark Exhaustion when:
When all 5 boxes are marked, the character is at the brink of collapse or unconsciousness. Almost everything risky becomes very difficult. Exhaustion clears between scenes when the team rests.
Characters have 5 emotional conditions they can mark when severely stressed or challenged. A marked condition imposes −2 on specific moves and persists until dealt with narratively.
Each condition affects specific moves (see the playbook sheet). Conditions can only be cleared at the end of the scene in which you deal with the underlying feeling. You can clear multiple conditions in the same scene.
Each playbook has two opposing principles — core beliefs or ideals that pull the character in different directions. The Balance Track is a 7-step scale between them.
When tension is high and conflict has real stakes, the game shifts to the combat exchange system. Multiple participants each declare their approach, then everyone rolls simultaneously.
| 10+ | Choose from a longer list: use a practiced/mastered technique, two different techniques, etc. |
| 7–9 | Use a basic or mastered technique. |
| 6− | You're put in a bad position; may shift balance to use a basic technique. |
When you closely observe a situation or person to understand what's really going on.
When you sincerely try to give advice and comfort to another person.
When you ask an NPC who cares what you think to help, support, or do something specific for you.
When you fool an NPC into doing or believing something.
When you intimidate an NPC to make them back down, retreat, or capitulate.
When you rely on boldness or luck rather than skill in a dangerous situation — when no other move applies.
When you use training, expertise, or knowledge to overcome an obstacle, gain insight, or follow familiar customs.
When you take action to help a teammate, mark 1 Exhaustion to give them +1 on their roll (applied after they roll, before they find out the result).
When you openly challenge someone to follow their principle: shift your balance away from your center, name the principle, then roll with that person's principle value.
When you resist someone calling on you to follow a principle: roll with the principle being invoked.
When you spend time with a teacher learning a new technique, roll with modifiers based on: your balance state (+1), shared background (+1), teacher's disagreement (−1), technique difficulty (−1). On a hit you learn it; 7–9 requires extra time or mark 2 conditions.
A disciplined warrior bound to a strict code of conduct. Fights with precision and restraint — every technique honed to perfection. Their balance lies between rigid adherence to the code and the flexibility needed to grow.
Reckless, thrill-seeking, and fearless. Learns by doing — often the hard way. Throws themselves into danger before thinking. Their balance lies between raw courage and heedless recklessness.
Protects others above all else. A defensive warrior who places themselves between danger and those they care about. Balance lies between protective strength and smothering those they guard.
A powerhouse fighter who brings overwhelming force to every situation. Unstoppable and direct. Their balance lies between unleashing their full power and knowing when to hold back.
Famous, legendary, larger than life — carries the weight of a reputation. Others look to them as a symbol. Balance between living up to (or subverting) their legend and finding their own identity.
Principled and earnest, sees the best in people and the world. Pushes for change through hope rather than force. Balance lies between standing by their ideals and accepting the compromises real life demands.
The reliable cornerstone of the community — respected, trusted, deeply rooted. A leader through example. Balance lies between their loyalty to the group and their own needs and ambitions.
Extraordinarily gifted — perhaps the most talented person in the room. Eager to prove themselves and learn everything. Balance lies between the pursuit of excellence and the human connections that make it meaningful.
Cunning, streetwise, and operating outside the normal rules. Survives by wit and improvisation. Balance lies between the freedom of operating alone and the loyalty of belonging to something.
Heir to something significant — a family legacy, a title, a tradition, or a responsibility. Carries the weight of what came before. Balance lies between honouring that legacy and forging their own path.
Ancient world, rigid traditions, Kyoshi Warriors, Rough Rhinos, Earth Kingdom feudalism.
Pre-war tensions, Fire Nation ambition growing, four nations still in contact.
Hundertjährigen Krieg. Fire Nation conquest, scattered resistance, Ba Sing Se besieged.
Post-war reconstruction, young nations, Fire Nation colonies becoming Yu Dao.
Republic City, industrialisation, Equalists, new Air Nation, spiritual conflicts.
Answer 3 shared growth questions + 1 playbook question at end of session. Each "Yes" marks a Growth box; 4 marks = advance.
CRE = Creativity, FOC = Focus, HAR = Harmony, PAS = Passion. Typical range −1 to +3. Set by playbook at character creation.
Center = balanced. Clicking a step moves the marker. Enter each character's two principle names in the balance row inputs. Going off the edge triggers Out of Balance.
Click a condition to mark/unmark it. A marked condition gives −2 to specific moves (per playbook sheet). Clear at end of scene by dealing with the emotion.