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The Council says what is needed. It does not say how. The players decide the route, the kit and the approach.

The loop: the Council has a need; the crew gets an objective; the Council does not say how; the players decide the route, kit and approach; the GM decides what they find.

A-3 · THE CREW · 3:2

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The player characters are Out-Wallers: people who go outside the walls, in crews, on the Council's business.

Every Out-Waller has a Build — Big, Lean or Small — and carries a Load — Light, Laden or Burdened.

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Two six-sided dice, read in four bands: 2–3, 4–6, 7–9, 10–12. Nothing is added to the roll.

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It is lethal. There are no saving mechanics.

Some dangers are Fatal: nothing can catch you. Some are Critical: something might, if the crew acts.

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A-2 · THE CROSS-SECTION · 4:5

It is a GM-led game. The book is the complete game; the website adds tools.

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