Pick the Scene type your story needs. Every Scene category carries its own action economy, time scale, and Sage toolkit — choose carefully, and the dice machine will do the rest.
Pursuit or flight — overland, urban rooftops, or through twisting forest. Round-scale exchanges of Pace vs. Pace, with terrain shifts and Maneuver tricks deciding who closes and who breaks line of sight.
Start Chase BetaStealth, social cover, picked locks, and bluffed sentries. Tracks party Skulk Rating and Sage-prompted heat — when discovery breaks, the Scene flips to Combat or Chase mid-stride.
Start Infiltration BetaNegotiations, court intrigues, interrogations, sermons. Tone-keyed Responses shift Disposition; Tension climbs toward Breakdown; the Face closes with Leverage in hand. Sage-facing tool.
Start Social SceneAuthor the Scene. Name the Zone, place its Nodes, give each a State, typed Modules with Exploration Gates, a bespoke Node Event, and a curated Event Inventory. Wire Nodes with Nexus modules. Export a .setpiece or hand the scene straight to the Runner.
Build a Scene BetaRun a built Scene. Load a Zone, enter the party, set Spacing, Formation, Routine, and Lighting, then work the Press On / Rest / Search / Stop / Exit loop. Random Events fire on the Node's cadence; the canonical Risk → THREAT pipeline resolves Hazards and Skirmishes.
Run a Scene BetaThe Scheme. Spend 1 Intelligence, declare which Scene Types lie ahead and rank them by Priority, then make a Cunning (Plan) Group Check. Each Degree of Success banks Scheme Intelligence onto unlocked Scenes; a Botch flips Counter-Intelligence on the Sage's side.
Start Planning