TEXT: Written By Adam Bell
  Illustrated By Sashah Li
  No Stone Unturned
  
  Big
  thanks
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  Written By Adam Bell
  Illustrated By Sashah Li
  No Stone Unturned
  
  Written byAdam Bell (@adamebell and adamebell.itch.io)
  Development and Editing by Sashah Li
  llustrations by Sashah Li
  Ludography
  No Stone Unturned is heavily inspired by games from these authors:
  John Harper’s Blades in the Dark directly inspired the down-time
  mechanics.This game is Forged in the Dark.
  Slade Stolar’sThe Indie Hack features the details-based dice
  resolution present in this game, thus this game runs onThe Indie Hack
  Engine.
  Meguey Baker andVincent Baker’s ApocalypseWorld laid a
  framework and design philosophy for many games, including this
  one.This game is Powered by the Apocalypse.
  Fraser Simons’s TheVeil explored using how a character feels as a
  basis for how they perform actions, and this game shows my take
  on that.
  AveryAlder’s The QuietYear is a game about the wants and needs of
  a community in struggle, and inspired many of the world building
  tools here.
  David Somerville’s NeverTell Me the Odds uses a system of risking
  the things you hold dear which inspired the sentiments in this
  game.
  Acknowledgements
  Thank you Mark for making me play 4e all those years ago, which
  got me into tabletop RPGs in the first place.
  Thank you Kevin for bringing me back into the hobby by starting
  our 5e campaign years ago, even if you recoil at games like these.
  Thanks to everybody who has playtested up to this point: Cole,
  Eric, James, Basile, Kaitlyn, Lex, Zhen, Sashah, Ryan, Kevin, Josh
  
  Part 1
  Worldbuilding &
  Character Creation
  
  1
  No Stone Unturned
  After the world inevitably fell, people built a new one from its
  ashes.Time passed, and eventually this new world crumbled and
  was rebuilt once more. Some say this cycle is just the natural order
  of things.The people left after a collapse never agree on everything
  that went wrong.They lead their descendants to correct some of the
  errors that lead to collapse, while repeating many of the others.
  You are about to create a story that features characters living in a
  world unrecognizable to our own.Their society is starting to pick
  up the pieces after one of these cyclical crises. Natural catastrophes,
  man-made disasters, and external influences have caused collapse
  after collapse, but humanity has somehow hung on. Remainders of
  each of these civilizations, and artifacts of their downfalls, lurk
  hidden throughout the world.
  Enough time has passed that many settlements have stabilized and
  are now looking to expand and explore.You will play characters
  who live in the world and are tasked with exploring locations
  around their settlement to acquire whatever resources and
  knowledge that can be found.While that may sound like a noble
  cause, the world around them is populated by other societies,
  recovering wildlife, unstable ecosystems, and volatile remnants
  from disasters past. If your adventurers aren't careful, their actions
  will endanger their neighbors as well as their own homes…
  Introduction
  
  2
  Part 1 - Worldbuilding & Character Creation
  No Stone Unturned is a tabletop roleplaying game for 2-5
  people. Each of you will play a character who will be going on
  adventures in the world.You will also be taking turns acting as
  Arbiters, describing the world and how it reacts to the adventurer’s
  actions.
  The game is best played as a short campaign, with several game
  sessions lasting 2-4 hours. In the first session, you will be guided
  through the worldbuilding and character creation steps outlined in
  the following pages. After that, you’ll set out on your first
  adventure.
  In further sessions, you will continue to explore the world that you
  have built until it feels right to stop. Between adventures, you’ll see
  the characters during downtime as they rest and recuperate.You
  will also see how your incursions change the world over time, and
  how those changes may not be for the better.
  This game can also be played as a one-shot. If you plan to do this, I’d
  recommend moving through the worldbuilding and character
  creation steps as quickly as you can – it can be very easy to get so
  lost in building a world that you suddenly realize that you’re almost
  out of time.The steps provided on the following pages should guide
  you through building an interesting world that you’re excited to
  play in, even when approached at a brisk pace.
  Introduction
  
  3
  No Stone Unturned
  While playing this game, you will be collaborating on a story with
  improvisational,
  off-the-cuff
  roleplaying
  and
  creativity. The
  direction of the story is unpredictable,and so it's important to make
  sure that everyone has the tools to redirect the conversation if they
  become uncomfortable in a way that they don't wish to be.Whether
  the discomfort comes from venturing into a certain topic or the
  way other players are behaving, players should feel comfortable and
  safe.After all, this is a game and everyone should be having a good
  time.The players are more important than the game.
  Often when we find ourselves in a situation where we're
  uncomfortable, it can be difficult to speak up for any number of
  reasons.There are several methods that are commonly used to make
  it easier to ensure a safer environment for play. Discuss with your
  group and decide which of them make the most sense to put in
  place.
  The X-Card: Originally designed by John Stavropolous, the X-
  Card is an index card with an X drawn on it that any player can, at
  any time, point at to walk back whatever is currently be discussed,
  no questions asked.A complete description can be found online at
  http://tinyurl.com/x-card-rpg
  Lines andVeils: Before the game starts, pull out two index cards
  and ask everyone to write down what their lines and veils are. Lines
  are topics that shouldn’t be brought up under any circumstance,
  whereas veils are topics that are fine to be in the story but should
  not be discussed in detail or zoomed in on.
  OpenTable: People may leave the table for any reason, and need
  only come back if they feel like doing so.
  Safety Tools
  
  4
  Part 1 - Worldbuilding & Character Creation
  Building a world collaboratively
  Once you have discussed safety at the table, it’s time to start
  building the world that you will be playing in.
  1. Discuss Broadly
  Start with a brief discussion on what this post-post-apocalypse
  setting should look like.You should try to agree on a tone for your
  game, as well as how you will be framing scenes. Should it be more
  serious and weird like the world of Numenera? Or should it be zany
  like what is seen in AdventureTime, with scenes and logic that you
  would only find in a cartoon? Is it ruinous and filled with living or
  robotic remnants of what came before, like Horizon: Zero Dawn?
  Don't get too specific here, but try to think of some touch stones
  and get everybody on the same page.
  2. Ban Story Elements
  After a few minutes of discussion, each player bans something from
  the setting. Choose something you don't think would be interesting
  in this story and write it on a notecard within view of everybody.
  This is the first opportunity to codify the results of the tonal
  discussion, as this ban list must be followed.
  Do you want there to be no magic? No fantasy races? No dungeons
  or no dragons?
  Note that this is not for banning things that make you
  uncomfortable in some way - this is meant to be a friendly game and
  you can tell your group to steer clear of topics that you're not
  comfortable engaging in before the game starts. See page 3 for
  more information about Safety Protocols.
  This phase is intended to restrict the lens of what the rest of the
  game can include from a storytelling perspective. If you can’t think
  of anything, that’s fine; it’s perfectly valid to pass up this chance.
  Worldbuilding
  
  5
  No Stone Unturned
  3. Draw the Settlement
  Next, you will collaboratively create the settlement that your
  characters live in and want to improve.
  Place a notecard in the center of the table. Choose a person to go
  first, and then take turns. On your turn, you will make a statement
  about the settlement, and draw something to represent that on the
  index card. Don't worry if you can't draw – neither can I.The
  player to your left will then make another statement, either
  introducing a new fact or further specifying a previous one.They
  draw this on the index card. Continue around the table like this
  until either there is no more room on the index card, or two people
  have passed on their turn. If you pass in one round, you can always
  add a new idea the next round.
  After a few rounds of introducing and drawing elements of the
  settlement, your group will start to get a better picture of how this
  world works. Keep building on each others’ ideas and a shared
  understanding of where your characters live will come from it.
  Don’t put too much into just one statement."The paved roads form
  a grid" works better than "The settlement is a city, with buildings
  on every block surrounded by paved roads in a grid shape". Focus
  on only one aspect of life at a time and let the other players branch
  off from there.
  4. Define adventure scope and conditions
  Define the scope of the adventures and how far away the other
  locations in the world are from your settlement.Think about what
  the conditions of adventure are, and whether your characters are
  well equipped or struggling to get by.This will help color what the
  locations each player creates in the next step should look like and
  also what your characters will have access to on their adventures.
  Worldbuilding
  
  6
  Part 1 - Worldbuilding & Character Creation
  Write down what you establish here so that everyone can access it
  later.The following questions can help guide you in defining your
  scope, but are not a complete list.
  •
  How long does it take to travel around the world?
  •
  Is the surrounding area dangerous or easy to traverse?
  •
  Do people generally need to eat and sleep? If so, how often?
  What do they eat?
  •
  What can you assume that your characters will be carrying?
  Swords? Guns? Nothing?
  •
  What's the general level of technology available to the
  settlement?
  •
  How do people get around in this world? Can they fly? Use
  phones?Teleport?
  •
  What’s the day/night schedule like? How often do the seasons
  change?
  •
  Can you maintain contact with your home settlement while
  adventuring?
  •
  How long is your downtime between adventures?
  5. Create scarcities and abundances
  Each player names a resource that is important to your community.
  If you’re playing with fewer than 5 people, collectively establish a
  couple more resources until you have 5 total.Then,decide together
  which one of these resources is in abundance and mark the rest as
  scarcities. One of the players' main tasks will be to secure these
  resources from locations around them. Note these down on a
  notecard within view of everybody.
  The term “resources” should be understood broadly.At its simplest,
  this can mean food or water, but anything that a society needs and
  uses can be declared. Entertainment, camaraderie, sunlight,
  agricultural variety, you name it.The point of this exercise is to
  define what’s important as well as what’s lacking, so if you say
  Worldbuilding
  
  7
  No Stone Unturned
  1
  2
  6
  3
  5
  4
  something like “competitive spirit” or “comfortable beds and
  couches” then those become a focus of the daily lives of your
  characters.
  6.Author locations
  Now that you have an idea of the settlement, it’s time to build out
  the surrounding area that your characters will be exploring.This is
  done by creating a map on the table using index cards.
  Each player takes two index cards and
  privately creates two
  locations. Don’t show anyone your card at this point. You can
  author anything – a cave system with mysterious artifacts inside, a
  populated city, a haunted mansion – whatever you might want to
  see in play. Don’t contradict facts that were established in the
  settlement building phase or use story elements that were banned.
  On each notecard, include the following:
  1.A description of the place
  2. A drawing to represent it
  3.An eight piece pie chart, called
  the Collateral Clock
  4.The collateral - What can be
  harmed by the adventurers
  5.The danger that can threaten
  the adventurers
  6. Rewards or treasure that can
  be found here
  Potential collateral could be animals or people that live here, the
  social structures of the local population, or a food or water source
  for local or regional inhabitants.This is what you affect if you act in
  a way that could damage your environment.
  Dangers can include monsters, nature, or people who are resistant
  to your goals. These should pose a threat to the goals of your
  adventurers.
  Rewards could be ancient troves of knowledge, artifacts from a
  civilization past, a population to be your allies, something to
  Worldbuilding
  
  8
  Part 1 - Worldbuilding & Character Creation
  address one of the shortages at home, or something that helps solve
  a mystery that came up at the settlement.A reward can be anything
  that the characters may want to collect, absorb, experience, or
  learn from.
  7.Arrange locations in a map
  Mix up the created locations and place them face down in some
  arrangement on the table.This will be your map and represent
  where places are relative to each other. Think about how your
  characters travel around the world. If they use river to travel, laying
  the cards down in a straight line extending in two directions of your
  settlement could represent that river. If this is a spaceship game,
  maybe group cards into different planets.You can also create a
  tightly packed grid so that it’s easy to get to any location card if
  characters travel over land somehow.
  The pattern you choose can make a difference in how your
  adventures play out. If each card is accessible from home, you’ll get
  to pick and choose based on how dangerous locations seem.
  However, if you need to move through certain locations to get to
  other ones, you might be forced to adventure through very
  dangerous territory first.
  8.Assign Danger and Reward Levels
  Roll two 4-sided dice for each notecard.The first d4 will dictate
  how potent the listed danger is to the adventurers, and the second
  d4 will dictate how useful the listed reward will be to the party if it
  is found.Write these values on the back blank side of each card (e.g.
  D2 R4). See the Danger Level and Reward Level pages for a detailed
  explanation of what these values mean.
  9. Create Characters
  Your world is now built!You should now have a solid idea of where
  your characters live and what their lives are like.You also have a
  map of locations that they can explore and investigate.The next
  section will walk you through creating the characters that you will
  play for the rest of the game.
  Worldbuilding
  
  9
  No Stone Unturned
  Creating your characters
  Your characters are made up of several different elements. Some of
  these elements will be decided now, and others will be discovered
  through play.Take a character sheet,found at adamebell.itch.io,and
  fill out the fields as described below.
  1. Choose a name
  Come up with a name for your character.You can either do this
  now, or wait until the end.
  2. Define your pronouns and look
  Note your characters pronouns and describe what they look like.
  Are they human?What kind of clothes do they wear?
  3. Pick three moods
  Choose 3 Moods your character is most often experiencing while
  they adventure. Examples can include Feckless, Angry, Joyous,
  Jealous,Ambivalent, or Curious.Any moods that you're interested
  in roleplaying will do.
  Assign one Mood to a d8, one to a d6, and one to a d4 line on your
  character sheet.When you make an Action Roll while playing the
  game, you will be using the die granted to you by the mood your
  character is acting from.
  A bigger die roll doesn't always mean better. Rolling a bigger Mood
  die will help you succeed a roll for an action that endangers the
  world around you, but will get in your way when you’re the one in
  danger.
  Thus, your d8 Mood should be the one your character acts from
  when they take heed of how their actions endanger the world
  around them; the d4 should be the one they feel when protecting
  themself.The d6 will be somewhere in between.
  There are three slots left open at character creation. During play,
  you can assign a new Mood if the currently listed ones with don't fit
  Character Creation
  
  10
  Part 1 - Worldbuilding & Character Creation
  how your character is feeling.
  4.Assign your aspects
  Assign Body, Mind, and Heart to the d4, d6, and d8 based on how
  your character performs certain tasks. Body is used for feats of
  athleticism and might. Mind lends you the ability to think quickly
  and call on a breadth of knowledge. Heart represents your ability to
  connect with others and push through difficult situations.
  Aspect dice function in the opposite way of the Mood dice: a bigger
  Aspect die means you're better at protecting yourself using that
  aspect, but likely at the expense of your surroundings.
  5. Invent three sentiments
  Next, choose three things that are important to your character.
  These could be prized possessions, relationships, ideals, beliefs, or
  anything else that your character holds dear.Try not to have more
  than one of each of these sentimental categories, e.g. one
  possession, one belief, and one relationship. If you want to forge a
  relationship with another character as one of your sentiments, it’s
  okay to leave a line here blank until everyone has introduced
  themselves.
  Mechanically, these sentiments will provide the ability to modify
  your dice results at the risk of them being lost to you or corrupted
  in some way by the world.
  Examples could include “I like to cook dinner with my mom”, “I
  carry around a big rake”, “NeverTrust A Scooter Rider”, or simply
  “My Cool Sunglasses”.
  6.Write three skills
  Choose three skills for your character.These are anything you can
  excel at: conversation, swordplay, climbing, parkour, navigation,
  tying your shoes. Mark them down in the skills section as +/-1
  skills.These can be leveled up later and new skills can be added, as
  described on page 31.
  Character Creation
  
  11
  No Stone Unturned
  7. Consider the rumors
  As a player, you authored two locations that now exist in the world.
  Your character has heard something about each of them. Consider
  how they have come across these rumors and what they’ve heard.
  They don’t know where exactly these locations are, but they would
  certainly recognize them upon arrival.
  8. Introduce yourself
  Once everyone has finished making a character, go around the table
  and introduce yourselves. Describe how your character looks, what
  they’re good at, and what they care about.
  Character Creation
  
  12
  Part 1 - Worldbuilding & Character Creation
  Part 2
  Gameplay
  
  13
  No Stone Unturned
  How to PlayThis Game
  A session of No Stone Unturned plays out as a series of adventures.
  As a group, decide which card on the map to travel to from your
  current location. Flip that card to reveal the new location.The
  author of the card will then paint the picture of what this location
  looks like and what is at stake using the Reward and Danger Levels
  as guides for the intensity of the description. Describe the reward
  that can be found here so that all players will have a goal to push
  towards.
  Each player then narrates a few sentences about the journey to that
  location as well as how their character feels about the task ahead of
  them.Was the trip rough or easy? Is your character anxious or
  relaxed?The characters will now split into two groups. Play out a
  brief scene on how you split up and who is with who.
  The players whose characters are not in the current scene will act
  as the Arbiters for those that are. Arbiters function in the same way as
  GMs in more traditional roleplaying games - describing scenes,
  acting as NPCs, and introducing conflict to the characters' lives.
  The group that contains the author of the current card will typically
  be theArbiters first, so that they may set the scene a little better.
  Sometimes, an action that a character undertakes will be uncertain
  and require a dice roll to resolve.This will be resolved using an
  Action Roll, which will grant certain players Details to add to the
  scene.
  After a few action rolls, it's a good idea to switch to the other group
  as the tension in this scene rises.A cliffhanger or something that can
  affect both parties at once is a good place to change focus. Every
  time you switch focus or break up the party, all of the players not in
  the new scene will act asArbiters together.
  Eventually, it will make sense for this adventure to come to a close.
  Your characters will meet up for one reason or another and likely
  leave the area that they are staying in. Perhaps you have found some
  treasure or knowledge, or maybe you are fleeing for your lives.
  Game Overview
  
  14
  Part 2 - Gameplay
  When that happens, there are decisions to make both in and out of
  character. First, if you haven’t taken a break from playing in a while,
  now is a good time to do so.You’ll also need to decide if this is the
  end of your current session.
  In character, you will decide whether to head back to your home
  settlement, or make camp somewhere else that is safe. Either way,
  the game shifts into Downtime.
  The Downtime phase is described in greater detail later in the
  book, but it follows the same process every time. First, you roll for
  complications due to your actions at the location your characters
  just left. Have a conversation about what immediately changes in
  your wake.
  Next, each of your characters will have a chance to take one
  Downtime Action to recover from wounds, research how best to
  use the treasures they have taken, or try to patch up the problems
  that they caused while adventuring.
  If one action isn’t enough, you can collectively decide to spend
  more time at rest. However, every time you take another round of
  Downtime actions, you will roll for complications at one of the
  areas that you’ve visited.The world keeps moving even when you
  stay still.
  If you continue playing after downtime, adventure to a new
  location. Either flip a new card that you have access to, or return to
  an old one that you weren’t quite finished with.
  Game Overview
  
  The Danger Level gives a guideline for how perilous it should feel
  to be in an area.Typically, in an area with a higher danger level, you
  should be assigning Harm Details more often when players lose
  rolls. Below is a detailed description of how the different danger
  levels change the tone of a location.
  D1.You can avoid the worst of the danger by being careful.Wildlife
  is reserved and cautious, and people who live here tend to give you
  the benefit of the doubt.
  D2.There are dangerous things here, but you’ll know about it
  before it happens. Most wildlife will only attack when provoked,
  and the people who live here are generally welcoming, if defensive.
  D3.The danger here is meaningful.Wildlife is wary and has the
  means to hurt you if they choose to strike. People aren't the most
  welcoming, and if you manage to make peaceful contact, you
  should not cross them.
  D4. Most things in the area are hostile to you.The consequences
  for improperly engaging are great.Wildlife won't wait for a reason
  to strike,and you must work hard to prove that you are trustworthy
  to any people you encounter.
  Danger Levels
  15
  No Stone Unturned
  
  The Reward Level of an area indicates how useful treasures and
  knowledge gained in an area will be. The below descriptions
  indicate how easy to use and how useful a location’s reward will be
  if it’s fully acquired.
  R1.The reward here is scattered, encoded, broken, or otherwise
  difficult to access. Mechanically, it will take a long term project to
  utilize the reward properly. It would take several projects or the
  combination of several R1 rewards to move a scarcity to neutral.
  R2. A long-term project with this reward during downtime can
  move a resource from a scarcity to neutral.A second project would
  be required to then move it to an abundance. For example, if the
  reward is an electric generator, you might need to first complete a
  project to see how the generator works before you can start a
  project to fuel it and turn it on.
  R3.This reward can completely move a scarcity to neutral without
  a long-term project. A long-term project can yield more of its
  potential and lead it to abundance. If the reward doesn’t address a
  scarcity, this can create a new abundance.
  R4.This can move a scarcity to abundance if fully recovered and
  taken back to the settlement.The thing that can be found here is
  very useful and usable.
  Reward Levels
  16
  Part 2 - Gameplay
  
  17
  No Stone Unturned
  When to call for an Action Roll
  The Action Roll mechanic is in place to determine the results when
  an action taken by the player character has an uncertain outcome.
  When a player character tries to do something in one of the below
  categories, or another situation where the outcome being unclear is
  interesting, an Action Roll determines who gets to add Details to
  the scene.
  •
  Performing an action which a person doesn’t normally do, like
  climbing a difficult surface, picking a lock, etc.
  •
  Doing something dangerous, like attacking a person/creature,
  or leaping across a chasm.
  •
  Looking for an item or some knowledge that may be difficult to
  locate, like a secret entrance or the password to enter.
  •
  Calling upon some memory or knowledge that the character
  might know, but hasn’t yet shown or used.
  •
  Doing something that could cause harm to the world around
  them.
  •
  Persuading or convincing another person in the world to do
  something that they don’t immediately want to do, especially if
  it’s against their perceived interest.
  •
  Avoiding or reacting to some consequence or danger that is
  imminent.
  •
  Observing or otherwise interacting with the world to glean
  information or notice something that’s happening that isn’t
  immediately obvious.This should only trigger an action roll if
  it will be interesting for the character to not catch on.
  Action Roll Usage
  
  18
  Part 2 - Gameplay
  When not to call for an Action Roll
  Do not call for an action roll for every little thing that the
  characters try to do. If the stakes are low or the character is known
  to be good at the action they are attempting, let them succeed.
  Do not call for an action roll every time the characters try to get
  any information from the world. Most questions and requests to
  observe the world should be freely answered. Only use the roll
  when the investigation may have consequences.
  Action rolls should come into play when the outcome is not
  obvious, or when the potential for failure and consequence is more
  interesting than success.
  Passing and Failing
  Losing an Action roll doesn’t necessarily mean that your character
  failed in what they were trying to do. Often, the Hard and Scene
  Details applied by the Arbiters will heavily complicate the action,
  but it should never lead you to a dead end.The question to answer
  after any Details are applied should always be,“What do you do?”
  Action Roll Steps
  The next pages outline the steps to follow when theArbiters call for
  an action roll, and then explain each step in more detail.
  It’s recommended to follow along with each step the first couple of
  times that your group rolls to resolve an action.There are a number
  of optional steps, so going over each step at first will help to make
  sure everybody knows how to use the different parts of their
  character sheet to affect the outcome of the roll and story.
  After a while, everyone will get a better feel for how the different
  tools on your character sheets interact with the action roll and how
  best to incorporate your skills, moods, sentiments, and details into
  the fiction.
  Action Roll Usage
  
  19
  No Stone Unturned
  Before Rolling:
  •
  Player states their desired outcome
  •
  Arbiters chooseAspect and state what's most at risk
  •
  Player chooses Mood and increments Mood Level
  •
  Check details for Advantage and Disadvantage
  ◦
  Player chooses or creates relevant Skill (optional)
  ◦
  Player risks Sentiment for Mood Advantage (optional)
  Roll the dice!
  •
  Player rollsAspect Die and Mood Die
  After Rolling:
  ◦
  A helping player rolls a Mood and raises its level (optional)
  •
  Determine theWinning Side and apply Details
  •
  Check for Mood Effects
  Action Roll Steps
  
  20
  Part 2 - Gameplay
  1. Player states their desired outcome
  State what your character is attempting to accomplish.This should
  be the logical follow-through of the action that you were
  roleplaying when the Arbiters called for an action roll. Now is the
  time to flesh out what you want to have happen with this course of
  action.This gets everyone at the table on the same page with what's
  at stake and what success would look like.
  2. Arbiters choose Aspect and state what's most at
  risk
  First, theArbiters decide whether this action roll uses Body, Mind,
  or Heart. Body is used for feats of athleticism and might. Mind
  lends you the ability to think quickly and call on a breadth of
  knowledge. Heart represents your ability to connect with others
  and push through difficult situations.You will use the die associated
  with thisAspect when you roll.
  The Arbiters then decide whether the consequences of this action
  are more likely to affect the Character or the World around them.
  The Arbiters should elaborate to the table why that is the case.
  Describe what the risk is and gesture at how failure might look.
  This decision will decide which die will count for which side when
  determining the result:
  •
  If the Character is at risk, a higher Aspect die is a win for the
  player and a higher Mood die is a win for theArbiters.
  •
  If theWorld is at risk,a higher Mood die wins for the player and
  a higher Aspect die wins for theArbiters.
  3. Player chooses Mood and increments Mood Level
  The player rolling the action reflects on what mood their character
  is in at this time.If this is represented by one of the moods currently
  on your character sheet, choose that one. If not and there are still
  unfilled moods, add a new one to your sheet and choose that one.
  The die associated with this Mood is referred to as your Mood Die.
  Action Roll Steps
  
  21
  No Stone Unturned
  Next, mark one of the checkboxes next to the selected Mood on
  your sheet.These boxes represent your Mood Level for that given
  Mood.Always increment the Mood Level, even if one of your other
  moods is overloaded. If this is the final box to be checked, this
  action will endanger one of your sentiments and change the mood
  as discussed in the Check for Mood Effects step.
  You should be honest about how your character is feeling here! It
  can be tempting to select a mood based on which die you want to
  roll, but only do that if you can justify that particular mood through
  roleplay. Follow the fiction!
  4. Check details for Advantage and Disadvantage
  Check the details of your character and the scene.Anything that is
  working in your favor will provide Aspect Advantage, and
  anything that is working against you will provide Aspect
  Disadvantage. Instances of advantage and disadvantage will cancel
  each other out, but do not stack.
  If a mood is overloaded, you get Mood Advantage if using the
  overloaded mood and Mood Disadvantage with all others.
  If you haveAdvantage or Disadvantage on Mood orAspect, you will
  roll two of that die.Advantage allows the player to choose which die
  to keep, whereas disadvantage allows theArbiters to choose.
  5. Choose or create Relevant Skill (optional)
  Choose one of the skills that you have listed on your character sheet
  to use, and come up with a justification for why it applies here. Be
  creative! If you can convince the rest of the table that it makes sense
  to use a skill, you can use that skill. If there are still empty spaces on
  the sheet for skills,feel free to add a new one that would apply.New
  skills start with a modifier of 0, so it won't benefit you just yet.
  Mark off the checkbox connected to the chosen Aspect die next to
  the skill being used if it's unchecked. Checking all three boxes will
  allow you to upgrade the modifier of that skill, so get creative and
  use them often. See the Skills section on page 31 for more detail.
  Action Roll Steps
  
  22
  Part 2 - Gameplay
  Using a skill allows you to adjust the value of the Aspect die when
  determining the final result tier.
  6. Risk Sentiment for Mood Advantage (optional)
  You can gain Mood Advantage by anteing one of your sentiments
  that are not yet lost. Mood advantage allows you to roll your Mood
  Die twice and choose which result to keep.Work with the Arbiters
  to factor in how your mood and sentiment lead to the Details that
  get added to the scene.
  If you or theArbiters add negative details to the scene, you will also
  mark the next checkbox of that sentiment.This moves it to At Risk
  if it wasn’t already, or Lost if it it was already At Risk.
  7. Roll your Aspect and Mood dice
  Roll the dice provided by your Mood and your Aspect and find the
  difference between the results. Remember any Aspect or Mood
  Advantage or Disadvantage you received in the prior steps.
  8. Get help. They roll a Mood and raise its level
  (optional).
  If another character is helping in the fiction, they can describe how
  they help and roll their Mood die.They raise their Mood level as
  well and you can use either die.The helping character must also
  check for Mood Effects as described in the next step.
  If you choose to take their die, describe how this moment
  strengthens your relationship. If you reject their die and use your
  own instead, describe how they got in the way and how it worsens
  the relationship.
  Action Roll Steps
  
  23
  No Stone Unturned
  9. Determine theWinning Side and apply Details
  Once you and the Arbiters have resolved all advantages and
  disadvantages and chosen the final two dice that are involved,
  decide whether your chosen SkillValue is added or subtracted from
  theAspect die.
  Find the difference between the final two numbers and determine
  the Winning Side:
  •
  If the World was determined to be more at risk,the player wins
  if the Mood Die is higher than the Aspect Die.
  •
  If the Character was determined to be more at risk,the player
  wins if the Aspect Die is higher than the Mood Die.
  The intersection of this table gives you that information as well:
  ResultsTable
  Use the row in the below table corresponding to the difference of
  the dice to add details:
  0. Each side adds one Hard Detail.
  1. Winning side adds one Hard Detail, and adds one negative
  Hard Detail of their choosing.
  2. Winning side adds one Hard Detail.
  3. Winning side adds one Hard Detail and one Scene Detail.
  4+ Winning side adds two Hard Details.
  Action Roll Steps
  What’s At Risk
  World
  Character
  High Die
  Mood
  PlayerWins ArbitersWin
  Aspect ArbitersWin PlayerWins
  
  24
  Part 2 - Gameplay
  10. Check for Mood Effects
  If the Mood Die’s result is less than your current Mood Level, and
  the Mood Level is past the OverloadThreshold on the character
  sheet, you Overload that Mood. Roleplay the effect of overloading
  on this mood in the result of this roll and in the following scenes.
  Are you acting from a more extreme version of this Mood, or stuck
  in a cycle of stress as a result of acting from it? Follow the rules for
  an Overloaded Mood as discussed on page 30 for future rolls.
  If you marked the final box of this Mood Level, this mood will
  evolve to represent how often you find yourself acting this way.
  Reset the mood level to 0.
  The Winning Side of this roll will change the name of the mood to
  something more specific and intense. Examples could include
  changing Angry to Enraged, Determined to Obsessed, Happy to Gleeful,
  Cautious to Cowardly, or Brave to Reckless. If you are an Arbiter
  making the change, ensure that the player whose character is
  changing is comfortable with and interested in the change you have
  proposed.
  Remember to check for Mood Effects for any player that rolled
  their Mood Die to help with this roll as well.
  Action Roll Steps
  
  25
  No Stone Unturned
  Adding Details in play
  The result of an action roll determines how many and what kinds
  of Details are added and who gets to add them. Details are just
  labels to succinctly explain a change in the fiction. For instance, if
  you were in a fight and your opponent pulled out a knife, you could
  end up with the detail, Stabbed.
  Hard Details
  Hard details describe a fundamental change to some property of
  a person, place, or thing (e.g., dealing damage, changing an object,
  annoying someone). They are added explicitly as a result of an
  Action Roll. During the game, write down all hard details added
  to a character, weapon, enemy, etc. For example, if you are rolling
  to convince the baseball coach to let you pinch hit, and you win the
  roll, you can add Persuaded,Endeared,or Intimidated as a hard detail to
  the coach.
  Soft Details
  Soft details can be added more freely and make only temporary or
  superficial changes to the world (e.g.,moving around,calling out to
  an ally, asking a character a question). These are often added
  implicitly via moment-to-moment roleplaying. When you’re
  describing a scene or what your character is doing, you’re adding
  soft details.Thus, soft details need not be written down. If granted
  a hard detail, you can always choose to add a soft detail instead.
  Scene Details
  A scene detail is a detail that changes the scenery or your tactics,
  i.e., things that are part of the scene, but not a property of a
  character or item. For example, if you are rolling to blast open a
  door and the result of yourAction Roll grants you one scene detail,
  you can simply add Blasted Open to the door and then walk right
  through it. If granted a hard detail, you can choose to add a scene
  detail instead. It can be helpful to write down scene details that
  drastically shift the scenery.
  Adding Details
  
  26
  Part 2 - Gameplay
  Positive vs. Negative Details
  Details can be either negative or positive. Negative details are often
  harm details,which indicate damage to a character or item.Positive
  details are beneficial properties (e.g., Shiny and Sharp for a well-
  maintained sword).
  Adding details drives the fiction forward from moments of
  uncertainty. If you’re stuck, just think back to the goal the character
  was trying to achieve and go from there. Don’t be afraid to push it
  and make dramatic changes to the scene!The important thing with
  the details you add is that they should make the story and world
  more exciting to you and to the other players at the table.
  Harm Details
  Harm details track the physical and mental toll that adventure takes
  on an explorer's body.Any details added by theArbiters that make
  it difficult to continue adventuring in the same way as before should
  be counted here. Each player character has the capacity for four
  harm details before they take the Overcome detail.
  Harm details cover more than just physical harm. Arbiters can
  assign harm details in any situation.A harm detail can be something
  physical like Sprained Ankle or Concussed, emotional like Embarrassed
  or Distraught, or even social like Ignored or Cast Out.
  Overcome
  When a player records their fourth Harm Detail, they take the
  Overcome detail. Circle this on your character sheet.
  Overcome characters must be rescued and taken to a safe place as
  soon as possible.The player must use the Recover downtime move
  to clear at least one of the details before they can act again.
  Decide on a case by case basis what this means for your table.
  Depending on the type of harm they received, the character may
  need to retire from adventuring or even perish. Be honest with the
  fiction here; allow yourself to let the character go if it makes sense.
  Adding Details
  
  27
  No Stone Unturned
  Recovering from Harm and Scars
  Harm details can be addressed by using the Recover action during
  Downtime.When a harm detail is addressed in this way,it is turned
  into a scar, which is a detail that will remain on your character
  sheet. Scars do not count as harm details and thus don’t contribute
  to a character being overcome.
  Applying Details
  Don’t be afraid to think bigger than the action being tested when
  applying Details. A seemingly small action can have ripples
  throughout the land. Perhaps a player loses a roll to convince
  somebody in a new town that they mean no harm.You can apply
  Details in several ways. Here are two examples.
  You could apply the scene detail Uncooperative Population to inform
  the player that this conversation will leak out and there will be
  subsets of this population that will no longer cooperate with the
  adventurers and may even be outright hostile to them.
  You could also apply the hard detail Wanted to them - you hear
  shouts outside the building where you are having this conversation.
  A protest has formed to kick out the intruders.What do you do?
  Recording Details
  When hard details are assigned to your character, record them in
  the details section on your character sheet.The Arbiters decide
  whether applied details should be recorded as Harm details.
  Otherwise, your character can have any number of positive and
  negative details. Make sure to consider what details you have while
  roleplaying and acting within the world, as they should inform how
  you interact with your surroundings.
  Remember to consider all of your details when resolving Action
  Rolls, as details can offer aspect advantage or disadvantage when
  fictionally appropriate.
  Adding Details
  
  28
  Part 2 - Gameplay
  Recording Scene Details
  Make sure to keep track of the scene details added to a location
  (such as Uncooperative Population from the example above).This will
  help you maintain a record of what the adventurers have done to a
  location, which will aid in determining other scene details and also
  when rolling for complications in the future.
  Additionally, Scene Details should almost always be accompanied
  by a tick on the Collateral Clock when they are granted byAction
  Rolls where the world was most at risk. See p.33 for more details
  on Collateral Clocks.
  Adding Details to NPCs or Creatures
  If a character gets into a situation where an NPC or creature is
  standing in their way, it should usually only take one or two Details
  for the player to handle the situation.
  For example, if you’re trying to convince a person to let you
  through the door and into a more restricted area,you can add Bribed
  as a hard detail to them after rolling to see if they’ll accept your
  bribe.
  Maybe you’re in a fist fight with somebody after a conversation
  went the wrong way.You can add Knocked Out after winning a roll to
  punch them square in the jaw.
  However, theArbiters can decide that a stronger person or monster
  has a threshold before they are Overcome, much like the player
  characters. This would be some number of harm details that the
  NPC would need to receive before they are taken out of the scene.
  This number should be between two and four.
  Adding Details
  
  29
  No Stone Unturned
  
  30
  Part 2 - Gameplay
  Overloading a Mood
  A Mood gets overloaded when these two conditions are met:
  •
  Mood Level is above the OverloadThreshold for that Mood
  •
  During an action roll, the value rolled on the Mood Die is
  lower than the Mood Level.
  You and the Arbiters should take this into account when applying
  Details for that roll,and you should incorporate the over-use of that
  Mood in your roleplay while you remain overloaded.
  Rolling while Overloaded
  Be sure to increment whatever Mood you roll, even when that
  mood is Overloaded.
  Rolls made with the Mood that you are overloaded with are made
  at Mood Advantage.
  Rolls made with other Moods are made at Mood Disadvantage.
  This may cause you to Overload a different mood.The following
  rules also apply when you choose a different Mood:
  •
  The Mood Overload ends regardless of who wins the roll.This
  should be represented and roleplayed in the fiction.
  •
  If you win this roll, clear the checkboxes from the Mood that is
  no longer overloaded. Describe what it was like for your
  character to overcome their emotions in this way.
  •
  If you lose this roll, put one of your sentiments at risk by
  marking the next unchecked checkbox. Describe how pivoting
  your mood from the overloaded one put this sentiment in
  harm’s way.
  •
  If the roll has a difference of 0, do both. Clear the mood level
  and endanger the sentiment
  Overloaded Mood
  
  31
  No Stone Unturned
  What are Skills?
  Skills are anything that your character is good at. Each character
  starts with three skills that will immediately be helpful if they
  attempt to act in a way that uses those skills.These starting skills are
  also helpful for getting an idea of who this character is.Why are
  they good at origami, juggling, and �irting?
  Using and Creating Skills
  Each character starts with three skills that provide a ±1 to the
  Aspect Die during relevant rolls, and more skills can be added
  through play.
  To use a skill, you declare which one you are using before your roll.
  If you have no relevant skill, but do have some empty skill slots, you
  can create and use a new skill which will start at ±0. Fill the name
  of that skill in on one of the empty lines and place a 0 in the
  modifier circle. This represents the first step of your character
  acquiring a skill.You can then work on Advancing the skill to make
  it useful in the future.
  After rolling the dice, decide whether to add or subtract the
  modifier of the skill from the number rolled on the Aspect Die.
  Advancing Skills
  The three boxes next to each skill line on your character sheet allow
  you to keep track of which Aspects have been used to make checks
  with that skill. Once you have completed an action roll with a skill,
  mark the box corresponding to theAspect used next to the skill on
  your sheet. When you've marked all three boxes, and thus
  completed a task using that skill for each of the three Aspects, you
  are eligible to upgrade that skill as a free action during your next
  downtime as described in the Downtime Actions section.
  Skills
  
  32
  Part 2 - Gameplay
  Sentiments
  During character creation, each player writes down three things
  that are important to their character. Each sentiment should evoke
  strong feelings when the character thinks about it, and it's
  encouraged to show this through your roleplaying.
  A character’s sentiments are their prized possessions, relationships,
  ideals, beliefs, or anything else that your character holds dear.
  Seeing the three things that a character cares about is another lens
  into who they are and can help you jump right into roleplaying as
  them.
  Sentiment States
  Sentiments can be in one of three states - Connected, At Risk, and
  Lost. If neither checkbox on the character sheet is marked, the
  character is considered Connected to that sentiment.The At Risk
  checkbox indicates if the sentiment is at risk, and the Lost
  checkbox indicates that the sentiment is lost to the character.A lost
  sentiment cannot be used mechanically at all.
  During downtime, you can reconnect with sentiments that have
  been put at risk or lost during your adventures, or create new ones.
  Risking Sentiments to Gain Mood Advantage
  Before rolling the dice, you can put your sentiment at risk to gain
  Mood Advantage on the roll. Mood Advantage allows you to roll
  the dice given by your Mood twice and take either result. Before
  declaring this, you have to describe how the sentiment is coming
  into play for the roll.
  If the Arbiters or you have to add negative details to the scene as a
  result of this roll, you will also mark the next checkbox of that
  sentiment.This moves it to At Risk if it wasn’t already, or Lost if it
  it was already At Risk.
  Sentiments
  
  33
  No Stone Unturned
  Using the Collateral Clock
  When designing a location, the author makes note of what can be
  harmed by the explorers' actions at that location. In general, when
  players stay at a location for too long, there will be more and more
  collateral damage.This is represented by an eight-step "clock" at
  each location.
  Any player at any time can tick this clock if they feel that an action
  a character has taken advances the collateral damage in the region.
  Why have Collateral Clocks?
  This game is partially about exploring the adverse affects that are
  often left unspoken in stories about reclaiming a broken world. By
  adventuring and seeking resources, you’re likely to cause harm
  whether you mean to or not.When acting as Arbiter, it's your job
  to consider the problems that are being caused as your story plays
  out. Fill out your descriptions and reactions of the world the
  characters live in with this in mind.
  Collateral Clocks and Scene Details
  Choosing whether the world or character is at risk on each action
  roll is done to help you consider what kind of situations can arise
  when players act in dramatic ways. Factor in the listed danger and
  collateral from the location card and choose details that would
  drive home this conflict between the adventurer and the land they
  are interfering with.Tick the Collateral Clock when you are adding
  Details granted by action rolls in which theWorld was determined
  at risk.The Arbiters’ job is to introduce complications that lead to
  a more interesting story - make your Hard Details and Scene
  Details hit hard and show true consequences.
  What Happens At 8 Collateral?
  If any Collateral Clock fills up, the collateral mentioned on that
  card fully comes to pass. It’s a disaster, and should be fully reflected
  in any narration at that area.There aren’t mechanics specific to this,
  because the situation will be wildly different each time.As always,
  follow the fiction to see what happens.
  Collateral Clocks
  
  34
  Part 2 - Gameplay
  Part 3
  Downtime
  
  35
  No Stone Unturned
  What is Downtime?
  Downtime is the time between adventures that the explorers spend
  researching new technologies they've acquired, healing wounds,
  reconnecting with sentiments, addressing collateral they have
  caused, and reflecting on their emotional states. Downtime is not
  camping out overnight in the middle of an adventure. It represents
  a time span greater than that – from weeks to months – where
  adventure isn't actively being sought out.
  How long one “unit” of time during downtime takes should have
  been established when defining scope, but agree on that now if you
  haven’t already.
  Rolling for Complications
  The legacy of the explorers' interference doesn't stop progressing
  just because they have left the area.At the start of each downtime
  phase, you will roll for complications for the location you just left
  to see the immediate effects of your actions.You will roll for
  additional locations as described in the Downtime at Home
  section.
  The number of ticks on the Collateral Clock for the location in
  focus determines which of the following tables is used to see how
  the Collateral is progressing.
  Take the result and collectively describe what it means and looks
  like in that location. Describe any rippling effects that this
  progression might have in the surrounding area.Don’t hold back on
  these descriptions. Be honest with how the actions your
  adventurers take affect the world they are exploring, even if it
  causes problems with your character’s goals and ambitions.Increase
  the Collateral Clock if it makes sense to during your description.
  The result prompts are intentionally vague so that your group has
  more to work with. Every game is different, so the prompts here
  should apply to just about any situation you’ve found yourselves in.
  Downtime Overview
  
  36
  Part 3 - Downtime
  Selecting a CollateralTable
  Look at the Collateral Clock for the location that you are rolling
  complications for and select the table below that corresponds to
  current number of ticks. Roll a d6 to get the result.
  Locations with 1-3 Collateral
  1
  Area in recovery
  2-3
  Problem Intensifies/An Unforeseen Side Effect
  4-5
  RelationsWorsen
  6
  Problem Spreads Elsewhere
  Locations with 4-5 Collateral
  1-3
  Problem Intensifies or RelationsWorsen
  4-5
  Problem Spreads Elsewhere
  6
  ThoseAffected Flee
  Locations with 6-7 Collateral
  1-3
  RelationsWorsen/Problem Spreads Elsewhere
  4-5
  ThoseAffected Flee
  6
  Problem Intensifies
  What is the Effect at Home?
  Once you have rolled and described the complication for a location,
  take some time to describe any changes to your home that may have
  occurred since we have last seen it. Consider the rippling effect of
  any collateral as well as the treasures you have returned with as a
  reference. Reflect these effects on the settlement’s notecard.
  Taking Downtime Actions
  Once you have rolled and described the complication for the
  location you last adventured in, it’s time to take Downtime
  Actions.The actions are described starting on the following pages,
  and are mechanical representations of the things that the characters
  are doing between adventures.The use of these actions give us a
  glimpse of how the characters
  Complications
  
  37
  No Stone Unturned
  What actions can you take?
  There are seven Downtime Actions to choose from, as well as two
  Downtime Free Actions that each player may use once per
  Downtime phase.The following pages have detailed descriptions of
  what to do when you select each action.
  Each character gets one DowntimeAction to start with, but players
  can decide as a group to take more actions, as described in the next
  section.Once per Downtime Phase,each character can also do both
  of the Downtime FreeActions.
  Downtime at Home
  If your downtime is taking place in your home settlement, or
  otherwise somewhere that you are able to sleep comfortably with
  both eyes closed, the characters can rest easy.You each take 1
  Recovery Point, which is tracked next to the Harm Details on the
  character sheet.
  Collectively decide how much time passes. For each unit of time
  that you decide passes, each character gets an additional Downtime
  action. However, you will also roll for additional complications for
  each unit of time. Choose a revealed location and use the table on
  page 36 for each one.
  Downtime Actions “On Screen”
  Each action should make sense in the fiction, but you don't need to
  zoom in or stage scenes for every action that people take. Often, a
  simple description of what's happening will suffice. However,
  sometimes some really interesting things can happen in downtime
  and this should be encouraged. If you think somebody’s downtime
  activities might be a fun scene to play out, play it out.
  Downtime Free Actions
  •
  Recover Harm
  •
  Upgrade Skills
  Downtime Actions
  
  38
  Part 3 - Downtime
  Recover Harm
  Spend a number of Recovery Points equal to the number of Harm
  Details you have to convert one harm detail into a scar.You can do
  this as many times as you can afford. Scars are Details that are
  shadows of former harm. For example, you could convert
  embarrassed into bashful, broken wrist into stiff wrist, or cast out into
  mistrusted. Remove the Harm Detail and add the Scar to the Details
  section of the character sheet. Recovery points can be gained by
  doing the Seek Recovery downtime action first.
  Upgrade Skills
  Characters may upgrade the skills that have all 3 checkboxes filled.
  Increment the modifier by one.
  Downtime Actions
  •
  Long-Term Project
  •
  Reconnect with sentiments
  •
  Introspection
  •
  Address collateral
  •
  Train Skills
  •
  Seek recovery
  •
  Scout
  Long-Term Project
  A long-term project can cover a wide variety of activities.Examples
  can include researching an arcane ritual, investigating a mystery,
  establishing someone’s trust, courting a new friend or contact, or
  forging and reconnecting sentiments in a more controlled way.This
  action will let you start a new project and work on it for the first
  time, or work on an existing project started previously.
  To start a new project, state the project’s goal. Based on the goal of
  the project,collectively decide how many steps the clock you create
  Downtime Actions
  
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  No Stone Unturned
  will have. Usually, this will be 4, 6, or 8 steps.
  When you work on a long-term project (either a brand new one, or
  an already existing one), describe what your character does to
  advance the project clock, and roll a relevant Mood and Aspect
  (including skills). Mark a number of segments equal to the
  difference of the two dice. Narrate the project’s progression each
  time you work on it.When the clock fills, the project is completed.
  In order to work on a project, you must have the means to pursue
  it—which can be a project in itself. For example, you might want
  to build a new meeting house,but have no access to carpentry skills.
  You must first acquire these skills, so you start a learn carpentry
  project first, describing how you come to learn these skills. Once
  that project completes, you could start a new project to actually
  build the meeting house.
  Reconnect with Sentiments
  You can spend downtime reconnecting with your Lost or At Risk
  sentiments. Alternatively, if one is Lost and it doesn't make sense
  for you to reconnect with it, you can forge a new one.This action
  allows you to reconnect or forge only one sentiment; additional
  actions would need to be taken if multiple sentiments are Lost orAt
  Risk. Reconnecting or forging new sentiments is an emotional
  event, so you increase a relevant Mood Level by the following
  amount:
  •
  Reconnect to a Lost sentiment by raising the Mood Level by
  three, moving the sentiment to At Risk.
  •
  Clear theAt Risk checkbox by raising the Mood Level by two.
  •
  Forge a new sentiment by raising the Mood Level by four.
  Introspection
  Emotions run high while explorers go adventuring, and they often
  need some much needed rest to reflect on what they were feeling
  while out and why they were feeling it.Choosing the Introspection
  Downtime Actions
  
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  Part 3 - Downtime
  action means that the character is reflecting on their experience and
  the moods that their actions put them in. Roll your Heart die, and
  reduce that number of ticks from your various Mood Levels.
  Describe what your character is reflecting on and how they do this.
  Additionally, while in introspection, you can swap any two Moods.
  Swapping means you swap the die that is associated with one of
  your Moods with another.Transfer the Mood Levels as well.
  You can also replace one mood that has a Mood Level of 0 if you feel
  that your character no longer sits in that mood often.
  Address Collateral
  While adventuring, you track the damage done to the environment
  you are exploring with the Collateral Clock.Addressing collateral
  requires both a method with which to reverse the harm done and
  the resources to apply that method.
  Choose a location that your group has affected, and describe your
  plan to undo the damage.The other players discuss whether or not
  you have the resources to enact your plan. For each player that
  believes that your plan is good and you have the resources to enact
  it, take +1 to the roll. For each player that dissents, take -1 to the
  roll.
  If you do not like your odds after these modifiers, you can instead
  pivot this action to starting a Long-Term Project to address the
  concerns about your plan raised by the other players.
  If you are going through with the plan, roll your Mind die. Reduce
  the Collateral Clock of the chosen location by a number of ticks
  equal to the (die roll + modifers) - (Collateral Level).
  If you don't quite make it to your target, you or someone else can
  spend an additional downtime action to add another die to the mix.
  This can be either Mind, Heart, or Body, depending on what you
  think was causing the plan to be ineffective. Each die you roll adds
  to your current total.
  Downtime Actions
  
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  No Stone Unturned
  A negative final result will increase the Collateral Level.Your
  attempts to address the situation at hand do more harm than good.
  Train Skills
  Roll your Mind, Body, or Heart die and check off the box for the
  resultant number of skills rolled on that die.For example,if you roll
  your Body die and get a 3, you can check off the Body box for 3
  skills.
  Seek Recovery
  Explorers can get pretty beat up while adventuring, and choosing
  this action means that the character is spending time to heal their
  wounds. Roll your Body die, and take that many Recovery Points.
  If you have access to a healer or healing facilities at your settlement,
  you can roll your Body die twice and take the higher of the two
  values.You can also add any relevant skills. If another player is
  helping you with this, that player can also roll their Heart die
  (adding any relevant skills) to add to your total.You can then spend
  these points using the Recover Harm downtime free action.
  Scout
  Scouting can help see what is on nearby cards. Describe how you
  are scouting and choose a facedown card that is close enough that it
  makes sense for you to scout during this downtime.Typically this
  means it's neighboring where you currently are or you can get there
  through known and non-hostile locations.
  Follow the Action Roll steps to see if you are successful.All players
  that don't choose to assist act as Arbiters for the sake of adding
  Details given by theAction Roll. If you lose the roll, you can choose
  to either reject the details and return home, or accept the Details
  to press forward. If you accept the Details or win the roll, privately
  look at the card.Take mental note of it, and return it to the board
  face down. Share the information if you like, perhaps one of the
  other adventurers have heard rumors about the place and can
  provide more detail.
  Downtime Actions
  
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  Part 3 - Downtime
  Part 4
  Agenda &
  Principles
  
  43
  No Stone Unturned
  Agenda
  As you play this game, aim to satisfy the Agenda every time you’re
  contributing to the fiction.
  •
  Portray a living, recovering world
  •
  Show the characters the effects of their actions
  •
  Play to find out what happens
  Portray a living, recovering world
  When you are describing the world either as Arbiter or when
  designing a location during the Worldbuilding phase, think about
  who or what lives there and how that changes the environment.
  Show evidence of who else lives there, whether other people or
  animals. Describe plant life. Build ecosystems.
  Along with that, describe what used to be here. Include archaic
  constructions, and if they are dilapidated or if they’ve been
  repurposed. Give characters ancient technology, and baffle them
  with their functions.
  Show the characters the effects of their actions
  When a player interacts with the world, think about the effects.
  Were they rude to an NPC? People talk. Did they try to blast open
  a door?That explosion might be the last thing it took for this old
  building to start falling. Or worse, the noise and vibrations may
  awaken something better left alone.
  Play to find out what happens
  Don’t go into a session or even a scene knowing what’s going to
  happen. Allow yourself to be surprised at the results of all of the
  Details added by various players. It’s fun to discover a story
  together.
  Agenda
  
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  Part 4 - Agenda & Principles
  Principles
  The principles serve as your guide when you are playing the game
  and adding Details. Following the principles is a good way to satisfy
  the Agenda and make sure everybody is having a good time playing
  this game.
  •
  Be a fan of the characters
  •
  Be a fan of the world
  •
  Check in with the other players
  •
  Reveal this place’s secrets
  •
  Change the landscape
  •
  These locations are home, but not your home
  •
  Think new, think ancient
  •
  Be honest and add Details that follow the fiction
  •
  Pass to the other Arbiters
  •
  Endanger your character
  •
  Name every person
  •
  Give every creature life
  •
  Skip the boring parts
  Be a fan of the characters
  The player characters are the protagonists of this story. Play them
  as such! Take bold actions and expect them to do well. If you’re
  adding Details to another player’s character,add something that will
  be interesting for their narrative.
  Be a fan of the world
  The story takes place in a world that you collectively created.
  Explore it, describe it, and allow it to shine in your story.
  Principles
  
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  No Stone Unturned
  Check in with the other players
  Playing a game like this takes a lot of time as well as emotional
  effort and creative output. From time to time, check in with each
  other and make sure that you’re all still enjoying the game. If you’re
  not, work with your group to figure out what can be done to make
  your time more enjoyable.
  Reveal this place’s secrets
  The world that you play in was built and destroyed many times. In
  real life, the contents of your second desk drawer can be surprising.
  Who could say what secrets litter the landscapes and buildings
  you’re exploring? Open that drawer and let out whatever’s inside.
  Change the landscape
  Think big! Make sweeping changes to the land, and then play to find
  out what happens as a result.A button is pressed and a rumbling is
  heard for a minute until a huge tower erupts out of the ground.The
  adventurers weren’t careful when they were messing around on
  that dam, and it’s about to flood.
  These locations are home, but not your home
  Things live in the places that your characters are exploring.
  Sometimes there are people you can talk to, sometimes there are
  people that communicate in a totally different way. Sometimes
  there aren’t any people, but the place is full of different animals.
  Sometimes all you can find is a trace of life, perhaps hiding just out
  of sight.
  Think new, think ancient
  Imagine futuristic technologies and buildings, and then imagine
  them ruined and repurposed. Imagine things that were too strange
  or hidden to be reused until now.
  Principles
  
  46
  Part 4 - Agenda & Principles
  Be honest and add Details that follow the fiction
  When choosing which parts of your character to use, be honest
  with yourself and your table and only use what actually makes
  sense.When adding Details as Arbiter because a player lost a roll,
  don’t hold back. Complicate the scene in a way that follows the
  fiction, even if it leads to the character having a harder time.
  Pass to the other Arbiters
  Unless you’re playing with just two or three people, there will
  almost always be at least one otherArbiter sharing duties with you.
  Share those duties! Describe some of the scene, and then gesture
  towards the others to take over and finish the description.You’ll be
  surprised how different their ideas are and how interesting the
  combination can be.
  Endanger your character
  While we are a fan of the characters, we also want an interesting
  story. Put them in dangerous situations and see what happens next.
  Push that button, enter that dark hallway, stand your ground against
  the large rats threatening you.
  When you’re acting asArbiter, add Details to the current scene that
  complicates the situation your own character is in. It will give the
  other players something to build on when your character comes
  back on screen.
  Name every person
  Characters in the world can be way more interesting when you’re
  thinking of names for them. Any time there is a non-player
  character on screen when you are Arbiter, give them a name and
  think about what their daily life is like.
  Principles
  
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  No Stone Unturned
  Give every creature life
  The world is full of all sorts of creatures, each one living a rich and
  complex life as they try to survive long enough to make it worth it.
  Give them motivations and show how they live.
  Skip the boring parts
  When traveling between locations in this game, we don’t roleplay
  what is happening moment-to-moment on your travels.We skip
  that part, because it’s not likely to be as interesting as the proper
  adventure at the location that somebody designed.
  Use this on the adventures themselves as well.This doesn’t have to
  be a realistic simulation. Skip past parts that won’t be as fun. For
  example, if you think it’s time to leave a location and everyone is
  relatively safe, just collectively decide how you meet up. Unless it’s
  going to be interesting, you don’t need to show that on screen or
  roll dice to do it.
  Principles
  
  48
  Part 4 - Agenda & Principles
  Details Overview
  Hard details describe a fundamental change to some property of a person, place, or thing (e.g., dealing
  damage, changing an object, annoying someone).They are added explicitly as a result of an Action Roll. During
  the game, write down all hard details added to a character, weapon, enemy, or anything else.
  Harm details are a specific type of Hard detail that can lead to becoming Overcome.When a hard detail is
  added, it should be specified that it’s a hard detail. Player characters are overcome when their 4th harm detail is
  recorded, which takes them out of the scene until they get help.
  Soft details can be added more freely and make only temporary or superficial changes to the world (e.g.,
  moving around, calling out to an ally, asking a character a question).These are often added implicitly via
  moment-to-moment roleplaying (without saying you’re adding details to the scene).
  A scene detail is a detail that changes the scenery or your tactics, i.e., things that are part of the scene, but not
  a property of a character or item.TheArbiters will maintain a list of scene details.
  When granted a hard detail, you can always add a scene detail or soft detail instead.
  Ticking the Collateral Clock
  Whenever a character does something that can have negative effects on the world or its inhabitants, any player
  may tick that location’s collateral clock. Sometimes, the player whose character performed the action will tick
  the clock themselves!
  Also, whenever scene details are applied on a roll that theWorld was at risk, you should likely be ticking the
  collateral clock as well as describing what is going wrong!.
  Aspect Reference
  Body: Feats ofAthleticism and Might
  Mind: Think quickly and call upon your knowledge
  Heart: Connect with others and push through struggle
  Rules for an Overloaded Mood
  A Mood gets overloaded when the Mood Level is above the OverloadThreshold and the Mood Die rolls under
  the Mood Level.You and the Arbiters should take this into account when applying Details for that roll, and you
  should incorporate the over-use of that Mood in your roleplay while you remain overloaded.
  Rolling while Overloaded
  Be sure to increment whatever Mood you roll, even when Overloaded.
  Rolls made with the Mood that you are overloaded with are made at Mood Advantage.
  Rolls made with other Moods are made at Mood Disadvantage.This could cause you to Overload a different
  mood.The following rules also apply when choosing a different Mood:
  •
  Choosing a different Mood to act with will end the Overload regardless of who wins the roll.This should
  be represented and roleplayed in the fiction.
  •
  If you win this roll, clear the checkboxes from the Mood that is no longer overloaded. Describe what it was
  like for your character to overcome in this way.
  •
  If you lose this roll, put one of your sentiments at risk by marking the next unchecked checkbox. Describe
  which sentiment you are affecting and how it happens.
  •
  If the roll has a difference of 0, follow the rules for both winning and losing the roll.
  Game Reference
  
  Action Roll Reference
  Before Rolling:
  •
  Player states their desired outcome
  •
  Arbiters choose aspect and state what's most at risk
  •
  TheAspects are Body, Mind, and Heart.
  •
  Either theWorld or the Character will be at risk.This determines who wins on which die.
  •
  Choose Mood and increment Mood Level
  •
  Mark the next box on the Mood LevelTrack of your character sheet
  •
  Check details for Advantage or Disadvantage
  ◦
  Choose or create Relevant Skill
  ◦
  New skills come in with a 0 modifier, but can be upgraded later.
  ◦
  Risk Sentiment for Mood Advantage
  ◦
  If you win the roll, your sentiment will have helped greatly
  ◦
  If you lose the roll, you will put the sentiment one step closer to Lost
  Roll the dice!
  •
  Roll your Aspect Die and Mood Level
  •
  Advantage: Roll two of that die and choose the result
  •
  Disadvantage: Roll two of that die and Arbiters choose the result
  •
  Multiple advantages do not stack, an advantage & disadvantage will cancel
  After Rolling:
  ◦
  Get help.They roll a Mood and raise its level.
  ◦
  If you choose to use their die, your relationship grows stronger
  ◦
  If you reject their die, they get in the way and your relationship weakens
  •
  Determine theWinning Side and apply Details
  •
  Use the table below to determine the winner.
  •
  Check for Mood Effects
  •
  Overload if your mood die is lower than its Mood Level (past the OverloadThreshold)
  •
  TheWinning Side changes the selected Mood if you marked the last Mood Level
  ResultsTable
  Use the row in the below table corresponding to the difference of the dice to add details:
  0.
  Each side adds one Hard Detail.
  1.
  Winning side adds one Hard Detail, and adds one negative Hard Detail of their choosing.
  2.
  Winning side adds one Hard Detail.
  3.
  Winning side adds one Hard Detail and one Scene Detail.
  4+
  Winning side adds two Hard Details.
  What’s At Risk
  World
  Character
  High Die
  Mood
  PlayerWins ArbitersWin
  Aspect ArbitersWin PlayerWins
  
  Table of Contents
  Part 1:Worldbuilding & Character Creation
  p1 —— Introduction
  p3 —— SafetyTools
  p4 —— Worldbuilding
  p9 —— Character Creation
  Part 2: Gameplay
  p13 —— Game Overview
  p15 —— Danger Level
  p16 —— Reward Level
  p17 —— Action Roll Usage
  p19 —— Action Roll Steps
  p25 —— Adding Details
  p30 —— Overloaded Mood
  p31 —— Skills
  p32 —— Sentiments
  p33 —— Collateral Clocks
  Part 3: Downtime
  p35 —— Entering Downtime
  p36 —— Complications
  p37 —— DowntimeActions
  Part 4:Agenda and Principles
  p43 —— Agenda
  p44 —— Principles
  
  This is a game about adventure in a recovering world.
  Scout the world for your growing settlement, complicating
  life for the animals, people, and environment nearby.
  Explore the consequences of leaving No Stone Unturned.
  
SOURCE: textdata/thevault/No Stone Unturned (PbtA)/Final No Stone Unturned.pdf