Buried Secrets

Core Rules

Judgment calls

When you play, you’ll make several key judgment calls. Everyone contributes, but either the players or the GM gets final say for each:

Rolling the Dice

Buried Secrets uses six-sided dice. You roll several at once and read the single highest result.

If you ever need to roll but you have zero (or negative) dice, roll two dice and take the single lowest result. You can’t roll a critical when you have zero dice.

All the dice systems in the game are expressions of this basic format. When you’re first learning the game, you can always “collapse” back down to a simple roll to judge how things go. Look up the exact rule later when you have time.

To create a dice pool for a roll, you’ll use a trait (like your Finesse or your Prowess or your cohort’s Quality) and take dice equal to its rating. You’ll usually end up with one to four dice. Even one die is pretty good in this game—a 50% chance of success. The most common traits you’ll use are the action ratings of the player characters. A player might roll dice for their Skirmish action rating when they fight an enemy, for example.

There are four types of rolls that you’ll use most often in the game:

The Game Structure

Buried Secrets has a structure to play, with four parts. By default, the game is in free play—characters talk to each other, they go places, they do things, they make rolls as needed.

When the group is ready, they choose a target for their next mission, then choose a type of plan to employ. This triggers the engagement roll (which establishes the situation as the mission starts) and then the game shifts into the mission phase.

During the mission, the PCs engage the target—they make rolls, overcome obstacles, call for flashbacks, and complete the mission (successfully or not). When the mission is finished, the game shifts into the downtime phase.

During the downtime phase, the GM engages the systems for payoff, heat, and entanglements, to determine all the fallout from the mission. Then the PCs each get their downtime activities, such as seeking out stability to remove stress or working on a long-term project. When all the downtime activities are complete, the game returns to free play and the cycle starts over again.

The phases are a conceptual model to help you organize the game. They’re not meant to be rigid structures that restrict your options (this is why they’re presented as amorphous blobs of ink without hard edges). Think of the phases as a menu of options to fit whatever it is you’re trying to accomplish in play. Each phase suits a different goal.