Don't Rest Your Head
Core RulebookCore Mechanic
Players roll their current discipline and exhaustion dice, any permanent madness dice, and up to six optional temporary madness dice against the GM's pain dice. They may voluntarily add one exhaustion die before rolling. Each d6 showing 1–3 is a success, and the protagonist wins ties in total successes. Separately, the pool with the highest die dominates regardless of success; tied pools compare their remaining dice from highest to lowest, with exact ties favoring discipline, then madness, exhaustion, and pain. Discipline dominance can reduce exhaustion or clear a response, exhaustion dominance raises exhaustion, madness dominance triggers a fight or flight response, and pain dominance adds a despair coin to the GM's coffer.
Best For
Groups who want short, personal urban-horror campaigns driven by each protagonist's insomnia, secrets, and goals, with powers that risk exhaustion and psychological breakdown.
Highlights
Dominance is decided separately from success, so a protagonist can win a conflict while exhaustion, madness, or pain still exacts a cost. Despair spent to alter dominance becomes shared hope after the conflict, funding recovery or extra successes. The five-question questionnaire structures personal scenes and gives players authority over their opening scene and the resolution of their path.
Considerations
Helping offers limited benefit: assistants contribute only discipline successes, cannot use talents, and remain vulnerable to dominance effects. Injury and equipment have no separate statistics and are handled through conflict outcomes. There is no XP-point or skill-growth system; advancement uses scars for rerolls or consumable transformations, including temporary or permanent talent changes.