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Delving

Travel, senses, hazards, and rest between fights.

When you’re not fighting, your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. asks for your FormationFormation FormationFormation is the order your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks., PacePace PacePace is the travel setting that decides how fast you move and which Activity you can do., and ActivityActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation..

Travel

Example

GM: “The tunnel forks, and water drips somewhere below. What’s your FormationFormation FormationFormation is the order your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks., PacePace PacePace is the travel setting that decides how fast you move and which Activity you can do., and ActivityActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation.?”

Rurik’s Player: “VanguardVanguard FormationVanguard is the front rank of a Formation that encounters threats and discoveries before anyone else.. I’ll NavigateNavigate ActivityNavigate is an Activity you use to guide your party through unfamiliar terrain. with my Navigator’s KitNavigator’s Kit Item · Toolkit · Tier 1Navigator’s Kits are Artisan’s Toolkits used to craft and fix maps, navigate any terrain, and determine the current time and date when you can see the sky..”

Nami’s Player: “CenterguardCenterguard FormationCenterguard is the middle rank of a Formation that keeps you protected from initial threats.. I’ll ChartChart ActivityChart is an Activity you use to map the area as you explore, marking landmarks, safe paths, and environmental Hazards. the tunnels.”

Seren’s Player: “RearguardRearguard FormationRearguard is the back rank of a Formation that watches for threats from behind.. I’ll MonitorMonitor ActivityMonitor is an Activity you use to watch for threats, attuning your senses to anything out of place, suspicious, or revealing. behind us.”

GM: “ChartChart ActivityChart is an Activity you use to map the area as you explore, marking landmarks, safe paths, and environmental Hazards. and MonitorMonitor ActivityMonitor is an Activity you use to watch for threats, attuning your senses to anything out of place, suspicious, or revealing. both need Careful PaceCareful Pace PaceCareful Pace is a Pace built for observation and safety., so you’ll take twice as long. In return, with Rurik navigating, you won’t get lost; Nami’s map will mark HazardsHazard HazardHazards are sources of potential Damage or adverse Effects. before you trigger them; and thanks to Seren, none of you can be SurprisedSurprised ConditionSurprised is a Condition you gain when you are caught unaware. on your next InitiativeInitiative CombatInitiative is the rule that determines which simultaneous, conflicting action begins first when the order of those actions changes the outcome..”

One Scribe’sScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs). ActivityActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation. benefits the whole party, so spread your Activities out. Check each Activity’sActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation. PacePace PacePace is the travel setting that decides how fast you move and which Activity you can do. and rank before you choose.

Formation

Formation is the order your party travels in, split into the VanguardVanguard FormationVanguard is the front rank of a Formation that encounters threats and discoveries before anyone else., CenterguardCenterguard FormationCenterguard is the middle rank of a Formation that keeps you protected from initial threats., and RearguardRearguard FormationRearguard is the back rank of a Formation that watches for threats from behind. ranks. Formation determines who’s in front when your party moves and what ActivityActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation. everyone in the Formation can do.

Core Rule—Formation

  • Multiple CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. can occupy each rank in the Formation.
  • Formations with only two ranks have no CenterguardCenterguard FormationCenterguard is the middle rank of a Formation that keeps you protected from initial threats..

Vanguard

Vanguard is the front rank of a FormationFormation FormationFormation is the order your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks. that encounters threats and discoveries before anyone else. Choose this rank to spot threats before they spot you.

Core Rule—Vanguard

While in Vanguard, you can:

  • InfiltrateInfiltrate ActivityInfiltrate is an Activity you use to move through hostile areas without being noticed. at Careful PaceCareful Pace PaceCareful Pace is a Pace built for observation and safety.
  • MonitorMonitor ActivityMonitor is an Activity you use to watch for threats, attuning your senses to anything out of place, suspicious, or revealing. at Careful PaceCareful Pace PaceCareful Pace is a Pace built for observation and safety.
  • NavigateNavigate ActivityNavigate is an Activity you use to guide your party through unfamiliar terrain. at Steady PaceSteady Pace PaceSteady Pace is a Pace that balances awareness with progress. or slower
  • ScoutScout ActivityScout is an Activity you use to move ahead of your party to spot threats, find safe routes, and gather information before everyone else arrives. at Rushed PaceRushed Pace PaceRushed Pace is a Pace built for covering ground quickly., alone
  • TrackTrack ActivityTrack is an Activity you use to learn what passed through an area and where it went. at Steady PaceSteady Pace PaceSteady Pace is a Pace that balances awareness with progress. or slower

Centerguard

Centerguard is the middle rank of a FormationFormation FormationFormation is the order your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks. that keeps you protected from initial threats. Choose this rank to support other ranks while staying safe.

Core Rule—Centerguard

While in Centerguard, you can:

  • ChartChart ActivityChart is an Activity you use to map the area as you explore, marking landmarks, safe paths, and environmental Hazards. at Careful PaceCareful Pace PaceCareful Pace is a Pace built for observation and safety.
  • ForageForage ActivityForage is an Activity you use to gather food and resources as you explore. at Steady PaceSteady Pace PaceSteady Pace is a Pace that balances awareness with progress. or slower
  • InfiltrateInfiltrate ActivityInfiltrate is an Activity you use to move through hostile areas without being noticed. at Careful PaceCareful Pace PaceCareful Pace is a Pace built for observation and safety.
  • NavigateNavigate ActivityNavigate is an Activity you use to guide your party through unfamiliar terrain. at Steady PaceSteady Pace PaceSteady Pace is a Pace that balances awareness with progress. or slower
  • SocializeSocialize ActivitySocialize is an Activity you use to share a meal, talk, or spend time together with your party. at Steady PaceSteady Pace PaceSteady Pace is a Pace that balances awareness with progress. or slower

Rearguard

Rearguard is the back rank of a FormationFormation FormationFormation is the order your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks. that watches for threats from behind. Choose this rank to spot pursuers before they reach the party.

Core Rule—Rearguard

While in Rearguard, you can:

  • InfiltrateInfiltrate ActivityInfiltrate is an Activity you use to move through hostile areas without being noticed. at Careful PaceCareful Pace PaceCareful Pace is a Pace built for observation and safety.
  • MonitorMonitor ActivityMonitor is an Activity you use to watch for threats, attuning your senses to anything out of place, suspicious, or revealing. at Careful PaceCareful Pace PaceCareful Pace is a Pace built for observation and safety.
  • ScoutScout ActivityScout is an Activity you use to move ahead of your party to spot threats, find safe routes, and gather information before everyone else arrives. at Rushed PaceRushed Pace PaceRushed Pace is a Pace built for covering ground quickly., alone

Pace

Pace is the travel setting that decides how fast you move and which ActivityActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation. you can do.

Core Rule—Pace

Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. determines travel time based on terrain and other conditions.

Pace Travel time In Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall.
Careful PaceCareful Pace PaceCareful Pace is a Pace built for observation and safety. Double Triple
Steady PaceSteady Pace PaceSteady Pace is a Pace that balances awareness with progress. Normal Double (as Careful PaceCareful Pace PaceCareful Pace is a Pace built for observation and safety.)
Rushed PaceRushed Pace PaceRushed Pace is a Pace built for covering ground quickly. Half Normal (as Steady PaceSteady Pace PaceSteady Pace is a Pace that balances awareness with progress.)

Careful Pace

Careful Pace is a PacePace PacePace is the travel setting that decides how fast you move and which Activity you can do. built for observation and safety.

Core Rule—Careful Pace

  • Travel time is doubled.

While moving at Careful Pace, you can:

  • ChartChart ActivityChart is an Activity you use to map the area as you explore, marking landmarks, safe paths, and environmental Hazards. in CenterguardCenterguard FormationCenterguard is the middle rank of a Formation that keeps you protected from initial threats.
  • ForageForage ActivityForage is an Activity you use to gather food and resources as you explore. in CenterguardCenterguard FormationCenterguard is the middle rank of a Formation that keeps you protected from initial threats.
  • InfiltrateInfiltrate ActivityInfiltrate is an Activity you use to move through hostile areas without being noticed. in any FormationFormation FormationFormation is the order your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks.
  • MonitorMonitor ActivityMonitor is an Activity you use to watch for threats, attuning your senses to anything out of place, suspicious, or revealing. in VanguardVanguard FormationVanguard is the front rank of a Formation that encounters threats and discoveries before anyone else. or RearguardRearguard FormationRearguard is the back rank of a Formation that watches for threats from behind.
  • NavigateNavigate ActivityNavigate is an Activity you use to guide your party through unfamiliar terrain. in VanguardVanguard FormationVanguard is the front rank of a Formation that encounters threats and discoveries before anyone else. or CenterguardCenterguard FormationCenterguard is the middle rank of a Formation that keeps you protected from initial threats.
  • SocializeSocialize ActivitySocialize is an Activity you use to share a meal, talk, or spend time together with your party. in CenterguardCenterguard FormationCenterguard is the middle rank of a Formation that keeps you protected from initial threats.
  • TrackTrack ActivityTrack is an Activity you use to learn what passed through an area and where it went. in VanguardVanguard FormationVanguard is the front rank of a Formation that encounters threats and discoveries before anyone else.

Steady Pace

Steady Pace is a PacePace PacePace is the travel setting that decides how fast you move and which Activity you can do. that balances awareness with progress.

Core Rule—Steady Pace

  • Travel time is normal.

While moving at Steady Pace, you can:

  • ForageForage ActivityForage is an Activity you use to gather food and resources as you explore. in CenterguardCenterguard FormationCenterguard is the middle rank of a Formation that keeps you protected from initial threats.
  • NavigateNavigate ActivityNavigate is an Activity you use to guide your party through unfamiliar terrain. in VanguardVanguard FormationVanguard is the front rank of a Formation that encounters threats and discoveries before anyone else. or CenterguardCenterguard FormationCenterguard is the middle rank of a Formation that keeps you protected from initial threats.
  • SocializeSocialize ActivitySocialize is an Activity you use to share a meal, talk, or spend time together with your party. in CenterguardCenterguard FormationCenterguard is the middle rank of a Formation that keeps you protected from initial threats.
  • TrackTrack ActivityTrack is an Activity you use to learn what passed through an area and where it went. in VanguardVanguard FormationVanguard is the front rank of a Formation that encounters threats and discoveries before anyone else.

Rushed Pace

Rushed Pace is a PacePace PacePace is the travel setting that decides how fast you move and which Activity you can do. built for covering ground quickly.

Core Rule—Rushed Pace

  • Travel time is halved.

While moving at Rushed Pace, you can:

  • ScoutScout ActivityScout is an Activity you use to move ahead of your party to spot threats, find safe routes, and gather information before everyone else arrives. in VanguardVanguard FormationVanguard is the front rank of a Formation that encounters threats and discoveries before anyone else. or RearguardRearguard FormationRearguard is the back rank of a Formation that watches for threats from behind.

Activity

Activities are the tasks you take on while not fighting, shaped by your PacePace PacePace is the travel setting that decides how fast you move and which Activity you can do. and FormationFormation FormationFormation is the order your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks..

Core Rule—Activity

  • An Activity requires 10 minutes of dedication.
  • One Scribe’sScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs). Activity benefits the entire party.

Benefits end when:

  • You no longer meet the requirements.
  • You switch Activities.
  • You finish a RestRest RestRests are breaks you take to recover between fights and adventures..
Activity Pace Rank
ChartChart ActivityChart is an Activity you use to map the area as you explore, marking landmarks, safe paths, and environmental Hazards. Careful PaceCareful Pace PaceCareful Pace is a Pace built for observation and safety. CenterguardCenterguard FormationCenterguard is the middle rank of a Formation that keeps you protected from initial threats.
ForageForage ActivityForage is an Activity you use to gather food and resources as you explore. Steady PaceSteady Pace PaceSteady Pace is a Pace that balances awareness with progress. or slower CenterguardCenterguard FormationCenterguard is the middle rank of a Formation that keeps you protected from initial threats.
InfiltrateInfiltrate ActivityInfiltrate is an Activity you use to move through hostile areas without being noticed. Careful PaceCareful Pace PaceCareful Pace is a Pace built for observation and safety. Any
MonitorMonitor ActivityMonitor is an Activity you use to watch for threats, attuning your senses to anything out of place, suspicious, or revealing. Careful PaceCareful Pace PaceCareful Pace is a Pace built for observation and safety. VanguardVanguard FormationVanguard is the front rank of a Formation that encounters threats and discoveries before anyone else. or RearguardRearguard FormationRearguard is the back rank of a Formation that watches for threats from behind.
NavigateNavigate ActivityNavigate is an Activity you use to guide your party through unfamiliar terrain. Steady PaceSteady Pace PaceSteady Pace is a Pace that balances awareness with progress. or slower VanguardVanguard FormationVanguard is the front rank of a Formation that encounters threats and discoveries before anyone else. or CenterguardCenterguard FormationCenterguard is the middle rank of a Formation that keeps you protected from initial threats.
ScoutScout ActivityScout is an Activity you use to move ahead of your party to spot threats, find safe routes, and gather information before everyone else arrives. Rushed PaceRushed Pace PaceRushed Pace is a Pace built for covering ground quickly., alone VanguardVanguard FormationVanguard is the front rank of a Formation that encounters threats and discoveries before anyone else. or RearguardRearguard FormationRearguard is the back rank of a Formation that watches for threats from behind., alone
SocializeSocialize ActivitySocialize is an Activity you use to share a meal, talk, or spend time together with your party. Steady PaceSteady Pace PaceSteady Pace is a Pace that balances awareness with progress. or slower CenterguardCenterguard FormationCenterguard is the middle rank of a Formation that keeps you protected from initial threats.
TrackTrack ActivityTrack is an Activity you use to learn what passed through an area and where it went. Steady PaceSteady Pace PaceSteady Pace is a Pace that balances awareness with progress. or slower VanguardVanguard FormationVanguard is the front rank of a Formation that encounters threats and discoveries before anyone else.

Chart

Chart is an ActivityActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation. you use to map the area as you explore, marking landmarks, safe paths, and environmental HazardsHazard HazardHazards are sources of potential Damage or adverse Effects.. This creates a navigation reference you can use later.

Core Rule—Chart

Benefits:

  • Discover environmental HazardsHazard HazardHazards are sources of potential Damage or adverse Effects. before they’re triggered.
  • Gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on SavesSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. against discovered HazardsHazard HazardHazards are sources of potential Damage or adverse Effects..

Requirements:

  • Careful PaceCareful Pace PaceCareful Pace is a Pace built for observation and safety.
  • CenterguardCenterguard FormationCenterguard is the middle rank of a Formation that keeps you protected from initial threats.

Forage

Forage is an ActivityActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation. you use to gather food and resources as you explore. You hunt small game and find edible plants, water sources, and the materials your group needs to survive.

Core Rule—Forage

Benefits:

  • Gather enough food and water for 1 day to stave off Hunger & ThirstHunger & Thirst HazardHunger & Thirst are Hazards you face when you go without enough food and water..
  • Build a Closed ShelterClosed Shelter ShelterClosed Shelters are Shelters in defensible areas you’ve secured or warded, like a barricaded room, cave, or space with a single entry point. for your next RestRest RestRests are breaks you take to recover between fights and adventures. (no FormationFormation FormationFormation is the order your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks. required).

Requirements:

  • Steady PaceSteady Pace PaceSteady Pace is a Pace that balances awareness with progress. or slower
  • CenterguardCenterguard FormationCenterguard is the middle rank of a Formation that keeps you protected from initial threats.
  • Forager’s KitForager’s Kit Item · Toolkit · Tier 1Forager’s Kits are Explorer’s Toolkits used to identify and gather edible and medicinal plants while ensuring you can distinguish between safe and dangerous species.

Infiltrate

Infiltrate is an ActivityActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation. you use to move through hostile areas without being noticed.

Core Rule—Infiltrate

Benefits:

  • While UndetectedUndetected DetectionUndetected is a Detection state you’re in when a Creature hasn’t detected you with any Sense and has no idea you’re present., gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on AgilityAgility SkillAgility is a Skill that measures your speed, coordination, and reflexes. ChecksCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. to remain so.
  • While UnobservedUnobserved DetectionUnobserved is a Detection state you’re in when a Creature detects you with a Mid Fidelity or Low Fidelity Sense., gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on AgilityAgility SkillAgility is a Skill that measures your speed, coordination, and reflexes. ChecksCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. to remain so or become UndetectedUndetected DetectionUndetected is a Detection state you’re in when a Creature hasn’t detected you with any Sense and has no idea you’re present..

Requirements:

  • Careful PaceCareful Pace PaceCareful Pace is a Pace built for observation and safety.
  • Any FormationFormation FormationFormation is the order your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks.
  • CoverCover CoverCover is anything that physically blocks you from being targeted from certain directions. or concealment
  • Heavy ArmorHeavy Armor Item · Armor · Tier 1Heavy Armor is Armor that offers maximum protection but limits mobility. or ShieldsShield Item · Shield · Tier 1Shields are Objects you wield to increase your Defense. prevent the FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor.

Monitor

Monitor is an ActivityActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation. you use to watch for threats, attuning your senses to anything out of place, suspicious, or revealing.

Core Rule—Monitor

Benefits:

  • You can’t gain SurprisedSurprised ConditionSurprised is a Condition you gain when you are caught unaware. on your next InitiativeInitiative CombatInitiative is the rule that determines which simultaneous, conflicting action begins first when the order of those actions changes the outcome..
  • Set up a Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. perimeter for your next RestRest RestRests are breaks you take to recover between fights and adventures. that alerts you when CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. enter (no FormationFormation FormationFormation is the order your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks. required).

Requirements:

  • Careful PaceCareful Pace PaceCareful Pace is a Pace built for observation and safety.
  • VanguardVanguard FormationVanguard is the front rank of a Formation that encounters threats and discoveries before anyone else. or RearguardRearguard FormationRearguard is the back rank of a Formation that watches for threats from behind. (if in FormationFormation FormationFormation is the order your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks.)

Navigate is an ActivityActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation. you use to guide your party through unfamiliar terrain. You find efficient routes and avoid wrong turns.

Core Rule—Navigate

Benefits:

  • You can’t get lost.
  • You ignore non-MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall..

Requirements:

  • Steady PaceSteady Pace PaceSteady Pace is a Pace that balances awareness with progress. or slower
  • VanguardVanguard FormationVanguard is the front rank of a Formation that encounters threats and discoveries before anyone else. or CenterguardCenterguard FormationCenterguard is the middle rank of a Formation that keeps you protected from initial threats.
  • Navigator’s KitNavigator’s Kit Item · Toolkit · Tier 1Navigator’s Kits are Artisan’s Toolkits used to craft and fix maps, navigate any terrain, and determine the current time and date when you can see the sky.

Scout

Scout is an ActivityActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation. you use to move ahead of your party to spot threats, find safe routes, and gather information before everyone else arrives.

Core Rule—Scout

Benefits:

  • You gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on your next InitiativeInitiative CombatInitiative is the rule that determines which simultaneous, conflicting action begins first when the order of those actions changes the outcome..
  • Discovered CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. gain SurprisedSurprised ConditionSurprised is a Condition you gain when you are caught unaware. on your next InitiativeInitiative CombatInitiative is the rule that determines which simultaneous, conflicting action begins first when the order of those actions changes the outcome..

Requirements:

  • Rushed PaceRushed Pace PaceRushed Pace is a Pace built for covering ground quickly., alone
  • VanguardVanguard FormationVanguard is the front rank of a Formation that encounters threats and discoveries before anyone else. or RearguardRearguard FormationRearguard is the back rank of a Formation that watches for threats from behind., alone
  • CoverCover CoverCover is anything that physically blocks you from being targeted from certain directions. or concealment
  • No Heavy ArmorHeavy Armor Item · Armor · Tier 1Heavy Armor is Armor that offers maximum protection but limits mobility. or ShieldsShield Item · Shield · Tier 1Shields are Objects you wield to increase your Defense.

Socialize

Socialize is an ActivityActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation. you use to share a meal, talk, or spend time together with your party.

Core Rule—Socialize

  • Describe what you do to your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. or play out a scene.

Benefits:

  • You gain Temporary HPTemporary HP HealthTemporary HP is a buffer that absorbs Damage before your Hit Points. equal to your SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. (minimum 1).

Requirements:

  • Steady PaceSteady Pace PaceSteady Pace is a Pace that balances awareness with progress. or slower
  • CenterguardCenterguard FormationCenterguard is the middle rank of a Formation that keeps you protected from initial threats. (if in FormationFormation FormationFormation is the order your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks.)
  • Closed ShelterClosed Shelter ShelterClosed Shelters are Shelters in defensible areas you’ve secured or warded, like a barricaded room, cave, or space with a single entry point. or safer

Track

Track is an ActivityActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation. you use to learn what passed through an area and where it went. You read signs left by CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects., such as footprints, broken branches, and disturbed soil.

Core Rule—Track

Benefits:

  • Identify its SpeciesSpecies Species · Tier 1Species are Scribe ancestries that set your Form, Size, and a starting Feat., SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy., and one ImmunityImmune SusceptibilityImmune is a Susceptibility that negates Damage., VulnerabilityVulnerable SusceptibilityVulnerable is a Susceptibility that increases Damage., or ResistanceResistant SusceptibilityResistant is a Susceptibility that reduces Damage..
  • Identify the quarry if you already know it.

Requirements:

  • Steady PaceSteady Pace PaceSteady Pace is a Pace that balances awareness with progress. or slower
  • VanguardVanguard FormationVanguard is the front rank of a Formation that encounters threats and discoveries before anyone else.
  • Hunter’s KitHunter’s Kit Item · Toolkit · Tier 1Hunter’s Kits are Explorer’s Toolkits used to track, hunt, and fish for game in the wilderness, set and disarm traps, conduct harvests, and field dress kills.

Senses

Detection

Detection is your awareness of a TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence., gained as your SensesSense SenseSenses are the five natural ways you perceive your body and surroundings. perceive your surroundings.

Core Rule—Detection

You’re When a Creature detects you with
ObservedObserved DetectionObserved is a Detection state you’re in when a Creature detects you with a High Fidelity Sense. A High FidelityHigh Fidelity FidelityHigh Fidelity is the most detailed level of Fidelity, precise enough to pinpoint a Target’s Space. SenseSense SenseSenses are the five natural ways you perceive your body and surroundings.
UnobservedUnobserved DetectionUnobserved is a Detection state you’re in when a Creature detects you with a Mid Fidelity or Low Fidelity Sense. A Mid FidelityMid Fidelity FidelityMid Fidelity is a middle level of Fidelity that detects Targets without pinpointing them. or Low FidelityLow Fidelity FidelityLow Fidelity is the least detailed level of Fidelity, giving only subtle clues or traces. SenseSense SenseSenses are the five natural ways you perceive your body and surroundings.
UndetectedUndetected DetectionUndetected is a Detection state you’re in when a Creature hasn’t detected you with any Sense and has no idea you’re present. No SenseSense SenseSenses are the five natural ways you perceive your body and surroundings.

Observed

Observed is a DetectionDetection DetectionDetection is your awareness of a Target, gained as your Senses perceive your surroundings. state you’re in when a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. detects you with a High FidelityHigh Fidelity FidelityHigh Fidelity is the most detailed level of Fidelity, precise enough to pinpoint a Target’s Space. SenseSense SenseSenses are the five natural ways you perceive your body and surroundings..

Unobserved

Unobserved is a DetectionDetection DetectionDetection is your awareness of a Target, gained as your Senses perceive your surroundings. state you’re in when a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. detects you with a Mid FidelityMid Fidelity FidelityMid Fidelity is a middle level of Fidelity that detects Targets without pinpointing them. or Low FidelityLow Fidelity FidelityLow Fidelity is the least detailed level of Fidelity, giving only subtle clues or traces. SenseSense SenseSenses are the five natural ways you perceive your body and surroundings..

Core Rule—Unobserved

  • CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. you’re Unobserved to gain Off GuardOff Guard ConditionOff Guard is a Condition that leaves gaps in your defenses. against you.
  • CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. you’re Unobserved to gain MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you. on AttacksAttack ActionAttack is the Action you use to strike at a foe. against you.
  • You’re Unobserved to CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. without Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight. to you.
  • You can still be affected by Effect AreasEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range. or Effect LinesEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target..

Undetected

Undetected is a DetectionDetection DetectionDetection is your awareness of a Target, gained as your Senses perceive your surroundings. state you’re in when a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. hasn’t detected you with any SenseSense SenseSenses are the five natural ways you perceive your body and surroundings. and has no idea you’re present.

Core Rule—Undetected

  • If you’re Undetected to a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects., you’re also UnobservedUnobserved DetectionUnobserved is a Detection state you’re in when a Creature detects you with a Mid Fidelity or Low Fidelity Sense. to it.
  • CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. you’re Undetected to can’t make AcuityAcuity SkillAcuity is a Skill that measures your awareness, attention, and intuition. ChecksCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. to purposely try to find you.

Sense

Senses are the five natural ways you perceive your body and surroundings. How much detail you get depends on IlluminationIllumination IlluminationIllumination is the light level that affects how you detect Targets using your Sense of Sight., ObscurementObscurement HazardObscurement is anything in the environment that makes it harder to hear or see., and your personal sensory experiences.

Core Rule—Sense

  • Most sensing is automatic. Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. describes what’s obvious and what matters.
  • Use the SearchSearch ActionSearch is an Action you use to examine your surroundings for anything hidden or out of place. ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. to examine a specific thing using a Sense. Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. calls for an AcuityAcuity SkillAcuity is a Skill that measures your awareness, attention, and intuition. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. to determine what extra detail you uncover.
Sense FidelityFidelity FidelityFidelity is how sharp and reliable a Sense is, measured by how much detail you get and how often it lies.
SightSight SenseSight is a Sense you use to visually perceive your surroundings. HighHigh Fidelity FidelityHigh Fidelity is the most detailed level of Fidelity, precise enough to pinpoint a Target’s Space.
HearingHearing SenseHearing is a Sense you use to audibly perceive your surroundings. MidMid Fidelity FidelityMid Fidelity is a middle level of Fidelity that detects Targets without pinpointing them.
SmellSmell SenseSmell is a Sense you use to perceive your surroundings through scent. LowLow Fidelity FidelityLow Fidelity is the least detailed level of Fidelity, giving only subtle clues or traces.
TasteTaste SenseTaste is a Sense you use to perceive your surroundings through flavor. LowLow Fidelity FidelityLow Fidelity is the least detailed level of Fidelity, giving only subtle clues or traces.
TouchTouch SenseTouch is a Sense you use to perceive your surroundings through physical contact. LowLow Fidelity FidelityLow Fidelity is the least detailed level of Fidelity, giving only subtle clues or traces.

Sight

Sight is a SenseSense SenseSenses are the five natural ways you perceive your body and surroundings. you use to visually perceive your surroundings. It’s affected by IlluminationIllumination IlluminationIllumination is the light level that affects how you detect Targets using your Sense of Sight., VisibilityVisibility VisibilityVisibility is a form of Obscurement that measures how well you see something using your Sense of Sight., and individual Visual Impairments. It is typically a High FidelityHigh Fidelity FidelityHigh Fidelity is the most detailed level of Fidelity, precise enough to pinpoint a Target’s Space. SenseSense SenseSenses are the five natural ways you perceive your body and surroundings..

Core Rule—Visual Impairment

Without assistive or corrective means, TestsTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. that rely solely on Sight and directly relate to your specific Visual Impairment gain MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you..

Core Rule—Profound Visual Impairment

  • You gain BlindedBlinded ConditionBlinded is a Condition that takes away your sight..
  • With a permanent Profound Visual Impairment, you can choose to read Braille, use tactile sign language, and use any other assistive tools that aid you.

Hearing

Hearing is a SenseSense SenseSenses are the five natural ways you perceive your body and surroundings. you use to audibly perceive your surroundings. It’s affected by AudibilityAudibility AudibilityAudibility is a form of Obscurement that measures how well you hear sounds using your Sense of Hearing. and individual Hearing Impairments. It is typically a Mid FidelityMid Fidelity FidelityMid Fidelity is a middle level of Fidelity that detects Targets without pinpointing them. SenseSense SenseSenses are the five natural ways you perceive your body and surroundings..

Core Rule—Hearing Impairment

Without assistive or corrective means, TestsTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. that rely solely on Hearing and directly relate to your specific Hearing Impairment gain MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you..

Core Rule—Profound Hearing Impairment

  • You gain DeafenedDeafened ConditionDeafened is a Condition that takes away your hearing..
  • With a permanent Profound Hearing Impairment, you can choose to use sign language, lip reading, and other assistive tools that support you.

Smell

Smell is a SenseSense SenseSenses are the five natural ways you perceive your body and surroundings. you use to perceive your surroundings through scent. It’s affected by air currents, barriers, dissipation, and individual Olfactory Impairments. It is typically a Low FidelityLow Fidelity FidelityLow Fidelity is the least detailed level of Fidelity, giving only subtle clues or traces. SenseSense SenseSenses are the five natural ways you perceive your body and surroundings..

Core Rule—Olfactory Impairment

Without assistive or corrective means, TestsTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. that rely solely on Smell and directly relate to your specific Olfactory Impairment gain MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you..

Core Rule—Profound Olfactory Impairment

You can’t detect warning odors like spoilage or poison.

Taste

Taste is a SenseSense SenseSenses are the five natural ways you perceive your body and surroundings. you use to perceive your surroundings through flavor. It’s affected by temperature, texture, and individual Gustatory Impairments. It is typically a Low FidelityLow Fidelity FidelityLow Fidelity is the least detailed level of Fidelity, giving only subtle clues or traces. SenseSense SenseSenses are the five natural ways you perceive your body and surroundings..

Core Rule—Gustatory Impairment

Without assistive or corrective means, TestsTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. that rely solely on Taste and directly relate to your specific Gustatory Impairment gain MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you..

Core Rule—Profound Gustatory Impairment

You can’t detect warning tastes like spoilage or poison.

Touch

Touch is a SenseSense SenseSenses are the five natural ways you perceive your body and surroundings. you use to perceive your surroundings through physical contact. It’s affected by temperature, texture, pressure, barriers—like gloves—and individual Tactile Impairments. It is typically a Low FidelityLow Fidelity FidelityLow Fidelity is the least detailed level of Fidelity, giving only subtle clues or traces. SenseSense SenseSenses are the five natural ways you perceive your body and surroundings..

Core Rule—Tactile Impairment

Without assistive or corrective means, TestsTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. that rely solely on Touch and directly relate to your specific Tactile Impairment gain MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you..

Core Rule—Profound Tactile Impairment

You can’t detect warning signs like pain or temperature.

Fidelity

Fidelity is how sharp and reliable a SenseSense SenseSenses are the five natural ways you perceive your body and surroundings. is, measured by how much detail you get and how often it lies.

Core Rule—Fidelity

Fidelity Senses You detect Search
HighHigh Fidelity FidelityHigh Fidelity is the most detailed level of Fidelity, precise enough to pinpoint a Target’s Space. SightSight SenseSight is a Sense you use to visually perceive your surroundings. Exact SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. and physical features Precise
MidMid Fidelity FidelityMid Fidelity is a middle level of Fidelity that detects Targets without pinpointing them. HearingHearing SenseHearing is a Sense you use to audibly perceive your surroundings. Presence, but not exact SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. or fine features Imprecise
LowLow Fidelity FidelityLow Fidelity is the least detailed level of Fidelity, giving only subtle clues or traces. SmellSmell SenseSmell is a Sense you use to perceive your surroundings through scent., TasteTaste SenseTaste is a Sense you use to perceive your surroundings through flavor., TouchTouch SenseTouch is a Sense you use to perceive your surroundings through physical contact. Subtle clues or traces Vague

High Fidelity

High Fidelity is the most detailed level of FidelityFidelity FidelityFidelity is how sharp and reliable a Sense is, measured by how much detail you get and how often it lies., precise enough to pinpoint a Target’sTarget TargetTargets are anything that Effects can affect, interact with, or influence. SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size..

Core Rule—High Fidelity

  • SightSight SenseSight is a Sense you use to visually perceive your surroundings. gives High Fidelity detail.
  • You can detect TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence.’ exact SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. and physical features, making it a precise way to SearchSearch ActionSearch is an Action you use to examine your surroundings for anything hidden or out of place..
  • You can use SightSight SenseSight is a Sense you use to visually perceive your surroundings. to make UndetectedUndetected DetectionUndetected is a Detection state you’re in when a Creature hasn’t detected you with any Sense and has no idea you’re present. or UnobservedUnobserved DetectionUnobserved is a Detection state you’re in when a Creature detects you with a Mid Fidelity or Low Fidelity Sense. TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. ObservedObserved DetectionObserved is a Detection state you’re in when a Creature detects you with a High Fidelity Sense..

Mid Fidelity

Mid Fidelity is a middle level of FidelityFidelity FidelityFidelity is how sharp and reliable a Sense is, measured by how much detail you get and how often it lies. that detects TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. without pinpointing them.

Core Rule—Mid Fidelity

  • HearingHearing SenseHearing is a Sense you use to audibly perceive your surroundings. gives Mid Fidelity detail.
  • You can detect TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence., but you can’t pinpoint exact SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. or fine physical features, making it an imprecise way to SearchSearch ActionSearch is an Action you use to examine your surroundings for anything hidden or out of place..
  • You can use HearingHearing SenseHearing is a Sense you use to audibly perceive your surroundings. to make UndetectedUndetected DetectionUndetected is a Detection state you’re in when a Creature hasn’t detected you with any Sense and has no idea you’re present. TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. UnobservedUnobserved DetectionUnobserved is a Detection state you’re in when a Creature detects you with a Mid Fidelity or Low Fidelity Sense..

Low Fidelity

Low Fidelity is the least detailed level of FidelityFidelity FidelityFidelity is how sharp and reliable a Sense is, measured by how much detail you get and how often it lies., giving only subtle clues or traces.

Core Rule—Low Fidelity

  • TasteTaste SenseTaste is a Sense you use to perceive your surroundings through flavor., TouchTouch SenseTouch is a Sense you use to perceive your surroundings through physical contact., and SmellSmell SenseSmell is a Sense you use to perceive your surroundings through scent. give Low Fidelity detail.
  • You can detect subtle clues or traces of TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence., making it a vague way to SearchSearch ActionSearch is an Action you use to examine your surroundings for anything hidden or out of place..
  • You can use TasteTaste SenseTaste is a Sense you use to perceive your surroundings through flavor., TouchTouch SenseTouch is a Sense you use to perceive your surroundings through physical contact., and SmellSmell SenseSmell is a Sense you use to perceive your surroundings through scent. to confirm a presence. You can’t tell when it was here, whether it’s still here, or where it is unless it’s obvious.

Illumination

Illumination is the light level that affects how you detect TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. using your SenseSense SenseSenses are the five natural ways you perceive your body and surroundings. of SightSight SenseSight is a Sense you use to visually perceive your surroundings.. Environmental ObscurementObscurement HazardObscurement is anything in the environment that makes it harder to hear or see. affects it.

Core Rule—Illumination

Illumination Light You’re
BrillianceBrilliance IlluminationBrilliance is bright Illumination with clear visibility and no harsh shadows, such as sunlight, strong direct light, and overcast daylight. Bright ExposedExposed VisibilityExposed is a Visibility state in which you can be seen clearly, such as in Brilliance and areas of light fog or sparse foliage.
GloomGloom IlluminationGloom is dim Illumination with reduced visibility and shadows, such as twilight, moonlight, and weak diffused light. Dim ShroudedShrouded VisibilityShrouded is a Visibility state in which others can barely see you, such as in Gloom, or in areas of modest fog, foliage, rain, or mist.
DarknessDarkness IlluminationDarkness is the absence of Illumination, making Sight impossible without assistive means, such as sealed windowless rooms, moonless nights, or Magical Darkness. None VeiledVeiled VisibilityVeiled is a Visibility state in which others can’t see you, such as in Darkness, while Invisible, or in areas of extreme fog or dense foliage.

Brilliance

Brilliance is bright IlluminationIllumination IlluminationIllumination is the light level that affects how you detect Targets using your Sense of Sight. with clear visibility and no harsh shadows, such as sunlight, strong direct light, and overcast daylight.

Core Rule—Brilliance

You’re ExposedExposed VisibilityExposed is a Visibility state in which you can be seen clearly, such as in Brilliance and areas of light fog or sparse foliage. to CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. you’re ObservedObserved DetectionObserved is a Detection state you’re in when a Creature detects you with a High Fidelity Sense. by.

Gloom

Gloom is dim IlluminationIllumination IlluminationIllumination is the light level that affects how you detect Targets using your Sense of Sight. with reduced visibility and shadows, such as twilight, moonlight, and weak diffused light.

Core Rule—Gloom

You’re ShroudedShrouded VisibilityShrouded is a Visibility state in which others can barely see you, such as in Gloom, or in areas of modest fog, foliage, rain, or mist. to CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. you’re ObservedObserved DetectionObserved is a Detection state you’re in when a Creature detects you with a High Fidelity Sense. by.

Darkness

Darkness is the absence of IlluminationIllumination IlluminationIllumination is the light level that affects how you detect Targets using your Sense of Sight., making SightSight SenseSight is a Sense you use to visually perceive your surroundings. impossible without assistive means, such as sealed windowless rooms, moonless nights, or MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. Darkness.

Core Rule—Darkness

  • You’re VeiledVeiled VisibilityVeiled is a Visibility state in which others can’t see you, such as in Darkness, while Invisible, or in areas of extreme fog or dense foliage. to CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. that have Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight. to you.
  • You can’t see in Darkness without an ability that lets you see without light.

Obscurement

Obscurement is anything in the environment that makes it harder to hear or see. It comes in two forms: AudibilityAudibility AudibilityAudibility is a form of Obscurement that measures how well you hear sounds using your Sense of Hearing. and VisibilityVisibility VisibilityVisibility is a form of Obscurement that measures how well you see something using your Sense of Sight..

Audibility

Audibility is a form of ObscurementObscurement HazardObscurement is anything in the environment that makes it harder to hear or see. that measures how well you hear sounds using your SenseSense SenseSenses are the five natural ways you perceive your body and surroundings. of HearingHearing SenseHearing is a Sense you use to audibly perceive your surroundings..

Core Rule—Audibility

Audibility You can be heard
UnmuffledUnmuffled AudibilityUnmuffled is an Audibility state in which you can be heard clearly, such as in quiet areas, through thin physical barriers, or during light wind and precipitation. Clearly
MuffledMuffled AudibilityMuffled is an Audibility state in which you can barely be heard, such as in loud areas, through thick physical barriers, or during modest wind and rain. Partially
InaudibleInaudible AudibilityInaudible is an Audibility state in which you can’t be heard, such as in vacuums, areas of Magical silence, or during heavy wind and rain. Not at all
Unmuffled

Unmuffled is an AudibilityAudibility AudibilityAudibility is a form of Obscurement that measures how well you hear sounds using your Sense of Hearing. state in which you can be heard clearly, such as in quiet areas, through thin physical barriers, or during light wind and precipitation.

Core Rule—Unmuffled

Sound you make can be heard clearly.

Muffled

Muffled is an AudibilityAudibility AudibilityAudibility is a form of Obscurement that measures how well you hear sounds using your Sense of Hearing. state in which you can barely be heard, such as in loud areas, through thick physical barriers, or during modest wind and rain.

Core Rule—Muffled

  • TestsTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. that rely solely on HearingHearing SenseHearing is a Sense you use to audibly perceive your surroundings. gain MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you..
  • Sound you make can only be partially heard.
Inaudible

Inaudible is an AudibilityAudibility AudibilityAudibility is a form of Obscurement that measures how well you hear sounds using your Sense of Hearing. state in which you can’t be heard, such as in vacuums, areas of MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. silence, or during heavy wind and rain.

Core Rule—Inaudible

Others can’t hear you or any sound you make.

Visibility

Visibility is a form of ObscurementObscurement HazardObscurement is anything in the environment that makes it harder to hear or see. that measures how well you see something using your SenseSense SenseSenses are the five natural ways you perceive your body and surroundings. of SightSight SenseSight is a Sense you use to visually perceive your surroundings..

Core Rule—Visibility

Visibility You can be seen
ExposedExposed VisibilityExposed is a Visibility state in which you can be seen clearly, such as in Brilliance and areas of light fog or sparse foliage. Clearly
ShroudedShrouded VisibilityShrouded is a Visibility state in which others can barely see you, such as in Gloom, or in areas of modest fog, foliage, rain, or mist. Barely
VeiledVeiled VisibilityVeiled is a Visibility state in which others can’t see you, such as in Darkness, while Invisible, or in areas of extreme fog or dense foliage. Not at all
Exposed

Exposed is a VisibilityVisibility VisibilityVisibility is a form of Obscurement that measures how well you see something using your Sense of Sight. state in which you can be seen clearly, such as in BrillianceBrilliance IlluminationBrilliance is bright Illumination with clear visibility and no harsh shadows, such as sunlight, strong direct light, and overcast daylight. and areas of light fog or sparse foliage.

Core Rule—Exposed

  • You’re ObservedObserved DetectionObserved is a Detection state you’re in when a Creature detects you with a High Fidelity Sense. to CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight. to you.
  • You’re VeiledVeiled VisibilityVeiled is a Visibility state in which others can’t see you, such as in Darkness, while Invisible, or in areas of extreme fog or dense foliage. and UnobservedUnobserved DetectionUnobserved is a Detection state you’re in when a Creature detects you with a Mid Fidelity or Low Fidelity Sense. to CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. without Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight. to you.
Shrouded

Shrouded is a VisibilityVisibility VisibilityVisibility is a form of Obscurement that measures how well you see something using your Sense of Sight. state in which others can barely see you, such as in GloomGloom IlluminationGloom is dim Illumination with reduced visibility and shadows, such as twilight, moonlight, and weak diffused light., or in areas of modest fog, foliage, rain, or mist.

Core Rule—Shrouded

  • TestsTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. that rely solely on SightSight SenseSight is a Sense you use to visually perceive your surroundings. gain MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you..
  • You’re ObservedObserved DetectionObserved is a Detection state you’re in when a Creature detects you with a High Fidelity Sense. to CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight. to you.
  • You’re VeiledVeiled VisibilityVeiled is a Visibility state in which others can’t see you, such as in Darkness, while Invisible, or in areas of extreme fog or dense foliage. and UnobservedUnobserved DetectionUnobserved is a Detection state you’re in when a Creature detects you with a Mid Fidelity or Low Fidelity Sense. to CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. without Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight. to you.
Veiled

Veiled is a VisibilityVisibility VisibilityVisibility is a form of Obscurement that measures how well you see something using your Sense of Sight. state in which others can’t see you, such as in DarknessDarkness IlluminationDarkness is the absence of Illumination, making Sight impossible without assistive means, such as sealed windowless rooms, moonless nights, or Magical Darkness., while InvisibleInvisible ConditionInvisible is a Condition that makes your body impossible to see., or in areas of extreme fog or dense foliage.

Core Rule—Veiled

  • Onlookers can’t see you.
  • You’re UnobservedUnobserved DetectionUnobserved is a Detection state you’re in when a Creature detects you with a Mid Fidelity or Low Fidelity Sense. to CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. with Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight. to you.

Hazards

Hazard

Hazards are sources of potential DamageDamage HealthDamage is harm that reduces your Hit Points. or adverse EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s..

Falling

Falling is a HazardHazard HazardHazards are sources of potential Damage or adverse Effects. that happens when you drop 1 or more SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. vertically or something drops on you.

Core Rule—Falling

  • You fall up to Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you. per RoundRound CombatRounds are the units of time that divide play into 6-second intervals..
  • If you take DamageDamage HealthDamage is harm that reduces your Hit Points., you land ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
  • Use a Climber’s KitClimber’s Kit Item · Toolkit · Tier 1Climber’s Kits are Explorer’s Toolkits used to ascend or descend vertical or overhanging surfaces and set up camps on cliffs and mountains. while ClimbingClimb MovementClimb is a Movement you use to Move across vertical surfaces with handholds., and Fall ArrestFall Arrest ActionFall Arrest is an Action you take as a Reaction to catch yourself as you fall. to stop Falls in progress.
Falling on Creatures

When you land on a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. or something lands on you, everyone involved makes a Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat..

TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.

SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
Take no DamageDamage HealthDamage is harm that reduces your Hit Points..
SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
Take half DamageDamage HealthDamage is harm that reduces your Hit Points. and land ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
Take full DamageDamage HealthDamage is harm that reduces your Hit Points. and land ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..

Breathing

Breathing is a HazardHazard HazardHazards are sources of potential Damage or adverse Effects. you face when a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. that needs to breathe can’t get air.

Core Rule—Holding Your Breath

  • When your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. isn’t tracking RoundsRound CombatRounds are the units of time that divide play into 6-second intervals., you can hold your breath for a number of minutes equal to 5 + your BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience..
  • When your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. tracks RoundsRound CombatRounds are the units of time that divide play into 6-second intervals., you can hold it for a number of RoundsRound CombatRounds are the units of time that divide play into 6-second intervals. equal to 2 + your BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. (minimum 1).
  • Each time you take DamageDamage HealthDamage is harm that reduces your Hit Points. while your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. tracks RoundsRound CombatRounds are the units of time that divide play into 6-second intervals., lose 1 RoundRound CombatRounds are the units of time that divide play into 6-second intervals. of breath.
  • If your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. starts tracking RoundsRound CombatRounds are the units of time that divide play into 6-second intervals. while you’re holding your breath, your remaining minutes become RoundsRound CombatRounds are the units of time that divide play into 6-second intervals., up to your RoundRound CombatRounds are the units of time that divide play into 6-second intervals. limit.
  • When you run out of breath, make the SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. for how time is being tracked.
In Minutes

Make this SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. each minute after you run out of breath.

TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.

SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
Hold your breath for 1 more minute.
SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
Gain 1 FatigueFatigue ConditionFatigue is a Condition that tracks exhaustion as it builds up. and hold your breath for 1 more minute.
FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
Your HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. drops to 0 and you gain StaggeredStaggered ConditionStaggered is a Condition tied to your Hit Points that leaves you one step from Defeated..
In Rounds

Make this SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. at the start of each of your TurnsTurn CombatTurns are the part of each Round when you get your chance to act. after you run out of breath.

TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.

SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
Hold your breath until the start of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
You gain StaggeredStaggered ConditionStaggered is a Condition tied to your Hit Points that leaves you one step from Defeated..
FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
Your HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. drops to 0 and you gain StaggeredStaggered ConditionStaggered is a Condition tied to your Hit Points that leaves you one step from Defeated..

Hunger & Thirst

Hunger & Thirst are HazardsHazard HazardHazards are sources of potential Damage or adverse Effects. you face when you go without enough food and water.

Core Rule—Hunger & Thirst

  • Hunger & Thirst apply only if your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. tracks food and water.
  • You gain 1 FatigueFatigue ConditionFatigue is a Condition that tracks exhaustion as it builds up. for each 24 hours without a full day’s RationsRation Item · Supply · Tier 1Rations are preserved food Supplies for travel., CanteenCanteen Item · Supply · Tier 1Canteens are Supplies for carrying drinking water. use, or other sustenance.

Trap

Traps are crafted or environmental HazardsHazard HazardHazards are sources of potential Damage or adverse Effects. that TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur. as programmed or when you interact with them.

Detecting Traps

Only two things detect a Trap before it TriggersTrigger StatTriggers are the events or circumstances that cause Effects to occur.: the ChartChart ActivityChart is an Activity you use to map the area as you explore, marking landmarks, safe paths, and environmental Hazards. ActivityActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation. and the SearchSearch ActionSearch is an Action you use to examine your surroundings for anything hidden or out of place. ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds.. While traveling, you can SearchSearch ActionSearch is an Action you use to examine your surroundings for anything hidden or out of place. only at Careful PaceCareful Pace PaceCareful Pace is a Pace built for observation and safety.. When you stop to SearchSearch ActionSearch is an Action you use to examine your surroundings for anything hidden or out of place. a place, it takes as long as it takes. Once a Trap is detected, you can try to disable or avoid it.

Disabling Traps

Describe how you attempt to disable a Trap using your Hunter’s KitHunter’s Kit Item · Toolkit · Tier 1Hunter’s Kits are Explorer’s Toolkits used to track, hunt, and fish for game in the wilderness, set and disarm traps, conduct harvests, and field dress kills. or Thief’s KitThief’s Kit Item · Toolkit · Tier 1Thief’s Kits are Explorer’s Toolkits used to bypass locks, set and disarm traps, break into secured locations, and disable security systems.. Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. sets the StakesStakes StakeStakes measure how difficult and risky your actions are. and appropriate SkillSkill SkillSkills are Modifiers that measure your trained capability. based on your methods, then has you make a CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. to disable the detected Trap.

Triggering Traps

If you TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur. a Trap, your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. sets the StakesStakes StakeStakes measure how difficult and risky your actions are. and calls for a SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. to avoid its EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s.. Anyone in the Trap’s Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target. or Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range. makes the SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat..

Resetting Traps

Some Traps can be reset after they TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur. or are disabled. Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. calls for a CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something., sets the StakesStakes StakeStakes measure how difficult and risky your actions are., and chooses a SkillSkill SkillSkills are Modifiers that measure your trained capability. based on your methods.

Rest

Rest

Rests are breaks you take to recover between fights and adventures. The type of Rest determines what you recover. Each Rest has specific requirements and benefits.

Core Rule—Rest

  • Rest only works if you finish it without interruption.
  • Strenuous activity—such as fighting—disrupts Rest.
  • The type of ShelterShelter ShelterShelter is how safe and secure your location is when you Rest, which determines which Rest benefits you can gain. where you Rest changes what you recover.

Quick Rest

Quick Rest is a RestRest RestRests are breaks you take to recover between fights and adventures. you use to patch wounds, strategize, and catch your breath between scenes.

Core Rule—Quick Rest

Benefits:

  • Spending HDHit Die StatHit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal. recovers half the rolled HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..

Requirements:

  • RestRest RestRests are breaks you take to recover between fights and adventures. for 10 minutes.

Short Rest

Short Rest is a RestRest RestRests are breaks you take to recover between fights and adventures. you use to relax, eat, drink, tend to wounds, and perform other activities.

Core Rule—Short Rest

Benefits:

  • Spending HDHit Die StatHit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal. recovers half the rolled HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. in an Open ShelterOpen Shelter ShelterOpen Shelters are Shelters at basic campsites in the wilderness or a dungeon. or Hostile ShelterHostile Shelter ShelterHostile Shelters are Shelters in active combat zones or areas patrolled by threats., and the full amount in safer SheltersShelter ShelterShelter is how safe and secure your location is when you Rest, which determines which Rest benefits you can gain..

Requirements:

  • RestRest RestRests are breaks you take to recover between fights and adventures. for 2 hours.

Long Rest

Long Rest is a RestRest RestRests are breaks you take to recover between fights and adventures. built around sleep, or equivalent restorative activities if you don’t need sleep.

Core Rule—Long Rest

Benefits:

  • Recover half your HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. in Open SheltersOpen Shelter ShelterOpen Shelters are Shelters at basic campsites in the wilderness or a dungeon., and all your HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. in Closed SheltersClosed Shelter ShelterClosed Shelters are Shelters in defensible areas you’ve secured or warded, like a barricaded room, cave, or space with a single entry point. or safer.
  • Recover half your spent HDHit Die StatHit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal. (minimum 1).
  • Remove 1 FatigueFatigue ConditionFatigue is a Condition that tracks exhaustion as it builds up. in Closed SheltersClosed Shelter ShelterClosed Shelters are Shelters in defensible areas you’ve secured or warded, like a barricaded room, cave, or space with a single entry point. or safer if you sleep without ArmorArmor Item · Armor · Tier 1Armor is a protective Object you wear to increase your Defense. or in RestfulRestful FeatureRestful is a Feature of items built for sleeping in. ArmorArmor Item · Armor · Tier 1Armor is a protective Object you wear to increase your Defense..

Requirements:

  • 2 hours of Short RestShort Rest RestShort Rest is a Rest you use to relax, eat, drink, tend to wounds, and perform other activities. + 6 hours of sleep (see Watch ShiftsWatch Shift RestWatch Shifts are guard turns that keep your camp watched while you Rest.).
  • You can only benefit from 1 Long Rest in 24 hours.
  • You need at least 1 HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. when the Long Rest starts.
  • Open ShelterOpen Shelter ShelterOpen Shelters are Shelters at basic campsites in the wilderness or a dungeon. or safer.

Full Rest

Full Rest is a RestRest RestRests are breaks you take to recover between fights and adventures. you use to recover from long-term injury or illness.

Core Rule—Full Rest

Benefits:

  • Recover all spent HDHit Die StatHit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal..
  • Remove half your FatigueFatigue ConditionFatigue is a Condition that tracks exhaustion as it builds up. (minimum 1).
  • Gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on SavesSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. against one AfflictionAffliction HazardAfflictions are Hazards that linger in a Creature and worsen until they’re cured. affecting you for 24 hours.
  • Remove one stat reduction if its source is gone. Requires a Private ShelterPrivate Shelter ShelterPrivate Shelters are Shelters in locked, personal spaces, protected from intrusion and observation..

Requirements:

  • 16 hours of Short RestShort Rest RestShort Rest is a Rest you use to relax, eat, drink, tend to wounds, and perform other activities. + 8 hours of Long RestLong Rest RestLong Rest is a Rest built around sleep, or equivalent restorative activities if you don’t need sleep..
  • Public ShelterPublic Shelter ShelterPublic Shelters are Shelters where witnesses and social expectations discourage open conflict, and aggression invites intervention. or safer.

Shelter

Shelter is how safe and secure your location is when you RestRest RestRests are breaks you take to recover between fights and adventures., which determines which RestRest RestRests are breaks you take to recover between fights and adventures. benefits you can gain.

Hostile Shelter

Hostile Shelters are SheltersShelter ShelterShelter is how safe and secure your location is when you Rest, which determines which Rest benefits you can gain. in active combat zones or areas patrolled by threats. You must keep moving or stay alert for danger.

Open Shelter

Open Shelters are SheltersShelter ShelterShelter is how safe and secure your location is when you Rest, which determines which Rest benefits you can gain. at basic campsites in the wilderness or a dungeon. Threats may lurk nearby, but for now there’s calm.

Closed Shelter

Closed Shelters are SheltersShelter ShelterShelter is how safe and secure your location is when you Rest, which determines which Rest benefits you can gain. in defensible areas you’ve secured or warded, like a barricaded room, cave, or space with a single entry point.

Public Shelter

Public Shelters are SheltersShelter ShelterShelter is how safe and secure your location is when you Rest, which determines which Rest benefits you can gain. where witnesses and social expectations discourage open conflict, and aggression invites intervention.

Private Shelter

Private Shelters are SheltersShelter ShelterShelter is how safe and secure your location is when you Rest, which determines which Rest benefits you can gain. in locked, personal spaces, protected from intrusion and observation.

Watch Shift

Watch Shifts are guard turns that keep your camp watched while you RestRest RestRests are breaks you take to recover between fights and adventures.. During a Long RestLong Rest RestLong Rest is a Rest built around sleep, or equivalent restorative activities if you don’t need sleep., party members can rotate Watch Shifts so everyone gets enough sleep between watches. One person stays awake while the others sleep.

Core Rule—Watch Shift

Party sizeEach Watch ShiftTotal Rest duration
2 members 6 hours 12 hours
3 members 3 hours 9 hours
4 members 2 hours 8 hours
5 or more members 1 hour 8 hours

History

  • 0.7.0 Beta Changed · Oct 10, 2026 Adds a Formation, Pace, and Activity example.