Discoveries
Formation, Pace, Activities, Senses, and Hazards while you explore.
When you explore a place, your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. asks for your FormationFormation FormationFormations are the orders your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks., PacePace PacePaces are the travel settings that decide 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..
Example
GM: “The tunnel forks, and water drips somewhere below. What’s your FormationFormation FormationFormations are the orders your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks., PacePace PacePaces are the travel settings that decide 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 a CreepCreep PaceCreep 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 ActivityActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation. out. Check each Activity’sActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation. PacePace PacePaces are the travel settings that decide how fast you move and which Activity you can do. and rank before you choose.
Formations
Formations are the orders 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., so your party can’t benefit from ActivityActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation. that require it.
Vanguard
Vanguard is the front rank of a FormationFormation FormationFormations are the orders 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 a CreepCreep PaceCreep 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 a CreepCreep PaceCreep is a Pace built for observation and safety.
- NavigateNavigate ActivityNavigate is an Activity you use to guide your party through unfamiliar terrain. at a MarchMarch PaceMarch is a Pace that balances awareness with progress. or CreepCreep PaceCreep 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 a HustleHustle PaceHustle is a Pace built for covering ground quickly., alone
- TrailTrail ActivityTrail is an Activity you use to learn what passed through an area and where it went. at a MarchMarch PaceMarch is a Pace that balances awareness with progress. or CreepCreep PaceCreep is a Pace built for observation and safety.
Centerguard
Centerguard is the middle rank of a FormationFormation FormationFormations are the orders 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 a CreepCreep PaceCreep is a Pace built for observation and safety.
- ForageForage ActivityForage is an Activity you use to gather food and resources as you explore. at a MarchMarch PaceMarch is a Pace that balances awareness with progress. or CreepCreep PaceCreep is a Pace built for observation and safety.
- InfiltrateInfiltrate ActivityInfiltrate is an Activity you use to move through hostile areas without being noticed. at a CreepCreep PaceCreep is a Pace built for observation and safety.
- NavigateNavigate ActivityNavigate is an Activity you use to guide your party through unfamiliar terrain. at a MarchMarch PaceMarch is a Pace that balances awareness with progress. or CreepCreep PaceCreep is a Pace built for observation and safety.
Rearguard
Rearguard is the back rank of a FormationFormation FormationFormations are the orders 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 a CreepCreep PaceCreep 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 a CreepCreep PaceCreep 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 a HustleHustle PaceHustle is a Pace built for covering ground quickly., alone
Paces
Paces are the travel settings that decide 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. |
|---|---|---|
| CreepCreep PaceCreep is a Pace built for observation and safety. | Double | Triple |
| MarchMarch PaceMarch is a Pace that balances awareness with progress. | Normal | Double (as CreepCreep PaceCreep is a Pace built for observation and safety.) |
| HustleHustle PaceHustle is a Pace built for covering ground quickly. | Half | Normal (as MarchMarch PaceMarch is a Pace that balances awareness with progress.) |
Creep
Creep is a PacePace PacePaces are the travel settings that decide how fast you move and which Activity you can do. built for observation and safety.
Core Rule—Creep
- Travel time is doubled.
While moving at a Creep, 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 FormationFormations are the orders 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.
- TrailTrail ActivityTrail 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.
March
March is a PacePace PacePaces are the travel settings that decide how fast you move and which Activity you can do. that balances awareness with progress.
Core Rule—March
- Travel time is normal.
While moving at a March, 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.
- TrailTrail ActivityTrail 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.
Hustle
Hustle is a PacePace PacePaces are the travel settings that decide how fast you move and which Activity you can do. built for covering ground quickly.
Core Rule—Hustle
- Travel time is halved.
While moving at a Hustle, 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.
Activities
Activities are the tasks you take on while not fighting, shaped by your PacePace PacePaces are the travel settings that decide how fast you move and which Activity you can do. and FormationFormation FormationFormations are the orders 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.
- Your Activity’s ongoing benefits last until the rules or your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. say they end.
Ongoing 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..
Something an Activity gives you, such as food, a ShelterShelter ShelterShelter is how safe and secure your location is when you Rest, which determines which Rest benefits you can gain., or Temporary HPTemporary HP HealthTemporary HP is a buffer that absorbs Damage before your Hit Points., follows its own rules and doesn’t end with the Activity.
| Activity | Pace | Rank |
|---|---|---|
| ChartChart ActivityChart is an Activity you use to map the area as you explore, marking landmarks, safe paths, and environmental Hazards. | CreepCreep PaceCreep 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. | MarchMarch PaceMarch is a Pace that balances awareness with progress. or CreepCreep PaceCreep is a Pace built for observation and safety. | 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. | CreepCreep PaceCreep 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. | CreepCreep PaceCreep 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. | MarchMarch PaceMarch is a Pace that balances awareness with progress. or CreepCreep PaceCreep 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 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. | HustleHustle PaceHustle 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. | During a Short RestShort Rest RestShort Rest is a Rest you use to relax, eat, drink, tend to wounds, and perform other activities. or Long RestLong Rest RestLong Rest is a Rest built around sleep, or equivalent restorative activities if you don’t need sleep. | Any |
| TrailTrail ActivityTrail is an Activity you use to learn what passed through an area and where it went. | MarchMarch PaceMarch is a Pace that balances awareness with progress. or CreepCreep PaceCreep 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. |
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:
- CreepCreep PaceCreep 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 StarvationStarvation HazardStarvation is a Hazard you face when you go without enough food. and DehydrationDehydration HazardDehydration is a Hazard you face when you go without enough water..
- Build a RefugeRefuge ShelterRefuges 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 FormationFormations are the orders your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks. required).
Requirements:
- MarchMarch PaceMarch is a Pace that balances awareness with progress. or CreepCreep PaceCreep is a Pace built for observation and safety.
- 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:
- CreepCreep PaceCreep is a Pace built for observation and safety.
- Any FormationFormation FormationFormations are the orders 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 FormationFormations are the orders your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks. required).
Requirements:
- CreepCreep PaceCreep 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 FormationFormations are the orders your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks.)
Navigate
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:
- MarchMarch PaceMarch is a Pace that balances awareness with progress. or CreepCreep PaceCreep 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 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:
- HustleHustle PaceHustle 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.
When your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. asks what you do during a RestRest RestRests are breaks you take to recover between fights and adventures., you can start talking in character. You don’t need a reason or a roll, and one question to another ScribeScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs). is enough to begin.
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:
- When the RestRest RestRests are breaks you take to recover between fights and adventures. ends, 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:
- During a Short RestShort Rest RestShort Rest is a Rest you use to relax, eat, drink, tend to wounds, and perform other activities. or Long RestLong Rest RestLong Rest is a Rest built around sleep, or equivalent restorative activities if you don’t need sleep. (no FormationFormation FormationFormations are the orders your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks. required)
- A CampsiteCampsite ShelterCampsites are Shelters at basic camps in the wilderness or a dungeon., RefugeRefuge ShelterRefuges are Shelters in defensible areas you’ve secured or warded, like a barricaded room, cave, or space with a single entry point., SanctuarySanctuary ShelterSanctuaries are Shelters where witnesses and social expectations discourage open conflict, and aggression invites intervention., or HavenHaven ShelterHavens are Shelters in locked, personal spaces, protected from intrusion and observation.
Socialize Prompts
- Ask another ScribeScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs). why they took this job.
- Bring up a moment from today that’s still bothering your ScribeScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs)..
- Share something your ScribeScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs). hasn’t told anyone, or only part of it.
- Ask someone to teach you something they’re good at.
- Tell a story from where your ScribeScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs). grew up.
- Make a plan for tomorrow, or argue about the one you have.
- Thank someone, or settle a grudge.
Any PlayerPlayer TermPlayers (capital ‘P’) are the people at your table who control Scribes. can pass, and your ScribeScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs). can keep their secrets.
Trail
Trail 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—Trail
Benefits:
- Identify its SpeciesSpecies Species · Tier 1Species are Scribe ancestries that set your Form, Size, and a starting Feat., SizeSize SizeSizes are categories for 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:
- MarchMarch PaceMarch is a Pace that balances awareness with progress. or CreepCreep PaceCreep 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.
- 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
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.
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 UnguardedUnguarded ConditionUnguarded 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 Targets. 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.
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
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 Fall 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 holds., and ClutchClutch ActionClutch 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 tasks that take real Skill. 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 tasks that take real Skill. 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 Fall 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 Fall ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
Suffocation
Suffocation 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 tasks most Scribes can manage with a little care. 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.
- You 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 tasks at the limit of what a skilled Scribe can do. 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.
- You 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..
Sleeplessness
Sleeplessness is a HazardHazard HazardHazards are sources of potential Damage or adverse Effects. that tracks whether you’ve rested enough to avoid exhaustion.
Core Rule—Sleeplessness
You need 6 hours of sleep—or an equivalent restorative activity, usually as part of a Long RestLong Rest RestLong Rest is a Rest built around sleep, or equivalent restorative activities if you don’t need sleep.—per 24 hours to avoid exhaustion.
Sleeping in Armor
Core Rule—Sleeping in Armor
If you would remove 1 FatigueFatigue ConditionFatigue is a Condition that tracks exhaustion as it builds up., sleeping in ArmorArmor Item · Armor · Tier 1Armor is a protective Object you wear to increase your Defense. prevents it unless the ArmorArmor Item · Armor · Tier 1Armor is a protective Object you wear to increase your Defense. has RestfulRestful FeatureRestful is a Feature of items built for sleeping in..
Sleep Deprivation
Make a Mid StakesMid Stakes StakeMid Stakes is a Stakes level for tasks that take real Skill. MindMind TraitMind is a Trait that measures your applied knowledge, understanding, and perception. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. for each 24 hours you go without a full night’s sleep. For proper sleep, see VigilsVigil RestVigils are guard turns that keep your camp watched while you Rest..
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for tasks that take real Skill. MindMind TraitMind is a Trait that measures your applied knowledge, understanding, and perception. 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.
- You gain 1 FatigueFatigue ConditionFatigue is a Condition that tracks exhaustion as it builds up..
- 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 1 FatigueFatigue ConditionFatigue is a Condition that tracks exhaustion as it builds up. and ImpairedImpaired ConditionImpaired is a Condition that hampers everything you do..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- You gain 1 FatigueFatigue ConditionFatigue is a Condition that tracks exhaustion as it builds up. and StaggeredStaggered ConditionStaggered is a Condition tied to your Hit Points that leaves you one step from Defeated..
Dehydration
Dehydration is a HazardHazard HazardHazards are sources of potential Damage or adverse Effects. you face when you go without enough water.
Starvation
Starvation is a HazardHazard HazardHazards are sources of potential Damage or adverse Effects. you face when you go without enough food.
Traps
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 a CreepCreep PaceCreep 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 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 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 your actions are., and chooses a SkillSkill SkillSkills are Modifiers that measure your trained capability. based on your methods.
History
- 0.8.0 Beta Changed · Oct 24, 2026 Player Codex chapters renamed to match the Game Modes.
- 0.7.0 Beta Changed · Oct 10, 2026 Adds a Formation, Pace, and Activity example.