Fighting
Rounds, Turns, Initiative, Actions, the battlefield, and Hit Points.
Fights follow the same loop as the rest of play. When exact timing matters, 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.. When actions conflict, your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. calls for InitiativeInitiative CombatInitiative is the rule that determines which simultaneous, conflicting action begins first when the order of those actions changes the outcome..
Time in a Fight
Round
Rounds are the units of time that divide play into 6-second intervals.
Core Rule—Round
- A Round lasts 6 seconds of in-game time. 10 Rounds make 1 minute (see TimeTime RuleTime is how the game measures how long things take.).
- Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. tracks Rounds when time matters second by second, such as a fight or a chase.
- Each participant takes or declines one TurnTurn CombatTurns are the part of each Round when you get your chance to act..
- The Round ends once every participant has taken or declined their TurnTurn CombatTurns are the part of each Round when you get your chance to act..
Turn
Turns are the part of each RoundRound CombatRounds are the units of time that divide play into 6-second intervals. when you get your chance to act.
Core Rule—Turn
- Spend APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. to use ActionsAction RuleActions are structured ways to act when your Game Manager tracks Rounds..
- ReactionsReaction CombatReactions are Actions you take immediately in response to changing situations. are the exception: spend their APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. outside your Turn.
- “Once per Turn” means once during each of your own Turns.
- When you finish, your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. gives the next participant their Turn, following InitiativeInitiative CombatInitiative is the rule that determines which simultaneous, conflicting action begins first when the order of those actions changes the outcome. where it applies.
Initiative
Initiative is the rule that determines which simultaneous, conflicting action begins first when the order of those actions changes the outcome.
Start Initiative
Initiative starts when a ScribeScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs). uses an action that directly opposes another Creature’sCreature TargetCreatures are animate Targets, distinct from inanimate Objects. action. It often begins when your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. asks, “What do you do?” and you respond, “I AttackAttack ActionAttack is the Action you use to strike at a foe.” or “I DefendDefend ActionDefend is an Action that raises your Defense with your Shield..”
Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. will have the competing CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. roll Initiative.
Core Rule—Initiative
Roll 1d20 + TraitTrait TraitTraits are Modifiers that measure your untrained capability. + ModifiersModifier TestModifiers are bonuses and penalties that adjust your Flat Roll to produce your Test Total., using:
- BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. for MeleeMelee FeatureMelee is a Feature of items built for close combat. WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. or those with PropulsivePropulsive FeaturePropulsive is a Feature of items that turn your strength into extra force.
- MindMind TraitMind is a Trait that measures your applied knowledge, understanding, and perception. for RangedRanged FeatureRanged is a Feature of items built to strike from a distance. and ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets. WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. or those with FinesseFinesse FeatureFinesse is a Feature of items that reward precision as much as strength.
- SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. for AttacksAttack ActionAttack is the Action you use to strike at a foe. and ChecksCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. with SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane.
If your action doesn’t specify a governing TraitTrait TraitTraits are Modifiers that measure your untrained capability., your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. assigns one. If there’s a tie, the higher governing TraitTrait TraitTraits are Modifiers that measure your untrained capability. wins, or your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. decides who acts first.
Run Initiative
After you roll, your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. resolves TurnsTurn CombatTurns are the part of each Round when you get your chance to act. from highest to lowest Initiative. TurnsTurn CombatTurns are the part of each Round when you get your chance to act. that aren’t using Initiative happen when they naturally fit the scene.
End Initiative
Initiative applies only to the conflicting action that triggered it. It ends for you once you take or decline your TurnTurn CombatTurns are the part of each Round when you get your chance to act.. If you declare another conflicting action, Initiative starts again.
Action Point
Action Points (AP) are the resource you spend to use ActionsAction RuleActions are structured ways to act when your Game Manager tracks Rounds. when your Game ManagerGame 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..
Reaction
Reactions are ActionsAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you take immediately in response to changing situations.
Example
Rurik spent 2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. on his TurnTurn CombatTurns are the part of each Round when you get your chance to act. and kept 1 back. On the goblin’s TurnTurn CombatTurns are the part of each Round when you get your chance to act., it breaks away from him and runs for the door.
Rurik’s Player: “It’s leaving my ReachReach StatReach is the Range an Effect extends from its Origin.. I InterceptIntercept ActionIntercept is an Action you take as a Reaction to strike a Target that moves out of your Reach.: one more swing as it goes.”
GM: “That’s your last APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. this RoundRound CombatRounds are the units of time that divide play into 6-second intervals.. Make a MeleeMelee FeatureMelee is a Feature of items built for close combat. AttackAttack ActionAttack is the Action you use to strike at a foe..”
Later, Nami tries to pry open a jammed portcullis before the guards arrive.
Seren’s Player: “I AidAid ActionAid is an Action you take as a Reaction to lend a hand with another Creature’s task. her. I wedge my staff under the bars so she has more leverage.”
GM: “Make a Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. BrawnBrawn SkillBrawn is a Skill that measures your muscular strength and force. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.. On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., Nami gets FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor..”
Cost
Cost is what you pay to use an EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s., such as Action PointsAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds., ManaMana DriveMana is the Drive Evokers use., or ComponentsComponent CastingComponents are Consumable materials needed to Cast Rituals..
Core Rule—Cost
- An Effect’sEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. Cost shows in the pill beside its name.
- Pay the full Cost to use the EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s..
- SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. also cost ManaMana DriveMana is the Drive Evokers use., and RitualsRitual CastingRituals are a slow way to Cast Spells using material Components. also cost their ComponentsComponent CastingComponents are Consumable materials needed to Cast Rituals..
Actions
Rule
Actions are structured ways to act when your Game ManagerGame 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..
Core Rule—Action
- Meet its requirements.
- Spend its listed APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds..
- If an action isn’t listed, it’s an Unlisted Action, and your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. decides how it works.
Attack
Action1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (or by SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane.)
Attack is the ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you use to strike at a foe.
Core Rule—Attack
- Use a WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. or SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. to make a CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. to hit your TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence..
- Each Attack after your first on your TurnTurn CombatTurns are the part of each Round when you get your chance to act. gains MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- —
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. or ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. (or by SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane.)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- Deal the listed DamageDamage HealthDamage is harm that reduces your Hit Points., plus:
- BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. for MeleeMelee FeatureMelee is a Feature of items built for close combat. WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. or those with PropulsivePropulsive FeaturePropulsive is a Feature of items that turn your strength into extra force.
- MindMind TraitMind is a Trait that measures your applied knowledge, understanding, and perception. for RangedRanged FeatureRanged is a Feature of items built to strike from a distance. and ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets. WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. or those with FinesseFinesse FeatureFinesse is a Feature of items that reward precision as much as strength.
- SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. for SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane.
- 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.
- Deal the listed DamageDamage HealthDamage is harm that reduces your Hit Points..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect.
Break Through
Action1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
Break Through is an ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you use to force your way past a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. that blocks your path.
Core Rule—Break Through
- MoveMove ActionMove is the Action you use to change your position. up to your SDSpeed StatSpeed (SD) is the number of Spaces you can Move. to enter and move through an UnwillingWilling TargetWilling describes a Creature that chooses to accept an Effect or action. Creature’sCreature TargetCreatures are animate Targets, distinct from inanimate Objects. SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size..
- Make a BrawnBrawn SkillBrawn is a Skill that measures your muscular strength and force. or AgilityAgility SkillAgility is a Skill that measures your speed, coordination, and reflexes. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something..
- TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. ContestContest TestContests are Tests where you and a Target roll against each other and the higher Test Total wins. with BrawnBrawn SkillBrawn is a Skill that measures your muscular strength and force. or AgilityAgility SkillAgility is a Skill that measures your speed, coordination, and reflexes..
- The higher Test TotalTest Total TestTest Total is the final number of a Test, your Flat Roll adjusted by relevant Modifiers. wins.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
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- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 UnwillingWilling TargetWilling describes a Creature that chooses to accept an Effect or action. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. less than 2 SizesSize SizeSize is the number of Spaces you, and other Targets, Occupy. larger or smaller than you
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BrawnBrawn SkillBrawn is a Skill that measures your muscular strength and force. or AgilityAgility SkillAgility is a Skill that measures your speed, coordination, and reflexes. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. (contested)
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- You Break Through. Treat its SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. as Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall..
- 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.
- No effect.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- You’re forced into an adjacent unoccupied SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size..
Cast
ActionBy SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane.
Cast is the ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you use to unleash a SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane..
Core Rule—Cast
- You spend APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. to Cast SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane..
- Some SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. can only be Cast as a ReactionReaction CombatReactions are Actions you take immediately in response to changing situations. or RitualRitual CastingRituals are a slow way to Cast Spells using material Components..
- You can UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. a SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. to Cast it at a higher TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules..
- Your SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. can become DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land. if its EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. fail to land.
| TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. | Cast at |
|---|---|
| Tier 1Tier 1 TierTier 1 is a Tier that represents novice power baselines. | Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. |
| Tier 2Tier 2 TierTier 2 is a Tier that represents skilled power baselines.–4Tier 4 TierTier 4 is a Tier that represents master power baselines. | Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. |
| Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines. | High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. |
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- By SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
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Command
Action1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
Command is an ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you use to give an order to a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. or a SummonSummon RuleSummons are Creatures or Objects that an Effect creates to act for you..
Core Rule—Command
- Make a Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SwaySway SkillSway is a Skill that measures your persuasion and influence. or InstinctInstinct SkillInstinct is a Skill that measures your creativity, inspiration, and impulse. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. (your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. decides which).
- The TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. must be able to hear and understand you.
- A SummonSummon RuleSummons are Creatures or Objects that an Effect creates to act for you. obeys you without a CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
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. SwaySway SkillSway is a Skill that measures your persuasion and influence. or InstinctInstinct SkillInstinct is a Skill that measures your creativity, inspiration, and impulse. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. does as you command on its 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.
- The TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. does something else.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect.
Defend
Action1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
Defend is an ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. that raises your DefenseDefense StatDefense (DF) is a rating of how difficult you are to hit when unarmored, and how well your Armor and Shield absorb and deflect impact when you wear or wield them. with your ShieldShield Item · Shield · Tier 1Shields are Objects you wield to increase your Defense..
Core Rule—Defend
Add the ProtectionProtection StatProtection is the rating of how much an Armor or Shield raises your Defense. bonus from your ShieldShield Item · Shield · Tier 1Shields are Objects you wield to increase your Defense. to your DFDefense StatDefense (DF) is a rating of how difficult you are to hit when unarmored, and how well your Armor and Shield absorb and deflect impact when you wear or wield them. until the start of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
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Delay
Action0 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
Delay is an ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you use to act later in InitiativeInitiative CombatInitiative is the rule that determines which simultaneous, conflicting action begins first when the order of those actions changes the outcome., after a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. you choose.
Core Rule—Delay
- When InitiativeInitiative CombatInitiative is the rule that determines which simultaneous, conflicting action begins first when the order of those actions changes the outcome. reaches you, name a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. that hasn’t acted yet. You take your TurnTurn CombatTurns are the part of each Round when you get your chance to act. right after its TurnTurn CombatTurns are the part of each Round when you get your chance to act. resolves.
- When your new place comes up, you can Delay again as long as a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. is still left to act.
- If no CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. is left to act, you act last.
- Anything that happens at the start or end of your TurnTurn CombatTurns are the part of each Round when you get your chance to act. happens when you actually take it.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- InitiativeInitiative CombatInitiative is the rule that determines which simultaneous, conflicting action begins first when the order of those actions changes the outcome. reaches you
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
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Dispatch
Action1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
Dispatch is an ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you use to finish off a HelplessHelpless ConditionHelpless is a Condition that leaves you open to harm. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
Core Rule—Dispatch
- Use a WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. to make a CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. to hit your TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence..
- Your AttackAttack ActionAttack is the Action you use to strike at a foe. can’t miss.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- —
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. drops to 0 HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. and gains StaggeredStaggered ConditionStaggered is a Condition tied to your Hit Points that leaves you one step from Defeated.. If it already has 0 HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0., it gains DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight..
- 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.
- Deal maximum DamageDamage HealthDamage is harm that reduces your Hit Points.. The TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. gains 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.
- Deal the listed DamageDamage HealthDamage is harm that reduces your Hit Points..
Fall Arrest
Action1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (ReactionReaction CombatReactions are Actions you take immediately in response to changing situations.)
Fall Arrest is an ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you take as a ReactionReaction CombatReactions are Actions you take immediately in response to changing situations. to catch yourself as you fall.
Core Rule—Fall Arrest
- Stop your FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. by grabbing a handhold with one free hand, or by righting yourself from ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground. while FlyingFly MovementFly is a Movement you use to Move through air or another fluid capable of producing lift..
- Make a 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..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- You FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- —
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.
- You stop FallingFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. and 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.
- You stop FallingFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. and take half DamageDamage HealthDamage is harm that reduces your Hit Points. (or none if FlyingFly MovementFly is a Movement you use to Move through air or another fluid capable of producing lift.).
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- You don’t stop FallingFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. and take full DamageDamage HealthDamage is harm that reduces your Hit Points..
Grapple
Action1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
Grapple is an ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you use to seize and hold a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
Core Rule—Grapple
- You need one free hand.
- Make a BrawnBrawn SkillBrawn is a Skill that measures your muscular strength and force. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.. The TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. ContestsContest TestContests are Tests where you and a Target roll against each other and the higher Test Total wins. with BrawnBrawn SkillBrawn is a Skill that measures your muscular strength and force. or AgilityAgility SkillAgility is a Skill that measures your speed, coordination, and reflexes., and the higher Test TotalTest Total TestTest Total is the final number of a Test, your Flat Roll adjusted by relevant Modifiers. wins.
- While Grappled, you OccupyOccupy RuleOccupy is how you, and other Targets, take up Spaces while in them. your grappler’s SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size..
- To escape, ContestContest TestContests are Tests where you and a Target roll against each other and the higher Test Total wins. your BrawnBrawn SkillBrawn is a Skill that measures your muscular strength and force. or AgilityAgility SkillAgility is a Skill that measures your speed, coordination, and reflexes. against the grappler’s BrawnBrawn SkillBrawn is a Skill that measures your muscular strength and force..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- —
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. BrawnBrawn SkillBrawn is a Skill that measures your muscular strength and force. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. (contested)
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. gains RestrainedRestrained ConditionRestrained is a Condition that binds or pins you.. If you’re escaping, you escape.
- 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.
- No effect.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- The TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. avoids the Grapple. If you’re escaping, you remain GrappledGrapple ActionGrapple is an Action you use to seize and hold a Creature..
Hide
Action1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
Hide is an ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you use to slip out of sight.
Core Rule—Hide
- Use a type of concealment to become UnobservedUnobserved DetectionUnobserved is a Detection state you’re in when a Creature detects you with a Mid Fidelity or Low Fidelity Sense..
- Make a Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. AgilityAgility SkillAgility is a Skill that measures your speed, coordination, and reflexes. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- —
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. AgilityAgility SkillAgility is a Skill that measures your speed, coordination, and reflexes. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- You gain HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view. against CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. you can plausibly conceal yourself from. While HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view., gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on your next attempt to SneakSneak ActionSneak is an Action you use to move while staying Hidden..
- 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 HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view. against CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. you can plausibly conceal yourself from.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect.
Interact
ActionBy GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table.
Interact is the catch-all ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. for handling things around you. You manipulate an ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. or the environment.
Core Rule—Interact
- Some interactions may require a CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something..
Typical interactions:
- RideRide ActionRide is an Action you use to mount and travel on a Willing Creature. or dismount
- Open or close
- Board or disembark
- Draw or stow
- Tie or untie
- Activate an item
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- Varies
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- —
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- Varies
Intercept
Action1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (ReactionReaction CombatReactions are Actions you take immediately in response to changing situations.)
Intercept is an ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you take as a ReactionReaction CombatReactions are Actions you take immediately in response to changing situations. to strike a TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. that moves out of your ReachReach StatReach is the Range an Effect extends from its Origin..
Core Rule—Intercept
Make a MeleeMelee FeatureMelee is a Feature of items built for close combat. AttackAttack ActionAttack is the Action you use to strike at a foe..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. MovesMove ActionMove is the Action you use to change your position. out of your MeleeMelee FeatureMelee is a Feature of items built for close combat. ReachReach StatReach is the Range an Effect extends from its Origin.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- —
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. (Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight.)
Move
Action1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
Move is the ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you use to change your position.
Core Rule—Move
Use an available form of MovementMovement MovementMovement is how you change your position. up to your SDSpeed StatSpeed (SD) is the number of Spaces you can Move., FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground., or rise from ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- —
Ready
Action2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
Ready is an ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. that lets you hold another ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. until a chosen TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur..
Core Rule—Ready
- Choose an ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. that costs 0 or 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. and a TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur. specific to your situation.
- If that TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur. occurs before your next TurnTurn CombatTurns are the part of each Round when you get your chance to act. starts, you can use your readied ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. as a ReactionReaction CombatReactions are Actions you take immediately in response to changing situations., if you still meet its requirements.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- Your TurnTurn CombatTurns are the part of each Round when you get your chance to act. starts
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- —
Ride
Action1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
Ride is an ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you use to mount and travel on a WillingWilling TargetWilling describes a Creature that chooses to accept an Effect or action. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects.. See Mounted CombatMounted Combat CombatMounted Combat is Special Combat that occurs while riding a mount..
Core Rule—Ride
- If you’re already riding, you can dismount and move into an unoccupied adjacent SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size..
- While riding, you OccupyOccupy RuleOccupy is how you, and other Targets, take up Spaces while in them. your mount’s SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. is within Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- —
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 WillingWilling TargetWilling describes a Creature that chooses to accept an Effect or action. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. at least 1 SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. larger than you
Search
ActionBy GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table.
Search is an ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you use to examine your surroundings for anything hidden or out of place.
Core Rule—Search
- You search within Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. using any SenseSense SenseSenses are the five natural ways you perceive your body and surroundings., or out to Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you. using HearingHearing SenseHearing is a Sense you use to audibly perceive your surroundings. or SightSight SenseSight is a Sense you use to visually perceive your surroundings..
- Make a Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. 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..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- —
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. 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.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- If applicable, you find what you’re looking for. 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. and HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view. CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. become ObservedObserved DetectionObserved is a Detection state you’re in when a Creature detects you with a High Fidelity Sense..
- 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.
- 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. CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. become UnobservedUnobserved DetectionUnobserved is a Detection state you’re in when a Creature detects you with a Mid Fidelity or Low Fidelity Sense..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect.
Sneak
Action1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
Sneak is an ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you use to move while staying HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view..
Core Rule—Sneak
- While HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view., MoveMove ActionMove is the Action you use to change your position. up to half your SDSpeed StatSpeed (SD) is the number of Spaces you can Move..
- Make a Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. AgilityAgility SkillAgility is a Skill that measures your speed, coordination, and reflexes. or InstinctInstinct SkillInstinct is a Skill that measures your creativity, inspiration, and impulse. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something..
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- —
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. AgilityAgility SkillAgility is a Skill that measures your speed, coordination, and reflexes. or InstinctInstinct SkillInstinct is a Skill that measures your creativity, inspiration, and impulse. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- You remain HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view.. Gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on your next Sneak.
- 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 remain HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect.
The Battlefield
Space
Spaces are grid tiles that measure position, distance, and SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy..
Core Rule—Space
- 1 Space ≈ 5 feet ≈ 1.5 meters
- You OccupyOccupy RuleOccupy is how you, and other Targets, take up Spaces while in them. a number of Spaces based on your SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy..
- You can move a number of Spaces based on your SDSpeed StatSpeed (SD) is the number of Spaces you can Move..
Occupy
Occupy is how you, and other TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence., take up SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. while in them.
Core Rule—Occupy
- Occupy empty SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. freely.
- Occupy WillingWilling TargetWilling describes a Creature that chooses to accept an Effect or action. Creatures’Creature TargetCreatures are animate Targets, distinct from inanimate Objects. SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. freely.
- Occupy UnwillingWilling TargetWilling describes a Creature that chooses to accept an Effect or action. Creatures’Creature TargetCreatures are animate Targets, distinct from inanimate Objects. SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. only if you are at least 2 SizesSize SizeSize is the number of Spaces you, and other Targets, Occupy. larger or smaller, or by using RideRide ActionRide is an Action you use to mount and travel on a Willing Creature., GrappleGrapple ActionGrapple is an Action you use to seize and hold a Creature., or Break ThroughBreak Through ActionBreak Through is an Action you use to force your way past a Creature that blocks your path..
- You can’t end your TurnTurn CombatTurns are the part of each Round when you get your chance to act. in an occupied SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size. unless you are TinyTiny SizeTiny is a Size for Targets that Occupy less than 1 Space, about the size of a newborn human baby or smaller. or the rules specify otherwise.
Size
Size is the number of SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. you, and other TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence., OccupyOccupy RuleOccupy is how you, and other Targets, take up Spaces while in them..
Core Rule—Size
| Size | SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. OccupiedOccupy RuleOccupy is how you, and other Targets, take up Spaces while in them. | Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. |
|---|---|---|
| TinyTiny SizeTiny is a Size for Targets that Occupy less than 1 Space, about the size of a newborn human baby or smaller. | Less than 1 | 1 |
| SmallSmall SizeSmall is a Size for Targets that Occupy 1 Space, about the size of a human child. | 1 | 1 |
| MediumMedium SizeMedium is a Size for Targets that Occupy 1 Space, about the size of a typical human adolescent or adult. | 1 | 1 |
| LargeLarge SizeLarge is a Size for Targets that Occupy 4 Spaces. | 4 | 2 |
| HugeHuge SizeHuge is a Size for Targets that Occupy 9 Spaces. | 9 | 3 |
| GargantuanGargantuan SizeGargantuan is a Size for Targets that Occupy 16 or more Spaces. | 16+ | 4 |
Tiny
Tiny is a SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. for TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. that OccupyOccupy RuleOccupy is how you, and other Targets, take up Spaces while in them. less than 1 SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size., about the size of a newborn human baby or smaller. If you’re Tiny, other CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. like cats, frogs, and sparrows are the same SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. as you.
Core Rule—Tiny
- You OccupyOccupy RuleOccupy is how you, and other Targets, take up Spaces while in them. less than 1 SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size..
- Your Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. is 1 SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size..
Small
Small is a SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. for TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. that OccupyOccupy RuleOccupy is how you, and other Targets, take up Spaces while in them. 1 SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size., about the size of a human child. If you’re Small, other CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. like goats, wolves, and eagles are the same SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. as you.
Core Rule—Small
- You OccupyOccupy RuleOccupy is how you, and other Targets, take up Spaces while in them. 1 SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size..
- Your Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. is 1 SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size..
Medium
Medium is a SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. for TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. that OccupyOccupy RuleOccupy is how you, and other Targets, take up Spaces while in them. 1 SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size., about the size of a typical human adolescent or adult. If you’re Medium, other CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. like deer, tigers, and dolphins are the same SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. as you.
Core Rule—Medium
- You OccupyOccupy RuleOccupy is how you, and other Targets, take up Spaces while in them. 1 SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size..
- Your Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. is 1 SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size..
Large
Large is a SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. for TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. that OccupyOccupy RuleOccupy is how you, and other Targets, take up Spaces while in them. 4 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size.. If you're Large, you're the same SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. as horses, camels, and bears.
Core Rule—Large
- You OccupyOccupy RuleOccupy is how you, and other Targets, take up Spaces while in them. 4 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size..
- Your Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. is 2 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size..
Huge
Huge is a SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. for TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. that OccupyOccupy RuleOccupy is how you, and other Targets, take up Spaces while in them. 9 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size.. If you're Huge, you're the same SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. as elephants, giraffes, rhinoceros, sharks, and crocodiles.
Core Rule—Huge
- You OccupyOccupy RuleOccupy is how you, and other Targets, take up Spaces while in them. 9 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size..
- Your Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. is 3 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size..
Gargantuan
Gargantuan is a SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. for TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. that OccupyOccupy RuleOccupy is how you, and other Targets, take up Spaces while in them. 16 or more SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size.. If you're Gargantuan, you're the same SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. as pythons, whales, giant squids, giant sharks, and tyrannosaurs.
Core Rule—Gargantuan
- You OccupyOccupy RuleOccupy is how you, and other Targets, take up Spaces while in them. 16 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. or more.
- Your Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. is 4 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size..
Range
Range is the distance an EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. can OriginateOrigin StatOrigins are the points where Effects are created. from you.
Core Rule—Range
| Ranges | SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. | Feet | Meters |
|---|---|---|---|
| SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you. | 0 | 0 | 0 |
| TouchTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. | 1 | 5 | 1.5 |
| ShortShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. | 6 | 30 | 9 |
| MidMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. | 12 | 60 | 18 |
| LongLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you. | 24 | 120 | 36 |
Self Range
Self Range is a RangeRange RangeRange is the distance an Effect can Originate from you. for EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. that can OriginateOrigin StatOrigins are the points where Effects are created. within and affect only you.
Note: 0 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. ≈ 0 feet ≈ 0 meters
Touch Range
Touch Range is a RangeRange RangeRange is the distance an Effect can Originate from you. for EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. that can OriginateOrigin StatOrigins are the points where Effects are created. within 1 SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size. of you.
Note: 1 SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size. ≈ 5 feet ≈ 1.5 meters
Short Range
Short Range is a RangeRange RangeRange is the distance an Effect can Originate from you. for EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. that can OriginateOrigin StatOrigins are the points where Effects are created. within 6 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. of you.
Note: 6 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. ≈ 30 feet ≈ 9 meters
Mid Range
Mid Range is a RangeRange RangeRange is the distance an Effect can Originate from you. for EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. that can OriginateOrigin StatOrigins are the points where Effects are created. within 12 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. of you.
Note: 12 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. ≈ 60 feet ≈ 18 meters
Long Range
Long Range is a RangeRange RangeRange is the distance an Effect can Originate from you. for EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. that can OriginateOrigin StatOrigins are the points where Effects are created. within 24 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. of you.
Note: 24 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. ≈ 120 feet ≈ 36 meters
Movement
Movement is how you change your position.
Core Rule—Movement
Use any Movement form available to you that fits the situation and terrain.
| Form | Moves through | Without an adaptation |
|---|---|---|
| ShiftShift MovementShift is a Movement you use to Move across a surface in basic ways, such as walking, running, jumping, rolling, or slithering. | Any surface, by walking, running, jumping, rolling, or slithering | — |
| ClimbClimb MovementClimb is a Movement you use to Move across vertical surfaces with handholds. | Vertical surfaces with handholds | Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall. |
| CrawlCrawl MovementCrawl is a Movement you use to Move across horizontal surfaces while Prone. | Horizontal surfaces, while ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground. | Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall. |
| SwimSwim MovementSwim is a Movement you use to Move through water or another fluid dense enough to propel you. | Water or another fluid dense enough to propel you | Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall. |
| FlyFly MovementFly is a Movement you use to Move through air or another fluid capable of producing lift. | Air or another fluid that produces lift | Requires MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. assistance |
| BurrowBurrow MovementBurrow is a Movement you use to Move through sand, gravel, or loose earth. | Sand, gravel, or loose earth | Requires MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. assistance |
Shift
Shift is a MovementMovement MovementMovement is how you change your position. you use to MoveMove ActionMove is the Action you use to change your position. across a surface in basic ways, such as walking, running, jumping, rolling, or slithering.
Climb
Climb is a MovementMovement MovementMovement is how you change your position. you use to MoveMove ActionMove is the Action you use to change your position. across vertical surfaces with handholds.
Core Rule—Climb
Without 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. or a Climbing adaptation, each SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size. you Climb is Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall..
Crawl
Crawl is a MovementMovement MovementMovement is how you change your position. you use to MoveMove ActionMove is the Action you use to change your position. across horizontal surfaces while ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
Core Rule—Crawl
Without a Crawling adaptation, each SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size. you Crawl is Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall..
Swim
Swim is a MovementMovement MovementMovement is how you change your position. you use to MoveMove ActionMove is the Action you use to change your position. through water or another fluid dense enough to propel you. Fights while submerged use Aquatic CombatAquatic Combat CombatAquatic Combat is Special Combat that occurs while submerged..
Core Rule—Swim
Without a Swimming adaptation, each SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size. you Swim is Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall..
Fly
Fly is a MovementMovement MovementMovement is how you change your position. you use to MoveMove ActionMove is the Action you use to change your position. through air or another fluid capable of producing lift. Fights while airborne use Aerial CombatAerial Combat CombatAerial Combat is Special Combat that occurs while airborne..
Core Rule—Fly
Flying requires MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. assistance or a biological adaptation.
Burrow
Burrow is a MovementMovement MovementMovement is how you change your position. you use to MoveMove ActionMove is the Action you use to change your position. through sand, gravel, or loose earth.
Core Rule—Burrow
- Burrowing requires MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. assistance or a biological adaptation.
- Burrowing leaves no tunnel unless the rules state otherwise.
Hover
Hover is a MovementMovement MovementMovement is how you change your position. you use to FlyFly MovementFly is a Movement you use to Move through air or another fluid capable of producing lift. in place.
Core Rule—Hover
- When you FlyFly MovementFly is a Movement you use to Move through air or another fluid capable of producing lift. without Hovering, you must MoveMove ActionMove is the Action you use to change your position. on your TurnTurn CombatTurns are the part of each Round when you get your chance to act..
- Hovering requires MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. assistance or a biological adaptation.
- You can’t FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
Difficult Terrain
Difficult Terrain is any SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size. that slows your MovementMovement MovementMovement is how you change your position., such as rubble, deep water, or a sheer wall.
Core Rule—Difficult Terrain
- Each SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size. of Difficult Terrain costs 2 SDSpeed StatSpeed (SD) is the number of Spaces you can Move. instead of 1 to enter.
- Jumping ignores Difficult Terrain on the ground, unless you start your jump in it.
- FlyingFly MovementFly is a Movement you use to Move through air or another fluid capable of producing lift. and HoveringHover MovementHover is a Movement you use to Fly in place. ignore Difficult Terrain on the ground.
Examples of Difficult Terrain
- Thick underbrush or tangled roots
- Shallow streams, mud, or slick stone
- Loose gravel, scree, or rubble
- Snow or shifting sand
- Ankle-high debris, such as scattered books or broken furniture
Flanking
Flanking is a position where you and an ally surround a TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. on opposite sides.
Core Rule—Flanking
- A Flanked TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. gains Off GuardOff Guard ConditionOff Guard is a Condition that leaves gaps in your defenses. against you and your ally.
To Flank, you and your ally must both:
- Be within Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. of the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- Be able to act and make AttacksAttack ActionAttack is the Action you use to strike at a foe.
- Wield MeleeMelee FeatureMelee is a Feature of items built for close combat. WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. or be able to make Unarmed AttacksUnarmed Attack Item · Weapon · Tier 1Unarmed Attacks count as Gloves and use natural body parts: fists, elbows, knees, or head.
Cover
Cover is anything that physically blocks you from being targeted from certain directions.
Core Rule—Cover
| Cover | Blocks | Rule |
|---|---|---|
| LesserLesser Cover CoverLesser Cover is Cover that blocks part of you or offers minimal protection from Effects, such as a low wall, thin door, fence, furniture, dense vegetation, or a thick tapestry. | Part of you | AttacksAttack ActionAttack is the Action you use to strike at a foe. against you gain MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you. |
| GreaterGreater Cover CoverGreater Cover is Cover that blocks most of you or offers moderate protection from Effects, such as a tree, boulder, arrow slit, or castle merlon. | Most of you | AttacksAttack ActionAttack is the Action you use to strike at a foe. against you gain MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you.; you can peek for FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. |
| TotalTotal Cover CoverTotal Cover is Cover that completely blocks you or offers maximum protection from Effects, such as a solid wall, forcefield, sealed room, or enclosed vehicle. | All of you | You can’t be directly Targeted |
Lesser Cover
Lesser Cover is CoverCover CoverCover is anything that physically blocks you from being targeted from certain directions. that blocks part of you or offers minimal protection from EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s., such as a low wall, thin door, fence, furniture, dense vegetation, or a thick tapestry.
Core Rule—Lesser Cover
AttacksAttack ActionAttack is the Action you use to strike at a foe. against you gain MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you..
Greater Cover
Greater Cover is CoverCover CoverCover is anything that physically blocks you from being targeted from certain directions. that blocks most of you or offers moderate protection from EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s., such as a tree, boulder, arrow slit, or castle merlon.
Core Rule—Greater Cover
- AttacksAttack ActionAttack is the Action you use to strike at a foe. against you gain MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you..
- Spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. to peek around your CoverCover CoverCover is anything that physically blocks you from being targeted from certain directions.. If you don’t MoveMove ActionMove is the Action you use to change your position., your next AttackAttack ActionAttack is the Action you use to strike at a foe. before the start of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act. gains FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor..
Total Cover
Total Cover is CoverCover CoverCover is anything that physically blocks you from being targeted from certain directions. that completely blocks you or offers maximum protection from EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s., such as a solid wall, forcefield, sealed room, or enclosed vehicle.
Core Rule—Total Cover
- You can’t be directly TargetedTarget TargetTargets are anything that Effects can affect, interact with, or influence..
- 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. without Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight. to you.
Targeting
Targeting is the rule that determines what you can select as a TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. and how your EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. reach them.
Sight Line
Sight Line is the part of TargetingTargeting TargetTargeting is the rule that determines what you can select as a Target and how your Effects reach them. that means you can detect your TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. using SightSight SenseSight is a Sense you use to visually perceive your surroundings..
Core Rule—Sight Line
- Solid barriers block Sight Line, except transparent ones.
- DarknessDarkness IlluminationDarkness is the absence of Illumination, making Sight impossible without assistive means, such as sealed windowless rooms, moonless nights, or Magical Darkness. blocks Sight Line unless you can see through it.
Effect Line
Effect Line is a TargetingTargeting TargetTargeting is the rule that determines what you can select as a Target and how your Effects reach them. path that an EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. travels straight and unobstructed from its OriginOrigin StatOrigins are the points where Effects are created. to a TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence..
Core Rule—Effect Line
- ActionsAction RuleActions are structured ways to act when your Game Manager tracks Rounds. use Effect Line unless they list an 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..
- Solid barriers block Effect Line, even transparent ones, unless the EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. is designed to pass through them—such as light.
- An Effect Line affects one TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. unless the rules state otherwise.
- Being HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view., InvisibleInvisible ConditionInvisible is a Condition that makes your body impossible to see., or UnobservedUnobserved DetectionUnobserved is a Detection state you’re in when a Creature detects you with a Mid Fidelity or Low Fidelity Sense. doesn’t protect a TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. from an Effect Line.
Effect Area
Effect Area is a TargetingTargeting TargetTargeting is the rule that determines what you can select as a Target and how your Effects reach them. zone that emanates as a sphere from its OriginOrigin StatOrigins are the points where Effects are created. in all directions, out to a specified RangeRange RangeRange is the distance an Effect can Originate from you.. Many SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. list an Effect Area in their ReachReach StatReach is the Range an Effect extends from its Origin..
Core Rule—Effect Area
- Solid barriers block Effect Area, even transparent ones, unless the EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. is designed to pass through them—such as light.
- An Effect Area affects every TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. within it.
- Being HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view., InvisibleInvisible ConditionInvisible is a Condition that makes your body impossible to see., or UnobservedUnobserved DetectionUnobserved is a Detection state you’re in when a Creature detects you with a Mid Fidelity or Low Fidelity Sense. doesn’t protect a TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. from an Effect Area.
- A Movable AreaMovable Area TargetMovable Area is an Effect Area that lingers for its Duration and that you can move to a new Origin. lingers for its DurationDuration StatDurations are the lengths of time Effects last. and can be moved.
Movable Area
Movable Area is an 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. that lingers for its DurationDuration StatDurations are the lengths of time Effects last. and that you can move to a new OriginOrigin StatOrigins are the points where Effects are created..
Core Rule—Movable Area
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. make the Spell’sSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. once per TurnTurn CombatTurns are the part of each Round when you get your chance to act. when they enter the Movable Area or start their TurnTurn CombatTurns are the part of each Round when you get your chance to act. in it.
- Spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. to move the Movable Area to a new OriginOrigin StatOrigins are the points where Effects are created..
Sensor
Sensors are invisible points an EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. creates for you to perceive through.
Core Rule—Sensor
- You perceive from the Sensor’s SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size. with the SensesSense SenseSenses are the five natural ways you perceive your body and surroundings. its EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. lists.
- A Sensor is InvisibleInvisible ConditionInvisible is a Condition that makes your body impossible to see. and has no body: it can’t be attacked or moved.
- It ends when its EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. ends.
Special Combat
Special Combat is the set of rules for situations that change how fights work, such as fighting in the air, underwater, or while mounted.
Aerial Combat
Aerial Combat is Special CombatSpecial Combat CombatSpecial Combat is the set of rules for situations that change how fights work, such as fighting in the air, underwater, or while mounted. that occurs while airborne.
Core Rule—Aerial Combat
- You FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. if you gain ImmobilizedImmobilized ConditionImmobilized is a Condition that holds you in place. or ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
Aquatic Combat
Aquatic Combat is Special CombatSpecial Combat CombatSpecial Combat is the set of rules for situations that change how fights work, such as fighting in the air, underwater, or while mounted. that occurs while submerged.
Core Rule—Aquatic Combat
Without MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. assistance or a biological adaptation:
- Gain Off GuardOff Guard ConditionOff Guard is a Condition that leaves gaps in your defenses..
- Treat aquatic terrain as Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall..
In all Aquatic Combat:
- You’re ResistantResistant SusceptibilityResistant is a Susceptibility that reduces Damage. to DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).) and can’t use FireFire EnergyFire is an Element Energy that deals Damage (Fire). EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s..
- Your AttacksAttack ActionAttack is the Action you use to strike at a foe. gain MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you. unless they deal DamageDamage HealthDamage is harm that reduces your Hit Points. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).).
- RangedRanged FeatureRanged is a Feature of items built to strike from a distance. AttacksAttack ActionAttack is the Action you use to strike at a foe. reduce their RangeRange RangeRange is the distance an Effect can Originate from you. by 1 band.
- You FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. up to Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. per RoundRound CombatRounds are the units of time that divide play into 6-second intervals. if you gain ImmobilizedImmobilized ConditionImmobilized is a Condition that holds you in place. or ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
Mounted Combat
Mounted Combat is Special CombatSpecial Combat CombatSpecial Combat is the set of rules for situations that change how fights work, such as fighting in the air, underwater, or while mounted. that occurs while riding a mount.
Core Rule—Mounted Combat
- Use the RideRide ActionRide is an Action you use to mount and travel on a Willing Creature. ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. to move onto and OccupyOccupy RuleOccupy is how you, and other Targets, take up Spaces while in them. your mount’s SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size..
- Your mount acts on your TurnTurn CombatTurns are the part of each Round when you get your chance to act..
- On a LargeLarge SizeLarge is a Size for Targets that Occupy 4 Spaces. or smaller mount, you can take Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. ActionsAction RuleActions are structured ways to act when your Game Manager tracks Rounds.. On a HugeHuge SizeHuge is a Size for Targets that Occupy 9 Spaces. or larger mount, you must be at least 1 SizeSize SizeSize is the number of Spaces you, and other Targets, Occupy. smaller than your mount to take them.
- Use the CommandCommand ActionCommand is an Action you use to give an order to a Creature or a Summon. ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. to have your mount act.
Health and Harm
Defense
Defense (DF) is a rating of how difficult you are to hit when unarmored, and how well your ArmorArmor Item · Armor · Tier 1Armor is a protective Object you wear to increase your Defense. and ShieldShield Item · Shield · Tier 1Shields are Objects you wield to increase your Defense. absorb and deflect impact when you wear or wield them.
Core Rule—Unarmored Defense
Your DFDefense StatDefense (DF) is a rating of how difficult you are to hit when unarmored, and how well your Armor and Shield absorb and deflect impact when you wear or wield them. equals 10 + BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. when not wearing ArmorArmor Item · Armor · Tier 1Armor is a protective Object you wear to increase your Defense..
Core Rule—Armored Defense
Your DFDefense StatDefense (DF) is a rating of how difficult you are to hit when unarmored, and how well your Armor and Shield absorb and deflect impact when you wear or wield them. equals:
- Light ArmorLight Armor Item · Armor · Tier 1Light Armor is Armor that offers minimal protection while keeping full mobility.: 10 + ProtectionProtection StatProtection is the rating of how much an Armor or Shield raises your Defense. + BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience.
- Modest ArmorModest Armor Item · Armor · Tier 1Modest Armor is Armor that balances protection and mobility.: 10 + ProtectionProtection StatProtection is the rating of how much an Armor or Shield raises your Defense. + BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. (up to cap)
- Heavy ArmorHeavy Armor Item · Armor · Tier 1Heavy Armor is Armor that offers maximum protection but limits mobility.: ProtectionProtection StatProtection is the rating of how much an Armor or Shield raises your Defense. + BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience.
Core Rule—Shield Defense
Your DFDefense StatDefense (DF) is a rating of how difficult you are to hit when unarmored, and how well your Armor and Shield absorb and deflect impact when you wear or wield them. increases by your Shield’sShield Item · Shield · Tier 1Shields are Objects you wield to increase your Defense. ProtectionProtection StatProtection is the rating of how much an Armor or Shield raises your Defense. when you use the DefendDefend ActionDefend is an Action that raises your Defense with your Shield. ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds..
Hit Points
Hit Points (HP) are the pool that measures how much DamageDamage HealthDamage is harm that reduces your Hit Points. you can take before dropping to 0.
Core Rule—Hit Point
- Your starting maximum HP equals your Hit DieHit 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. maximum + your BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. (minimum 0).
- When you gain a LVLevel StatLevel (LV) is a measure of your Scribe’s adventuring experience that tracks progress from Level 1 to 20., add your Hit DieHit 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. maximum + your BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. to your maximum HP.
- DamageDamage HealthDamage is harm that reduces your Hit Points. reduces your HP. Temporary HPTemporary HP HealthTemporary HP is a buffer that absorbs Damage before your Hit Points. absorbs it first.
- HealingHealing HealthHealing is restoration that increases your Hit Points. restores your HP, up to your maximum.
- At 0 HP, you gain StaggeredStaggered ConditionStaggered is a Condition tied to your Hit Points that leaves you one step from Defeated.. From there, you gain StableStable ConditionStable is a Condition tied to your Hit Points that marks your recovery from Staggered. or DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight..
Damage
Damage is harm that reduces your Hit PointsHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..
Core Rule—Damage
- Subtract Damage from your Temporary HPTemporary HP HealthTemporary HP is a buffer that absorbs Damage before your Hit Points. first, then from your HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..
- Your SusceptibilitySusceptibility SusceptibilitySusceptibility is your built-in response to an Energy that determines how it affects you. to the Damage’s EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. can change the amount.
Temporary HP
Temporary HP is a buffer that absorbs DamageDamage HealthDamage is harm that reduces your Hit Points. before your Hit PointsHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..
Core Rule—Temporary HP
- When you take DamageDamage HealthDamage is harm that reduces your Hit Points., apply it to your Temporary HP first. Any leftover DamageDamage HealthDamage is harm that reduces your Hit Points. reduces your HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..
- HealingHealing HealthHealing is restoration that increases your Hit Points. doesn’t restore Temporary HP.
- Temporary HP doesn’t stack. When you gain it, choose whether to keep your current amount or replace it with the new amount.
- Temporary HP ends when it’s depleted, when it expires, or when you finish a Long RestLong Rest RestLong Rest is a Rest built around sleep, or equivalent restorative activities if you don’t need sleep..
Healing
Healing is restoration that increases your Hit PointsHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..
Core Rule—Healing
- Add the Healing to your current HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..
- Healing doesn’t restore Temporary HPTemporary HP HealthTemporary HP is a buffer that absorbs Damage before your Hit Points..
- Healing can’t raise your HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. above your maximum.
- You can’t be healed while DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight.. You must be revived first.
Energy
Energy is the typed force an EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. carries, which sets the kind of DamageDamage HealthDamage is harm that reduces your Hit Points. it deals.
Core Rule—Energy
Energy usually deals DamageDamage HealthDamage is harm that reduces your Hit Points., but an AbsorbentAbsorbent SusceptibilityAbsorbent is a Susceptibility that turns Damage into Hit Points. SusceptibilitySusceptibility SusceptibilitySusceptibility is your built-in response to an Energy that determines how it affects you. turns it into HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. instead.
| Energy | Types |
|---|---|
| WoundWound EnergyWound is an Energy group that deals physical Damage. | BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing)., PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing)., SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing)., PhantasmicPhantasmic EnergyPhantasmic is a Wound Energy that deals pure Magical Damage. |
| CausticCaustic EnergyCaustic is an Energy group that deals natural Damage. | AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid)., ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin). |
| ElementElement EnergyElement is an Energy group that deals primordial Damage. | EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth)., FireFire EnergyFire is an Element Energy that deals Damage (Fire)., IceIce EnergyIce is an Element Energy that deals Damage (Ice)., PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse)., ShockShock EnergyShock is an Element Energy that deals Damage (Shock)., SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic)., WaterWater EnergyWater is an Element Energy that deals Damage (Water)., WindWind EnergyWind is an Element Energy that deals Damage (Wind). |
| NecroticNecrotic EnergyNecrotic is an Energy group that delivers Healing or deals Damage, depending on whether Targets are living or Undead. | VitalVital EnergyVital is a Necrotic Energy that delivers Healing to the living and deals Damage to Undead., VoidVoid EnergyVoid is a Necrotic Energy that delivers Healing to Undead and deals Damage to the living. |
| EssenceEssence EnergyEssence is an Energy group that harms through supernatural interference with a Target’s being. | AetherAether EnergyAether is an Essence Energy that deals spiritual Damage., DreadDread EnergyDread is an Essence Energy that deals psychic Damage., NetherNether EnergyNether is an Essence Energy that deals bodily Damage. |
Wound
Wound is an EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. group that deals physical DamageDamage HealthDamage is harm that reduces your Hit Points..
Bashing
Bashing is a WoundWound EnergyWound is an Energy group that deals physical Damage. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. that deals DamageDamage HealthDamage is harm that reduces your Hit Points. (Bashing). Bashing EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. crush, smash, and impact.
Piercing
Piercing is a WoundWound EnergyWound is an Energy group that deals physical Damage. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. that deals DamageDamage HealthDamage is harm that reduces your Hit Points. (Piercing). Piercing EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. puncture, stab, and penetrate.
Slashing
Slashing is a WoundWound EnergyWound is an Energy group that deals physical Damage. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. that deals DamageDamage HealthDamage is harm that reduces your Hit Points. (Slashing). Slashing EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. cut, slice, and cleave.
Element
Element is an EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. group that deals primordial DamageDamage HealthDamage is harm that reduces your Hit Points..
Core Rule—Major Elements
EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth)., FireFire EnergyFire is an Element Energy that deals Damage (Fire)., WaterWater EnergyWater is an Element Energy that deals Damage (Water)., and WindWind EnergyWind is an Element Energy that deals Damage (Wind). are the major Elements. Each has these SusceptibilitiesSusceptibility SusceptibilitySusceptibility is your built-in response to an Energy that determines how it affects you. to the others.
| ElementElement EnergyElement is an Energy group that deals primordial Damage. | ImmuneImmune SusceptibilityImmune is a Susceptibility that negates Damage. | ResistantResistant SusceptibilityResistant is a Susceptibility that reduces Damage. | VulnerableVulnerable SusceptibilityVulnerable is a Susceptibility that increases Damage. |
|---|---|---|---|
| EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth). | EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth). | WaterWater EnergyWater is an Element Energy that deals Damage (Water). | WindWind EnergyWind is an Element Energy that deals Damage (Wind). |
| FireFire EnergyFire is an Element Energy that deals Damage (Fire). | FireFire EnergyFire is an Element Energy that deals Damage (Fire). | WindWind EnergyWind is an Element Energy that deals Damage (Wind). | WaterWater EnergyWater is an Element Energy that deals Damage (Water). |
| WaterWater EnergyWater is an Element Energy that deals Damage (Water). | WaterWater EnergyWater is an Element Energy that deals Damage (Water). | FireFire EnergyFire is an Element Energy that deals Damage (Fire). | EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth). |
| WindWind EnergyWind is an Element Energy that deals Damage (Wind). | WindWind EnergyWind is an Element Energy that deals Damage (Wind). | EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth). | FireFire EnergyFire is an Element Energy that deals Damage (Fire). |
Earth
Earth is an ElementElement EnergyElement is an Energy group that deals primordial Damage. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. that deals DamageDamage HealthDamage is harm that reduces your Hit Points. (Earth). Earth EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. create or manipulate stone, metal, and earthen matter.
Core Rule—Earth
- Earth EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. may also create Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall..
- As a major ElementElement EnergyElement is an Energy group that deals primordial Damage., Earth has these SusceptibilitiesSusceptibility SusceptibilitySusceptibility is your built-in response to an Energy that determines how it affects you.:
| SusceptibilitySusceptibility SusceptibilitySusceptibility is your built-in response to an Energy that determines how it affects you. | EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. |
|---|---|
| ImmuneImmune SusceptibilityImmune is a Susceptibility that negates Damage. | EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth). |
| ResistantResistant SusceptibilityResistant is a Susceptibility that reduces Damage. | WaterWater EnergyWater is an Element Energy that deals Damage (Water). |
| VulnerableVulnerable SusceptibilityVulnerable is a Susceptibility that increases Damage. | WindWind EnergyWind is an Element Energy that deals Damage (Wind). |
Fire
Fire is an ElementElement EnergyElement is an Energy group that deals primordial Damage. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. that deals DamageDamage HealthDamage is harm that reduces your Hit Points. (Fire). Fire EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. create or manipulate flames and heat.
Core Rule—Fire
- Fire EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. may also inflict Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time..
- As a major ElementElement EnergyElement is an Energy group that deals primordial Damage., Fire has these SusceptibilitiesSusceptibility SusceptibilitySusceptibility is your built-in response to an Energy that determines how it affects you.:
| SusceptibilitySusceptibility SusceptibilitySusceptibility is your built-in response to an Energy that determines how it affects you. | EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. |
|---|---|
| ImmuneImmune SusceptibilityImmune is a Susceptibility that negates Damage. | FireFire EnergyFire is an Element Energy that deals Damage (Fire). |
| ResistantResistant SusceptibilityResistant is a Susceptibility that reduces Damage. | WindWind EnergyWind is an Element Energy that deals Damage (Wind). |
| VulnerableVulnerable SusceptibilityVulnerable is a Susceptibility that increases Damage. | WaterWater EnergyWater is an Element Energy that deals Damage (Water). |
Ice
Ice is an ElementElement EnergyElement is an Energy group that deals primordial Damage. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. that deals DamageDamage HealthDamage is harm that reduces your Hit Points. (Ice). Ice EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. create or manipulate frost, ice, and cold.
Pulse
Pulse is an ElementElement EnergyElement is an Energy group that deals primordial Damage. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. that deals DamageDamage HealthDamage is harm that reduces your Hit Points. (Pulse). Pulse EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. create or manipulate radioactive substances.
Shock
Shock is an ElementElement EnergyElement is an Energy group that deals primordial Damage. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. that deals DamageDamage HealthDamage is harm that reduces your Hit Points. (Shock). Shock EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. create or manipulate electricity.
Sonic
Sonic is an ElementElement EnergyElement is an Energy group that deals primordial Damage. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. that deals DamageDamage HealthDamage is harm that reduces your Hit Points. (Sonic). Sonic EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. create or manipulate sound and pressure.
Water
Water is an ElementElement EnergyElement is an Energy group that deals primordial Damage. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. that deals DamageDamage HealthDamage is harm that reduces your Hit Points. (Water). Water EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. create or manipulate water and similar liquids.
Core Rule—Water
- Water EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. may also impose ClumsyClumsy ConditionClumsy is a Condition that throws off your coordination..
- As a major ElementElement EnergyElement is an Energy group that deals primordial Damage., Water has these SusceptibilitiesSusceptibility SusceptibilitySusceptibility is your built-in response to an Energy that determines how it affects you.:
| SusceptibilitySusceptibility SusceptibilitySusceptibility is your built-in response to an Energy that determines how it affects you. | EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. |
|---|---|
| ImmuneImmune SusceptibilityImmune is a Susceptibility that negates Damage. | WaterWater EnergyWater is an Element Energy that deals Damage (Water). |
| ResistantResistant SusceptibilityResistant is a Susceptibility that reduces Damage. | FireFire EnergyFire is an Element Energy that deals Damage (Fire). |
| VulnerableVulnerable SusceptibilityVulnerable is a Susceptibility that increases Damage. | EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth). |
Wind
Wind is an ElementElement EnergyElement is an Energy group that deals primordial Damage. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. that deals DamageDamage HealthDamage is harm that reduces your Hit Points. (Wind). Wind EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. create or manipulate air and similar gases.
Core Rule—Wind
- Wind EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. may also impose ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
- As a major ElementElement EnergyElement is an Energy group that deals primordial Damage., Wind has these SusceptibilitiesSusceptibility SusceptibilitySusceptibility is your built-in response to an Energy that determines how it affects you.:
| SusceptibilitySusceptibility SusceptibilitySusceptibility is your built-in response to an Energy that determines how it affects you. | EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. |
|---|---|
| ImmuneImmune SusceptibilityImmune is a Susceptibility that negates Damage. | WindWind EnergyWind is an Element Energy that deals Damage (Wind). |
| ResistantResistant SusceptibilityResistant is a Susceptibility that reduces Damage. | EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth). |
| VulnerableVulnerable SusceptibilityVulnerable is a Susceptibility that increases Damage. | FireFire EnergyFire is an Element Energy that deals Damage (Fire). |
Essence
Essence is an EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. group that harms through supernatural interference with a Target’sTarget TargetTargets are anything that Effects can affect, interact with, or influence. being.
Aether
Aether is an EssenceEssence EnergyEssence is an Energy group that harms through supernatural interference with a Target’s being. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. that deals spiritual DamageDamage HealthDamage is harm that reduces your Hit Points..
Core Rule—Aether
DamageDamage HealthDamage is harm that reduces your Hit Points. (Aether) reduces the Target’sTarget TargetTargets are anything that Effects can affect, interact with, or influence. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. by the amount dealt.
Dread
Dread is an EssenceEssence EnergyEssence is an Energy group that harms through supernatural interference with a Target’s being. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. that deals psychic DamageDamage HealthDamage is harm that reduces your Hit Points..
Core Rule—Dread
DamageDamage HealthDamage is harm that reduces your Hit Points. (Dread) reduces the Target’sTarget TargetTargets are anything that Effects can affect, interact with, or influence. MindMind TraitMind is a Trait that measures your applied knowledge, understanding, and perception. by the amount dealt.
Nether
Nether is an EssenceEssence EnergyEssence is an Energy group that harms through supernatural interference with a Target’s being. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. that deals bodily DamageDamage HealthDamage is harm that reduces your Hit Points..
Core Rule—Nether
DamageDamage HealthDamage is harm that reduces your Hit Points. (Nether) reduces the Target’sTarget TargetTargets are anything that Effects can affect, interact with, or influence. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. by the amount dealt.
Necrotic
Necrotic is an EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. group that delivers HealingHealing HealthHealing is restoration that increases your Hit Points. or deals DamageDamage HealthDamage is harm that reduces your Hit Points., depending on whether TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. are living or UndeadUndead FeatureUndead is a Feature of Creatures that died and were animated again by Necrotic power..
Vital
Vital is a NecroticNecrotic EnergyNecrotic is an Energy group that delivers Healing or deals Damage, depending on whether Targets are living or Undead. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. that delivers HealingHealing HealthHealing is restoration that increases your Hit Points. to the living and deals DamageDamage HealthDamage is harm that reduces your Hit Points. to UndeadUndead FeatureUndead is a Feature of Creatures that died and were animated again by Necrotic power..
Void
Void is a NecroticNecrotic EnergyNecrotic is an Energy group that delivers Healing or deals Damage, depending on whether Targets are living or Undead. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. that delivers HealingHealing HealthHealing is restoration that increases your Hit Points. to UndeadUndead FeatureUndead is a Feature of Creatures that died and were animated again by Necrotic power. and deals DamageDamage HealthDamage is harm that reduces your Hit Points. to the living.
Susceptibility
Susceptibility is your built-in response to an EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. that determines how it affects you.
Core Rule—Susceptibility
Apply Susceptibilities in this order:
- AbsorbentAbsorbent SusceptibilityAbsorbent is a Susceptibility that turns Damage into Hit Points.: reduce the DamageDamage HealthDamage is harm that reduces your Hit Points. to 0 and gain it as HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..
- ImmuneImmune SusceptibilityImmune is a Susceptibility that negates Damage.: reduce the DamageDamage HealthDamage is harm that reduces your Hit Points. to 0.
- VulnerableVulnerable SusceptibilityVulnerable is a Susceptibility that increases Damage.: double the DamageDamage HealthDamage is harm that reduces your Hit Points..
- ResistantResistant SusceptibilityResistant is a Susceptibility that reduces Damage.: halve the DamageDamage HealthDamage is harm that reduces your Hit Points., rounded down.
Absorbent
Absorbent is a SusceptibilitySusceptibility SusceptibilitySusceptibility is your built-in response to an Energy that determines how it affects you. that turns DamageDamage HealthDamage is harm that reduces your Hit Points. into Hit PointsHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..
Core Rule—Absorbent
When you take DamageDamage HealthDamage is harm that reduces your Hit Points. you’re Absorbent to, reduce that DamageDamage HealthDamage is harm that reduces your Hit Points. to 0 and gain it as HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. instead.
Immune
Immune is a SusceptibilitySusceptibility SusceptibilitySusceptibility is your built-in response to an Energy that determines how it affects you. that negates DamageDamage HealthDamage is harm that reduces your Hit Points..
Core Rule—Immune
- When you take DamageDamage HealthDamage is harm that reduces your Hit Points. you’re Immune to, reduce that DamageDamage HealthDamage is harm that reduces your Hit Points. to 0.
- If you’re Immune to something that doesn’t deal DamageDamage HealthDamage is harm that reduces your Hit Points., it has no effect on you.
Vulnerable
Vulnerable is a SusceptibilitySusceptibility SusceptibilitySusceptibility is your built-in response to an Energy that determines how it affects you. that increases DamageDamage HealthDamage is harm that reduces your Hit Points..
Resistant
Resistant is a SusceptibilitySusceptibility SusceptibilitySusceptibility is your built-in response to an Energy that determines how it affects you. that reduces DamageDamage HealthDamage is harm that reduces your Hit Points..
Summon
Summons are CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. or ObjectsObject TargetObjects are inanimate, discrete physical Targets you can manipulate. that an EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. creates to act for you.
Core Rule—Summon
- A Summon acts only when you use CommandCommand ActionCommand is an Action you use to give an order to a Creature or a Summon., and it obeys without a CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something..
- It acts during your TurnTurn CombatTurns are the part of each Round when you get your chance to act..
- It has only the APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds., SDSpeed StatSpeed (SD) is the number of Spaces you can Move., and abilities its EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. lists.
- It vanishes when its EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. ends or you DismissDismiss StatDismiss is how you end your own ongoing Effect before its Duration runs out. it.
Shape-Shift
Shape-Shift is how a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. changes its body into a different form.
Core Rule—Shape-Shift
- Your true form is your natural body.
- The EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. that shape-shifts you sets what changes and what you keep.
- When that EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. ends, you revert to your true form.
- A partial revert leaves you in your shifted form without its natural WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack..
History
- 0.7.0 Beta Changed · Oct 10, 2026 Adds a Reaction and Aid example.