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Operations

The Pursuits your Scribe takes on during an operation, and how Rests work.

Operations are stretches of days or weeks when your party settles somewhere safe and decides how to spend the time. Everywhere else in play, the world puts something in front of you. In Operations, you choose: your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. asks what your ScribeScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs). takes on, and each choice is a PursuitPursuit RulePursuits are the work a Scribe gives their days to during an operation..

Pursuits

Pursuits are the work a ScribeScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs). gives their days to during an operation. Each one changes your ScribeScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs). or the world in a way that takes time and a safe place to do.

Core Rule—Pursuit

  • Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. asks what your ScribeScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs). takes on. Each Pursuit lists its TimeTime RuleTime is how the game measures how long things take. and whether it calls for a TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes..
  • EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. that end before the TimeTime RuleTime is how the game measures how long things take. is up don’t help. Lasting benefits, such as FeatsFeat Feat · Tier 1Feats are special abilities you buy with Skill Points to give your Scribe new options in play. and ToolkitsToolkit Item · Toolkit · Tier 1Toolkits are Objects that enable specialized tasks., do.
  • Another ScribeScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs). can AidAid ActionAid is an Action you take as a Reaction to help with another Creature’s task. you, or take on part of the work and roll for it.
  • A result holds until the TimeTime RuleTime is how the game measures how long things take. is up. To roll again, change your method or spend the TimeTime RuleTime is how the game measures how long things take. again.

Recovering

Recovering is a PursuitPursuit RulePursuits are the work a Scribe gives their days to during an operation. you use to heal from long-term injury or illness. A day of light activity in a SanctuarySanctuary ShelterSanctuaries are Shelters where witnesses and social expectations discourage open conflict, and aggression invites intervention. or HavenHaven ShelterHavens are Shelters in locked, personal spaces, protected from intrusion and observation. recovers every spent 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. and can lift a stat reduction, which no Long RestLong Rest RestLong Rest is a Rest built around sleep, or equivalent restorative activities if you don’t need sleep. can do.

Core Rule—Recovering

TimeTime RuleTime is how the game measures how long things take.: 1 day

Benefits:

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

Requirements:

  • Light activity through the day, ending with a Long RestLong Rest RestLong Rest is a Rest built around sleep, or equivalent restorative activities if you don’t need sleep..
  • A SanctuarySanctuary ShelterSanctuaries are Shelters where witnesses and social expectations discourage open conflict, and aggression invites intervention. or HavenHaven ShelterHavens are Shelters in locked, personal spaces, protected from intrusion and observation..

Retraining

Retraining is a PursuitPursuit RulePursuits are the work a Scribe gives their days to during an operation. you use to change a past build choice. It’s the one way to rework spent SkillsSkill SkillSkills are Modifiers that measure your trained capability. and FeatsFeat Feat · Tier 1Feats are special abilities you buy with Skill Points to give your Scribe new options in play., so your ScribeScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs). can grow toward who they’ve become in play.

Core Rule—Retraining

TimeTime RuleTime is how the game measures how long things take.: 1 week per change

  • MoveMove ActionMove is the Action you use to change your position. SPSkill Point StatSkill Points (SP) are currency you use to develop your Scribe. between SkillsSkill SkillSkills are Modifiers that measure your trained capability., or swap one FeatFeat Feat · Tier 1Feats are special abilities you buy with Skill Points to give your Scribe new options in play. for another you qualify for.
  • Each change needs a teacher or focused practice.
  • ClassClass Class · Tier 1Classes are Scribe archetypes that set your Forte, Hit Points, Hit Die, Speed, Drive, starting Feat, Proficiency, and starting gear., SpeciesSpecies Species · Tier 1Species are Scribe ancestries that set your Form, Size, and a starting Feat., and SocietySociety Society · Tier 1Societies are cultures your Scribe can come from. can’t be retrained.
  • Tell your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. who teaches you, what you practice, and what it costs, such as a favor or a modest fee.

Trading

Trading is a PursuitPursuit RulePursuits are the work a Scribe gives their days to during an operation. you use to buy and sell items for CoinCoin RuleCoins are the currency you use to buy items.. Searching a town’s or city’s markets is how you find UncommonUncommon RarityUncommon is a Rarity for options that take effort to find, often tied to a region, group, culture, or training. and RareRare RarityRare is a Rarity for powerful options that usually take a quest, great wealth, or a specialist to obtain. items without waiting for an adventure to turn them up.

Core Rule—Trading

TimeTime RuleTime is how the game measures how long things take.: a few hours for a few items. Large sales and hard-to-find items take days, as your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. says.

  • Buy at an item’s PricePrice StatPrice is the Coin-cost to buy items., and sell for half.
  • RarityRarity RarityRarities are ratings of how easy an option is to find or gain. sets what’s for sale. CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. items are in any town, UncommonUncommon RarityUncommon is a Rarity for options that take effort to find, often tied to a region, group, culture, or training. items take a search or the right region, and RareRare RarityRare is a Rarity for powerful options that usually take a quest, great wealth, or a specialist to obtain. items come only through an adventure, a specialist, or great wealth. UniqueUnique RarityUnique is a Rarity for one-of-a-kind options, such as named artifacts, that exist only once in the world. items are never for sale.
  • A town already full of what you’re selling may pay less, or nothing.
Where Items Are Sold
SettlementAlways for saleWith a search
VillageCommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. items of TiersTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. 1–2CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. items of any TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules.
TownCommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. itemsUncommonUncommon RarityUncommon is a Rarity for options that take effort to find, often tied to a region, group, culture, or training. items
CityCommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. and UncommonUncommon RarityUncommon is a Rarity for options that take effort to find, often tied to a region, group, culture, or training. itemsRareRare RarityRare is a Rarity for powerful options that usually take a quest, great wealth, or a specialist to obtain. items, through a specialist or a contact

Undertakings

Undertakings are a PursuitPursuit RulePursuits are the work a Scribe gives their days to during an operation. you use to work toward a long-term aim of your own. This is the PursuitPursuit RulePursuits are the work a Scribe gives their days to during an operation. where you set the goal: reclaiming a family orchard, founding a school, clearing a name, or paying for a well that gives a village clean water.

Core Rule—Undertaking

TimeTime RuleTime is how the game measures how long things take.: set by your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. for each stage. A well takes days, and a stone bridge takes a season, however much you spend.

  • Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. tells you how big it is, and roughly how long each stage will take.
  • Each stage needs something: a TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes., CoinCoin RuleCoins are the currency you use to buy items., a favor, or something found on an adventure.
  • CoinCoin RuleCoins are the currency you use to buy items. you put into an Undertaking pays back in the world, never in CoinCoin RuleCoins are the currency you use to buy items..
  • Anything you build needs someone to run it while you’re away, and that person has wants of their own.
  • Rivals, bad luck, and your own choices can set it back.
  • A failed Undertaking still leaves something behind: a contact, a reputation, or the start of a new Undertaking.

Undertaking Example

  1. Buy back the deed to a burned orchard from the moneylender.
  2. Find grafting stock that survived the fire.
  3. Convince the families who left to come back for the harvest.
  4. The first barrels of cider sell, and the lord who ordered the fire takes notice.

Upgrading

Upgrading is a PursuitPursuit RulePursuits are the work a Scribe gives their days to during an operation. you use to raise an ArmorArmor Item · Armor · Tier 1Armor is a protective Object you wear to increase your Defense., ShieldShield Item · Shield · Tier 1Shields are Objects you wield to increase your Defense., or WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. one TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules.. Gear doesn’t grow on its own the way SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. do, so Upgrading is how FightersFighter Class · Tier 1Fighters are a Class whose body is their weapon. and StalkersStalker Class · Tier 1Stalkers are a Class with a sharp mind. keep pace as the party climbs TiersTier TierTiers are bands of Level that guide how your Game Manager applies certain rules.. You rework the item with the Artisan’s ToolkitArtisan’s Toolkit Item · Toolkit · Tier 1Artisan’s Toolkits are Toolkits that contain tools for crafting, assessing, and repairing items. for its material: a Smith’s KitSmith’s Kit Item · Toolkit · Tier 1Smith’s Kits are Artisan’s Toolkits used to craft, assess, and fix metal items. for metal, a Tanner’s KitTanner’s Kit Item · Toolkit · Tier 1Tanner’s Kits are Artisan’s Toolkits used to craft, assess, and fix leather, hide, and fur items. for leather, a Carpenter’s KitCarpenter’s Kit Item · Toolkit · Tier 1Carpenter’s Kits are Artisan’s Toolkits used to craft, assess, and fix wood items. for wood, or a Weaver’s KitWeaver’s Kit Item · Toolkit · Tier 1Weaver’s Kits are Artisan’s Toolkits used to craft, assess, and fix fabric items. for cloth.

Core Rule—Upgrading

TimeTime RuleTime is how the game measures how long things take.: 1 day

Benefits:

  • The item’s TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. rises by 1.
  • For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. above its listed TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules., ArmorArmor Item · Armor · Tier 1Armor is a protective Object you wear to increase your Defense. and ShieldsShield Item · Shield · Tier 1Shields are Objects you wield to increase your Defense. add 1 to their ProtectionProtection StatProtection is the rating of how much an Armor or Shield raises your Defense., and WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. add 1d8 to their DamageDamage HealthDamage is harm that reduces your Hit Points..

Requirements:

  • A RefugeRefuge ShelterRefuges are Shelters in defensible areas you’ve secured or warded, like a barricaded room, cave, or space with a single entry point., SanctuarySanctuary ShelterSanctuaries are Shelters where witnesses and social expectations discourage open conflict, and aggression invites intervention., or HavenHaven ShelterHavens are Shelters in locked, personal spaces, protected from intrusion and observation.
  • Artisan’s ToolkitArtisan’s Toolkit Item · Toolkit · Tier 1Artisan’s Toolkits are Toolkits that contain tools for crafting, assessing, and repairing items. for the item’s material
  • The cost for the new TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules., paid before you roll
  • The new TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. is your TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. or lower
  • The item isn’t ConsumableConsumable FeatureConsumable is a Feature of items that are used up.

Make a CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. with the Toolkit’sToolkit Item · Toolkit · Tier 1Toolkits are Objects that enable specialized tasks. SkillSkill SkillSkills are Modifiers that measure your trained capability.: Mid StakesMid Stakes StakeMid Stakes is a Stakes level for tasks that take real Skill. for TiersTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. 2–4, or High StakesHigh Stakes StakeHigh Stakes is a Stakes level for tasks at the limit of what a skilled Scribe can do. for Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines..

SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
The item gains its new TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules..
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.
Pay the cost again to finish the work, or it fails.
FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
The cost is spent, and the item doesn’t change.
Upgrading CostsCost StatCosts are what you pay to use an Effect, such as Action Points, Mana, or Components.
New TierCost
2Tier 2 TierTier 2 is a Tier that represents skilled power baselines.300 GoldCoin RuleCoins are the currency you use to buy items.
3Tier 3 TierTier 3 is a Tier that represents expert power baselines.100 PlatinumCoin RuleCoins are the currency you use to buy items.
4Tier 4 TierTier 4 is a Tier that represents master power baselines.200 PlatinumCoin RuleCoins are the currency you use to buy items.
5Tier 5 TierTier 5 is a Tier that represents legend power baselines.500 PlatinumCoin RuleCoins are the currency you use to buy items.

Working

Working is a PursuitPursuit RulePursuits are the work a Scribe gives their days to during an operation. you use to earn CoinCoin RuleCoins are the currency you use to buy items. at a trade. It also puts your ScribeScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs). among people: an employer who comes to rely on them, coworkers who talk, customers who remember a face.

Core Rule—Working

TimeTime RuleTime is how the game measures how long things take.: 1 week

  • Name the work and the SkillSkill SkillSkills are Modifiers that measure your trained capability. it uses, such as BrawnBrawn SkillBrawn is a Skill that measures your muscular strength and force. shoeing horses at a coaching inn, or LogicLogic SkillLogic is a Skill that measures your reasoning and understanding. keeping ledgers for a counting house.
  • Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. sets the StakesStakes StakeStakes measure how difficult your actions are. by how demanding the work is, and calls one TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. per week.
  • SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.: You’re paid in full. 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’re paid, with a complication. FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.: There’s no pay this week, and something changes.
  • A week of steady work covers a modest week of LodgingLodging Item · Service · Tier 1Lodging is an Amenity that gives you a place to rest and recover. and Food and DrinkFood and Drink Item · Service · Tier 1Food and Drink are Amenities served at inns, taverns, and other establishments., with a little left over. Skilled or risky work pays more, and your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. sets the amount.

Rests

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

Core Rule—Rest

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

Quick Rest

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

Core Rule—Quick Rest

Benefits:

  • Spend up to 1 HDHit Die StatHit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal.. It recovers half the rolled HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..

Requirements:

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

Short Rest

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

Core Rule—Short Rest

Benefits:

  • Spending HDHit Die StatHit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal. recovers half the rolled HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. on a FrontlineFrontline ShelterFrontlines are Shelters in active combat zones or areas patrolled by threats. or in a CampsiteCampsite ShelterCampsites are Shelters at basic camps in the wilderness or a dungeon., and the full amount in a RefugeRefuge ShelterRefuges are Shelters in defensible areas you’ve secured or warded, like a barricaded room, cave, or space with a single entry point., SanctuarySanctuary ShelterSanctuaries are Shelters where witnesses and social expectations discourage open conflict, and aggression invites intervention., or HavenHaven ShelterHavens are Shelters in locked, personal spaces, protected from intrusion and observation..

Requirements:

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

Long Rest

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

Core Rule—Long Rest

Benefits:

  • Recover half your HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. in a CampsiteCampsite ShelterCampsites are Shelters at basic camps in the wilderness or a dungeon., and all your HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. in a RefugeRefuge ShelterRefuges are Shelters in defensible areas you’ve secured or warded, like a barricaded room, cave, or space with a single entry point., SanctuarySanctuary ShelterSanctuaries are Shelters where witnesses and social expectations discourage open conflict, and aggression invites intervention., or HavenHaven ShelterHavens are Shelters in locked, personal spaces, protected from intrusion and observation..
  • Recover half your spent HDHit Die StatHit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal. (minimum 1).
  • Remove 1 FatigueFatigue ConditionFatigue is a Condition that tracks exhaustion as it builds up. in a RefugeRefuge ShelterRefuges are Shelters in defensible areas you’ve secured or warded, like a barricaded room, cave, or space with a single entry point., SanctuarySanctuary ShelterSanctuaries are Shelters where witnesses and social expectations discourage open conflict, and aggression invites intervention., or HavenHaven ShelterHavens are Shelters in locked, personal spaces, protected from intrusion and observation. if you sleep without ArmorArmor Item · Armor · Tier 1Armor is a protective Object you wear to increase your Defense. or in RestfulRestful FeatureRestful is a Feature of items built for sleeping in. ArmorArmor Item · Armor · Tier 1Armor is a protective Object you wear to increase your Defense..

Requirements:

  • 2 hours of Short RestShort Rest RestShort Rest is a Rest you use to relax, eat, drink, tend to wounds, and perform other activities. + 6 hours of sleep (see VigilsVigil RestVigils are guard turns that keep your camp watched while you Rest.).
  • You can only benefit from 1 Long Rest in 24 hours.
  • You need at least 1 HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. when the Long Rest starts.
  • A CampsiteCampsite ShelterCampsites are Shelters at basic camps in the wilderness or a dungeon., RefugeRefuge ShelterRefuges are Shelters in defensible areas you’ve secured or warded, like a barricaded room, cave, or space with a single entry point., SanctuarySanctuary ShelterSanctuaries are Shelters where witnesses and social expectations discourage open conflict, and aggression invites intervention., or HavenHaven ShelterHavens are Shelters in locked, personal spaces, protected from intrusion and observation..

History

  • 0.8.0 Beta Added · Oct 24, 2026 New Player Codex chapters for travel and for the time between adventures.