Playing
How play works, how Tests resolve uncertain actions, and how Effects and Conditions work.
You play and act as your ScribeScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs).. You decide who they are, what they do, how they do it, and why.
How Play Works
- Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. describes a scene.
- You declare what you do.
- Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. resolves your actions and describes how the scene changes.
Declare actions, not mechanics. Tell your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. what you want and how you go about it. Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. decides when a roll is needed.
Poor
Player: “Can I open the door?”
Player: “I 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..”
Why it fails
- What you want: Asking permission doesn’t say why you want the door open, so your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. can’t tell what success looks like.
- How you do it: Naming a CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. skips the part your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. needs: what your ScribeScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs). actually does.
Better
Player: “I lean into the door to pop it open quietly, so the guards upstairs don’t hear.”
Why it works
- What you want: The door open, without alerting the guards.
- How you do it: Leaning in quietly tells your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. which roll fits, if any, and what could go wrong.
Stakes and Tests
When your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. calls for a roll, the call tells you everything you need.
Roll Call
StakesStakes StakeStakes measure how difficult and risky your actions are.+SkillSkill SkillSkills are Modifiers that measure your trained capability. or TraitTrait TraitTraits are Modifiers that measure your untrained capability.+TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes.+what it’s for
Example
GM: “Make a High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. SwaySway SkillSway is a Skill that measures your persuasion and influence. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. to convince the guard to step aside.”
Stakes
Stakes measure how difficult and risky your actions are. When you act, your Game ManagerGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. can call for a TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. to help determine the outcome of your action.
Low Stakes
Low Stakes is a StakesStakes StakeStakes measure how difficult and risky your actions are. level for actions with low difficulty and risk. FailureFailure TestFailure is a Test Result that means you don’t achieve your goal. has little lasting impact but can create interesting opportunities for cooperation.
Core Rule—Low Stakes
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- 10 or higher
- 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.
- 5–9
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- 4 or lower
Mid Stakes
Mid Stakes is a StakesStakes StakeStakes measure how difficult and risky your actions are. level for moderately difficult and risky actions. FailureFailure TestFailure is a Test Result that means you don’t achieve your goal. can cause complications that escalate tension both immediately and over time.
Core Rule—Mid Stakes
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- 15 or higher
- 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.
- 10–14
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- 9 or lower
High Stakes
High Stakes is a StakesStakes StakeStakes measure how difficult and risky your actions are. level for highly difficult and risky actions. FailureFailure TestFailure is a Test Result that means you don’t achieve your goal. can lead to dire consequences—potentially life-threatening or world-changing.
Core Rule—High Stakes
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- 20 or higher
- 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.
- 15–19
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- 14 or lower
Test
Tests are die rolls that resolve actions with meaningful and uncertain outcomes.
Core Rule—Test
- Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. calls for a Test when the outcome is uncertain and failure matters.
- Tests aren’t used for actions that are impossible, guaranteed, or have no meaningful failure outcome.
To make a Test:
- Roll for your Flat RollFlat Roll TestFlat Roll is the number on the twenty-sided die before any Modifiers apply..
- Apply relevant ModifiersModifier TestModifiers are bonuses and penalties that adjust your Flat Roll to produce your Test Total..
- Calculate your Test TotalTest Total TestTest Total is the final number of a Test, your Flat Roll adjusted by relevant Modifiers..
Check
Checks are TestsTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. your Game ManagerGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. calls for when you take proactive, deliberate actions to accomplish something.
Core Rule—Check
- Roll 1d20 + SkillSkill SkillSkills are Modifiers that measure your trained capability. + ModifiersModifier TestModifiers are bonuses and penalties that adjust your Flat Roll to produce your Test Total..
- AttacksAttack ActionAttack is the Action you use to strike at a foe. and SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. use a TraitTrait TraitTraits are Modifiers that measure your untrained capability. instead: 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. AttacksAttack ActionAttack is the Action you use to strike at a foe., 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. AttacksAttack ActionAttack is the Action you use to strike at a foe., and 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..
Example
GM: “You want that lock open before the patrol comes back? 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. Check.”
Save
Saves are TestsTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. your Game ManagerGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
Core Rule—Save
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..
Example
GM: “The deck tilts as the wave hits. Make a Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. Save to keep your footing.”
Contest
Contests are TestsTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. where you and a TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. roll against each other and the higher Test TotalTest Total TestTest Total is the final number of a Test, your Flat Roll adjusted by relevant Modifiers. wins.
Core Rule—Contest
- You make the listed CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.. Each TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. rolls the TraitTrait TraitTraits are Modifiers that measure your untrained capability. or SkillSkill SkillSkills are Modifiers that measure your trained capability. the rule names.
- The higher Test TotalTest Total TestTest Total is the final number of a Test, your Flat Roll adjusted by relevant Modifiers. wins. There’s no 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 either get a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal. or a FailureFailure TestFailure is a Test Result that means you don’t achieve your goal..
- On a tie, the higher governing TraitTrait TraitTraits are Modifiers that measure your untrained capability. wins. If it’s still tied, the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. wins.
Flat Roll
Flat Roll is the number on the twenty-sided die before any ModifiersModifier TestModifiers are bonuses and penalties that adjust your Flat Roll to produce your Test Total. apply.
Core Rule—Flat Roll
Roll 1d20 and read the topmost die face.
Modifier
Modifiers are bonuses and penalties that adjust your Flat RollFlat Roll TestFlat Roll is the number on the twenty-sided die before any Modifiers apply. to produce your Test TotalTest Total TestTest Total is the final number of a Test, your Flat Roll adjusted by relevant Modifiers..
Core Rule—Modifier
- Positive Modifiers (bonuses) add to your Flat RollFlat Roll TestFlat Roll is the number on the twenty-sided die before any Modifiers apply..
- Negative Modifiers (penalties) subtract from your Flat RollFlat Roll TestFlat Roll is the number on the twenty-sided die before any Modifiers apply..
- ChecksCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. apply SkillsSkill SkillSkills are Modifiers that measure your trained capability.. AttacksAttack ActionAttack is the Action you use to strike at a foe. and SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. apply TraitsTrait TraitTraits are Modifiers that measure your untrained capability..
- SavesSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. apply TraitsTrait TraitTraits are Modifiers that measure your untrained capability..
- ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. applies in certain circumstances.
- Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. determines when to apply FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. or MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you..
Fortune
Fortune is a ModifierModifier TestModifiers are bonuses and penalties that adjust your Flat Roll to produce your Test Total. that your Game ManagerGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. grants when circumstances work in your favor.
Core Rule—Fortune
- Roll an extra d6 and add it to your Flat RollFlat Roll TestFlat Roll is the number on the twenty-sided die before any Modifiers apply..
- Multiple instances of Fortune don't stack. Roll the extra d6 only once.
- Fortune and MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you. cancel each other. If you have both, roll neither.
Example
GM: “You spent last night learning which wines the merchant loves. Take FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on this 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. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something..”
Player: “I rolled a 9 and a 4 on the d6, so my Flat RollFlat Roll TestFlat Roll is the number on the twenty-sided die before any Modifiers apply. is 13. Plus my SwaySway SkillSway is a Skill that measures your persuasion and influence. of 2, that’s 15.”
GM: “A SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.. He leans in and lowers his price.”
Misfortune
Misfortune is a ModifierModifier TestModifiers are bonuses and penalties that adjust your Flat Roll to produce your Test Total. that your Game ManagerGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. imposes when circumstances work against you.
Core Rule—Misfortune
- Roll an extra d6 and subtract it from your Flat RollFlat Roll TestFlat Roll is the number on the twenty-sided die before any Modifiers apply..
- Multiple instances of Misfortune don't stack. Roll the extra d6 only once.
- Misfortune and FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. cancel each other. If you have both, roll neither.
Example
GM: “You’re picking the lock in total darkness. Take MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you. on this Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. 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..”
Player: “A 12, minus 3 on the d6. That’s 9, plus my AgilityAgility SkillAgility is a Skill that measures your speed, coordination, and reflexes. of 1. Ten.”
GM: “Just enough. The lock clicks open.”
If you’d have both, say FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. from the high ground and MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you. from the driving rain, they cancel. Roll only the d20.
Test Total
Test Total is the final number of a TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes., your Flat RollFlat Roll TestFlat Roll is the number on the twenty-sided die before any Modifiers apply. adjusted by relevant ModifiersModifier TestModifiers are bonuses and penalties that adjust your Flat Roll to produce your Test Total.. Your Game ManagerGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. uses it to determine your Test ResultTest Result TestTest Results are the outcomes of a Test, determined by comparing your Test Total to the Stakes of your roll..
Core Rule—Test Total
Roll 1d20 + ModifiersModifier TestModifiers are bonuses and penalties that adjust your Flat Roll to produce your Test Total..
Test Result
Test Results are the outcomes of a TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes., determined by comparing your Test TotalTest Total TestTest Total is the final number of a Test, your Flat Roll adjusted by relevant Modifiers. to the StakesStakes StakeStakes measure how difficult and risky your actions are. of your roll. Test Results produce EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. based on the result.
Core Rule—Test Result
| StakesStakes StakeStakes measure how difficult and risky your actions are. | SuccessSuccess TestSuccess is a Test Result that means you achieve your goal. | 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. | FailureFailure TestFailure is a Test Result that means you don’t achieve your goal. |
|---|---|---|---|
| LowLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. | 10+ | 5–9 | 4 or lower |
| MidMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. | 15+ | 10–14 | 9 or lower |
| HighHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. | 20+ | 15–19 | 14 or lower |
Success
Success is a Test ResultTest Result TestTest Results are the outcomes of a Test, determined by comparing your Test Total to the Stakes of your roll. that means you achieve your goal. It also improves your situation in a meaningful way.
Core Rule—Success
- Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. Success: 10 or higher
- Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. Success: 15 or higher
- High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. Success: 20 or higher
Example
You leap for a ledge as the bridge collapses behind you.
GM: “You catch the ledge and haul yourself up as the bridge crashes into the gorge.”
Setback
Setback is a Test ResultTest Result TestTest Results are the outcomes of a Test, determined by comparing your Test Total to the Stakes of your roll. that means you either achieve your goal but face a complication, or fail your goal but avoid the worst. Either way, you get part of what you wanted.
Core Rule—Setback
- Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. Setback: 5–9
- Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. Setback: 10–14
- High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. Setback: 15–19
Example
You leap for a ledge as the bridge collapses behind you.
GM: “You catch the ledge, but your pack tears loose and tumbles into the dark.”
Or: “You fall short, but land on an outcrop below. You’re safe for now, with the climb still ahead.”
Failure
Failure is a Test ResultTest Result TestTest Results are the outcomes of a Test, determined by comparing your Test Total to the Stakes of your roll. that means you don’t achieve your goal, and the situation changes, so you can’t simply try again. A Failure doesn’t end the scene: you decide what to do next.
Core Rule—Failure
- Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk. Failure: 4 or lower
- Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. Failure: 9 or lower
- High StakesHigh Stakes StakeHigh Stakes is a Stakes level for highly difficult and risky actions. Failure: 14 or lower
Example
You leap for a ledge as the bridge collapses behind you.
GM: “Your fingers scrape stone. You drop back onto the last plank of the bridge, and it’s sagging fast. What do you do?”
Effects
Effect
Effects are TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. produced by actions, whether yours, someone else’s, or the environment’s. Every Effect a rule produces is written into that rule: its TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur., OriginOrigin StatOrigins are the points where Effects are created., ReachReach StatReach is the Range an Effect extends from its Origin., TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence., and DurationDuration StatDurations are the lengths of time Effects last..
Core Rule—Effect
Trigger
Triggers are the events or circumstances that cause EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. to occur.
Core Rule—Trigger
- Most EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. Trigger when someone acts; some Trigger on contact.
- You can use only one ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. in response to each Trigger.
- A Trigger of “—” means there is none.
On Use
On Use is a TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur. for EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. that happen when you use them.
Core Rule—On Use
- The EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. happens the moment you spend its CostCost StatCost is what you pay to use an Effect, such as Action Points, Mana, or Components..
- An EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. with no listed TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur. is On Use.
Origin
Origins are the points where EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. are created.
Core Rule—Origin
- Most EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. originate from you.
- When you CastCast ActionCast is the Action you use to unleash a Spell. a SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane., it lists its Origin.
- Measure an Origin using RangeRange RangeRange is the distance an Effect can Originate from you..
Reach
Reach is the RangeRange RangeRange is the distance an Effect can Originate from you. an EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. extends from its OriginOrigin StatOrigins are the points where Effects are created..
Core Rule—Reach
- SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. Reach to their listed RangeRange RangeRange is the distance an Effect can Originate from you..
- MeleeMelee FeatureMelee is a Feature of items built for close combat. WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. Reach to Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you..
- 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. Reach to their listed RangeRange RangeRange is the distance an Effect can Originate from you..
- ActionsAction RuleActions are structured ways to act when your Game Manager tracks Rounds. Reach along an Effect LineEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target. 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..
Target
Targets are anything that EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. can affect, interact with, or influence.
Creature
Creatures are animate TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence., distinct from inanimate ObjectsObject TargetObjects are inanimate, discrete physical Targets you can manipulate..
Core Rule—Creature
- Treat Creatures as ObjectsObject TargetObjects are inanimate, discrete physical Targets you can manipulate. when DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight. or PetrifiedPetrified ConditionPetrified is a Condition that transforms you into inert stone.—except for restoration purposes.
- Creatures large enough to function as terrain also count as LocationsLocation TargetLocations are Targets that Creatures, Objects, and Effects can Occupy. and remain Creatures.
- Treat a swarm of Creatures as a single Creature.
Object
Objects are inanimate, discrete physical TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. you can manipulate.
Core Rule—Object
- Treat Objects as CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. when they are animated or sentient.
- Objects large enough to function as terrain also count as LocationsLocation TargetLocations are Targets that Creatures, Objects, and Effects can Occupy. and remain Objects.
- Treat an assembly of Objects as a single Object when you are large enough to manipulate it.
Location
Locations are TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. that CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects., ObjectsObject TargetObjects are inanimate, discrete physical Targets you can manipulate., and EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. can OccupyOccupy RuleOccupy is how you, and other Targets, take up Spaces while in them.. A Location is one or more SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. treated as a single unit.
Core Rule—Locations
- Measure Locations in SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size.. For big Locations, measure them in RangesRange RangeRange is the distance an Effect can Originate from you..
- Locations can become CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. if animated or granted sentience.
- Locations you are large enough to manipulate also count as ObjectsObject TargetObjects are inanimate, discrete physical Targets you can manipulate. and remain Locations.
Willing
Willing describes a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. that chooses to accept an EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. or action.
Core Rule—Willing
- A CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. is Willing when it chooses to be. Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. decides for the CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. they control.
- UnconsciousUnconscious ConditionUnconscious is a Condition that leaves you senseless. and DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight. CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. can’t be Willing.
- Unwilling CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. are any that aren’t Willing. EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. that need a Willing TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. can’t target them.
Duration
Durations are the lengths of time EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. last.
Core Rule—Duration
- Ongoing EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. persist for the listed Duration.
- You can DismissDismiss StatDismiss is how you end your own ongoing Effect before its Duration runs out. your own ongoing EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. before their Duration ends.
- TimeTime RuleTime is how the game measures how long things take. sets how RoundsRound CombatRounds are the units of time that divide play into 6-second intervals., minutes, and hours convert.
Instant
Instant is a DurationDuration StatDurations are the lengths of time Effects last. for EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. that resolve the moment they happen and don’t last.
Core Rule—Instant
- An Instant EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. ends as soon as it resolves.
- What it causes, such as DamageDamage HealthDamage is harm that reduces your Hit Points., HealingHealing HealthHealing is restoration that increases your Hit Points., or a ConditionCondition ConditionConditions are states that change what you can do., stays until something else changes it.
- An EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. with no listed DurationDuration StatDurations are the lengths of time Effects last. is Instant.
Dismiss
Dismiss is how you end your own ongoing EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. before its DurationDuration StatDurations are the lengths of time Effects last. runs out.
Core Rule—Dismiss
- You can Dismiss an EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. you created at any time (0 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.), unless it says otherwise.
- Dismissing ends the EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. for every TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. it affects.
- What the EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. already caused, such as DamageDamage HealthDamage is harm that reduces your Hit Points. or HealingHealing HealthHealing is restoration that increases your Hit Points., stays.
Stacking
Stacking is how multiple EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. combine when they apply to the same TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence..
Core Rule—Stacking
- Different EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. stack: apply them all.
- The same EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. doesn’t stack with itself. If it applies more than once, use the strongest. If they’re equal, use the one with the most DurationDuration StatDurations are the lengths of time Effects last. left.
- Some rules set their own stacking: FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor., MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you., Temporary HPTemporary HP HealthTemporary HP is a buffer that absorbs Damage before your Hit Points., Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time., FatigueFatigue ConditionFatigue is a Condition that tracks exhaustion as it builds up., and DoomedDoomed ConditionDoomed is a Condition that binds you to a fate you must fight to escape..
Time
Time is how the game measures how long things take.
Core Rule—Time
| Unit | Equals |
|---|---|
| RoundRound CombatRounds are the units of time that divide play into 6-second intervals. | 6 seconds |
| Minute | 10 RoundsRound CombatRounds are the units of time that divide play into 6-second intervals. |
| Hour | 60 minutes |
| Day | 24 hours |
- When your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. tracks RoundsRound CombatRounds are the units of time that divide play into 6-second intervals., count DurationsDuration StatDurations are the lengths of time Effects last. in RoundsRound CombatRounds are the units of time that divide play into 6-second intervals.: 1 minute lasts 10 RoundsRound CombatRounds are the units of time that divide play into 6-second intervals..
- Otherwise, your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. tracks time in minutes, hours, and days.
Tier
Tiers are bands of LevelLevel StatLevel (LV) is a measure of your Scribe’s adventuring experience that tracks progress from Level 1 to 20. that guide how your Game ManagerGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. applies certain rules. Every FeatFeat Feat · Tier 1Feats are abilities you buy with SP., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., and SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. has a Tier.
Core Rule—Tier
- If a FeatFeat Feat · Tier 1Feats are abilities you buy with SP., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., or SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. doesn’t list a Tier, your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. assigns one.
Unless your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. rules otherwise:
- You can gain FeatsFeat Feat · Tier 1Feats are abilities you buy with SP. from your Tier or lower.
- You can use ObjectsObject TargetObjects are inanimate, discrete physical Targets you can manipulate. from your Tier or lower.
- You can CastCast ActionCast is the Action you use to unleash a Spell. SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. from your Tier or lower.
| TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. | ScribeScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs). LVLevel StatLevel (LV) is a measure of your Scribe’s adventuring experience that tracks progress from Level 1 to 20. | Baseline |
|---|---|---|
| 1Tier 1 TierTier 1 is a Tier that represents novice power baselines. | 1–4 | Novice |
| 2Tier 2 TierTier 2 is a Tier that represents skilled power baselines. | 5–8 | Skilled |
| 3Tier 3 TierTier 3 is a Tier that represents expert power baselines. | 9–12 | Expert |
| 4Tier 4 TierTier 4 is a Tier that represents master power baselines. | 13–16 | Master |
| 5Tier 5 TierTier 5 is a Tier that represents legend power baselines. | 17–20 | Legend |
Tier 1
Tier 1 is a TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. that represents novice power baselines.
Tier 2
Tier 2 is a TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. that represents skilled power baselines.
Tier 3
Tier 3 is a TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. that represents expert power baselines.
Tier 4
Tier 4 is a TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. that represents master power baselines.
Tier 5
Tier 5 is a TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. that represents legend power baselines.
Conditions
Conditions are states that change what you can do. Each Condition lists what it does and, where it applies, how you gain it and how it ends.
Core Rule—Condition
- If EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. impose the same Condition, use only the longest DurationDuration StatDurations are the lengths of time Effects last..
- Conditions with different values are different Conditions. Use only the highest value, but track each DurationDuration StatDurations are the lengths of time Effects last. separately.
- Reducing a Condition’s value to 0 ends it.
- Some Conditions suppress others. A suppressed Condition has no EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s., but its DurationDuration StatDurations are the lengths of time Effects last. still counts down.
- Removing a Condition ends every instance of it.
Blinded
Blinded is a ConditionCondition ConditionConditions are states that change what you can do. that takes away your sight.
Core Rule—Blinded
- You fail TestsTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. that require SightSight SenseSight is a Sense you use to visually perceive your surroundings..
- You’re ImmuneImmune SusceptibilityImmune is a Susceptibility that negates Damage. to visual EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s..
- All terrain is Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall. for you.
Charmed
Charmed is a ConditionCondition ConditionConditions are states that change what you can do. that puts your mind under MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. influence.
Core Rule—Charmed
While Charmed:
- You can’t TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. your charmer with harmful EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s..
- Your charmer gains FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on ChecksCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. to interact socially with you.
Ends when:
- Your charmer harms you.
Clumsy
Clumsy is a ConditionCondition ConditionConditions are states that change what you can do. that throws off your coordination.
Core Rule—Clumsy
- AttacksAttack ActionAttack is the Action you use to strike at a foe. you make gain MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you..
- Your AgilityAgility SkillAgility is a Skill that measures your speed, coordination, and reflexes. ChecksCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. and BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. TestsTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. gain MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you..
Deafened
Deafened is a ConditionCondition ConditionConditions are states that change what you can do. that takes away your hearing.
Core Rule—Deafened
- You fail TestsTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. that require HearingHearing SenseHearing is a Sense you use to audibly perceive your surroundings..
- You’re ImmuneImmune SusceptibilityImmune is a Susceptibility that negates Damage. to auditory EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s..
Defeated
Defeated is a ConditionCondition ConditionConditions are states that change what you can do. tied to your Hit PointsHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. that takes you out of the fight.
Core Rule—Defeated
Gained when:
- Your DoomedDoomed ConditionDoomed is a Condition that binds you to a fate you must fight to escape. value reaches 0 while StaggeredStaggered ConditionStaggered is a Condition tied to your Hit Points that leaves you one step from Defeated..
- A DispatchDispatch ActionDispatch is an Action you use to finish off a Helpless Creature. succeeds against you at 0 HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..
- Your FatigueFatigue ConditionFatigue is a Condition that tracks exhaustion as it builds up. reaches 10.
- Your PetrifiedPetrified ConditionPetrified is a Condition that transforms you into inert stone. form shatters.
While Defeated:
- You 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..
- Ongoing EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. on you end.
- You can’t receive HealingHealing HealthHealing is restoration that increases your Hit Points..
- You can’t be targeted by EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. that require a WillingWilling TargetWilling describes a Creature that chooses to accept an Effect or action. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
- You function as an ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., except for restoration purposes.
Ends when:
Doomed
Doomed is a ConditionCondition ConditionConditions are states that change what you can do. that binds you to a fate you must fight to escape.
Core Rule—Doomed
When an EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. makes you Doomed, it tells you:
- The Doomed unit (RoundsRound CombatRounds are the units of time that divide play into 6-second intervals., TurnsTurn CombatTurns are the part of each Round when you get your chance to act., and so on)
- Your Doomed value
- When the value counts down
- What happens when the value reaches 0
- If multiple EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. make you Doomed, track each one separately.
Fatigue
Fatigue is a ConditionCondition ConditionConditions are states that change what you can do. that tracks exhaustion as it builds up.
Core Rule—Fatigue
Fatigue is cumulative: each time you gain it, add 1 to your Fatigue. Gained when:
- You gain StaggeredStaggered ConditionStaggered is a Condition tied to your Hit Points that leaves you one step from Defeated..
- A HazardHazard HazardHazards are sources of potential Damage or adverse Effects. says so, such as SleeplessnessSleeplessness HazardSleeplessness is a Hazard that tracks whether you’ve rested enough to avoid exhaustion. or Hunger & ThirstHunger & Thirst HazardHunger & Thirst are Hazards you face when you go without enough food and water..
- An EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. says so.
While you have Fatigue:
- When you make a TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes., subtract your Fatigue from your Test TotalTest Total TestTest Total is the final number of a Test, your Flat Roll adjusted by relevant Modifiers..
- If your Fatigue reaches 10, you gain DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight..
Recovery:
- You finish a Long RestLong Rest RestLong Rest is a Rest built around sleep, or equivalent restorative activities if you don’t need sleep.: remove 1 Fatigue.
Frightened
Frightened is a ConditionCondition ConditionConditions are states that change what you can do. that fills you with fear.
Core Rule—Frightened
- While you can see your source of fear, you gain MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you. on ChecksCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something..
- While you can see your source of fear, you can’t willingly MoveMove ActionMove is the Action you use to change your position. closer to it.
Hasted
Hasted is a ConditionCondition ConditionConditions are states that change what you can do. that speeds up your actions.
Helpless
Helpless is a ConditionCondition ConditionConditions are states that change what you can do. that leaves you open to harm.
Core Rule—Helpless
- You can’t make BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SavesSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat..
- You can be the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. of a DispatchDispatch ActionDispatch is an Action you use to finish off a Helpless Creature..
Hidden
Hidden is a ConditionCondition ConditionConditions are states that change what you can do. you gain when you are concealed from view.
Core Rule—Hidden
Gained when:
- You succeed at a HideHide ActionHide is an Action you use to slip out of sight. or SneakSneak ActionSneak is an Action you use to move while staying Hidden..
While Hidden:
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. you’re hiding from gain Off GuardOff Guard ConditionOff Guard is a Condition that leaves gaps in your defenses. against 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 still be affected by Effect AreasEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range. or Effect LinesEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target..
Ends when:
Immobilized
Immobilized is a ConditionCondition ConditionConditions are states that change what you can do. that holds you in place.
Core Rule—Immobilized
You can’t MoveMove ActionMove is the Action you use to change your position. or otherwise move under your own power.
Impaired
Impaired is a ConditionCondition ConditionConditions are states that change what you can do. that hampers everything you do.
Core Rule—Impaired
You gain MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you. on TestsTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes..
Incapacitated
Incapacitated is a ConditionCondition ConditionConditions are states that change what you can do. that stops you from taking actions.
Invisible
Invisible is a ConditionCondition ConditionConditions are states that change what you can do. that makes your body impossible to see.
Core Rule—Invisible
- You can’t be ObservedObserved DetectionObserved is a Detection state you’re in when a Creature detects you with a High Fidelity Sense. by normal SightSight SenseSight is a Sense you use to visually perceive your surroundings..
- You’re 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. to all CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects.. If you were ObservedObserved DetectionObserved is a Detection state you’re in when a Creature detects you with a High Fidelity Sense. when you became Invisible, you gain HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view. against those CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. instead.
- CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. can SearchSearch ActionSearch is an Action you use to examine your surroundings for anything hidden or out of place. for you:
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- If they use a SenseSense SenseSenses are the five natural ways you perceive your body and surroundings. that can perceive you, you become ObservedObserved DetectionObserved is a Detection state you’re in when a Creature detects you with a High Fidelity Sense.. Otherwise, you gain HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view..
- 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..
- While HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view., you can SneakSneak ActionSneak is an Action you use to move while staying Hidden. to become UndetectedUndetected DetectionUndetected is a Detection state you’re in when a Creature hasn’t detected you with any Sense and has no idea you’re present. again.
- 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. unless you’re ObservedObserved DetectionObserved is a Detection state you’re in when a Creature detects you with a High Fidelity Sense..
- Your AttacksAttack ActionAttack is the Action you use to strike at a foe. against CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. that haven’t ObservedObserved DetectionObserved is a Detection state you’re in when a Creature detects you with a High Fidelity Sense. you gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor..
- You can still be affected by Effect AreasEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range. or Effect LinesEffect Line TargetEffect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target..
Off Guard
Off Guard is a ConditionCondition ConditionConditions are states that change what you can do. that leaves gaps in your defenses.
Core Rule—Off Guard
- AttacksAttack ActionAttack is the Action you use to strike at a foe. against you gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor..
- EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. may limit this to specific situations or apply it universally.
Paralyzed
Paralyzed is a ConditionCondition ConditionConditions are states that change what you can do. that locks your whole body in place.
Core Rule—Paralyzed
You gain ImmobilizedImmobilized ConditionImmobilized is a Condition that holds you in place., IncapacitatedIncapacitated ConditionIncapacitated is a Condition that stops you from taking actions., and Off GuardOff Guard ConditionOff Guard is a Condition that leaves gaps in your defenses..
Persistent Damage
Persistent Damage is a ConditionCondition ConditionConditions are states that change what you can do. that keeps hurting you over time.
Core Rule—Persistent Damage
- At the end of your TurnTurn CombatTurns are the part of each Round when you get your chance to act., take the Persistent Damage, then make a Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. Flat RollFlat Roll TestFlat Roll is the number on the twenty-sided die before any Modifiers apply.:
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- Persistent Damage ends.
- 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.
- Your next roll to end it becomes Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk..
- Persistent Damage never adds a caster’s SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage..
- If you have multiple sources of Persistent Damage with the same EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals., only the highest DamageDamage HealthDamage is harm that reduces your Hit Points. applies.
Ends when:
- 1 minute passes.
- Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. ends it.
Petrified
Petrified is a ConditionCondition ConditionConditions are states that change what you can do. that transforms you into inert stone.
Core Rule—Petrified
- You and any non-MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. ObjectsObject TargetObjects are inanimate, discrete physical Targets you can manipulate. you carry turn to stone.
- You gain ParalyzedParalyzed ConditionParalyzed is a Condition that locks your whole body in place..
- You function as an ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., except for restoration purposes.
- You can’t gain or lose HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..
- Ongoing EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. on you pause.
- You can’t sense anything.
- Your weight doubles.
- You don’t age.
- If your stone form shatters, you gain DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight..
Prone
Prone is a ConditionCondition ConditionConditions are states that change what you can do. you gain when you are knocked or dropped to the ground.
Core Rule—Prone
Gained when:
- You use the MoveMove ActionMove is the Action you use to change your position. ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. to FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. Prone, or an EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. knocks you down.
While Prone:
- You gain Off GuardOff Guard ConditionOff Guard is a Condition that leaves gaps in your defenses..
- You can only MoveMove ActionMove is the Action you use to change your position. by CrawlingCrawl MovementCrawl is a Movement you use to Move across horizontal surfaces while Prone..
Ends when:
Restrained
Restrained is a ConditionCondition ConditionConditions are states that change what you can do. that binds or pins you.
Core Rule—Restrained
While Restrained:
- You gain ImmobilizedImmobilized ConditionImmobilized is a Condition that holds you in place., HelplessHelpless ConditionHelpless is a Condition that leaves you open to harm., and Off GuardOff Guard ConditionOff Guard is a Condition that leaves gaps in your defenses..
Ends when:
- You spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. and make a Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. 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., unless the EffectEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. that Restrained you says you can’t. On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it ends.
- If you’re Restrained by a GrappleGrapple ActionGrapple is an Action you use to seize and hold a Creature., you escape it instead.
Sickened
Sickened is a ConditionCondition ConditionConditions are states that change what you can do. that turns your stomach.
Core Rule—Sickened
While Sickened:
- You gain ImpairedImpaired ConditionImpaired is a Condition that hampers everything you do..
- You can’t willingly ingest anything.
Ends when:
- You spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. and make a Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.:
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- Sickened ends.
- 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.
- Your next roll to end it becomes Low StakesLow Stakes StakeLow Stakes is a Stakes level for actions with low difficulty and risk..
Silenced
Silenced is a ConditionCondition ConditionConditions are states that change what you can do. that cuts you off from all sound.
Core Rule—Silenced
- Sound can’t pass between you and the world.
- You gain DeafenedDeafened ConditionDeafened is a Condition that takes away your hearing..
- You’re InaudibleInaudible AudibilityInaudible is an Audibility state in which you can’t be heard, such as in vacuums, areas of Magical silence, or during heavy wind and rain. to other CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
Slowed
Slowed is a ConditionCondition ConditionConditions are states that change what you can do. that drags down your pace.
Stable
Stable is a ConditionCondition ConditionConditions are states that change what you can do. tied to your Hit PointsHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. that marks your recovery from StaggeredStaggered ConditionStaggered is a Condition tied to your Hit Points that leaves you one step from Defeated..
Core Rule—Stable
Gained when:
- Someone uses a Medic’s KitMedic’s Kit Item · Toolkit · Tier 1Medic’s Kits are Explorer’s Toolkits used to diagnose injuries and illnesses, perform surgery, treat wounds, set bones, and fit prosthetics. on you while StaggeredStaggered ConditionStaggered is a Condition tied to your Hit Points that leaves you one step from Defeated. with 0 HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..
While Stable:
- You are no longer StaggeredStaggered ConditionStaggered is a Condition tied to your Hit Points that leaves you one step from Defeated..
- You have 0 HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..
- You gain UnconsciousUnconscious ConditionUnconscious is a Condition that leaves you senseless..
- After 1d4 hours, you wake with 1 HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..
Ends when:
Staggered
Staggered is a ConditionCondition ConditionConditions are states that change what you can do. tied to your Hit PointsHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. that leaves you one step from DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight..
Core Rule—Staggered
You gain ImpairedImpaired ConditionImpaired is a Condition that hampers everything you do., HelplessHelpless ConditionHelpless is a Condition that leaves you open to harm., Off GuardOff Guard ConditionOff Guard is a Condition that leaves gaps in your defenses., SlowedSlowed ConditionSlowed is a Condition that drags down your pace., and UnfocusedUnfocused ConditionUnfocused is a Condition that breaks your concentration..
Core Rule—Staggered at 0 HP
When you drop to 0 HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0., you gain Staggered and DoomedDoomed ConditionDoomed is a Condition that binds you to a fate you must fight to escape. (RoundsRound CombatRounds are the units of time that divide play into 6-second intervals.):
- At the start of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act., roll 1d4 + your SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. (minimum 1). This is your DoomedDoomed ConditionDoomed is a Condition that binds you to a fate you must fight to escape. value.
- At the end of each RoundRound CombatRounds are the units of time that divide play into 6-second intervals., reduce your DoomedDoomed ConditionDoomed is a Condition that binds you to a fate you must fight to escape. value by 1.
- If someone uses a Medic’s KitMedic’s Kit Item · Toolkit · Tier 1Medic’s Kits are Explorer’s Toolkits used to diagnose injuries and illnesses, perform surgery, treat wounds, set bones, and fit prosthetics. on you first, you gain StableStable ConditionStable is a Condition tied to your Hit Points that marks your recovery from Staggered..
- When your DoomedDoomed ConditionDoomed is a Condition that binds you to a fate you must fight to escape. value reaches 0, you gain DefeatedDefeated ConditionDefeated is a Condition tied to your Hit Points that takes you out of the fight..
Stunned
Stunned is a ConditionCondition ConditionConditions are states that change what you can do. that leaves you reeling.
Core Rule—Stunned
- You gain ImmobilizedImmobilized ConditionImmobilized is a Condition that holds you in place., Off GuardOff Guard ConditionOff Guard is a Condition that leaves gaps in your defenses., and UnfocusedUnfocused ConditionUnfocused is a Condition that breaks your concentration..
- You can’t communicate coherently.
Surprised
Surprised is a ConditionCondition ConditionConditions are states that change what you can do. you gain when you are caught unaware.
Core Rule—Surprised
Gained when:
- A threat you haven’t detected acts against you. Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. resolves its action before you can act against it.
While Surprised:
- You gain MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you. on InitiativeInitiative CombatInitiative is the rule that determines which simultaneous, conflicting action begins first when the order of those actions changes the outcome..
Ends when:
- Your next TurnTurn CombatTurns are the part of each Round when you get your chance to act. starts.
Unconscious
Unconscious is a ConditionCondition ConditionConditions are states that change what you can do. that leaves you senseless.
Core Rule—Unconscious
- You gain ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground., BlindedBlinded ConditionBlinded is a Condition that takes away your sight., HelplessHelpless ConditionHelpless is a Condition that leaves you open to harm., IncapacitatedIncapacitated ConditionIncapacitated is a Condition that stops you from taking actions., and UnfocusedUnfocused ConditionUnfocused is a Condition that breaks your concentration..
- You drop anything you’re holding.
- You can’t be targeted by EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s. that require a WillingWilling TargetWilling describes a Creature that chooses to accept an Effect or action. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
History
- 0.7.0 Beta Changed · Oct 10, 2026 New guidance on declaring actions and reading a GM’s roll call, with worked Fortune and Misfortune examples.