OddsAgainst
Core rules for our streamed campaign in TaleSpire. Three stats, two ten-sided dice, and Momentum that flows between the players and the GM.
Try a roll
The roll
Roll 2d10 and add your stat modifier. If the total meets or beats the difficulty, you succeed. Then look at the dice alone, ignoring modifiers: an even sum gives you 1 Momentum, an odd sum gives the GM 1 Momentum.
Modifiers change the total but never the even or odd reading. A 6 and a 4 with +1 is an "even 11": a Standard success that gives you Momentum.
| Difficulty | Target | Chance at +0 | At +1 | At +2 |
|---|---|---|---|---|
| Easy | 8 | 79% | 85% | 90% |
| Standard | 11 | 55% | 64% | 72% |
| Hard | 14 | 28% | 36% | 45% |
| Heroic | 17 | 10% | 15% | 21% |
The four everyday outcomes
It works, and you gain Momentum.
It works, but the GM banks a point for later.
It fails and the GM makes a move, but you gain something to work with.
It fails, the GM makes a move, and the GM banks a point. The worst outcome.
Doubles
Doubles that meet the difficulty are a critical success. Doubles below it are a critical failure. Doubles always add up to an even number, so the player gains Momentum on every critical.
- Critical success: gain 1 extra Momentum (2 total) and clear 1 wound, stress, or anguish.
- Critical failure: you still gain 1 Momentum, and the GM makes a move.
| Difficulty | At +0 | At +1 | At +2 |
|---|---|---|---|
| Easy 8 | 7% / 3% | 7% / 3% | 8% / 2% |
| Standard 11 | 5% / 5% | 6% / 4% | 6% / 4% |
| Hard 14 | 4% / 6% | 4% / 6% | 5% / 5% |
| Heroic 17 | 2% / 8% | 3% / 7% | 3% / 7% |
Critical success / critical failure. Doubles come up 10% of the time; difficulty decides how that 10% splits.
Snake Eyes and Against the Odds
- Snake Eyes (double 1s): mark the Setback box on your sheet. The GM can spend it later to complicate things through the story, or to make you reroll a roll on a later turn. A Setback can never force a failure outright.
- Against the Odds (double 10s): mark the Ace box. Spend it to force the GM to reroll any roll, to introduce something helpful through the story, or to bring another character back from the Brink (their Light fills to 3, so they gain Back From the Brink).
- You can hold at most 1 Setback and 1 Ace. Neither clears until it is used, so both carry over between sessions.
Tier Bonus
One shared table turns a rank or a level into a bonus from +0 to +3. Saves and the Harm cap use the ability's rank; Set the Scene uses the average party level, rounded up.
| Tier Bonus | Ability rank or party level |
|---|---|
| +0 | 1 |
| +1 | 2 to 3 |
| +2 | 4 to 5 |
| +3 | 6+ |
Stats
Stats describe how you act, not what you're doing. Picking a lock can be Mind (study the mechanism), Body (force it), or Soul (charm the guard into handing over the key). At creation, assign +2, +1, and +0.
Stat raises: at levels 4, 8, 12, 16, and 20, gain +1 to any stat. There is no cap. A raise also adds a box to that stat's Harm row. Enemies get the same raises at the same levels. See Levels.
Rolls to notice things always use Mind, unless you're using an ability.
Mind
Intellect, perception, memory, nerve.
- Damage
- Stress
- Full
- Stressed
- Defense
- Focus
Body
Strength, agility, endurance.
- Damage
- Wounds
- Full
- Wounded
- Defense
- Guard
Soul
Faith, personality, spirit, magic.
- Damage
- Anguish
- Full
- Anguished
- Defense
- Ward
Traits
- Short phrases tied to a stat, such as Body: "Former circus acrobat." When a trait fits a roll, spend 1 Momentum for +2. Rolls only, never defenses.
- Start with 3 traits, at most 2 in any one stat (2/1/0 or 1/1/1).
- Species and origin are written as traits, such as Body: "Half-orc strength."
- More traits cost 3 XP each. A new trait can't leave more than half your traits (rounded up) in one stat. Starting traits are exempt.
Lessons
Every character writes one Bad Habit and one Flaw at creation. There is no list; make your own.
- Bad Habit (5 boxes): the minor one. It makes the moment worse without changing the scene's direction. Example: "Can't resist a bet."
- Flaw (3 boxes): the major one. It changes how the scene goes. Example: "Never leaves anyone behind."
- It comes up when the player or the GM mentions it. Mark 1 box right away, at most 1 box per type per session.
- Lesson Learned: when a row fills, it resolves at end-of-session cleanup. Earn 1 XP, empty the boxes, and the table decides whether to keep it or write a new one.
- Saying no: a player can decide not to use their Bad Habit or Flaw, with no cost and no box. A box is only marked if it caused a problem, and the GM makes the final call on whether it awards one.
Harm
There are no hit points. Each stat has its own row of boxes: 3 plus that stat's modifier (3 to 5 boxes at creation, more as stats rise). Base damage is 1; stacking Harm in one ability raises it (Harm + Harm deals 2), up to the Harm cap: 1 + the ability's Tier Bonus.
| Stat | Damage | Sources | When full |
|---|---|---|---|
| Body | Wounds | Blades, falls, poison, exhaustion | Wounded |
| Mind | Stress | Horror, trauma, psychic assault | Stressed |
| Soul | Anguish | Corruption, drain, magic overwhelmed | Anguished |
Full rows
- One full row: gain that row's condition and take -2 to rolls with that stat. It ends as soon as the row is no longer full.
- Two full rows: Downed. You can't act, but you stay on the map and can still be targeted.
- Three full rows: the Brink. There is no forced death. You struggle to survive.
- Suffocating for more than 10 rounds fills every empty Stat box, so it puts you on the Brink too.
- Exhausted X reaching the box count of every row does the same (rows of 3, 4, and 5 boxes reach it at Exhausted 5).
- Wounded also gives Afflict 10 ft to movement (your current speed). Flat movement afflictions apply first (only the biggest counts, except Maimed, which always stacks), then Slowed and Bulky halve what's left. See Afflictions and stacking.
The Brink
- At the start of the player phase, characters on the Brink go first, in the order they reached it.
- Each rolls 2d10. Even: gain 1 Light. Odd: gain 1 Darkness. Snake Eyes: 2 Darkness. Against the Odds: 2 Light. Brink rolls never give Momentum, a Setback, or an Ace.
- 3 Light: you gain Back From the Brink. 3 Darkness: you are Past the Brink.
- Damage on the Brink: taking any damage while on the Brink gives 1 Darkness. That's at most 1 Darkness per round from damage, however many sources hit you.
- On the Brink, each point of Clear gives 1 Light instead (Heal gives 1, Lifeline up to 2). Items give at most 1 Light per round, however much they would clear. Stabilize gives 1 Light without a Momentum cost. An Ace fills another character's Light to 3. Any return to 3 Light grants Back From the Brink, whatever filled it.
- Back From the Brink: when you gain it, it takes effect right away. Remove the Brink and Past the Brink, clear 1 wound, 1 stress, and 1 anguish, and return to the scene Prone. It ends at the end of the next enemy's turn, or at the end of the scene if no enemies remain. While you have it, Revive can't target you, but you can still drop again.
Past the Brink and Passing On
No character passes on unless their player agrees. A character Past the Brink is out of the scene, and while that scene lasts, only Revive can affect them.
- Revive: works on a character who went Past the Brink (or onto the Brink) this scene. They gain Back From the Brink.
- When the scene ends: a character still Past the Brink stays that way, and Revive can no longer reach them. Scenes don't end until the table naturally moves on, so a revive at the very end of a scene still counts.
- Treated: someone uses Treat on them on 3 different days, within 7 days of going Past the Brink. The days don't need to be in a row, which gives the party time to find treatment. After the third, they gain Back From the Brink.
- Extensive treatment: after day 7, each day past the 7th without Treat adds 1 day to the Treat needed. Days with Treat add nothing, so the party can always catch up.
- Passing On: the player agrees that their character should pass on. The character leaves the story on the player's terms. We call it passing on, not death.
- A new character: a player whose character has just passed on may make a new character. It enters at the party's minimum, with each part checked separately across the party: the lowest level, the lowest Item Value total, and the lowest Resources.
- Rests don't clear damage while you are Past the Brink.
Rests
Each in-game day allows 2 short rests and 1 long rest.
- Short rest: each player gains 1 Momentum and clears 1 wound, stress, or anguish. "Once per rest" abilities refresh. The GM gains 1.
- Long rest: each player clears 1 of each damage type. "Once per rest" and "once per long rest" abilities refresh. Any player below 2 Momentum goes back up to 2. The GM gains 1 per player. Spent Durability returns, 1 Marked box clears, and Injured clears.
Conditions
Conditions come from full rows and from ability pieces. Cleanse removes any 1 of these conditions from a Close Ally or yourself, picked when you use it: Asleep, Blinded, Charmed, Dazed, Deafened, Disoriented, Frightened, Injured, Ongoing, Sickened, Silenced, Slowed, or Taunted. Steadfast ignores every condition from the action it interrupts.
| Condition | Effect | Ends | From |
|---|---|---|---|
| Asleep | Prone and Unconscious. Afflict 4 to Mind rolls to sense anything around you. | Taking Harm, a loud noise (not while Deafened), a successful sense roll, an Ally within Close spending their Main Action to wake you, or Cleanse (this also ends Unconscious; you stay Prone). | Knock Out |
| Back From the Brink | When gained, takes effect right away: remove the Brink and Past the Brink, clear 1 wound, 1 stress, and 1 anguish, and return to the scene Prone. Revive can't target you while you have it. | End of the next enemy's turn. With no enemies left, end of the scene. | Any return to 3 Light, an Ace, Revive, or enough days of Treat |
| Blinded | Can't make sight-based checks. | Brief, or Cleanse. | Blind |
| Charmed | You can't take hostile actions against the character who charmed you. They get Boost 2 to Persuade against you. Works the same on player characters. A hostile action is any attack, or any ability or action that targets you as Hostile (such as Hinder or Push), not only damage. | Brief, when that character or their allies take a hostile action against you, or Cleanse. | Charm |
| Dazed | Lose Move. | Brief, or Cleanse. | Daze |
| Deafened | Can't make hearing-based checks. | Brief, or Cleanse. | Deafen |
| Disarmed | No weapon in hand. | Spend your Move Action to rearm. Not Cleansed. | Disarm |
| Disoriented | If your attack roll is an odd result, the GM picks a target at random from every character within the attack's range, other than you. The original target is included, so there's always someone to hit. The attack uses the same roll against the new target's defense. | Brief, or Cleanse. | Disorient |
| Downed | Lose all. Stays on the map and can be targeted. | When fewer than two rows are full. | Two full rows |
| Exhausted X | Afflict X to all rolls. It stacks only with itself: gaining Exhausted raises X by the amount gained. Against other afflictions, only the biggest counts. When X reaches the box count of every Harm row, you're on the Brink (every empty Stat box fills). | Each long rest lowers X by 1. Not Cleansed. | The story, or the Spent or Tiring Constraint |
| Frightened | You can't willingly move closer to the source of your fear. Afflict 2 to your Guard, Focus, and Ward against the source only. | Brief, or Cleanse. | Frighten |
| Grappled | You can't move away from the character grappling you, and you can't use Gesture abilities. Attacks and abilities must include your grappler as the primary target, or target only you (Self). Once per turn, on your turn, you can give up half your current move speed to roll 2d10 + Body against the Grab's save difficulty. Success breaks free. A player's roll gives Momentum as usual. | You break free, the grabber lets go (Free Action on their turn), Forced movement separates you (not the grabber's drag), or the grabber becomes Stunned, Asleep, Unconscious, or Downed. Not Cleansed. | Grab |
| Hidden | Can't be targeted by anything that needs sight. Afflict 2 to attacks at your guessed location. If the Main Action that ends it is an attack, that attack gets Boost 2. | When you take a Main Action, or someone finds you with Sense or a noticing roll. | Conceal |
| Injured | Vulnerable 1, and Afflict 5 ft to movement. | Long rest, or Cleanse. | Grievous, or the Bloody Constraint |
| Maimed | Vulnerable 2, and Afflict 10 ft to movement. Always stacks with other afflictions. Replaces Injured: gaining Maimed removes Injured, you can't gain Injured while Maimed, and Injured doesn't come back when Maimed ends. | Only Treat. Rests and Cleanse can't remove it. | Grievous + Grievous |
| Ongoing X | At the start of each of your turns, Harm X of the type that caused it. Its name (Burning, Poisoned) says what it is. Different ones each apply; the same or similar ones (the GM decides) don't stack, so only the biggest X counts. | You or an Ally within Close spends their Move Action to stop it (stop, drop, and roll), or Cleanse. | Ongoing (Harm Add-on) |
| Panicked | You frantically try to deal with whatever makes you panicked. Afflict 2 to all rolls, and Vulnerable 2. | When you're no longer Panicked. Not Cleansed. | Suffocating, or the story |
| Past the Brink | Out of the scene. Lose all. While the scene lasts, only Revive can affect you. Rests don't clear your damage. | Revive (this scene). After the scene: Treat on 3 days within 7 days (not necessarily in a row); after day 7, each untreated day adds 1 day of Treat needed. Or the player chooses to Pass On. | 3 Darkness on the Brink |
| Prone | Standing up costs half your speed. Attacks against you from Close get Boost 2; from farther away, Afflict 2. | Stand up. An Ally within Close can lend half their speed to help you up (Forced). | Asleep, or dropping prone (Free Action) |
| Restrained | Can't move. | Brief. Not Cleansed. | Restrain |
| Sickened | Afflict 1 to attack rolls. Saves are unaffected. | Any rest, short or long, or Cleanse. | Toxic, only if the Harm is taken |
| Silenced | Can't use Verbal abilities. | Brief, or Cleanse. | Silence |
| Slowed | Halve your current speed, after flat movement afflictions, rounded down to the nearest 5 ft (30 ft becomes 15 ft; Wounded 20 ft becomes 10 ft). Bulky also halves and stacks with it. Dash doubles the result, so a Slowed Dash is 30 ft. | Brief from Snare, Lasting from Cripple, or Cleanse. | Snare, Cripple |
| Stunned | Lose all. | Brief. Can't be Cleansed. Doesn't stack or extend; only Linger makes it last longer. | Stun |
| Suffocating | You're struggling to breathe. You are Panicked until this condition ends. If you can't breathe for more than 10 rounds, every empty Stat box fills, and you are on the Brink. | When you can breathe again. Not Cleansed. | The story (drowning, smoke, gas, a chokehold) |
| Taunted | Afflict 2 to your next ability if it doesn't target the character who taunted you. | Brief, or Cleanse. | Taunt |
| Unconscious | Lose all. | When its cause ends. | Asleep |
| Wounded, Stressed, Anguished | Afflict 2 to rolls with that stat. Wounded also gives Afflict 10 ft to movement (current speed). Flat movement afflictions apply first (only the biggest counts, except Maimed, which always stacks), then Slowed and Bulky halve what's left. | When the row is no longer full. Not Cleansed. | A full row |
Afflictions and stacking
- An affliction is any debuff that lowers a number: a roll, a defense, or movement.
- Bonuses and afflictions from separate sources don't add. Only the biggest bonus and the biggest affliction count, then they combine. Maimed always stacks (it replaces Injured, so the two never apply together), and Exhausted stacks with itself. Ongoing effects with different names each apply; the same or similar ones don't stack.
- Movement order: flat movement afflictions apply first, and only the biggest flat one counts (Injured 5 ft, Wounded 10 ft), except Maimed, which always stacks. Then Slowed halves your current speed, rounded down to the nearest 5 ft. Bulky also halves and stacks with Slowed. Dash doubles the result. Example: Wounded takes 30 ft to 20 ft; Slowed halves that to 10 ft (Dash 20 ft).
- Within one ability, copies of a piece add if you pay for each (Hinder + Hinder = -4).
Defenses
Each defense equals 10 + that stat's modifier + gear. Attacks roll against it. A +1 stat lands on the Standard 11.
| Defense | Stat | Gear examples |
|---|---|---|
| Guard | Body | Armor, shields |
| Focus | Mind | A lucky charm, lenses that dull horrors, a journal of monster notes, a steadying ritual |
| Ward | Soul | Holy symbols, blessed jewelry, an oath sworn aloud, a keepsake from a loved one, runes or tattoos |
- Durability: some gear has Durability. Spend 1 to cancel a hit entirely. Spent Durability comes back with repair during a long rest. Pierce ignores 1 Durability.
- Armor and shields: shields go in the Off Hand and add on top of armor.
- Everyone has the Guard, Focus, and Ward default abilities: spend your Main Action for +2 to that defense against the next roll against you.
| Armor or shield | Guard | Durability | Slot | Burden | Value |
|---|---|---|---|---|---|
| Light armor | +1 | 0 | Armor | 1 | 15 |
| Medium armor | +1 | 1 | Armor | 2 | 25 |
| Heavy armor | +2 | 2 | Armor | 3 | 50 |
| Light shield | +1 | 1 | Off Hand | 1 | 25 |
| Heavy shield | +2 | 2 | Off Hand | 2 | 50 |
Each +1 Guard is worth 15, like a weapon's +1, and each Durability is worth 10. Armor pieces and Constraints are in Armor and shield pieces.
Gear and Burden
- Every item has Burden X. You can carry 10 + Body Burden. Worn gear counts; a Container adds capacity.
- Small items bundle: up to 5 small items together count as Burden 1 (6 to 10 count as 2, and so on). A small item is anything that fits in a hand or a pocket: consumables, ordinary keys, letters, candles, a pouch of coins.
- Overburdened: lose 10 ft of movement per point over (3 or more over: can't move). It applies to Dash too.
- Slots: Armor, Main Hand, Off Hand, Shoes, up to 3 Accessories (Augments and environmental gear are Accessories), and one Container. Two-handed items use both hands.
- Augments (cybernetics, magic tattoos, implants, blessings): installing or removing one takes a long rest, so they feel like part of your body.
- Conduit items: focus items an ability draws on, such as a wand, a holy symbol, or a scanner. They must be held in your Off Hand. Abilities with the Conduit or Devouring Constraint need one, and get +1 to attack rolls and save difficulty from it. See Conduits.
- Item types: Consumable X (X uses, then gone), Rechargeable X (X uses, then recharge), Useable (use freely).
| Burden | What weighs that much |
|---|---|
| 0 | Key Items, Containers, and Accessories (charms, rings, Augments, environmental gear) |
| 1 | Up to 5 small items, 1 handed weapons, light armor, light shields, Conduits, kits, Supply packs, and most handheld gear (rope, a lantern, a bedroll) |
| 2 | 2 handed weapons, medium armor, heavy shields, and bulky gear (a tent) |
| 3 | Heavy armor |
The GM sets the Burden of anything bigger.
Weapons
Weapons make attacks land more accurately. A weapon's bonus is part of the base roll, like gear on a defense, so it adds with traits and Assist. It only counts for the weapon's Basic Attack and for Harm abilities that require that weapon.
| Weapon | Bonus | Roll | Range | Burden | Value | Meets |
|---|---|---|---|---|---|---|
| 1 Handed Close | +1 | Body vs Guard, deals wounds | Close | 1 | 15 | 1 Handed |
| 2 Handed Close | +2 | Body vs Guard, deals wounds | Close | 2 | 30 | 2 Handed |
| 1 Handed Ranged | +1 | Mind vs Guard, deals wounds | Near | 1 | 20 | Ranged |
| 2 Handed Ranged | +2 | Mind vs Guard, deals wounds | Far | 2 | 40 | Ranged |
- Basic Attack: your weapon gives you a Basic Attack. It deals 1 damage at the weapon's range, uses its Roll line, and adds its bonus.
- No weapon: the Basic Attack is Body vs Guard, Close, 1 wound, with no bonus.
- Weapon Constraints: an ability uses a weapon by taking the 1 Handed or Ranged Limit, or the 2 Handed Drawback. A Harm ability with one uses that weapon's Roll line and adds its bonus. 1 Handed and 2 Handed need a close weapon; every ranged weapon meets only Ranged.
- Range: a weapon's range covers its Basic Attack only. An ability with the Ranged Constraint gets its weapon's range free, at no rank cost: a 1 handed ranged weapon gives the first Reach free (Near), and a 2 handed ranged weapon the first two (Far). More range buys Reach as normal, up to Beyond.
- Reach with close weapons: an ability with the 1 Handed or 2 Handed Constraint may take Reach, but each copy adds only 5 ft, up to 15 ft (2 copies). Think spears, polearms, and whips.
- Dual wielding: with a 1 handed weapon (close or ranged) in each hand, once per turn after your Basic Attack, spend 1 Momentum to make a Basic Attack with your off-hand weapon, using its Roll line and bonus. It costs no action. Your Off Hand is busy, so you have no shield and no Conduit unless the weapon is Dual Purpose.
- 2 handed weapons use both Main Hand and Off Hand. Saves never count weapon bonuses.
Item pieces New
Items are built like abilities, from pieces and Constraints. A plain weapon is Rank 0; item rank is the total of its piece ranks. Each piece (each copy) adds one multiple of the base Value. A Limit removes 1 multiple, a Drawback 2, and a Sacrifice 3, never below 1x.
- Value = base x (1 + pieces - reductions). A 1 handed close weapon (15) with Accurate is Rank 2 and Value 30.
- Rank limits work like abilities: max rank is level + 1, and Constraint slots follow rank (Rank 2 to 3: 1 Limit; 4 to 5: a Limit or a Drawback; 6+: both; 8+: must take a Sacrifice). No pyramid rule for items.
- 0 sum guide: one multiple is worth +1 Boost, an Afflict 1 on an enemy (to a stat or as damage), or Afflict 2 to a roll that uses a trait.
| Rank | Piece | Effect |
|---|---|---|
| 1 | Lethal | Criticals with attacks or Harm abilities using this weapon deal 1 more damage. Precision doubles it. |
| 1 | Lightweight | Burden -1 per copy (minimum 0), applied after Bulky. |
| 1 | Quick | Drawing or stowing it doesn't use your Free Action. Excludes Cumbersome. |
| 1 | Concealable | Afflict 2 to rolls to find it on you. |
| 1 | Resistant | Boost 1 to defenses and saves against one flavor, chosen when the item is made (fire, cold, poison). |
| 2 | Accurate | Max 2. +1 to attacks and Harm abilities using this weapon, as part of the base roll. |
| 2 | Warding | Max 2. +1 Focus or Ward per copy as gear, chosen when the item is made. Never Guard (armor covers Guard). |
| 2 | Reinforced | Max 2. +1 Durability per copy. |
| 2 | Dual Purpose | Weapons only. Also counts as a Conduit item, so it doesn't need the Off Hand. |
| 2 | Bonded | Can't be Disarmed. Call it back to your hand as a Free Action. |
| 2 | Channeling | Conduits only. Max 2. +1 per copy to attack rolls and save difficulty for abilities using this Conduit. |
| 2 | Packing | Containers only. +2 Burden capacity per copy. |
| 3 | Lacerating | Damage from this weapon gives Ongoing 1 (Bleeding). Extra copies raise X. |
| 3 | Fabled | Max 1. Once per scene, use a trait that fits this item without spending Momentum. |
| 3 | Self-Mending | Needs Durability on the item. 1 spent Durability returns on each short rest. |
| X | Storing X | Holds one ability, built in the ability builder. Its rank counts toward the item's rank. X uses, recharging on a long rest (or Consumable X on a consumable). See Storing below. |
- Storing X: using the stored ability is a Main Action, like any ability. You roll your own value of its stat, and save difficulty is your stat + its Tier Bonus. Value = base x (1 + the stored ability's price rank x X) x 10. A wand (Conduit, 10) storing a Rank 3 ability with 2 uses is 10 x 7 x 10 = 700. A scroll (base 5) storing it with 1 use is 200.
| Price | Item Constraint | Effect |
|---|---|---|
| -1 | Supply Limit | Weapons only. Requires Supply in your pack to use: arrows, bullets, batteries, fuel, mana shards. |
| -1 | Loud Limit | Enemies get Boost 2 to sense you if you used this weapon this scene or the previous one. |
| -1 | Difficult Limit | A miss jams it. Spend a Move Action to make it usable again. |
| -1 | Cumbersome Limit | Drawing or stowing it takes your Move Action instead of a Free Action. |
| -1 | Conspicuous Limit | Afflict 2 to blend in, or to Persuade authorities, while it's visible. |
| -1 | Awkward Limit | Ranged weapons only. Afflict 2 to attacks and Harm abilities with it against targets within Close. |
| -1 | Vanishing Limit | If it's unequipped, dropped, or Disarmed, it's hidden. Finding it takes your Main Action and a Mind roll against Hard 14. Excludes Possessive. |
| -2 | Overheats Drawback | After 3 uses, it overheats. It cools after one full turn without being used. Using it while overheated deals 1 wound to you, plus 1 more for each round in a row you've used it overheated. |
| -2 | Reload Drawback | Ranged weapons only. Requires Supply in your pack, and after each use, spend a Move Action to reload before using it again. Excludes Supply. |
| -2 | Cursed Drawback | You can't unequip it until a long rest. While it's equipped, the GM gains 1 Momentum at the start of each scene. |
| -2 | Unstable Drawback | On a failure with an odd roll using it, 1 wound to you and to everyone adjacent to you. |
| -3 | Bulky Sacrifice | While equipped, halves your current move speed. It stacks with Slowed, so both together are a quarter, rounded down to the nearest 5 ft (30 ft becomes 5 ft, and a Dash 10 ft). Flat movement afflictions apply first. Doubles the item's Burden. |
| -3 | Brittle Sacrifice | It breaks for good the first time you roll a critical failure with it. |
| -3 | Possessive Sacrifice | It's always equipped and always on your person. You can stow it, but you can't drop, sell, store, or give it away, and its Burden always counts. If it's Disarmed, thrown, or taken, it returns to you at the end of your turn. Excludes Vanishing. With Bulky, you're always at half speed. |
Armor and shield pieces
Armor and shields use the item rules above. Lightweight, Reinforced, Resistant, and Self-Mending already fit armor, and Bulky, Brittle, and Possessive work as Sacrifices. These are made for armor and shields.
| Rank | Piece | Fits | Effect |
|---|---|---|---|
| 1 | Bracing | Shields | Boost 2 to resist Forced movement and being knocked Prone. |
| 1 | Sealed | Armor | Counts as a Breather and Diving Gear (a space suit, a diving suit). |
| 2 | Covering | Shields | One Ally adjacent to you gets +1 Guard as gear. |
| 2 | Spiked | Armor, shields | A character Grappling you, or Grappled by you, takes 1 wound at the start of its turn. |
| 3 | Deflecting | Shields | Spend 1 of the shield's Durability to cancel a hit on an Ally within Close. |
| Price | Armor Constraint | Fits | Effect |
|---|---|---|---|
| -1 | Noisy Limit | Armor | Afflict 2 to rolls to sneak or go unnoticed. |
| -1 | Restrictive Limit | Armor | Afflict 5 ft to movement. |
| -1 | Laborious Limit | Armor | Putting it on or taking it off takes a short rest. |
| -2 | Rigid Drawback | Armor | Afflict 2 to Body rolls to climb, swim, jump, or balance. |
| -2 | Weak Seams Drawback | Armor, shields | Critical hits against you ignore its Durability. |
Supply
A weapon with the Supply Limit or the Reload Drawback needs Supply in your pack. Spend 1 Supply at the end of any scene where you used that weapon, however many times you used it.
- Supply pack: Supply 5, Value 5, Burden 1. It works like Consumable 5. Think a quiver, a box of rounds, a battery pack, a fuel canister, or a pouch of mana shards.
- Using the weapon means its Basic Attack or any ability that needs it.
- Out of Supply: you can't use the weapon until you restock.
- One pack feeds one kind of weapon. Arrows don't fit a pistol; the GM rules on close matches.
Tools and kits
Kits go in your pack: Value 10, Burden 1. A kit's +1 is part of the base roll, like gear, so it stacks with traits. The GM can rule that some jobs need one.
- Medkit: +1 to tending wounds and illness. During a short rest, one character clears 1 extra wound.
- Bypass Kit (lockpicks, an override tool): +1 to locks and security.
- Repair Kit: +1 to repairing and tinkering. During a short rest, restore 1 spent Durability to one item.
- Disguise Kit: +1 to passing as someone else.
- Survival Kit: +1 to tracking, foraging, navigating, and making camp.
- Analysis Kit (a field guide, a scanner, an alchemy set): +1 to identifying, studying, and analyzing.
- Fine (Rank 2, Max 2): the kit version of Accurate. A Fine kit gives +2 instead of +1.
Environmental accessories
Environmental gear is an Accessory: Value 10, Burden 0. It takes one of your 3 Accessory slots.
- Breather (gas mask, rebreather): breathe normally in smoke and gas.
- Diving Gear (scuba, water-breathing charm): breathe underwater, and swimming costs normal movement.
- Climbing Gear (claws, mag boots): climbing costs normal movement.
- Insulated Wear (parka, cooling suit): extreme heat or cold doesn't give you Exhausted.
- Dark Sight (night-vision goggles, darkvision charm): see in darkness as if lit, but not through fog or smoke.
- Treads (snowshoes, grav boots): one kind of difficult terrain, chosen when it's made, costs normal movement.
Conduits, Containers, and Key Items
- Soul's weapon: Conduits are Soul's weapon, the way close weapons are Body's and ranged weapons are Mind's.
- Conduit: Off Hand, Value 10, Burden 1. Abilities with the Conduit or Devouring Constraint get +1 to attack rolls and save difficulty from it, whatever their stat. Channeling adds +1 per copy (Max 2). A Dual Purpose weapon gets both its weapon bonus and the Conduit bonus.
- Container: its own slot, one at a time. Containers take no Burden themselves. Packing adds +2 capacity per copy.
| Container | Build | Rank | Value | Burden capacity |
|---|---|---|---|---|
| Satchel | Base | 0 | 5 | +2 |
| Backpack | Satchel + Packing | 2 | 10 | +4 |
| Hefty Bag | Satchel + Packing x2 | 4 | 15 | +6 |
| Expedition Pack | Satchel + Packing x3 | 6 | 20 | +8 |
| Price | Container Constraint | Effect |
|---|---|---|
| -1 | Flammable Limit | If you take fire damage, it catches fire. Putting it out takes a Move Action (yours, or an Ally's within Close). If it burns through 3 of your turns, it's destroyed and its contents spill. |
| -1 | Glimmering Limit | It catches the eye. Boost 2 to rolls to notice or find you while you wear it. |
| -1 | Strapped Limit | Buckles and straps. Using an item from it costs your full move speed instead of half. |
| -1 | Unshapely Limit | When you roll a critical failure, you fall Prone. |
| -2 | Travelled Drawback | When you roll a critical failure, it splits open and its contents spill where you stand. During the scene, you can spend your Move Action to pick up one specific item from the spill. Anyone else can pick items up too, enemies included. At the end of the scene, gather the rest and patch it if you're nearby; otherwise you have to come back for them. Until it's patched, it adds no capacity. |
| -3 | Ravenous Sacrifice | At the end of each long rest, one random item inside it is gone. |
- Key Items: keys, keycards, and quest items. No Value, no Burden, no slot. Keep them on your sheet's Keyring.
Consumables New
Consumables are built from Rank 1 pieces, and copies stack: a healing draught, alchemist fire, or blade venom is just a stack of pieces. The first piece is the base, Value 5; each piece after it adds 5. Constraints remove multiples like other items, never below 5.
- Using one costs half your max move speed (15 ft), and you must have that much movement available. A Slowed character has to Dash to use one. Use it on yourself or an Ally within Close, including one on the Brink. It's gone after one use unless it has Dosage.
- Throwing one is a Main Action. Range is 10 ft x Body, minimum 10 ft. Roll 2d10 + Mind against the target's Guard. Splash saves use 10 + your Mind + the Tier Bonus for its rank.
- On the Brink: an item gives at most 1 Light per round, however much it would clear. Abilities give Light as written.
- Rank limits work like abilities: max rank is level + 1, and Constraint slots follow rank.
| Rank 1 piece | Effect |
|---|---|
| Mending | Clear 1, in any mix. |
| Tonic | Clear 2 of one type, chosen when it's made (Healing: wounds; Calming: stress; Soothing: anguish). |
| Bolstering | Boost 2, Brief, to one stat's rolls or one defense, chosen when it's made. |
| Steadying | Boost 1, Lasting, to one stat's rolls or one defense, chosen when it's made. |
| Weakening | Afflict 2, Brief, to one stat's rolls or one defense, chosen when it's made. Thrown at a target, or it affects whoever takes it. |
| Harmful | Harm 1 of one type, chosen when it's made (alchemist fire, a nerve agent, a curse vial). Thrown. |
| Energizing | Lower Exhausted by 1. This can undo the Spent Sacrifice; Tiring's temporary Exhausted 2 is unaffected. |
| Stimulant | Lasting. Boost 2 against anything that would make you Asleep (your defense or save), and to rolls that would wake you. |
| Splash | Add-on. Needs a thrown piece. Characters adjacent to the target save at half effect; two copies give full effect. |
| Coating | Add-on. Instead of taking or throwing it, coat a weapon. The next hit with that weapon delivers the effects, or it wears off at the end of the scene, whichever comes first. |
| Dosage | Add-on. One more use per copy (Consumable X). Value is per dose: the rest of the consumable's Value x the number of uses. |
| Price | Consumable Constraint | Effect |
|---|---|---|
| -1 | Giddy Limit | Brief. Afflict 2 to rolls to go unnoticed. |
| -1 | Pungent Limit | Lasting. Enemies get Boost 2 to sense you. |
| -1 | Perishable Limit | Spoils after 3 long rests. |
| -1 | Applied Limit | Can't be used on yourself. |
| -1 | Slow-Acting Limit | The effects happen at the start of your next turn. |
| -1 | Volatile Limit | If you're hit by a critical success while carrying it, it breaks. A thrown piece in it affects you. |
| -2 | Nauseating Drawback | Whoever takes it becomes Sickened. |
| -2 | Drowsy Drawback | Whoever takes it becomes Dazed (Brief). |
| -2 | Crash Drawback | At the end of the scene, whoever took it gains Exhausted 1. |
| -2 | Backfire Drawback | Thrown only. On a throw with an odd roll, it also affects you. |
| -3 | Harsh Sacrifice | Whoever takes it gains Injured. |
| -3 | Sedating Sacrifice | At the end of their next turn, whoever took it falls Asleep. |
| -3 | Hard Crash Sacrifice | Whoever takes it gains Exhausted 2. |
Examples: healing draught (Tonic: wounds + Tonic: stress), Rank 2, Value 10. Alchemist fire (Harmful: wounds + Splash), Rank 2, Value 10. Blade venom (Weakening: Body + Harmful: wounds + Coating), Rank 3, Value 15; with one Dosage it's Rank 4, 2 uses, Value 30.
Resources
Resources are what characters spend to buy things. The GM names them for the setting: cash, credits, gold, stones. The name only matters in the world; the rules always call them Resources.
- Item Value: most items have a Value, always counted in Resources. An item with Value 3 costs 3 Resources from most sellers.
- The GM may change a price, and players can barter for items, discounts, or better sell values.
- Selling: you sell gear for half its Value, rounded down. Bartering can raise it.
- On the sheet, the Resources box sits beside the scene and rest buttons. Write the GM's name for them beside it, and track each item's Value in the pack.
Starting gear
Every new character starts with 100 Resources to spend on gear, and keeps whatever is left. Buy from the item list, or build improved items up to your max item rank (level + 1, so Rank 2 at level 1).
- 100 Resources covers a weapon, light or medium armor, a bag, and a kit or two.
- Example: a 1 handed close weapon 15, medium armor 25, a light shield 25, a Backpack 10, a Medkit 10, and two Healing Draughts 10 come to 95, with 5 Resources left.
- A character who joins later, after a player's character passes on, uses the party's minimums instead (see Past the Brink and Passing On).
- The GM may change the starting budget for a setting.
Item list
One list for every genre. Each item is generic, with example names for different settings. Items are Rank 0 unless noted. The GM may change any Value. Burden "small" means it bundles: up to 5 small items count as Burden 1.
| Item | Slot or type | Value | Burden | Effect | Examples |
|---|---|---|---|---|---|
| Weapons | |||||
| 1 Handed Close Weapon | Main or Off Hand | 15 | 1 | +1, Body vs Guard, Close | sword, machete, baton, vibroblade |
| 2 Handed Close Weapon | Both hands | 30 | 2 | +2, Body vs Guard, Close | greataxe, sledgehammer, chainsaw |
| 1 Handed Ranged Weapon | Main or Off Hand | 20 | 1 | +1, Mind vs Guard, Near | sling, pistol, hand crossbow, blaster |
| 2 Handed Ranged Weapon | Both hands | 40 | 2 | +2, Mind vs Guard, Far | longbow, rifle, laser carbine |
| Accurate 1 Handed Close Weapon | Main or Off Hand | 30 | 1 | Rank 2: +2 to hit | a fine blade, a balanced machete |
| Armor and shields | |||||
| Light Armor | Armor | 15 | 1 | +1 Guard | leathers, a padded jacket, a flight suit |
| Medium Armor | Armor | 25 | 2 | +1 Guard, 1 Durability | chain shirt, kevlar vest, riot gear |
| Heavy Armor | Armor | 50 | 3 | +2 Guard, 2 Durability | plate, a bomb suit, power armor shell |
| Light Shield | Off Hand | 25 | 1 | +1 Guard, 1 Durability | buckler, riot shield, energy buckler |
| Heavy Shield | Off Hand | 50 | 2 | +2 Guard, 2 Durability | tower shield, ballistic shield |
| Conduits and Containers | |||||
| Conduit | Off Hand | 10 | 1 | +1 to attacks and save difficulty for Conduit abilities | wand, holy symbol, scanner, hacking deck |
| Satchel | Container | 5 | 0 | +2 capacity | shoulder bag, belt pouches |
| Backpack | Container (Packing) | 10 | 0 | Rank 2: +4 capacity | rucksack, go-bag |
| Hefty Bag | Container (Packing x2) | 15 | 0 | Rank 4: +6 capacity | frame pack, duffel |
| Expedition Pack | Container (Packing x3) | 20 | 0 | Rank 6: +8 capacity | mule pack, cargo harness |
| Supply pack | Pack | 5 | 1 | Supply 5 | quiver, box of rounds, battery pack, fuel canister, mana shards |
| Kits | |||||
| Medkit | Kit | 10 | 1 | +1 to tending wounds and illness; on a short rest, one character clears 1 extra wound | healer's satchel, trauma kit |
| Bypass Kit | Kit | 10 | 1 | +1 to locks and security | lockpicks, override tool, slicer spike |
| Repair Kit | Kit | 10 | 1 | +1 to repairing and tinkering; on a short rest, restore 1 spent Durability to one item | tinker's tools, toolbox |
| Disguise Kit | Kit | 10 | 1 | +1 to passing as someone else | makeup case, holo-mask |
| Survival Kit | Kit | 10 | 1 | +1 to tracking, foraging, navigating, and making camp | ranger's kit, bug-out bag |
| Analysis Kit | Kit | 10 | 1 | +1 to identifying, studying, and analyzing | field guide, alchemy set, scanner |
| Fine Kit | Kit (Fine) | 20 | 1 | Rank 2: +2 instead of +1 | masterwork lockpicks, surgical kit |
| Accessories | |||||
| Warding Charm | Accessory (Warding) | 20 | 0 | Rank 2: +1 Focus or Ward (chosen when made) | lucky coin, blessed pendant, rune tattoo, journal of monster notes |
| Breather | Accessory | 10 | 0 | Breathe normally in smoke and gas | gas mask, rebreather |
| Diving Gear | Accessory | 10 | 0 | Breathe underwater; swimming costs normal movement | scuba rig, water-breathing charm |
| Climbing Gear | Accessory | 10 | 0 | Climbing costs normal movement | climbing claws, mag boots |
| Insulated Wear | Accessory | 10 | 0 | Extreme heat or cold doesn't give you Exhausted | parka, cooling suit |
| Dark Sight | Accessory | 10 | 0 | See in darkness as if lit (not through fog or smoke) | night-vision goggles, darkvision charm |
| Treads | Accessory | 10 | 0 | One kind of difficult terrain, chosen when made, costs normal movement | snowshoes, grav boots |
| Consumables | |||||
| Healing Draught | Consumable (Tonic: wounds) | 5 | small | Clear 2 wounds | potion, stim shot |
| Calming Draught | Consumable (Tonic: stress) | 5 | small | Clear 2 stress | sedative, calming tea |
| Soothing Draught | Consumable (Tonic: anguish) | 5 | small | Clear 2 anguish | holy water, spirit salts |
| Restorative | Consumable (Tonic: wounds + Tonic: stress) | 10 | small | Clear 2 wounds and 2 stress | elixir, med-pack |
| Smelling Salts | Consumable (Energizing) | 5 | small | Lower Exhausted by 1 | smelling salts, energy drink |
| Wake Pill | Consumable (Stimulant) | 5 | small | Lasting: Boost 2 against Asleep and to wake | coffee beans, stim pill |
| Alchemist Fire | Consumable (Harmful: wounds + Splash) | 10 | small | Thrown: Harm 1, adjacent characters save at half | firebomb, incendiary grenade |
| Blade Venom | Consumable (Weakening: Body + Harmful: wounds + Coating) | 15 | small | Coat a weapon: next hit deals 1 wound and Afflict 2, Brief, to Body | poison, nanite paste |
| Everyday gear | |||||
| Rope | Gear | 1 | 1 | 50 ft | rope, cable, grapple line |
| Light source | Gear | 2 | 1 | Lights Near (30 ft) | lantern, torch, flashlight |
| Bedroll | Gear | 2 | 1 | Sleep in the open | bedroll, sleeping bag |
| Tent | Gear | 10 | 2 | Shelter for 2 | tent, bivouac |
| Rations | Small item | 1 | small | Food and water for a day | trail rations, MREs, nutrient paste |
Rations, rope, light, bedrolls, and tents have no rules of their own. The GM can call for them in the story: no food on a long march can mean Exhausted.
Assets
Assets are mounts, vehicles, companions, drones, and hirelings: things a character owns that work for them. Call it whatever the story calls it. A hawk, a warhorse, a motorbike, and a tank all use the same rules.
Size
| Size | Examples | Base Value | Health | Durability | Cargo | Augment slots | Passengers | Space |
|---|---|---|---|---|---|---|---|---|
| Small | hawk, dog, drone | 50 | (3 + level) x 1 | 0 | +2 | 1 | 0 | 5 ft |
| Medium | horse, motorbike | 100 | x 1.5 | 1 | +6 | 2 | 1 | 10 ft |
| Large | warhorse, car, wagon | 200 | x 2 | 2 | +12 | 3 | 4 | 15 ft |
| Huge | truck, tank, riverboat | 400 | x 4 | 4 | +20 | 4 | 8 | 20 ft |
Health rounds down. Ships, mechs, and airships are story Assets: they don't use these sizes.
- Creature or machine: a creature uses the spread +2 / +1 / +0, in any order. A machine has Body only (+2): its Focus and Ward are 10, stress and anguish can't hurt it, and it can't be Charmed, Frightened, or Taunted. Both gain +1 to a stat at the Asset's levels 4, 8, 12, 16, and 20. Defenses are 10 + the stat; Guard adds armor.
- Save difficulty: 10 + its Body + the Tier Bonus for its level.
- Level: an Asset starts at level 1. Each level up costs its base Value, and it can't go above its owner's level (for a shared Asset, the highest owner's level).
- Speed: creatures 40 ft, machines 60 ft. Overland, mounts travel 30 miles a day and vehicles 60.
- Turns: an Asset acts on its owner's turn. Riding it, your Move Action uses its speed. Commanding a trick uses your Main Action. Anyone aboard can use one of its weapons with their own Main Action, rolling their own stat plus the weapon's bonus. Attackers choose whether to target a rider or the Asset.
- Cargo: gear can be stowed on an Asset instead of carried. Stowed gear doesn't count toward your Burden; it counts toward the Asset's cargo (small items bundle the same way, up to 5 per Burden 1).
Armor and Augments
- Armor: every Asset has one Armor slot for plating, barding, or a hardened hull. Light, medium, and heavy armor add their Guard and Durability, the same as on a character.
- Augments: anything bolted, strapped, or fitted on, one per Augment slot (by size, plus Extra Hardpoint): weapons, shields, cargo racks, Containers, Accessories, and gear that makes it better, like enchanted horseshoes or afterburners. A shield adds its Guard and Durability, and a Container adds its capacity to the cargo.
- Upgrades as Augments: an Augment can carry an Upgrade instead of the Asset having it built in. Afterburners are an Augment with Swift; enchanted horseshoes are an Augment with All-Terrain. It costs the same and still counts toward the Asset's rank, but it takes a slot, and it can be removed, moved to another Asset of the same size, stolen, or broken.
Building an Asset
An Asset is built like an item. Upgrades and Stunts each add one multiple of its base Value. Snags lower the price by their rank, never below 1x. Its rank is the total of its Upgrade and Stunt ranks, up to its level + 1.
- Value: base Value x multiples, plus its levels, plus its tricks. Buying, upgrading (pay the difference), and selling (half) work like items. Assets don't count toward your Item Value total.
- Snag slots: a Rank 1 Asset takes none. Rank 2 to 3: one Rank 1 Snag. Rank 4 to 5: a Rank 1 or a Rank 2 Snag. Rank 6+: one Rank 1 and one Rank 2. A Rank 3 Snag can be added from Rank 4.
- Tricks: an Asset's own abilities, built from the normal pieces and Constraints with its own stats for rolls and save difficulty. A trick costs its price rank in multiples of the base Value (a Rank 1 trick is 50 on a Small Asset, 400 on a Huge one). Max trick rank is the Asset's level + 1. A machine's tricks use Body.
Upgrades
| Rank | Upgrade | For | Effect |
|---|---|---|---|
| 1 | Swift | Any | Max 3. +10 ft speed per copy. |
| 1 | Amphibious | Any | Swims at full speed. A machine floats and drives on water. |
| 1 | Climber | Any | Climbs walls and cliffs at full speed. |
| 1 | Cargo | Any | +4 Burden capacity per copy. |
| 1 | Seats | Any | +2 passengers per copy. |
| 1 | Loyal | Creature | Can't be Charmed or Frightened. |
| 1 | Keen Senses | Any | Its owner and riders get Boost 1 to notice things while aboard or within Close of it. |
| 2 | All-Terrain | Any | Rough going on the ground costs it normal movement. |
| 2 | Sturdy | Any | Health x 1.5, after the size multiplier. |
| 2 | Armored | Any | Max 2. +1 Durability per copy. |
| 2 | Resilient | Any | Boost 1 to its Guard, Focus, and Ward. |
| 2 | Self-Repairing | Machine | Restores 1 spent Durability at the start of its owner's turn. |
| 2 | Extra Hardpoint | Any | Max 2. +1 Augment slot per copy. |
| 2 | Trained | Any | Once per scene, it Assists (Boost 2) an Ally within Close without being commanded. |
| 3 | Flying | Any | Flies at its speed, ignoring ground terrain and hazards. If it ends its turn in the air, only ranged attacks and abilities with Reach can target it or its riders until its owner's next turn. |
| 3 | Burrower | Any | Tunnels underground at half its base speed, carrying its riders (see Movement). While underground, it and its riders can't be targeted, except by Seeking or once found. |
Stunts
Stunts are new ways to spend Momentum. Its owner or a rider pays from their own Momentum; the GM pays for hostile Assets. An Asset can use each Stunt once per round.
| Rank | Stunt | Effect |
|---|---|---|
| 1 | Floor It | Spend 1. It moves again at full speed this turn. In a chase, it also gets Boost 2 to its chase check this round. |
| 1 | Hard Turn | Spend 1. Interrupt. Boost 2 to the Asset's and its riders' defenses and saves against the interrupted attack or ability. Its next move must turn: at least half of it in a new direction. |
| 1 | Flurry | Spend 1 and your Main Action. The Asset makes one more attack or uses one more trick this turn. |
| 1 | Slipstream | Spend 1. An Ally's Asset within Close behind it gets Boost 2 to its next chase check: drafting, a wake, flying in formation. |
| 1 | Steady | Spend 1. Interrupt. Riders don't fall off from the interrupted effect, and it ignores Skittish and Unruly until the end of the round. |
| 2 | Sudden Stop | Spend 1. Only if it hasn't moved this turn, and it can't move this turn. Hostiles in the chase within Close of it, now or at the end of their next turn, make a Body save against its save difficulty or take Harm 2 (wounds). |
| 2 | Shake Them | Spend 1. After a chase check it wins, the gap shifts one more band. |
| 2 | Cut Them Off | Spend 1. Interrupt when a Hostile Asset within Near moves. It stops within Close of this one unless its driver passes a check against this Asset's save difficulty. |
| 2 | Bail Out | Spend 1. Interrupt when it would go Out or crash. Every rider lands safely within Close, not Prone. |
| 3 | Redline | Spend 2. Once per scene. Its next chase check succeeds (still roll it for Momentum). Then Afflict 2 to its rolls until the end of the next round. |
Snags
Snags are an Asset's quirks and weak spots. Each lowers its price by its rank.
| Rank | Snag | For | Effect |
|---|---|---|---|
| 1 | Skittish | Creature | When anyone within Close of it rolls a critical failure, it bolts its speed away (Forced). Riders make a Body check against Standard 11 or fall off, Prone. |
| 1 | Loud | Any | Enemies get Boost 2 to sense it and anyone riding it. |
| 1 | Stubborn | Any | Commanding a trick takes your Move Action as well as your Main Action. |
| 1 | Fragile | Any | It gets no Durability from its size. |
| 1 | Lumbering | Any | Afflict 2 to its chase checks in tight spaces: alleys, forests, reefs, canyons. |
| 1 | Guzzler | Any | Each Stunt it uses also burns 1 Supply (machine) or 1 Rations (creature). |
| 2 | Thirsty | Any | Its upkeep is doubled: 2 Supply or Rations per travel day. |
| 2 | Unruly | Any | When you command it, roll 2d10: odd, it does nothing this turn (no Momentum either way). |
| 2 | Stalls | Any | After a critical failure on a chase check, it can't move next round. |
| 2 | Winded | Any | After it uses a Stunt, it can't use another until the end of the next round. |
| 3 | Temperamental | Any | When anyone within Near of it rolls a critical failure, it goes Out for the scene. |
| 3 | Burns Out | Any | The third Stunt it uses in a scene puts it Out at the end of that round. |
Damage, Out, and upkeep
- Out: at 0 Health, it flees, breaks down, or goes dormant for the scene. It isn't lost. A creature comes back after a long rest, which clears its damage. A machine needs a Repair Kit check and a tenth of its base Value in Resources (rounded up). An Asset is only lost for good through the story, with its player's agreement. Durability returns on a long rest.
- Upkeep: for each travel day it's used, a machine burns 1 Supply (fuel) and a creature eats 1 Rations. Without it: Afflict 2 to its rolls and half speed until it's resupplied.
Chases
A chase is a scene where one side runs and the other gives chase. The gap between them is measured in range bands: Close, Near, Far, Beyond, then Away, when the quarry escapes. The GM sets where it starts, usually Near.
- Chase checks: each round, every driver, rider, or runner on foot rolls against the course: Easy 8, Standard 11, Hard 14, or Heroic 17. Pick the stat by how you do it: Body to fight the waves, Mind to read the wind, Soul to trust your instincts. These are normal rolls, so players gain Momentum as usual (enemy rolls still don't).
- Moving the gap: if the quarry passes and the pursuer fails, the gap opens one band. If the pursuer passes and the quarry fails, it closes one band. If both pass or both fail, nothing changes, and Stunts are what break the tie. With several pursuers, each one has its own gap to the quarry.
- Obstacles: the GM can spend 1 Momentum to put one in front of an Asset or runner (a market stall, a reef, a crosswind). Its driver checks again; a failure costs a band, or Harm 1 to the Asset. Hazards work as obstacles too.
- Fighting on the move: everyone else aboard acts as normal, using the gap as the range. They can shoot from Augments, make repairs, or Assist the driver.
- Ram: a Main Action against a target within Close. Roll 2d10 + the Asset's Body against the target's Guard. On a hit, both take Harm 1 (wounds), and the target takes 1 more for each size the rammer is bigger.
- Falling off: when an Asset is rammed, crashes, or goes Out, its riders make a Body check against Standard 11. On a failure, they fall off, Prone, and take Harm 1 (wounds).
- Ending a chase: at Close, pursuers can board, grab, ram, or fight. Past Beyond, the quarry gets away; the GM can let pursuers pick up the trail later with Track.
Momentum
Each player tracks their own Momentum, and the GM keeps one pool. Only player rolls generate it, and only the first roll of an ability. Saves and enemy rolls never do. Checks against hazards are player rolls, so they do. Both pools carry over between sessions.
| Pool | Start | Cap | Short rest | Long rest |
|---|---|---|---|---|
| Each player | 2 | 4 | +1 | Back up to 2 if below |
| GM | 1 per player | 2 per player | +1 | +1 per player |
Overflow: a full player gives the point to an ally who isn't full. If everyone is full, it's lost. GM overflow is lost.
Player spends
- Use a trait (1): +2 to a roll when one of your traits fits.
- Help an ally (1): outside your turn, the ally adds an extra d6. The d6 never counts toward even, odd, or doubles.
- Spend X: pieces with Spend built in, such as Heal, Endure, and every Interrupt piece.
- Subrole ability (1, once per scene): Riposte, Shove, or Quick Assist.
- Tag team (1 each): once per session, two players each pay 1. Both roll, pick one result, and it applies to both.
- Signature ability (2, once per rest): Ignore Pain, Precision, or Lifeline.
- Interrupt (2): take an action or use an ability out of turn.
GM moves and spends
- Free move: only on a player failure. An odd result only banks the point; an odd failure gives both.
- Interrupt (1): an enemy acts or uses an ability out of turn.
- Extra enemy turn (1).
- Strike on retreat (1): an enemy hits a character leaving Close range.
- Enemy and hazard abilities (1 to 3).
- Use an enemy Attribute (1): +2 to an enemy's roll when the Attribute fits. Rolls only, never defenses.
Turns
On your turn, take one Move Action, one Main Action, and one Free Action, in any order. You can split your Move Action around your Main Action: move 10 ft, act, move 20 ft.
Main Action (one per turn)
- Attack: make your Basic Attack (see Weapons). Roll against the target's Guard; a hit deals 1 wound.
- Use an ability: one you built, or a default ability (Assist, Guard, Focus, Ward, Sense, Persuade).
- Throw: throw an item or consumable (see Consumables).
- Dash: double your current move speed until the end of your turn (normally 60 ft total, 30 ft while Slowed). If you can't move, Dash does nothing.
- Anything else: describe it, pick a stat, and roll.
Using an item
Drinking a potion, reading a scroll, or operating a device costs half your max move speed (15 ft) instead of an action, and you must have that much movement available. A Slowed character has to Dash first.
Free Action (one per turn)
Talk briefly, draw or stow an item, open a door, drop prone, point something out. If it takes real effort or could fail, it becomes your Main Action.
The round
- Player phase: players act in any order they agree on. Characters on the Brink roll first.
- GM phase: every enemy acts. Identical Standard enemies act as one group and roll once.
Interrupt
- Stop an action any time before its result is applied, even after the dice land, to use an ability or take an action.
- Players pay 2 Momentum; Interrupt pieces cost 1 as written. The GM pays 1.
- Each action can be interrupted once, and an Interrupt can't be interrupted. A redone action counts as the same action.
Set the Scene
Set the Scene decides which side starts with the spotlight in round 1. After that, the phases alternate.
- Ambushed or prepared: the side with the edge starts.
- Someone is sneaking: only that side checks. Pass and it starts; fail and the other side noticed them and starts. A side passes if more than half its rolls succeed.
- Nobody sneaking or prepared: the GM makes one secret roll for the enemies: 2d10 + enemy Mind against 11 + the Tier Bonus for the average party level (rounded up) + 1 per stat raise at that level, so the target keeps up with enemy stats. Targets: level 1: 11; 2 to 3: 12; 4 to 5: 14; 6 to 7: 15; 8 to 11: 16; 12 to 15: 17; 16 to 19: 18; 20: 19. Success: enemies go first. Failure: players go first.
- Split group: if a side's rolls split evenly, it rolls 2d10. Players pass on even; enemies pass on odd. These rolls give no Momentum, and doubles do nothing.
Movement
- Speed: 30 ft (6 inches) for everyone.
- Rough going: difficult terrain costs double.
- Measuring: base edge to base edge.
- Blocking: you can move through allies but not enemies.
- Leaving a fight: no automatic free attacks. The GM may spend 1 Momentum to have an enemy strike as you leave Close range.
- Forced movement (Push, Pull, Rescue, Swap, Shift, Shove, a grabber dragging you, an ally helping you stand) never gives anyone a chance to strike.
- Nearby means within Near range (30 ft).
Swimming, climbing, and tunneling
- Swimming: a non-swimmer swims at half their current speed. A swimmer (Diving Gear, the Amphibious Upgrade, or the Swimmer Feature) swims at full speed. While you're submerged, attacks from above the water get Afflict 2 against you, and going under ends a fire Ongoing (Burning, Conflagration). If you can't breathe underwater, the GM decides when you run out of air and gain Suffocating.
- Climbing: a non-climber climbs at half their current speed. A climber (Climbing Gear, the Climber Upgrade, or the Wall Crawler Feature) climbs at full speed. High ground: Boost 1 to attacks against a target at least 10 ft below you.
- Falling: a climbing character who is knocked Prone, moved by Forced movement, or rolls a critical failure while climbing falls. Any fall works the same way: Harm 1 (wounds) per 10 ft fallen, up to 5, and you land Prone. A Body check against Standard 11 halves the Harm, rounded down.
- Tunneling: only creatures and Assets that can tunnel (the Burrower Feature or Upgrade) move underground, at half their base speed. While underground, they can't be targeted, except by Seeking or once something like Detect (Life) finds them. The first attack after surfacing gets Boost 2. A tunnel its own size stays behind, and others can follow it.
Range bands
| Band | Distance | Examples |
|---|---|---|
| Close | 5 ft (bases touching) | Swords, fists, a whispered curse |
| Near | Up to 30 ft | Thrown weapons, most spells, shouting |
| Far | Up to 120 ft | Bows, long-range magic |
| Beyond | Farther | Needs a special ability (such as Reach x3) or a hard roll |
Overworld
1 inch equals 1 mile, and a day of travel covers about 20 miles. Rough terrain still costs double.
Roles
Choose a primary role and a different subrole from Offense, Defense, and Support. Your primary role gives its feature, its signature ability, and a 1 XP discount on abilities with a matching piece. Your subrole gives only its subrole ability.
| Role | Feature (primary) | Signature | Subrole ability |
|---|---|---|---|
| Offense | Exploit: Once per scene. A hit gets Harm +1. | Precision: Spend 2. Once per rest. Your next hit's Harm is doubled against one target (in an area, the closest). A miss doesn't use it up. | Riposte: Spend 1. Once per scene. When a Hostile character within Close misses you, Harm 1 of the attack's type. No roll. |
| Defense | Defy: Once per scene. Interrupt, with no Spend: after an attack is rolled against you, Boost 2 to that defense. | Ignore Pain: Spend 2. Once per rest. Ignore the next 2 Harm from any sources, until spent or Lasting. | Shove: Spend 1. Once per scene. When a Hostile character within Close hits you or an adjacent Ally, push it 5 ft from the character it hit (Forced). |
| Support | Rally: Once per scene. Assist gives Boost 3 instead of Boost 2, or Clear 1 on the Ally. | Lifeline: Spend 2. Once per rest. Clear 2, split among you and Nearby allies. Gain 1 Momentum if it ends a Wounded, Stressed, or Anguished condition. | Quick Assist: Spend 1. Once per scene. Use Assist as your Free Action instead of your Main Action. |
A signature ability used outside your turn acts as an Interrupt.
| Primary / Sub | Plays like | Examples |
|---|---|---|
| Offense / Defense | Bruiser | Berserker, brawler, mech pilot |
| Offense / Support | Tactician | Bard with a blade, sniper spotter, battle mage |
| Defense / Offense | Vanguard | Knight, shield trooper, bodyguard |
| Defense / Support | Guardian | Paladin, riot medic, warden |
| Support / Offense | Instigator | Alchemist, combat engineer, hexer |
| Support / Defense | Caretaker | Cleric, combat medic, field nurse |
Abilities
Build your own abilities from pieces and buy them with XP. An ability's rank is the total of its pieces' ranks. Every ability has one primary stat, chosen at creation; damage abilities use the stat they damage. The exception: a Harm ability with the Ranged Constraint rolls Mind and deals wounds, like a ranged weapon.
Write it on your sheet as: Name [Role] (Rank X): pieces, Limit/Drawback. Example: Disabling Strike [Offense] (Rank 2): Harm (wounds) + Hinder (Body). Limit: Spend 1.
Default abilities
- Sense: reveal hidden information nearby.
- Persuade: change one or more characters' attitudes.
- Guard / Focus / Ward: Self. Boost 2 to that defense against the next roll against you.
- Assist: Ally. Boost 2 to their next roll.
Aim: who rolls
- One Hostile target or several: you roll against each target's defense.
- Area: each character in it makes a save.
- Self, Ally, Willing, or Object: no roll.
- Information: roll against a difficulty the GM sets.
Saves
- The target rolls 2d10 + their stat against 10 + your stat + the Tier Bonus for the ability's rank. Meet or beat it to resist.
- Gear doesn't count, except a Conduit: it adds +1 to the save difficulty of abilities that use it. Willing targets can choose to fail. Saves never give Momentum, and doubles do nothing.
- Pieces with Save always call for a save, even on one target. Alarm has Save +1. Stun has Save (Mind), with a difficulty of at least 11 + Tier Bonus. Charm has Save (Mind or Soul).
Flavor
Every ability and item has a description that decides how it looks and what it can do in the story. See Flavor.
Constraints (Limits, Drawbacks, and Sacrifices) and the price chart are in Constraints, after the pieces.
Starting characters
- Start at level 1 with 0 XP, your weapon's Basic Attack, two free Rank 1 abilities you build, your primary role's signature ability, 3 traits, a Bad Habit, and a Flaw.
Flavor
Every ability and item has a description, written when you create it. It says what it looks like and how it works on average: a flashfire that burns, a frost blast that freezes, a pistol shot, a blessing. The pieces decide what it does; the description decides how it looks and what it can do in the story.
- Locked once written: once it's on your sheet, it only changes with the GM's OK, when the story fits (you lost your fire magic and mastered ice instead). Only the flavor changes, never the mechanics.
- Conditions keep their names: a freezing Stun gives Stunned, and the sheet says Stunned. "Frozen solid" is how you describe it. Ongoing's name (Burning, Bleeding) is the one place flavor goes on the sheet.
- Story effects: outside rolls, the description decides what it can do in the scene, GM's call. A flashfire can light a fuse; a frost blast can freeze a puddle to cross. Story effects never deal damage, give conditions, or change numbers by themselves. A burn that keeps burning needs Ongoing (Burning).
- Flavor fit: when the description fits the moment well or badly, the GM gives a Boost or Afflict from the Conditional Modifier table to the roll, or to the save difficulty if it calls for a save. The GM says so before the roll. Fire against a dry, wooden creature: Boost 1 or more. Fire underwater: Afflict 1 or more.
- Flavor never blocks an ability: it still works, and the description explains how (the flame bursts into scalding steam).
Conditional Modifier
| Conditional Modifier | How much easier or harder | Boost or Afflict |
|---|---|---|
| Slight | 1 level | 1 |
| Difficult | 2 to 3 levels | 2 |
| Challenging | 4 to 5 levels | 3 |
| Heroic | 6+ levels | 4 |
The brackets match the Tier Bonus table (Boost = Tier Bonus + 1).
- Stacking: flavor fit is one source, so only the biggest Boost and the biggest Afflict count. A trait or Assist (+2) beats a 1; a 3 or 4 beats them.
- Items too: a fur cloak may give Boost 1 to Guard, or to a save, against a freezing attack.
- Both sides: enemy abilities and gear work the same way, and the GM may use it for or against player characters. Enemy Weakness and Resistance Features cover the rest.
Levels and XP
Keep two numbers: XP to spend, and total XP earned. Total XP sets your level, from 1 to 20. XP to your next level = 8 + 2 x your current level. The total to reach a level is (level - 1) x (level + 8).
- Max ability rank = level + 1. Rank 13 (level 12) is the top, so later levels go into stat raises and more abilities and traits.
- Stat raises: +1 to any stat at levels 4, 8, 12, 16, and 20. Automatic, no XP, no cap. Enemies get the same raises.
- Costs: new ability 3 x price rank; upgrade pays the difference; trait 3.
- Boxes: XP can't buy boxes. A row only gains a box when its stat gains a point, from the stat raises at levels 4, 8, 12, 16, and 20.
- Pace: XP per session isn't fixed. The GM sets the pace through the XP they award, not by changing the curve. A rough guide at 4 XP per session: level 6 in about 18 sessions, level 12 in 55. At 6: 12 / 37. At 8: 9 / 28.
- Difficulties stay fixed (Easy 8, Standard 11, Hard 14, Heroic 17), so growth is felt. The GM picks a harder tier for high-level obstacles. Set the Scene and hazards rise with stat raises.
- Pyramid rule: you need two abilities at a rank before buying one at the next rank up.
- Sacrifice + Limit unlocks at level 10 (Rank 11). See Constraints.
Earning XP
- Encounters: everyone in an encounter earns XP by its difficulty, win or lose. Easy 1, Standard 1, Hard 2, Heroic 3.
- Outside encounters: at the end of each session, every player earns at least 1 XP for something they did outside combat and encounters: voice acting, problem solving, good ideas, playing into a trait, helping another player shine. The GM may give more.
- Lessons: 1 XP for each Lesson Learned at cleanup.
- Most sessions have at least 3 encounters, so that adds up to plenty.
After the session
The end of a session is the best place to hear direct feedback from players. The GM should pick players in a random order to ask the following: "What was your favorite moment, and why?", "Do you have a least favorite, and why?", and "What are you looking forward to for next session?"
| Level | XP to next | Total XP to reach | Gain |
|---|---|---|---|
| 1 | 10 | 0 | |
| 2 | 12 | 10 | |
| 3 | 14 | 22 | |
| 4 | 16 | 36 | +1 stat |
| 5 | 18 | 52 | |
| 6 | 20 | 70 | |
| 7 | 22 | 90 | |
| 8 | 24 | 112 | +1 stat |
| 9 | 26 | 136 | |
| 10 | 28 | 162 | |
| 11 | 30 | 190 | |
| 12 | 32 | 220 | +1 stat |
| 13 | 34 | 252 | |
| 14 | 36 | 286 | |
| 15 | 38 | 322 | |
| 16 | 40 | 360 | +1 stat |
| 17 | 42 | 400 | |
| 18 | 44 | 442 | |
| 19 | 46 | 486 | |
| 20 | n/a | 532 | +1 stat |
Keywords
Pieces, conditions, and role abilities are written with keywords. Each keyword means the same thing everywhere. Hover or tap a dotted keyword anywhere on this page to see its meaning.
Targets
- Self
- You.
- Ally
- A character on your side, other than you. No roll.
- Willing
- A character who agrees to it. No roll, and a Willing target can choose to fail a save.
- Hostile
- A character who resists. You roll against its defense, or it makes a save.
- Object
- An item, a point, or part of the scene (a wall, fog, light). No roll.
Effects
- Afflict X
- Lower the stated roll, defense, or movement by X. From separate sources, only the biggest Afflict on the same thing counts. Copies in one ability add up.
- Vulnerable X
- Afflict X to Guard, Focus, and Ward.
- Boost X
- Raise the stated roll or defense by X. From separate sources, only the biggest Boost on the same thing counts. Copies in one ability add up.
- Harm X
- Deal X damage: wounds (Body), stress (Mind), or anguish (Soul), as stated. Copies in one ability add up.
- Clear X
- Remove X wounds, stress, or anguish, in any mix. On the Brink, each point of Clear gives 1 Light instead.
- Lose (action)
- Lose your Move, Main, or Free Action. Lose all: no actions of any kind, including Interrupts, role features, and subrole abilities.
- Forced
- Forced movement. No one can spend Momentum to strike the character being moved.
Durations
- Brief
- Until the end of the affected character's next turn.
- Held
- Until the start of your next turn. Each Linger keeps it going through one more of your turns.
- Lasting
- Until the end of the scene.
Costs and timing
- Spend X
- Costs X Momentum. Instances add up: each one adds 1 to X (Heal + Heal is Spend 2).
- Interrupt
- Use it during another action, any time before its result applies. Each action can be interrupted once, and an Interrupt can't be interrupted.
- Once per scene
- Usable once, then refreshes when a new scene starts.
- Restricted
- A Drawback: the ability can only be used once per scene. An ability can only have it once.
- Once per rest
- Usable once, then refreshes on a short or long rest.
- All In
- Spend all your Momentum (at least 3). A Sacrifice; an ability can only have it once.
Building
- Add-on
- Can't be an ability by itself. It modifies another piece.
- Needs (piece)
- The ability must also have that piece.
- Excludes (piece)
- Can't be in the same ability as that piece.
- Max X
- At most X copies of this piece in one ability.
- Save
- Always calls for a save, even against one target. Save (stat): both sides use that stat. Save +X: adds X to the save difficulty.
Ability pieces
Build abilities by combining pieces. An ability's rank is the total of its pieces' ranks. Describe it however fits your character: the same build can be a fireball, a pistol shot, or a thrown knife.
- Add-ons can't be an ability by themselves. They modify another piece.
- Of your choice: any choice a piece offers is made when you create the ability and can't change later.
- Role discount: if any piece matches your primary role, the ability costs 1 XP less to create.
- Forced movement (Push, Pull, Rescue, Swap, Shift, an ally helping you stand from Prone) never gives anyone a chance to strike.
| Rank | Piece | Role | Effect |
|---|---|---|---|
| GeneralNo role. All are Add-ons. Areas hit everyone inside unless the ability has Selective. | |||
| 1 | Splash | General | Add-on. Max 2. Also hits characters adjacent to the target at half effect: Harm is halved (rounded down, minimum 1), and conditions only partly apply (a Splash Blind gives Afflict 2 to sight-based checks and abilities that need sight). Two copies give full effect. |
| 1 | Reach | General | Add-on. Max 3. One range band out per copy: Near (30 ft), Far (120 ft), Beyond. With the Ranged Constraint, the weapon's range is free: the first copy with a 1 handed ranged weapon (Near), the first two with a 2 handed one (Far). With the 1 Handed or 2 Handed Constraint, each copy adds only 5 ft, up to 15 ft (2 copies). With Burst, Cone, or Line, the area starts from a point you can see in range. |
| 1 | Extra Target | General | Add-on. One more target per copy. |
| 1 | Cone | General | Add-on. A 15 ft cone from you. Each extra copy adds 10 ft. |
| 1 | Line | General | Add-on. A 30 ft line from you. Each extra copy adds 30 ft, and the line may turn once at the end of each 30 ft section. |
| 1 | Selective | General | Add-on. Needs Burst, Cone, Line, or Splash. Choose who in the area is affected. Without it, areas hit everyone inside, allies and you included. |
| 2 | Burst | General | Add-on. Everything within 5 ft of you, you included. Each extra copy adds 10 ft. |
| 2 | Linger | General | Add-on. The ability happens again on a later turn. A Hostile target saves at the start of its next turn: fail, it happens again; success, this Linger ends. Self, Ally, Willing, and Object effects repeat at the start of your next turn with no save. Each repeat pays any Spend again. Extra copies resolve one per turn. |
| 3 | Trap | General | Add-on. Object. Set the ability on a point or object in range. It fires when a character enters that space or touches the object, and resolves as normal. Lasting, or until triggered. One Trap per ability at a time. |
| 3 | Aura | General | Add-on. Needs Burst. Excludes Linger. Held. The Burst moves with you. Anyone who enters it or starts their turn in it saves. At the start of your turn, spend your Move or Main Action to keep it Held another round. |
| 3 | Seeking | General | Add-on. No line of sight needed. Reaches any target in range whose location you know, around corners and through cover. A Barrier only stops it if the Barrier fully encloses the target: every side and above (and below, if the target is flying). |
| 3 | Chain | General | Add-on. Excludes Extra Target, Splash, Burst, Cone, and Line. After a hit, jump to a new target within range of the last one and roll again. A miss ends the chain. Each target is hit once per use. Each jump pays any Spend again, and a jump to an Ally adds Spend 1 (a Heal chain is Spend 2 per Ally jump). |
| InformationLearn what's hidden. Roll against a difficulty the GM sets. | |||
| 1 | Alarm | Defense | Object. Save +1. Set a 30 ft burst within Close. A Hostile character in it saves; on a fail, a loud noise sounds (Far range outdoors, Near indoors). On a success, it stays set. Lasts until triggered. |
| 1 | Track | Offense | Follow a creature or trail. |
| 2 | Detect | Support | Sense one of your choice: Energy, Life, or Danger. |
| 2 | Decode | Support | Understand a written language or code. |
| 3 | Farsight | Support | Observe a distant place. |
| 3 | Translate | Support | Understand a spoken language or code. |
| HarmDeal damage. Stack Harm to raise it. | |||
| 1 | Harm | Offense | Hostile. Max 1 + Tier Bonus. Harm 1: wounds (Body), stress (Mind), or anguish (Soul), your choice. An ability holds at most 1 + its Tier Bonus copies of Harm, of any types: Rank 1: 1, Rank 2 to 3: 2, Rank 4 to 5: 3, Rank 6+: 4. |
| 2 | Pierce | Offense | Add-on. Needs Harm. The Harm ignores 1 Durability. |
| 2 | Toxic | Offense | Add-on. Needs Harm. Max 1. A target that takes the Harm becomes Sickened. If Durability, Immunity, or Steadfast stops the Harm, this doesn't apply. |
| 3 | Sunder | Offense | Add-on. Needs Harm. Lasting. On a hit, Afflict 2 to the matching defense (Guard for wounds, Focus for stress, Ward for anguish). |
| 3 | Grievous | Offense | Add-on. Needs Harm. Max 2. A target that takes the Harm becomes Injured. Two copies give Maimed instead. |
| 3 | Ongoing | Offense | Add-on. Needs Harm. Excludes Linger. A target that takes the Harm gains Ongoing X, where X is the number of Ongoing copies. Name it when you build the ability (Burning, Bleeding, Poisoned). |
| HelpProtect, restore, and move your allies. | |||
| 1 | Heal | Support | Self or Ally. Spend 1. Clear 1. |
| 1 | Encourage | Support | Ally. Give them 1 of your Momentum. |
| 1 | Shore | Support | Self or Ally. Reduce one Afflict on one stat by 1 (a -2 becomes -1). Doesn't affect movement. |
| 1 | Rescue | Support | Willing. Forced. Pull them 10 ft toward you from within Near (30 ft). |
| 1 | Stabilize | Support | Ally. A character on the Brink gains 1 Light. If this gives them their 3rd Light, they gain Back From the Brink. |
| 1 | Swap | Defense | Ally or Hostile. Save. Max 1. Forced. You and a target within Close trade places. |
| 2 | Cleanse | Support | Remove any 1 of the following conditions from target Close Ally, or Self: Asleep, Blinded, Charmed, Dazed, Deafened, Disoriented, Frightened, Injured, Ongoing, Sickened, Silenced, Slowed, or Taunted. |
| 2 | Intercept | Defense | Ally. Spend 1. Interrupt. Take a hit meant for them. |
| 2 | Deflect | Defense | Self. Spend 1. Interrupt. Reduce the next wounds you would take by 1. |
| 2 | Endure | Defense | Self. Spend 1. Restricted. Clear 2. |
| 2 | Treat | Support | Self or Ally. Remove Maimed. Nothing else removes it. Or treat an Ally still Past the Brink after the scene ends, once per day: after the third day of Treat within 7 days of going Past the Brink (not necessarily in a row), they gain Back From the Brink. After day 7, each untreated day adds 1 day of Treat needed. |
| 3 | Redo | Support | Ally. Spend 1. Interrupt. Max 1. They reroll the entire roll and keep the new result. |
| 3 | Revive | Support | Ally. All In. Target a character who gained the Brink or Past the Brink this scene. They gain Back From the Brink. Can't target a character who already has Back From the Brink. |
| 3 | Immunity | Support | Self or Ally. Spend 1. Interrupt. Ignore all Harm of one type (your choice) from the interrupted action. Its other effects still land. |
| 3 | Steadfast | Defense | Self or Ally. Spend 1. Interrupt. Ignore every condition, Afflict, and Forced movement from the interrupted action. Harm still applies. |
| 3 | Shelter | Defense | Ally. Held. Allies within Close use your Guard, Focus, or Ward instead of their own if yours is higher. |
| 3 | Reflect | Defense | Self. Spend 1. Interrupt. When an attack against you misses, turn it on another character within Close of you, using the same roll. |
| HinderSlow, weaken, or lock down a target. | |||
| 1 | Hinder | Offense | Hostile. Afflict 2 to its next Mind, Body, or Soul roll (your choice). |
| 1 | Snare | Offense | Hostile. Brief. Slowed. |
| 1 | Taunt | Defense | Hostile. Brief. Taunted. |
| 1 | Frighten | Offense | Hostile. Brief. Frightened of you. |
| 2 | Cripple | Offense | Hostile. Lasting. Slowed. |
| 2 | Restrain | Defense | Hostile. Brief. Restrained. |
| 2 | Silence | Support | Hostile. Brief. Silenced. |
| 2 | Disarm | Defense | Hostile. Max 1. Disarmed until it spends its Move Action to rearm. |
| 2 | Daze | Offense | Hostile. Brief. Dazed (Lose Move). |
| 2 | Grab | Defense | Hostile. Save (Body). Within Close. On a failed save, it is Grappled by you, and you are Restrained while the grapple lasts. On each of your turns after the first, if the grapple still holds, you can use your Move Action to move up to 10 ft with it (Forced). Let go as a Free Action on your turn. The grapple also ends if you become Stunned, Asleep, Unconscious, or Downed. |
| 2 | Disorient | Offense | Hostile. Brief. Disoriented. |
| 2 | Knock Out | Defense | Hostile. On a hit, Asleep. |
| 3 | Blind | Support | Hostile. Brief. Blinded. |
| 3 | Deafen | Support | Hostile. Brief. Deafened. |
| 3 | Undo | Support | Hostile. Spend 1. Interrupt. Max 1. It rerolls the entire roll and keeps the new result. |
| 3 | Challenge | Defense | Hostile. Its next attack or ability must include you. If it can't target you, Lose Main. |
| 3 | Charm | Support | Hostile. Save (Mind or Soul). Brief. Charmed by you, or until you or your allies take a hostile action against it. |
| 3 | Stun | Offense | Hostile. Save (Mind). Max 1. Brief. Stunned. The save difficulty is at least 11 + Tier Bonus. |
| ChangesMove things and reshape the scene. | |||
| 1 | Push | Defense | Ally or Hostile. Forced. Push the target 5 ft away from you. |
| 1 | Pull | Offense | Ally or Hostile. Forced. Pull the target 5 ft toward you. |
| 1 | Haste | Support | Self or Ally. Gain a Move Action. |
| 1 | Barrier | Defense | Object. Held. Max 2. A 5 ft square, 10 ft tall, in an unoccupied space within Close. It blocks ranged attacks and abilities (anything aimed from beyond Close) that would pass through it; characters can still see and move through it. Two copies make it solid: it also blocks sight and movement. With Line it's a wall; with Burst it's a dome around the Burst's edge. An attack against a section rolls against your save difficulty, and a hit destroys that 5 ft section. |
| 1 | Obscure | Support | Object. Held. Fog or darkness (your choice) that blocks line of sight, filling a 15 ft square within Close. Burst, Cone, or Line replaces that shape. Only darkness can be dispelled by Light. |
| 1 | Light | Support | Self or Object. Held. Max 2. Light that reveals everything within Near (30 ft) of you or an object you touch. Two copies reach Far (120 ft). It cancels Obscure darkness of equal or lower rank within its range. |
| 1 | Conceal | Offense | Self or Object. You become Hidden until you take a Main Action. A hidden object stays hidden until someone finds it. |
| 2 | Shift | Offense | Self. Forced. Move to an unoccupied spot you can see within a 30 ft burst. Each extra copy adds 30 ft. |
| 3 | Fortune | Support | Spend 1. Interrupt. Flip an even or odd result, and the Momentum it gives. |
Constraints
Constraints (or Constraint Pieces) are the Limits, Drawbacks, and Sacrifices that lower an ability's XP price in exchange for a cost or restriction. A Limit lowers the price rank by 1, a Drawback by 2, and a Sacrifice by 3.
| Rank | Allowed |
|---|---|
| 1 | Nothing |
| 2 to 3 | 1 Limit |
| 4 to 5 | 1 Limit or 1 Drawback |
| 6+ | 1 Limit and 1 Drawback |
- Built-in: a piece can have a Constraint built in. It's part of the piece's rank: no reduction, no slot used.
- With X (Spend X): instances add up, 1 per instance. Heal + Heal is Spend 2. Any piece that says "Spend 1 Momentum" has Spend 1 built in.
- Without X (Restricted): only once per ability. Two pieces with the same one can't be combined, and an ability can't take one a piece already has. Endure + Endure isn't allowed.
- Reductions change only the XP price. Rank before reductions sets the level cap, slots, and save bonus.
- Sacrifices: no ability is priced above Rank 7, so any ability above Rank 7 must take one. With a Sacrifice, a Limit unlocks at level 10 (Rank 11), a Limit or a Drawback at level 11, and both at level 12.
| Price | Constraint | Type | Effect |
|---|---|---|---|
| LimitsLight. -1 to the price rank. Rank 2 and up. | |||
| -1 | Spend X | Limit | Costs X Momentum. Taking it on a piece that already has Spend built in adds 1 to X, so an Interrupt piece with this Limit is Spend 2. |
| -1 | Conduit | Limit | Requires a Conduit item held in your Off Hand. The Conduit adds +1 to the ability's attack rolls and save difficulty. |
| -1 | Conditional | Limit | Only works in a stated situation. |
| -1 | Obvious | Limit | Can't be done quietly. |
| -1 | Tedious | Limit | Uses your Move Action as well as your Main Action. |
| -1 | Verbal | Limit | Must be spoken aloud, so Silence stops it. Mind or Soul abilities only. |
| -1 | Delayed | Limit | The effect fires at the start of your next turn. |
| -1 | Gesture | Limit | Requires a free hand (an empty Main Hand or Off Hand). Restrained or Grappled stops it. |
| -1 | Balanced | Limit | Can't be used while Prone or Grappled. |
| -1 | Pairing | Limit | Requires a Willing ally within Close, who spends their Free Action on it. |
| -1 | 1 Handed | Limit | Requires a 1 handed close weapon to be equipped. The Harm uses the weapon's Roll line and bonus. |
| -1 | Ranged | Limit | Requires a ranged weapon (1 or 2 handed) to be equipped. The Harm rolls Mind vs Guard, deals wounds, and adds the weapon's bonus. |
| DrawbacksHeavy. -2 to the price rank. Rank 4 and up. | |||
| -2 | Restricted | Drawback | The ability can only be used once per scene. An ability can only have it once. |
| -2 | Backlash | Drawback | Harm 1 to yourself: a wound, stress, or anguish. |
| -2 | Charge up | Drawback | Spend your Main Action the turn before, so the GM sees it coming. |
| -2 | Tiring | Drawback | Gain Exhausted 2 until the start of your next turn. |
| -2 | Odds | Drawback | On an odd roll, the GM adds an extra target, allies included. This is on top of the GM's Momentum from the odd roll. |
| -2 | Exposed | Drawback | Vulnerable 2, Brief. |
| -2 | Overextend | Drawback | You fall Prone after it resolves. |
| -2 | Tithe | Drawback | The GM gains 1 Momentum each use. |
| -2 | 2 Handed | Drawback | Requires a 2 handed close weapon to be equipped. The Harm uses the weapon's Roll line and bonus. |
| SacrificesLasting. -3 to the price rank. Required above Rank 7. | |||
| -3 | Burnout | Sacrifice | After one use, it's gone until a long rest. |
| -3 | All In | Sacrifice | Spend all your Momentum (at least 3). |
| -3 | Once per session | Sacrifice | Usable once per session. |
| -3 | Stack the Odds | Sacrifice | The GM gains 2 Momentum each use. |
| -3 | Devouring | Sacrifice | Requires a Conduit item held in your Off Hand, and destroys the item upon use. The Conduit adds +1 to the ability's attack rolls and save difficulty. |
| -3 | Branded | Sacrifice | Each use gives you 1 Marked box. While Hunted, Branded abilities are locked. |
| -3 | Spent | Sacrifice | Gain Exhausted 1. |
| -3 | Bloody | Sacrifice | Gain Injured. |
Price chart
XP = price rank x 3, then -1 if any piece matches your primary role (on creation only).
| Rank | Full | Limit | Drawback | Both |
|---|---|---|---|---|
| 1 | 1 | n/a | n/a | n/a |
| 2 | 2 | 1 | n/a | n/a |
| 3 | 3 | 2 | n/a | n/a |
| 4 | 4 | 3 | 2 | n/a |
| 5 | 5 | 4 | 3 | n/a |
| 6 | 6 | 5 | 4 | 3 |
| 7 | 7 | 6 | 5 | 4 |
Marked
Your sheet has 3 Marked boxes. Marks fill in order, and each level includes the ones before it. The GM gives marks through the story; the Branded Sacrifice gives 1 per use.
| Mark | Theme | Effect |
|---|---|---|
| Mark I | You draw more attention to yourself | Afflict 2 to being stealthy (hiding, sneaking, blending in, going unnoticed). |
| Mark II | Opponents are more likely to target you | Enemies target you more often, and get Boost 1 to attack you. |
| Mark III | You are actively hunted or wanted | Once per scene, the GM gets a free turn against you. While Hunted, you can't use Branded abilities. |
1 mark clears per long rest. Dealing with the source in the story (a pardon, a paid bounty) can clear more.
Enemies
Enemies list Mind, Body, and Soul as one line, M/B/S. Each number is a modifier: the enemy rolls 2d10 + it to attack, and its defense is 10 + it. Enemy rolls never give Momentum.
Bandit Captain · Lv 2 · Standard · Human · 0/2/1 · Tough · Health 7 · Attributes: Body, Bar-room brawler; Soul, Commands the gang · Abilities...
- Health = 3 + level for Standard and Elite (one pool any damage fills). Minion halves it, Tough x1.5, Massive x2, rounded down. Specials can't take these.
- Stats by Type, in any order: Standard +2 / +1 / +0, Elite +2 / +2 / -1, Special +3 / +2 / -2. Enemies gain +1 to a stat at levels 4, 8, 12, 16, and 20, like players.
- Special enemies use a full character sheet with Wounds, Stress, and Anguish rows.
- Type abilities count toward the total. The remaining abilities are normal abilities.
- Durability is set by Type and level, not by gear. Hide, plating, or a leather coat is only how it looks. Spend 1 to cancel a hit; Pierce ignores 1, the same as for players.
| Type | Max ability rank | Abilities | Type abilities | Durability at level 1-5 / 6-10 / 11-15 / 16+ |
|---|---|---|---|---|
| Standard | 1 + level | 2, +1 per odd level from 3 | None | 0 / 1 / 2 / 3 |
| Elite | 2 + level | 3, +1 per odd level from 3 | 1 to 2 Elite Abilities | 1 / 2 / 3 / 4 |
| Special | 3 + level | 4, +1 per odd level from 3 | 1 to 4 Special Abilities; if more than 1, at least one a passive | 2 / 3 / 4 / 5 |
Attributes
- An enemy Attribute works like a player trait: a short phrase tied to a stat, such as Body: "Pack hunter". When it fits a roll, the GM spends 1 Momentum for +2. Rolls only, never defenses.
- A Standard has 2 Attributes, an Elite 3, and a Special 4. The GM may add more at their discretion.
- Examples: Body: "Slippery" (+2 to break free of a grapple, and to saves against Grab or Restrain). Soul: "Dreadful" (+2 to rolls that cause Frightened).
Features
Features are monster-only pieces that shape the creature. They cost no XP and don't count as abilities. A Standard has 2, an Elite 3, and a Special 4, and the GM may add more.
- Health Features: Minion (half Health), Tough (x1.5), and Massive (x2). One applies. Standard and Elite only.
- Thick Skinned: Max 2. +1 Durability per copy, on top of the Type and level table.
- Self Repairing: restores 1 spent Durability at the start of its turn.
- Learns: after an ability hits it, it gets Boost 1 to its defense against that same ability for the rest of the scene.
- Wary: can't be Charmed or Taunted, and gets Boost 1 to Set the Scene checks.
- Cunning: once per scene, after seeing a roll against it, it may Interrupt without spending Momentum.
- Tactician: when the GM spends Momentum on another enemy's Interrupt or extra turn, that enemy gets Boost 1 to the roll.
- Mindless: can't be Charmed, Frightened, or Taunted.
- Shambling: its speed is 20 ft instead of 30 ft. A flat change, applied before Slowed. Can't be combined with Fast.
- Fast: its speed is 40 ft instead of 30 ft.
- Flying: moves through the air at its speed, ignoring ground terrain and hazards that need touching the ground. If it ends its turn in the air, only ranged attacks and abilities with Reach can target it until the start of its next turn.
- Dark Sight: sees in darkness as if it were lit. Not through fog or smoke.
- Keen Senses: Boost 2 to Mind rolls to notice things and to find Hidden characters.
- Light Sensitive: Afflict 1 to its rolls in bright light (sunlight, or within a Light piece's range).
- Wall Crawler: climbing costs it normal movement, and it can move along walls and ceilings.
- Amorphous: squeezes through any gap an inch wide, and can't be knocked Prone.
- Corrosive: a weapon that hits it from Close corrodes: Afflict 1 to that weapon's bonus until the next long rest. Doesn't stack.
- Large: takes up a 10 ft space, and its Close reaches 10 ft. Afflict 2 to its rolls to go unnoticed.
- Fanatic: when it's defeated, the GM gains 1 Momentum (if the GM pool isn't full).
- Cowardly: at half Health or less, or when an ally within Near is defeated, it tries to flee on its next turn unless the GM spends 1 Momentum.
- Gets Back Up: when it would be defeated, roll 2d10. On an even sum it stays in the fight at 1 Health, but Prone; on an odd sum it's defeated. This can happen each time it would be defeated.
- Swimmer: swims at full speed and breathes underwater.
- Burrower: tunnels underground at half its base speed (see Movement). While underground it can't be targeted, except by Seeking or once found, and its first attack after surfacing gets Boost 2.
- Weakness (type): takes 1 extra damage from attacks with that effect type.
- Resistance (type): takes 1 less damage from attacks with that effect type.
- How they apply: once per attack, after the Harm is totaled, and never below 0. The type (Fire, Holy, Mind, Body, and so on) comes from the attack's description (see Flavor) or the row it damages; the GM rules on it. An enemy can have several, but not a Weakness and a Resistance to the same type. Specials can take them too; the change goes to the row being hit.
Enemy XP and Constraints
Every enemy has XP equal to its level, counted in price ranks. The first ranks of each ability are free: Standard 1, Elite 2, Special 3. An ability costs its price rank minus the free rank, never below 0, and an enemy's abilities can't cost more than its level in total. Limits, Drawbacks, and Sacrifices lower the price as they do for players. Conduit and Devouring don't apply; 1 Handed, 2 Handed, and Ranged are natural weapons, and Spend X comes from the GM's Momentum.
- Example: a level 2 Standard has 2 XP. An ability of rank 3 with a Limit has price rank 2, so it costs 1 XP (2 minus the free rank 1). A rank 1 ability costs nothing.
Enemy-only pieces
Enemies can also take player pieces. Pieces marked Passive go in a Special passive ability.
| Rank | Piece | Available to | Effect |
|---|---|---|---|
| 1 | Pack Tactics | Any | Add-on. Boost 1 to the roll if another enemy is within Close of the target. |
| 1 | Rushing | Any | Add-on. Before the roll, move up to 30 ft toward the target (Forced), without using your Move Action. |
| 1 | Immune | Any | Self. Max 2. Ignore one condition, chosen when built. |
| 1 | Mob | Standard | Add-on. Boost 1 to the group's roll for every 2 other identical enemies in the group, up to Boost 2. |
| 2 | Cornered | Any | Add-on. Boost 1 to the roll at half Health or less (any full row, for a Special). |
| 2 | Focus Fire | Elite, Special | Add-on. Needs Harm. Boost 1 per other enemy that already hit the target this round, up to Boost 2. |
| 2 | Retaliate | Elite, Special | Self. Spend 1. Interrupt. When a Hostile within Close hits you, Harm 1 to it, no roll. Type chosen when built. |
| 2 | Second Wind | Elite, Special | Self. Once per scene. Clear half your max Health, rounded down (a Special clears 2). |
| 2 | Last Gasp | Elite, Special | Add-on. When defeated, it uses this ability once with no Spend. |
| 2 | Command | Elite, Special | Ally. Max 1. Another enemy within Near gets Boost 2 to its next roll. |
| 3 | Summon | Elite, Special | Self. Spend 2. Once per scene. Add up to 2 Standard enemies of at most half its level (minimum 1) within Near. |
| 2 | Regenerate | Special | Self. Max 3. Passive. Clear 1 per copy at the start of its turn; it stops for a round after taking Harm of a type chosen when built. |
| 3 | Shrug It Off | Special | Self. Once per scene. Passive. When it fails a save, it succeeds instead. |
| 3 | Momentous | Special | Self. Passive. Once per round, when the GM spends Momentum, it takes a Main Action after that spend resolves. Momentum spent on its own actions doesn't trigger it. |
| 2 | Lair Effect | Special | Object. Passive. Once per round the GM may spend 1 Momentum to trigger one Object effect tied to the location. |
| 4 | Final Stand | Special | Self. Once per scene. Passive. The first time it would be Downed, it clears all its rows and gets Boost 1 to everything for the scene. |
Enemy-only Constraints
Enemy-only Sacrifices can be taken at Rank 4 and up (the Rank 8+ Sacrifice rule is for players). The other slot rules and the price cap of 7 still apply.
| Price | Constraint | Available to | Effect |
|---|---|---|---|
| -1 | Pack Only Limit | Any | Needs another enemy within Near. |
| -1 | Bloodied Only Limit | Any | Only at half Health or less (any full row, for a Special). |
| -1 | Rest a Round Limit | Any | Can't be used two rounds in a row. |
| -1 | Slow Start Limit | Elite, Special | Can't be used in round 1. |
| -2 | Flees Drawback | Any | After using it, the enemy leaves the fight at the end of its turn unless stopped. |
| -3 | Expendable Sacrifice | Standard | Defeated after using it. |
| -3 | Dormant Sacrifice | Elite, Special | Can't be used until it first takes damage. |
Encounter XP
- Everyone in an encounter earns XP by the tier it plays as, win or lose: Easy 1, Standard 1, Hard 2, Heroic 3. See Encounter Building.
Hazards
Hazards are traps and dangerous places that threaten characters without being characters. A hazard never rolls and never calls for a save: characters make a check against its difficulty. Checks are normal rolls, so Momentum and doubles work as usual.
- Challenge Level (CL): the party level that finds the hazard challenging.
Difficulty = 11 + (CL - average party level) + stat raises at the CL
- Average party level is rounded down here, the same as for Threat (Set the Scene rounds up). Stat raises add +1 each at CL 4, 8, 12, 16, and 20.
- Examples: a CL 3 hazard is 13 for an average party level of 1, and 9 for a party of 5. A CL 8 hazard against a level 8 party is 13.
- No floor or cap: a hazard far below the party simply can't go off (CL 1 against a level 15 party is -3). Hazards that low only belong in a scene as a clue.
- Happens once, unless an Effect or Requirement says otherwise.
- Allowed checks: each hazard lists which stats can make its check, chosen when it's built (usually one or two). Body to dodge or endure, Mind to keep your nerve or react in time, Soul to resist corruption or magic. The character picks. Harm names its damage type when it's built.
- Critical failures deal no extra damage on their own; only an Effect that says so (Spikey) does.
- Timing: a Trap happens when it's triggered (stepped on, touched, opened). An Environment happens when a character first enters it, or when the GM sets it off (a rockfall, a gas burst). Persistent and Repeating keep it going. The GM can still spend 1 to 3 Momentum on hazard abilities.
Trap or Environment
| Type | What it is | Dealing with it |
|---|---|---|
| Trap | Made by someone: a pit, a dart wall, a rune, a tripwire, a security turret. | Can be found (a Mind check) and disarmed or bypassed (a check with whatever stat fits the approach). |
| Environment | Part of the place: lava, a storm, rot gas, thin ice, a haunting, a radiation leak. | Can't be disarmed. Avoid it, endure it, or change it through the story (drain the gas, bridge the lava, lay the ghost to rest). |
- Disarming: a Main Action check against the hazard's difficulty. Success disarms it. Any failure, odd or even, sets it off on the character disarming it.
- Supernatural and tech dangers are Environments. There is no third type.
Building hazards
Hazards are built like Standard enemies, with CL in place of level. Each ability is built from Effects and Requirements, which work like pieces and Constraints.
- Abilities: 2, plus 1 per odd CL from 3. Max rank: CL + 1.
- XP = CL, in price ranks. The first rank of each ability is free, so it costs its price rank minus 1, never below 0. The total can't exceed the CL.
- Going off together: a hazard's abilities that share a trigger go off together. Triggers: when it's set off or a character enters it; at the start of a character's turn in it (Persistent); at the start of each GM phase (Repeating); when a character moves through it (Spikey). Each of those abilities makes its own check, and a failure applies only that ability's effects. Each one costs twice its XP (price rank minus the free rank, then doubled).
- Example: Freezing Rain has two abilities, each Harm (wounds) + Persistent (price 2, XP 1). They go off together, so each costs 2 XP, 4 in total. It needs CL 4, or Requirements to lower the price.
- Requirements have a rank of 1, 2, or 3 and lower the price rank by that much. Slots: a Rank 1 Requirement at ability Rank 2+; a Rank 1 or Rank 2 at Rank 4+; one Rank 1 and one Rank 2 at Rank 6+; a Rank 3 at Rank 4+. Price cap 7.
- Player pieces: any ability piece can be an Effect too (Harm, Snare, Toxic, Obscure, Burst, and so on).
- There are no Elite or Special hazards.
| Rank | Effect | What it does |
|---|---|---|
| 1 | Cloud | Fills an area up to 30 ft across. Each extra copy adds 30 ft. Everyone caught in it makes the check. |
| 1 | Slowing | A character who fails the check is Slowed while inside it and until the end of its next turn after leaving. |
| 1 | Persistent | Lasting. It happens to each character the first time they enter it or start a turn in it. |
| 1 | Resets | After it happens, it can be reset and happen again. The story says how (a guard rewinds it, gas pressure builds back over an hour). |
| 1 | Hidden | Trap only. Characters don't know it's there until someone finds it with a Mind check. |
| 1 | Sturdy | Max 2. Disarming it takes one more successful check per copy. |
| 2 | Repeating | The hazard happens again at the start of each GM phase. |
| 2 | Spikey | Lasting. A character who moves more than 15 ft within it on a turn makes a Body or Mind check (their choice). Failure: 1 wound. Critical failure: 2 wounds. |
| 2 | Tricky | Max 1. Excludes Treacherous. Raise the check's difficulty by 1. |
| 2 | Pitfall | A character who fails the check falls Prone and drops into it. Climbing out is rough going (double cost). |
| 2 | Draining | A character who fails the check loses 1 Momentum, and the GM gains it (if the GM pool isn't full). |
| 2 | Drifting | Needs Cloud. At the start of each GM phase, the GM moves it up to 15 ft. |
| 2 | Spreading | Needs Cloud and Repeating. Each time it repeats, its area grows by 10 ft. |
| 3 | Treacherous | Max 1. Excludes Tricky. Raise the check's difficulty by 2. |
| 3 | Smothering | Needs Cloud. A character who fails the check gains Suffocating while inside it. |
| Rank | Requirement | What it does |
|---|---|---|
| 1 | Shoddy | Lower the check's difficulty by 1. |
| 1 | Visible | Can't be Hidden. Anyone with line of sight can see it. |
| 1 | Telegraphed | The GM must describe a warning sign (a rumble, a hiss, a glow) at the start of the player phase before it happens. |
| 1 | Bypass | There's a safe way past (a password, a key, safe tiles). A character who knows it isn't affected. |
| 1 | Fragile | An attack that meets or beats its difficulty destroys it. |
| 2 | Jammed | Trap only. It sets off at the start of the triggering character's next turn, against whoever is in it then. |
| 2 | Fading | Needs Repeating. It ends after it repeats 3 times. |
| 2 | Indiscriminate | It affects enemies too, and characters can lure enemies into it. |
| 3 | Forgotten | Trap only. It only sets off on a critical failure on the check. |
| 3 | Glaring | Can't be Hidden, and every character gets Boost 2 to its checks. |
Examples: Spike Pit (Trap, CL 1, Body or Mind): Hidden + Harm (wounds), Rank 2, price 2, XP 1 of 1. Mire (Environment, CL 2, Body): Cloud + Slowing + Persistent, Rank 3, price 3, XP 2 of 2. Effects and Requirements will be tuned after play.
Encounter Building
Add up the Threat of every hostile and hazard and compare it to the party's budget. The encounter plays as the lowest difficulty whose budget covers the total.
- Average party level = total of the levels / number of PCs, rounded down. Levels 3, 3, 4, 4 = 14 / 4 = 3.5, so 3.
- Budget = number of PCs x the multiplier, rounded up: Easy x1, Standard x1.5, Hard x2, Heroic x3. Heroic is the ceiling.
- Threat: add up every hostile and hazard (x its count). The GM picks the target difficulty.
| PCs | Easy | Standard | Hard | Heroic |
|---|---|---|---|---|
| 2 | 2 | 3 | 4 | 6 |
| 3 | 3 | 5 | 6 | 9 |
| 4 | 4 | 6 | 8 | 12 |
| 5 | 5 | 8 | 10 | 15 |
| 6 | 6 | 9 | 12 | 18 |
Threat
| Enemy | Threat | Minion | Tough | Massive |
|---|---|---|---|---|
| Standard | 2 | 1 | 3 | 4 |
| Elite | 3 | 2 | 4 | 5 |
| Special | 6 | n/a | n/a | n/a |
- Level gap: within 1 level of the average party level, no change. +1 for every 2 levels above (2 to 3 above: +1; 4 to 5: +2). -1 for every 2 levels below. Never below 0.
- Extras: +1 each for Thick Skinned (per copy), Self Repairing, Flying, Burrower, Gets Back Up, Regenerate, Second Wind, and Final Stand. Summon +2.
- Hazards: 1 if it happens once; 2 if it keeps going (Persistent, Repeating, Resets, or Spikey). The level gap uses its effective CL: CL, +1 Tricky, +2 Treacherous, -1 Shoddy, -2 Glaring (the worst of its abilities). 4 or more levels below the party: 0. +1 for each extra ability that goes off together (abilities that share a trigger; see Hazards). Freezing Rain (two Persistent abilities) is 2 + 1 = 3.
Caps
| Cap | Easy | Standard | Hard | Heroic |
|---|---|---|---|---|
| Total Threat | Budget | Budget | Budget | Budget (the ceiling) |
| Highest level above the party (Standard, Elite, hazards by effective CL) | +0 | +1 | +2 | +3 |
| Specials allowed | No | No | Yes | Yes |
| Highest level above the party (Special) | n/a | n/a | +1 | +2 |
| Most one hostile or hazard can cost | Half the budget, rounded up | |||
| Most a Special can cost | n/a | n/a | Three quarters of the budget, rounded up | |
| Hazards in total | Half the budget, rounded up | |||
| Number of hostiles | 2 per PC (Minions count half) | |||
- Low-level limit: the level cap is never more than half the average party level, rounded up (level 1 to 2: +1; 3 to 4: +2; 5+: +3). A Special's cap is 1 lower. At average level 1, nothing goes more than 1 level above the party, and a Special can't be above it at all.
- A Special can only use three quarters of the budget, so it always has other hostiles or hazards beside it.
- Budgets are for fights. In other scenes, hazards stand alone.
- Encounter XP: everyone in it earns XP by the tier it plays as, win or lose: Easy 1, Standard 1, Hard 2, Heroic 3.
- One turn each: each enemy takes one turn per round. There is no Solo rule; the GM already responds through free moves on failed rolls. The extra enemy turn spend (1 Momentum) stays as an occasional option for an under-tuned encounter.
Example, 4 PCs at average level 2 (Standard 6): Bandit Captain (Lv 2 Standard, Tough) 3 + 2 Bandit Cutpurses (Lv 1 Standard, Minion) 2 + Spike Pit (CL 1, happens once) 1.