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Roll Combat Core Rules

Knightverge Legacy: The Players’ Guide First draft

A plain-English guide to playing, in 12 chapters. Rules that are still being confirmed are marked Draft.

First draft. This guide is a first draft. The rules and the game will keep changing, so expect corrections. Where something is a working guess it is marked Draft.

Contents

  1. Start here
  2. Making your Persona
  3. Trait Checks
  4. Chance and Complications
  5. Combat
  6. The core actions
  7. Effects
  8. Healing, rest and injuries
  9. Levelling up
  10. Exploring
  11. Playing in the VTT
  12. Cheat sheet

Chapter 1 of 12

Start here

What Knightverge Legacy is, what you need to play, how a session runs and the handful of words you will hear all night.

What the game is

Knightverge Legacy is a tabletop role-playing game about heroes, vigilantes and villains in a world with no magic. You play a Persona, a character built from an Origin (where your power comes from), an Archetype (how you deal with problems) and nine Traits that measure what you are good at. One person, the Game Master, runs the world and its Foes. Everyone else plays a Persona.

The game runs on the Roll Combat rules from Sparkthunder Entertainment. You tell a story together, and when the outcome is uncertain you roll two twelve-sided dice, add a number from your sheet and compare the total with a Threshold set by the Game Master.

What you need

  • Two twelve-sided dice (2d12) for Trait Checks, plus a few six-sided dice for healing and damage. The online table rolls for you.
  • A Persona sheet. Build one in the Persona builder, or open a ready-made Persona in the sandbox table.
  • A small group, one of whom is the Game Master. You can play in person, or online in the Roll Combat VTT.

How a session runs

A session is a conversation with dice. The Game Master describes a scene. You say what your Persona does. If it could fail in a way that matters, the Game Master asks for a Trait Check and names the Threshold. You roll, and the story goes on from the result.

Play moves between a few kinds of scene. Social scenes are talking, persuading and reading people. Survey scenes are exploring and investigating. Skirmishes are fights, played in rounds with turns. Between scenes you rest and recover. The rules are the same in all of them: roll a Trait Check, or take an action in a turn.

Words you will hear

The ten words to learn first
WordWhat it means
PersonaThe character you play.
TraitOne of nine scores from 1 to 100: Agility, Control, Insight, Might, Resist, Sneak, Study, Tinker and Track.
MODYour Trait Score divided by 10, rounded down. The number you add to a roll.
AdeptA Trait your Persona has trained. You add your EXP to checks in it.
EXPYour experience bonus, set by your level.
Threshold (TH)The number your total has to reach. Set by the Game Master.
VitalityYour health. At 0 you are Unconscious.
GuardA buffer that soaks damage before Vitality.
Stamina (SP)The points you spend on actions in your turn.
ChanceCharges you spend to turn a failed check into a success, at a price.

Tip. Every rule word has a one-line definition in the Glossary, and the Rules Reference lets you search the lot.

How to read these guides

Read the chapters in order the first time, then come back to the one you need. The last chapter is a one-page cheat sheet you can print. Numbers and tables in these guides come straight from the same rules data the online table uses, so they always agree with it.

Draft. A few rules are still being confirmed. Where a guide describes a rule that is a working guess, it carries a Draft label so you know the Game Master may change it.

Chapter 2 of 12

Making your Persona

Origin, Archetype and the nine Traits, and how each number on your sheet is worked out.

Three choices

Every Persona starts with three things. Your Origin is where your power comes from. Your Archetype is how your Persona deals with problems, with a history, a role in the group and special features. Your Traits are nine scores that say what you are good at.

There are fifteen Archetypes, from Assassin to Vigilante. A Sub-Type sharpens an Archetype into a specialty. Powers come from your Origin, and Abilities are skills anyone can train, granted by your Archetype and level.

The nine Traits

Each Trait has a Score from 1 to 100. Your MOD is the Score divided by 10, rounded down, so a Score of 62 gives a MOD of +6 and 49 gives +4. Only the tens digit matters for rolling. Every Trait Check you make uses one Trait.

The nine Traits
TraitWhat it covers
AgilitySpeed, balance and reflexes.
ControlPrecision and discipline.
InsightReading people and situations.
MightRaw strength.
ResistTaking the hit and staying up.
SneakMoving unseen.
StudyKnowledge and research.
TinkerBuilding, fixing and breaking in.
TrackFollowing trails and finding targets.
Score to MOD
ScoreMOD
1 to 90
10 to 19+1
20 to 29+2
30 to 39+3
40 to 49+4
50 to 59+5
60 to 69+6
70 to 79+7
80 to 89+8
90 to 99+9
100+10

Adept Traits

Your sheet marks the Traits your Persona has trained as Adept (the small star). When you roll an Adept Trait you add your EXP as well as your MOD, and you roll with Prowess, which gives you a second chance at a good result. The next chapter explains Prowess.

The numbers on your sheet

Where each number comes from
NumberHow it is worked out
MODTrait Score ÷ 10, rounded down.
EXPLevel ÷ 2, rounded down, never below 1.
Guard10 + Resist MOD + Agility MOD.
StaminaLevel + 2.
ChanceAs many charges as your EXP.
Load CapacityMight Score × 2, plus any bonuses.
VitalitySet by your Archetype and grows as you level. Your sheet keeps the number you type in.

Example: A level 3 Vigilante

Resist 64 (MOD +6) and Agility 62 (MOD +6) give Guard 10 + 6 + 6 = 22. Level 3 gives EXP 1, so 1 Chance charge, and Stamina 3 + 2 = 5. Might 58 gives Load Capacity 116.

Draft. The sheet shows the rules value for Guard and Stamina next to your own number, with a "Use rules values" button, so you can see the difference. It never changes your numbers by itself.

Building one, step by step

  1. Pick an Origin and an Archetype that fit the Persona you picture.
  2. Spread your Trait Scores. Put your highest scores in the Traits your Archetype leans on.
  3. Mark your Adept Traits.
  4. Read off your Guard, Stamina and Chance. The sheet works them out.
  5. Choose gear, then give your Persona a name, a look and a few personality notes: what drives them, what they fear, who they care about.

Tip. The sheet has prompts for Personality, Drive, Bonds, Fear, Flaws, Catchphrase and Backstory. A line or two in each makes a Persona easy to play on the night.

Chapter 3 of 12

Trait Checks

The one roll that runs the game: 2d12 plus your MOD against a Threshold, with Prowess, Stagger and degrees of failure.

The roll

When the outcome is uncertain, the Game Master picks the Trait that fits and a Threshold. You roll two twelve-sided dice, add your MOD for that Trait, and add your EXP if you are Adept in it. If your total reaches the Threshold, you succeed.

Example: Sneaking past a guard

Your Sneak is 51, so your MOD is +5. You are not Adept in Sneak. The Game Master sets a Standard Threshold of 15. You roll 2d12 and get 6 and 7, which is 13, plus 5 makes 18. 18 beats 15, so you slip past.

You can click or tap a Trait on your sheet in the online table. The roll goes to the chat with your MOD, EXP and any Prowess or Stagger already added.

Thresholds

Difficulty Thresholds
ThresholdDifficulty
5Novice
10Easy
15Standard
20Challenging
25Tough
30Expert

A Novice task is something most people manage. An Expert task is something only a specialist does reliably. The Game Master picks the Threshold, and a Persona with a high MOD and EXP clears the lower ones almost every time.

Prowess and Stagger

Prowess and Stagger change how many dice you roll. With Prowess you roll an extra d12 and drop the lowest of the three. With Stagger you roll an extra d12 and drop the highest. Both change the dice you roll and not the Threshold.

  • Prowess comes from being Adept, from a flanking ally, from an Assist, and from some Abilities and gear.
  • Stagger comes from some Effects and Abilities. For example, a Collapsed Persona rolls Motion with Stagger, and Foes attack a fleeing Persona with Stagger.
  • One Prowess and one Stagger cancel each other out.
  • More than one of either rolls more dice: keep the best two with Prowess, the worst two with Stagger.

Draft. Each of Prowess and Stagger stacks up to half your EXP, rounded down. That is 0 at levels 1 to 3, so the online table never lets the cap fall below 1. At level 6 the cap is 1, at level 12 it is 3 and at level 20 it is 5.

Tip. On your sheet in the online table, Shift-click a Trait to roll it with Prowess, and right-click it to roll with Stagger.

When you fail

A failed check is not the end of the scene. How far you missed the Threshold sets the degree of failure, and the degree is what it costs to turn the failure into a success with Chance.

Degrees of failure
Missed the Threshold byDegreeChance to turn it into a success
Less than 5Low1
5 to 10Moderate2
More than 10Critical3

Example: A narrow miss

The Threshold is 20 and you total 17. You missed by 3, which is a Low failure. Spending 1 Chance turns it into a success, but the Game Master adds a Complication. The next chapter explains how.

Contested checks

When two people oppose each other, such as Might against Might to Pin someone, or Sneak against Study to Hide, both roll and the higher total wins. The core actions chapter lists which Traits each action uses.

Chapter 4 of 12

Chance and Complications

How to turn a failure into a success, what it costs, and how Chance comes back.

What Chance is

Chance is a small pool of charges. You have as many charges as your EXP. After you fail a Trait Check you can spend charges to succeed anyway. The price is a Complication: something gets harder or more costly later.

Chance by level
LevelEXPChance charges
111
211
422
633
844
1055
1266
1477
1688
1899
201010

Spending it

  1. Make your Trait Check and fail.
  2. Look at the degree of failure: Low costs 1 charge, Moderate costs 2, Critical costs 3.
  3. If you have enough charges and want to use them, spend them. The check now counts as a success.
  4. The Game Master picks a Complication.

If you are Adept in the Trait you just rolled and have 2 charges left, you can spend them to make an ally's failed check succeed instead.

Complications

A Complication is a hindrance. It should make the next few minutes more interesting, not end the game. The Game Master chooses, and the table can suggest.

  • Additional Trait Check (e.g. Sneak to stay hidden, Resist to prevent extra trap damage)
  • Higher Threshold for an important Trait Check later in the day
  • Trivial or Harmful injury
  • Extra hostile Foes or a Skirmish
  • Additional trap or ambush, or a foiled attempt
  • Infamy increase
  • Foe behaviour changes towards the Persona
  • Temporary loss of an ally (imprisoned, threatened, unconscious, bribed)
  • Limited access to new Equipment or higher vendor prices
  • Temporary imprisonment
  • Limited or conflicting information gathered
  • Information gained on the Persona in return (secret alliance, weakness, ability)

Getting Chance back

Rests and Chance
RestChance restored
Light Rest1 charge
Full RestAll of it

Tip. Chance is for the moments that matter. A Persona that spends it on every miss has nothing left when the boss arrives.

Chapter 5 of 12

Combat

Rounds and turns, Stamina, Guard and Vitality, damage and reactions.

Rounds and turns

A fight is played in rounds. In each round everyone takes one turn, in initiative order, and then the round ends. On your turn you can move and take actions, paying for them with Stamina Points (SP). Some Effects count down at the end of each round.

Draft. Initiative is not set out in the rules I have yet. The online table rolls a d20 plus your Agility MOD by default, and the Game Master can change both the dice and the Trait in the Table tab.

  1. The Game Master calls for initiative and everyone rolls.
  2. The highest total goes first, and play moves down the order.
  3. On your turn you move, spend SP on actions and may use reactions when the rules allow.
  4. When everyone has gone, the round ends and a new one begins.

Stamina

Stamina is your fuel for acting. Every action has an SP cost, shown as a number, or a number and a plus sign if you can spend more for a bigger effect. Your maximum is your level plus 2, so a level 1 Persona has 3 SP and a level 20 Persona has 22.

Stamina by level
Level135810121520
Stamina3571012141722

Draft. How much Stamina comes back at the start of your turn is still being confirmed. The Game Master can switch on automatic refilling in the online table. If Slowed, every SP cost is doubled.

Guard and Vitality

Damage meets your Guard first, and only what gets through takes Vitality. Guard is the cushion: your armour, reflexes and stance. Vitality is your health. When Vitality reaches 0 you are Unconscious, unable to act or move, until someone revives you with the Heal action.

  • Guard is 10 + Resist MOD + Agility MOD, and the Defend action adds more until the start of your next turn.
  • Bleeding skips Guard and takes Vitality directly. Burning goes for Guard first, then Vitality.
  • Guard can be reduced by Irradiated, and maximum Vitality by Shocked.

Draft. The online table can run damage through Guard, then temporary Vitality, then Vitality when the Game Master turns that switch on. Temporary Vitality is a convenience on the sheet and is not in the rules as written.

Attacking

The Attack action strikes your chosen Targets. Each Attack or Ability lists its range, its SP cost and its damage. Make the Trait Check it names against your target. The online table lets you mark a target with T, and attacks on the sheet show their damage dice so you can roll them straight away.

Tip. Flanking and Assist both give Prowess to an ally. A coordinated team beats a lone hero, because Prowess is a bonus anyone can pass on.

Reactions

A reaction happens outside your turn, in answer to something. Retaliate answers an enemy leaving your melee range. Deflect negates a Retaliate. Retreat lets you leave a Foe's reach without being hit. Disrupt weakens a nearby ranged attack, and Negate interrupts a Lethal Blow.

The next chapter lists every action with its cost.

Going down

At 0 Vitality you are Unconscious. You cannot act or move. Anyone within 5 feet can use the Heal action to revive you. Until then you are out of the fight, and the table marks your token so everyone can see.

Chapter 6 of 12

The core actions

All 22 core actions: what each costs, when you can use it and what it does.

How actions work

These are things anyone can do in a fight. Each has an SP cost, a usage (on your Turn, as a Reaction, or Anytime) and, for many, a Trait that is rolled. A cost with a plus sign, like 1+, means you can pay more SP for a bigger effect.

Your Archetype and Abilities add more Attacks and Abilities on top of these.

On your turn

Turn actions
ActionSPTraitWhat it does
Attack1+Strike your chosen Target(s). Each Attack or Ability details the Range and SP cost.
Break1MightBreak free from a hold or binds (Pinned). Might vs Might or Agility, or against an Object’s Threshold.
Defend1+Gain 5 Guard per SP spent (max = EXP) until the start of your next turn.
Disarm1+MightDisarm a visible Foe within 5 ft with a contested Might check. Add SP to improve the result (+1 per SP).
Flank1When directly behind your target and within 5 ft, give another ally within 5 ft of it Prowess on their next melee attack against the Flanked target.
Heal1+StudyAdminister first aid to yourself or anyone within 5 ft (see Healing).
Hide1SneakSneak vs Study. Cover is required. In social settings, Control vs Insight (no cover needed). Both grant Hidden.
Influence1ControlContested Control check to alter a Foe’s behaviour towards you or encourage them to follow orders.
Investigate1InsightInsight vs Control to learn about an opponent, or a Study check against a Threshold to learn about the environment.
Pin1MightMight vs Might or Agility. On success the target is Pinned. You can only pin one target at a time.
Prepare1+Hold your action, ability or attack (1 SP) or entire turn (2 SP) for a trigger. You cannot act offensively out of turn until it resolves.
Ram1MightPush an object or target horizontally. On success: knock back 5 ft, Pin, or Collapse. Extra SP pushes 5 ft more (max = EXP).
Sprint1Gain 10 ft extra Motion per SP spent (max = EXP) until the start of your next turn.
Vault1+Jump a 10 ft gap with a 10 ft straight-line run-up. Gain 10 ft per SP spent (max = EXP).

Reactions

Reactions
ActionSPWhenWhat it does
Deflect1(Retaliate)Negate an enemy’s Retaliate. You may also Redirect for additional SP.
Disrupt1+(Ranged Attack)When a visible target makes a ranged attack within 5 ft, spend SP to reduce damage (EXP × 2 per SP, max = EXP).
Negate1+(Lethal Blow)Interrupt a Lethal Blow. Spend half the original SP cost to halve the extra damage, or match it to negate it.
Redirect1+(Deflect)Force an attacker to hit another target within 5 ft. Spend SP equal to the attack’s cost to halve damage, or double to redirect all of it.
Retreat1(Motion)Withdraw from a Foe’s melee range without incurring Retaliate.
Retaliate1+(Motion)Attack or Pin an enemy that moves out of your melee range.

Anytime

Anytime actions
ActionSPWhat it does
Assist1Grant Prowess when a visible ally within 5 ft makes a Trait check you are Adept in.
Flee1Motion is doubled and used to escape. Foes attack with Stagger. You cannot attack or use offensive Abilities, or return to the Skirmish.

Tip. You can add all 22 core actions to your sheet with one button, and each one rolls its Trait for you.

Chapter 7 of 12

Effects

The 24 Effects that change what a Persona can do, and how stacking Effects build up and wear off.

What an Effect is

An Effect is a condition on a Persona or Foe: Bleeding, Blind, Pinned, Slowed and so on. Each one changes the rules for whoever has it. Some apply once and stay until something removes them. Others are stacking Effects, which build up in charges.

Stacking Effects

Stacking Effects carry charges. Each has a maximum, worked out from your EXP, so the same Effect can be a nuisance at level 1 and a killer at level 15. Charges drop by 1 at the end of every round. You can also spend Stamina to clear them faster: each SP removes 2 charges.

Maximum charges by level
EffectMaximumLevel 1Level 5Level 10Level 20
Bleeding5×EXP5102550
Burning10×EXP102050100
ExposedEXP/21125
FortifiedEXP/21125
Frozen10×EXP102050100
Irradiated5×EXP5102550
Poisoned10×EXP102050100
Shocked5×EXP5102550

Example: Bleeding

A level 10 Persona (EXP 5) can hold up to 25 Bleeding charges. At the end of each round the stack drops by 1. Spending 3 SP removes 6 charges at once.

All 24 Effects

The Effects
EffectStacks toWhenWhat it does
AmbushedImmediate (1 Round)Your enemy gains 1 Round to prepare. They can’t deal damage.
Bleeding5×EXPStart of turn (damage)Direct Vitality loss, bypasses Guard.
BlindImmediateLose Vision Range. Sight-based rolls auto-fail.
Burning10×EXPStart of turn (damage)Targets Guard. Once Guard is gone, damage is taken from Vitality.
CollapsedImmediateOn the ground. Motion rolls with Stagger. Melee attacks against you have Prowess. 1 SP to stand up, otherwise Break.
DazedImmediateLose Stamina equal to EXP. Lasts until the end of your next turn.
DeafImmediateLose Audio Range. Sound-based rolls auto-fail.
EncumberedImmediateFor every 10 points over Load Capacity, Motion is reduced by 10 ft. A Trivial injury for every hour.
ExposedEXP/2Immediate (damage)Vulnerable to a chosen damage type. Take additional damage (Level × 2).
FatiguedImmediateReduce damage done by Level × 2.
FortifiedEXP/2ImmediateResistant to a chosen damage type. Reduce damage taken (Level × 2).
Frozen10×EXPImmediateFor every 5 charges, reduce maximum Motion by 5 ft.
HiddenImmediateUnseen. Can’t be targeted directly. Sneak checks by you have Prowess; Track checks to find you have Stagger.
InjuredImmediateGain a Trivial, Harmful or Grave injury.
InvisibleImmediateCan’t be seen, even in Vision Range. Can’t be directly targeted.
Irradiated5×EXPImmediateMaximum Guard reduced. Targets within a 10 ft radius at the start of your turn take the same damage halved (min 1).
MuteImmediateLose the ability to speak.
PanickedStart of turnRetreat as far as possible from the perceived threat, by the shortest path that avoids the most known damage.
PinnedImmediateGrappled or restrained. Take the Break action to counter.
Poisoned10×EXPImmediateFor every 5 charges, reduce damage dealt by 1.
ScentlessImmediateLose Scent Range. Scent-based rolls auto-fail.
Shocked5×EXPStart of turn (damage)Maximum Vitality reduced. Targets within a 10 ft radius at the start of your turn take the same damage halved (min 1).
SlowedImmediateStamina Point cost is doubled.
UnconsciousImmediateReached 0 Vitality. Unable to act or move. Can be revived with the Heal action.

Chapter 8 of 12

Healing, rest and injuries

First aid, Light and Full Rest, and the three tiers of injury.

The Heal action

Anyone can give first aid to themselves or to someone within 5 feet. It costs at least 1 SP and uses Study. You roll a Study check against the Heal Threshold. On a success you roll healing dice, and the result is the Vitality you give back.

Healing dice and the Heal Threshold
Healer levelHealing diceHeal Threshold
12d611
32d612
43d614
63d616
74d616
94d618
105d620
125d622
136d622
156d624

The Heal Threshold is 10, plus the healer's EXP, plus half the healer's level (rounded down). Healing the Unconscious uses the same action.

Draft. The healing table stops at level 15 (6d6). Until the rules say otherwise, levels 16 to 20 use the same dice. Whether a failed Heal costs anything, and whether you can revive someone at 0 Vitality, are still being confirmed.

Resting

Rests
RestWhat it gives back
Light Rest1 Chance charge, and heals Trivial injuries.
Full RestAll your Chance, and heals Trivial injuries. Three in a row heal Harmful injuries.

Draft. The sheet also uses a Full Rest to restore Guard and Stamina. Whether a rest gives back Vitality is not set in the rules, so it does not: Vitality comes back through the Heal action and through injuries healing.

Injuries

An injury is lasting harm. It comes from the Injured Effect, a Complication, a hazard or a Lethal Blow. There are three tiers, and each injury lowers your dice results, maximum SP and maximum Vitality by its number.

The three tiers
TierPenaltyHow it healsIf left untreatedExamples
Trivial−1Fully healed by a Light or Full Rest.Untreated for 1 week or more: becomes a Harmful injury.Cuts and grazes, minor head injuries, concussions, puncture wounds, bruises, 1st-degree burns.
Harmful−2Needs 3 uninterrupted Full Rests. Professional medical attention speeds this up by at least 1 day.Untreated for 1 week or more: becomes a Grave injury.Lacerations, limited fractures, concussions, puncture wounds, dislocations, 2nd-degree burns.
Grave−3Does not heal naturally. Needs swift medical attention.Untreated for 1 week or more: can lead to permanent crippling or death.Severe fractures, amputations, loss of senses, organ damage, 3rd/4th-degree burns, severe head trauma, crush injuries, severe bleeding, suffocation, electrocution.
  • Five injuries in one tier immediately become one injury of the next tier.
  • Harmful injuries need 3 uninterrupted Full Rests. A professional medic speeds this up.
  • Grave injuries do not heal on their own. Get medical attention fast.

Draft. The online sheet adds each injury's penalty together (two Trivial and one Harmful is −4) and applies it to Trait Checks made from the sheet. Damage rolls and table rolls are not reduced.

Chapter 9 of 12

Levelling up

What changes as your Persona grows: EXP, Chance, Stamina, healing and the full level table.

How a Persona grows

As your Persona levels, your Archetype and Origin grant new Powers and Abilities, and your EXP rises. The top level is 20.

Draft. When you level up is set by your table. The online sheet has a progress bar towards your next level with a target you type in, and a Ready to level up button when the bar is full. There is no official experience table yet.

The level table

What each level gives
LevelEXPChanceStaminaProwess capHealing diceHeal TH
111312d611
211412d612
311512d612
422613d614
522713d614
633813d616
733914d616
8441024d618
9441124d618
10551225d620
11551325d620
12661435d622
13661536d622
14771636d624
15771736d624
16881846d626
17881946d626
18992046d628
19992146d628
2010102256d630

EXP is half your level, never below 1. It is what you add to checks in Adept Traits, and it sets your Chance and the maximum charges on stacking Effects.

Planning ahead

The Level planner shows what each level gives a Persona you build, so you can see what is coming before you get there.

Chapter 10 of 12

Exploring

Light levels and senses, hiding, carrying too much, and surviving harsh places.

Light levels

How far you can see depends on how bright it is. Light changes your Vision Range, the distance you can see detail.

Light levels
LevelVision keptConcealmentWhat it means
Radiant50%ObviousSearing light partially blinds you. You see silhouettes and motion, little detail. Vision Range −50%.
Bright100%ObviousNormal lighting. Vision Range is not affected.
Dim75%FaintLower than typical lighting that obscures fine details. Vision Range −25%.
Shaded50%VeiledGloomy. Shadows fill the area. You see silhouettes and motion, little detail. Vision Range −50%.
DarkNoneHiddenTotal darkness. You cannot see silhouettes, motion or detail. Inflicts Blind.

Tip. A torch or other light you carry counts as normal lighting for you, so you keep your full Vision Range in a dim or dark place.

Senses

Ways of seeing
SenseWhat it does
NormalLight level reduces how far it sees.
DarkvisionSees as far in the dark as in bright light, in grey.
BlindsightAlso senses everything within 3 squares, through walls and in the dark.
InfraredSees heat in the dark, shown in red.

Blindsight reaches up to 3 squares. Effects such as Blind, Deaf and Scentless take away a sense entirely, and rolls that rely on it automatically fail.

Hiding and being found

Concealment
LevelThreshold to findWhat it means
ObviousNoneCompletely noticeable. No roll needed to detect.
FaintNovice / EasyLightly concealed, easily detected by most.
VeiledStandard / ChallengingReasonably concealed. An observant person can find it.
HiddenTough / ExpertCompletely concealed. Found only with a Study check made with Stagger. Cannot be hit by single-target attacks.
InvisibleNoneCannot be detected at all, even in Sense Range, unless an Ability overrides it. Other senses still work.

Carrying things

Your Load Capacity is your Might Score times 2. Every object has a Load Type, and carrying more than your capacity makes you Encumbered: for each full 10 points over, your Motion drops by 10 feet, and you take a Trivial injury for each hour.

Load types
TypeLoadWhat it means
Negligible0Very lightweight. Only a large number affect Load Capacity.
Light+1 to +3Easy to handle and carry.
Medium+4 to +6Handleable, but too many weigh you down.
Heavy+7 to +9Weighty. Quickly weighs you down if carrying several.
Hefty10+Cumbersome. Adds significant weight.
ImmovableCannot be moved under normal circumstances.

Draft. The gear list does not carry a Load for each item yet, so the online sheet uses a stand-in number for each category of gear until it does.

Harsh places

In a High or Deadly environment the survival rules apply. Food, water and medical help are scarce, hazards hit harder and are harder to spot, Trait Checks are tougher, and full rests are hard to come by. Plan for it: bring supplies and a medic.

Chapter 11 of 12

Playing in the VTT

For players: joining a table, your sheet, your token, rolling, your turn and the chat commands.

Joining a table

  1. Sign in and open Your tables.
  2. Type the join code your Game Master gave you.
  3. Open the table. You are in as a player.

To try it without signing in, open the sandbox table. It is a ready table with two Personas, some Foes and a map.

Your sheet

Open the Personas tab and pick your Persona. Your Traits, Vitality, Guard, Stamina and Chance are all there. Click a Trait to roll it, and the result goes to the chat for everyone. The sheet saves by itself as you change it.

  • Temporary Vitality, money, level progress and allies sit alongside your core numbers.
  • The Heal panel rolls a Study check and the healing dice for you.
  • On a phone, a bar at the bottom of the screen keeps Vitality, Guard, Stamina and Chance in reach.

Your token

Click your token to select it. Drag it, or use the arrow keys to move one square. Walls stop you, and doors open when the Game Master opens them. Alt-click to ping a spot, press M to measure a distance and D to draw on the map.

Rolling and chat commands

Chat commands
TypeWhat it does
/r 2d12+6Roll dice.
/r d20+5 advRoll with advantage (keep the better). Use dis for disadvantage.
/r 2d12+6 # AgilityAdd a label after the # sign.
/w Name messageWhisper to one person.
/gmroll d100A roll only you and the Game Master see (Game Master only).
/me ducks behind the crateDescribe an action.
/helpList the commands.

The dice tray on the map rolls any dice. 3D dice with sound can be switched off in the top bar.

Your turn in a fight

The Combat tab and a bar on the map show the round and whose turn it is. When it is yours, you get a banner and a chime. Roll your action from the sheet, move your token, and tell the Game Master when you are done. The Game Master presses Next turn.

Tip. Press ? in the table for the controls, or open the Reference panel to search the rules, check odds and look up an Effect without leaving the map.

Chapter 12 of 12

Cheat sheet

The whole game on one page. Print it or save it as a PDF.

The check

Roll 2d12. Add your Trait MOD (Score ÷ 10, rounded down). Add EXP if you are Adept. Reach the Threshold to succeed.

Thresholds
51015202530
NoviceEasyStandardChallengingToughExpert

Prowess: extra d12, drop the lowest. Stagger: extra d12, drop the highest. They cancel one for one.

Failing forward

Chance cost
Missed byDegreeChance
Under 5Low1
5 to 10Moderate2
Over 10Critical3

Chance charges equal your EXP. Spending them brings a Complication. Light Rest gives back 1, Full Rest gives back all.

Your numbers

  • EXP = Level ÷ 2, rounded down, minimum 1.
  • Guard = 10 + Resist MOD + Agility MOD.
  • Stamina = Level + 2.
  • Heal Threshold = 10 + EXP + half Level. Healing dice: 2d6 (levels 1 to 3), 3d6 (4 to 6), 4d6 (7 to 9), 5d6 (10 to 12), 6d6 (13 to 15).
  • Load Capacity = Might Score × 2.

In a fight

  • Roll initiative. Take turns in order. Spend SP on actions.
  • Damage hits Guard first, then Vitality. Bleeding skips Guard.
  • At 0 Vitality you are Unconscious. Heal brings you back.
  • Stacks drop 1 each round. 1 SP clears 2 charges.
Injuries
TierPenaltyHeals
Trivial−1Fully healed by a Light or Full Rest.
Harmful−2Needs 3 uninterrupted Full Rests. Professional medical attention speeds this up by at least 1 day.
Grave−3Does not heal naturally. Needs swift medical attention.

Light

Light levels
RadiantBrightDimShadedDark
50% sight100% sight75% sight50% sightBlind