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Chapter 12 of 12 · about 3 minutes

Cheat sheet

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

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.

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