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.
| 5 | 10 | 15 | 20 | 25 | 30 |
|---|---|---|---|---|---|
| Novice | Easy | Standard | Challenging | Tough | Expert |
Prowess: extra d12, drop the lowest. Stagger: extra d12, drop the highest. They cancel one for one.
Failing forward
| Missed by | Degree | Chance |
|---|---|---|
| Under 5 | Low | 1 |
| 5 to 10 | Moderate | 2 |
| Over 10 | Critical | 3 |
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.
| Tier | Penalty | Heals |
|---|---|---|
| Trivial | −1 | Fully healed by a Light or Full Rest. |
| Harmful | −2 | Needs 3 uninterrupted Full Rests. Professional medical attention speeds this up by at least 1 day. |
| Grave | −3 | Does not heal naturally. Needs swift medical attention. |
Light
| Radiant | Bright | Dim | Shaded | Dark |
|---|---|---|---|---|
| 50% sight | 100% sight | 75% sight | 50% sight | Blind |
