Rules

Rules

Possessions

Marking Possessions Possessions are useful items the character carries on their person.• Each possession is marked on its own row. Filling too many rows increases Burden• Especially heavy and unwieldy items have Burden Quality that increases characters Burden by rating• Burden from Possessions is Persistent. Burden cannot be reduced below this value without removing items […]

Rules

Magic

All beings are connected to magic but only the Gifted can draw power through that connection and alter reality. Those that do take a great risk as magic can be unpredictable and dangerous. Gift, Intent & Channeling Magic is described in Gifts that can be gained through character advancement, Guides or from mystical items like

Rules

Maneuvers

Maneuvers place adversary in a difficult positions or provoke them to act recklessly. Pushing a warrior over battlement, luring a basilisk to step into a hidden trap and aiming an arrow at a gap in the armor are Maneuvers.• Skill used for Maneuver varies by approach. This can be weapon skill, stealth or other• When

Rules

Clash

Attempt to harm or hinder an opponent is an Attack triggering a Clash.In Clash both parties choose what they aim to achieve and make an opposed Test. Winners result is resolved.• Damage: Deal damage to opponent. Dealing damage requires prepared weapon able to reach the target• Position: Move up to your Pace or continue your

Rules

Conflict: Actions

Attack Attempt to harm or hinder another is an Attack triggering a Clash. Clashes are explained in more detail on the following page. Break Attempt to break an effect on self or another. This can be a condition from trap, maneuver or magic.• If the attempt directly affects a being creating the effect this is

Rules

Conflict

Round and Turn Intense Conflict is split into Rounds where each participant has a chance to act. When they have this chance it is their Turn.In a Round of Conflict participant can:• Take two Actions on their Turn• Respond to one event or action outside of their Turn• Test whenever a Test is called Once

Rules

Rest & Downtime

Rest Moment of respite allows character to do the following.• Fully recover Hit-points to pools that are not Wounded• Reduce Burden by 1 + Mastery• If a character shares an ambition, fear, hope, idea or a secret they remove one additional Burden Rest takes Significant Time. During Rest Bearer will make a Trouble Check. If

Rules

Hit-points, Damage & Wounds

Adventurer characters have three pools of Hit-points that allow them to resist damage.• When the character suffers damage reduce Hit-points from a pool by damage, one pool at a time• When a pool is reduced to zero, cross it over to mark it as Wounded, next pool suffers the remaining damage• Wounded pool cannot recover

Rules

Social Challenges

Social Challenge is an attempt to achieve a goal through conversation, connections or pressure.• Avoid conflict through diplomacy• Gain sensitive information• Gain a favor• Gain access to services• Change the attitude of a being Social Challenge follows normal rules for Challenges. Adventurer describes their approach deciding among other things whether they approach through, persuasion, humor,

Rules

Journey & Survival

Journey Travel through dangerous lands or towards an unknown destination is a Journey. If the Adventurers travel through safe lands towards a known destination only time passes.Each leg of the Journey can be mapped as an Arduous Challenge. Number of Steps is based on the distance to the next destination and the number of obstacles

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