Character

Prowess & Defense

Prowess Prowesses represent broad range of ability. When the character has an active role they add one Prowess as bonus to a Test they make.Prowesses have two values, active and passive. Active value is added as bonus to Tests. Passive value is the Difficulty for static effects created by the character. Passive Prowess is 10 […]

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 and Intent Magic is described in Gifts that can be gained through character advancement, Guides or from mystical items like scrolls,

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 adversary is an Attack. Attacks trigger a Clash.In Clash both parties choose what they aim to achieve and then 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

Rules

Conflict: Actions

Attack Attempt to harm or hinder another is an Attack triggering a Clash. Clashes are explained in more detail in the Clash section. 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 character has a chance to act. When they have this chance it is their Turn.In a Round of Conflict character 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 & Healing

Rest Moment of respite allows character to do the following.• Fully recover Hit-points to pools that are not Wounded• Reduce Burden by Mastery Rest takes Significant Time. During Rest Bearer will make a Trouble Check. If there is Trouble the Rest is interrupted and there is no restoration. Treating Poisons Poisons can be treated as

Rules

Hit-points, Damage & Wounds

Adventurer characters have three pools of Hit-points that allow them to resist damage.• When you suffer 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 Hit-points

Rules

Social Challenges

Social Challenge is an attempt to achieve a goal through conversation, connections and pressure. To name a few:• Avoid conflict through diplomacy• Gain sensitive information• Gain a favor• Gain access• Change attitude of a being Social Challenge follows normal rules for Challenges. Adventurer describes their approach deciding among other things whether they approach through; Persuasion,

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