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 […]

Character creation

Character Attributes

Name: Name of the character, given, chosen or earned.Blood: Characters ancestry and heritage. Blood provides a unique Gift on character creation.Past: What character did before their current adventures. Past grants Skills on character creation.Details: Physical features, gender identity and demeanor.Deeds: Collected insight and experience from great challenges. Fuel for advancement.Level: Measure of characters power and

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 a Gift that allows the character to alter reality using their Attunement. Control of flame and

Rules

Maneuvers

Maneuvers place adversary in a difficult positions or provoke them to act recklessly. Pushing an opponent over a 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•

Rules

Clash

In Clash both parties choose a goal they aim to achieve and make an opposed Prowess Test. Winners result is resolved.In a Clash both parties can use any Prowess appropriate to their goal. Example list of goals.• Damage: Deal damage to opponent. Dealing damage requires prepared weapon able to reach the target• Position: Move up

Rules

Conflict: Actions

Attack To attack make a Test against one Defense of the adversary. On success inflict damage or a Maneuver.Physical attacks: Attacks from weapons, fireballs and other external physical threats are opposed with Reflex.Physical Maneuvers: Grappling, shoving and other similar physical maneuvers can be opposed with Vigor in addition to Reflex.Mental: Mind affecting attacks are opposed

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 social pressure.• Avoid conflict through diplomacy• Gain sensitive information• Gain a favour• 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,

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