Roll-under test
Roll 1d20 equal to or under the relevant Attribute.
Equal succeeds.
Difficulty
- Favourable: Advantage
- Standard: normal roll
- Difficult: effective Attribute -2
- Severe: effective Attribute -4
Effective Attribute cannot exceed 19 or fall below 1.
Advantage and Disadvantage
- Advantage: roll 2d20, keep the lower
- Disadvantage: roll 2d20, keep the higher
- They cancel
- They do not stack
Critical results
- Natural 1: critical success
- Natural 20: critical failure
- Attack natural 1: increase damage by one Step or gain an equivalent benefit
- Attack natural 20: fail and introduce a complication
Two-action turn
- Establish range bands
- Check surprise if needed
- Hero takes two actions
- Resolve attacks or casts
- Roll damage
- Apply Soak
- Resolve Fray once if eligible
- Resolve enemy turn through Defence tests
- Test Morale when appropriate
- End through defeat, retreat, surrender, escape, or objective completion
Guard and Threat
| Rank | Guard | Threat |
|---|---|---|
| Minion | +2 | +2 |
| Standard | 0 | 0 |
| Elite | -2 | -2 |
| Boss | -4 | -4 |
Damage Steps
| Step | Damage |
|---|---|
| 1 | 1d4 |
| 2 | 1d6 |
| 3 | 1d8 |
| 4 | 1d10 |
| 5 | 1d12 |
| 6 | 1d12 + 2 |
| 7 | 1d12 + 4 |
Soak
- Damage taken = damage roll minus Soak
- Minimum damage after Soak is 0
- Fighter starting Soak 2
- Rogue starting Soak 1
- Magic User starting Soak 0
- Shield can raise Soak by 1, up to Soak 3 unless a rule says otherwise
Fray
- Levels 1-5: 1d6
- Levels 6-10: 1d8
- Trigger once each hero turn after an offensive action
- 4 or higher: defeat one eligible Minion
- 3 or lower: no effect
- Fray never defeats more than one Minion per turn
Recovery
- Short rest: about ten minutes, once per scene when possible
- Short rest healing: 1d6 HP
- Fighter short rest bonus: +2 HP
- Rogue short rest bonus: +1 HP
- Magic User short rest bonus: none
- Long rest: restore all HP, all MP, once-per-day abilities, and temporary conditions unless a rule says otherwise
- HP to MP: lose 2 HP to regain 1 MP, never below 1 HP
Defeat
- At 0 HP, the hero is Defeated
- The current scene ends against the hero unless a Trait prevents it
- The hero returns with 1 HP once the immediate consequence is resolved
- Death happens only by player choice or a second Defeat before a long rest when no other outcome fits
Oracle
- Roll one Chance die and one Risk die
- Add one extra Chance die for meaningful advantage
- Add one extra Risk die for meaningful danger
- Keep the highest Chance die
- Keep the highest Risk die
- Compare
- Chance higher: Yes
- Risk higher: No
- Equal: Yes, but; increase Twist by 1
Winning die 1-3 = But
Winning die 4-6 = And
Twist
- Track Twist from 0 to 3
- At 3, introduce a major complication
- Reset Twist to 0
Enemy ranks
| Rank | HP | Damage | Soak |
|---|---|---|---|
| Minion | one successful hit | 1 | 0 |
| Standard | 6 | 1d4 | 0 |
| Elite | 12 | 1d6 | 1 |
| Boss | 20 | 1d8 | 2 |
Resolve targets:
- Unsteady 6
- Trained 11
- Fanatical 16
Session loop
- Begin with Objective, Threat, Stakes, and one opening Oracle question
- Play two or three scenes
- End by recording Outcome, Cost, and Thread