PART 6: CORE RULES
Quick reference for play - read Part 1-5 for character creation
QUICK START
Core Loop: d20 + stat die + Tier vs target DC or AC
Combat Round:
- Tactical Phase: Declare spells/tactics, roll Vigor
- Initiative: d8 + Mind die (reroll each round)
- Turns: Movement + action + reaction (no bonus actions)
Key Differences from Other RPGs:
- Stats have BOTH dice (for rolls including initiative) and modifiers (for AC)
- Initiative rerolls every round
- Missing in melee still deals Body die damage
- Everyone gets Vigor (temp Vitality) each round
- Spells/tactics declared before initiative, resolved on your turn
- Tier = half level (rounded up), added to ALL attacks/checks/saves
1. FUNDAMENTALS - Your Character & Dice
Your Character
Stats & Modifiers
Each stat has TWO values: a stat die and a flat modifier.
| Stat Score | Flat Modifier | Stat Die | Average |
|---|---|---|---|
| 1 | -5 | -d8 | -4.5 |
| 2-3 | -4 | -d6 | -3.5 |
| 4-5 | -3 | -d4 | -2.5 |
| 6-7 | -2 | -d3 | -2.0 |
| 8-9 | -1 | -d3 | -2.0 |
| 10-11 | +0 | 0 | 0 |
| 12-13 | +1 | d3 | 2.0 |
| 14-15 | +2 | d4 | 2.5 |
| 16-17 | +3 | d6 | 3.5 |
| 18-19 | +4 | d8 | 4.5 |
| 20-21 | +5 | d10 | 5.5 |
| 22 | +6 | d12 | 6.5 |
Use stat die for: Attacks, damage, checks, saves, initiative (Mind die), most mechanics
Use flat modifier for: AC (Sense modifier), Cunning crit range
Tier
| Level | Tier |
|---|---|
| 1-2 | 1 |
| 3-4 | 2 |
| 5-6 | 3 |
| 7-8 | 4 |
| 9-10 | 5 |
Tier determines:
- Dice pool size (add Tier dice to skill/checks)
- Successes needed (need [Tier] successes)
- Attack/save bonuses (+Tier to d20 rolls)
- Vigor generation
- Damage on hit
What Your Stats Do
Every character benefits from every stat:
Body
- On miss (melee, Body trees): Bank your Body die on the target; the next attack against them, by anyone, adds it
- Banked setup dice stack until consumed
Mind
- Initiative: d8 + Mind die (reroll each round)
Sense
- AC: Armor base + Sense modifier
Heart
- Vigor: Shield capped at your Tier. At the start of your turn, roll your Heart die: on a 3+, regain 1 point
- Each point negates one incoming wound
Cunning
- Crit Range: Expands at high Cunning
- Cunning 8 or less: Cannot crit
- Cunning 10: Crit on 20
- Cunning 12: Crit on 19-20
- Cunning 14: Crit on 18-20
- Cunning 16: Crit on 17-20
- Cunning 18: Crit on 16-20
- Cunning 20: Crit on 15-20
- Cunning 22: Crit on 14-20
Fate
- Saves: Add Fate die to all saves
- Rerolls (d20): Add Fate modifier + Tier when rerolling
- Rerolls (Deed): Use Fate die instead of original stat die
Rolling Dice
Checks (Dice Pool)
Roll [Stat modifier + Tier] d6s. Count successes:
- 1: Lose 1 stamina, gain 1 Fate point
- 2-4: Nothing
- 5: Success
- 6: Success + roll another die (explosion)
Need [Tier] successes to pass.
Negative Stats: If stat modifier is negative or zero, roll only Tier dice. Successes require 6 only.
Fate Points: Spend 1 Fate point after rolling to add 1 die to your pool. Can spend multiple.
GM Option - Narrative Consequences: When a player rolls 1s on a check, the GM can replace the standard stamina cost with a more fitting narrative consequence instead. The "1" represents something going wrong - this could be stamina loss, or it could be a broken lockpick, a torn rope, alerting a guard, or any other setback appropriate to the situation. The player still gains the Fate point. This keeps the fiction dynamic and responsive to context.
Saves (Dice Pool)
Roll [Stat modifier + Tier] d6s. Need [Effect Tier] successes.
Key Differences from Checks:
- 1s do NOT cost stamina or grant Fate points (saves are reactive, not active effort)
Fate Points: Spend 1 Fate point after rolling to add 1 die to your pool. Can spend multiple.
The Six Saves:
- Body: Poison, disease, exhaustion
- Mind: Illusions, arcane effects, knowledge-based deceptions
- Sense: Divine/primal magic, curses
- Heart: Fear, despair, domination
- Cunning: Dodging, traps, feints, misdirection, pickpocket attempts
- Fate: Death effects, destiny manipulation
Advantage & Disadvantage
- Advantage: Succeed on 4+ (50% per die)
- Normal: Succeed on 5+ (33% per die)
- Disadvantage: Succeed on 6 only (17% per die)
If you have both, they cancel (normal). Multiple sources don't stack.
2. COMBAT BASICS - Structure & Your Turn
Combat Flow
Round Structure
Each combat round follows this sequence:
| Phase | What Happens |
|---|---|
| 1. Initiative | Roll d8 + Mind die (reroll each round) |
| 2. Player Tactical Phase | Regain Vigor, pick ONE Maneuver each |
| 3. Turns | Each combatant acts in initiative order |
| 4. End of Round | Enemies declare tactics for next round (blind, don't see next initiative) |
Enemy Leaders: If enemies have a Leader, they declare tactics BEFORE players (after initiative). If the Leader dies, enemies revert to declaring at end of round starting that same round.
Initiative
d8 + Mind die
Critical: Initiative is rerolled at the end of each round, not just once at start.
Tactical Phase (Detailed)
1. Roll Initiative (Start of Round)
- All combatants roll d8 + Mind die
- Players see the initiative order before declaring
2. Enemy Leader Tactics (if applicable)
- If enemies have a Leader, they declare tactics NOW (after seeing initiative)
- No Leader = enemies declared at end of previous round (blind)
3. Player Tactical Phase
- Pick ONE Maneuver each. Most are instant. Casting a spell IS your
Maneuver (a Declared Maneuver: it resolves on your turn and can be
disrupted)
- Coordinate strategy as a group
- Psions never declare (spontaneous casters; they keep their Maneuver)
4. Turns (Actions Resolve)
- Everyone acts in initiative order
- At the start of your turn, roll your Heart die: on a 3+, regain 1 Vigor
- Execute Declared Maneuvers on your turn
- Can make opportunity attacks as reactions
- Taking a wound may disrupt your Declared Maneuver
5. End of Round
- Enemies without a Leader declare tactics for next round (blind, don't see next initiative)
- If Leader died this round, enemies declare now instead
- New round begins with initiative roll
Surprise
Surprised creatures lose their turn in the first round of combat. They cannot act, declare tactics, or use reactions until the second round begins.
- The non-surprised side gets a full tactical phase and acts normally
- Surprised creatures join combat normally starting round 2
Determining Surprise: GM decides based on stealth checks, ambush setup, etc. Some abilities grant immunity (e.g., Elf's Keen Senses, "cannot be surprised" effects).
Your Turn
Action Economy
Each turn you get:
- ONE action - Attack, resolve a Declared Maneuver, Dodge, Sprint, Help, etc.
- ONE movement - 30 ft, can split before/after action
- ONE reaction - Opportunity attack or triggered ability
NO bonus actions. Abilities either replace your action, cost nothing, or use your reaction.
Basic Actions
These require NO declaration. Decide and execute on your turn. Cannot be disrupted.
| Action | Effect |
|---|---|
| Attack | Make a weapon attack (melee or ranged) |
| Dodge | Attacks against you have disadvantage until your next turn |
| Sprint | Move additional 30 ft (total 60 ft), no other action |
| Disengage | Move without provoking opportunity attacks |
| Help | Give an ally advantage on their next check |
| Use Item | Interact with an object (but NOT potions, see Drink Potion Maneuver) |
| Escape Pin | Contested Body/Cunning ability test to break free |
| Manifest | Psion only, spontaneous casting, no declaration |
Movement
- Base: 30 feet per turn
- Splitting: Can move before and after your action
- Sprint: Use your action to move an additional 30 feet (total 60 feet)
- Difficult Terrain: Costs 2 feet per foot moved
Reactions
- Limit: ONE reaction per round
- Opportunity Attacks: When an enemy leaves your reach without disengaging
- Triggered Abilities: Some abilities trigger on specific events
Opportunity Attack: When an enemy you can see leaves your reach without taking the Disengage action, you may make one melee attack against them as a reaction.
Attacks
Making an Attack
Attack Roll:
d20 + stat modifier (from martial or mystic tree) + weapon bonus vs AC
Which stat? Your martial or mystic tree's associated stat:
- Body trees (Brawler, Guardian, Titan, etc.)
- Cunning trees (Assassin, Skirmisher, Opportunist)
- Mind trees (Swordmaster, Tactician, Wizard)
- Sense trees (Aspect Warrior, Stalwart, Druid)
- Heart trees (Commander, Champion, Invoker)
- Fate trees (Fortunate, Destined, Inquisitor)
Untrained (no martial or mystic tree): Use Body modifier (melee) or Cunning modifier (ranged). No tactics, no tree effects.
Armor Class
Armor base + Sense modifier
Tier is NOT added to AC. Light armor 11 + Sense, Medium 13 + Sense, Heavy 15 flat, Shield +2.
Range
Melee: Reach is 5 feet unless weapon or ability says otherwise
Ranged: Each weapon lists its normal range and long range
- Normal range: No penalty
- Long range: Disadvantage on attack
- Beyond long range: Cannot attack
Cover: Provides +2 AC (half cover) or +5 AC (three-quarters cover)
Firing Through Allies: Ranged weapon attacks (bows, thrown weapons, etc.) are affected by creatures in the line of fire:
- 1 creature in the way: Disadvantage on attack. On a natural 1, you hit that creature instead of your target.
- 2+ creatures in the way: Cannot attack that target.
- Mystic attacks and spells: Not affected by this rule.
Wounds
There are no damage rolls and no hit points. Attacks either wound or they
don't.
Dealing Wounds
- Hit = 1 Wound.
- Critical hit = 2 Wounds (a natural roll in your crit range).
- Some abilities add wounds, strip Vigor, or attach conditions. Nothing in
the game rolls damage dice.
Critical Hits
Your crit range is set by Cunning. Crits are the game's damage stat:
- Cunning 8 or less: Cannot crit
- Cunning 10: Crit on 20
- Cunning 12: Crit on 19-20
- Cunning 14: Crit on 18-20
- Cunning 16: Crit on 17-20
- Cunning 18: Crit on 16-20
- Cunning 20: Crit on 15-20
- Cunning 22: Crit on 14-20
Crit range bonuses (heavy weapons, Empower, tree abilities) stack, but your
crit range can never grow past 12-20.
Weapon Properties
Weapons no longer carry damage dice; they carry properties:
| Property | Effect |
|---|---|
| Heavy (two-handed) | +1 crit range |
| Light | +1 to hit a target you attacked last turn |
| Reach | 10 ft melee reach |
| Ranged / Thrown | As listed ranges |
| Shield | +2 AC (occupies one hand) |
| Magical +N | +N to hit |
The Body Rule (Setup on a Miss)
When a melee attack from a Body-stat tree misses, the attacker's **Body
die is banked on the target**. The NEXT attack roll against that target, made
by anyone, adds that die and consumes it. Banked dice stack and are all
consumed together.
A Body martial never wastes a turn: every whiff sets up the next strike.
Damage Types, Resistance, and Immunity
Wounds keep a descriptor from their source (slashing, fire, psychic, holy...).
- Resistance: hits of that type deal 1 fewer wound (a normal hit does
nothing; a crit deals 1).
- Immunity: wounds of that type never land.
- Vulnerability: hits of that type deal +1 wound.
Taking Wounds
Wound Order
- Vigor (your shield) absorbs wounds first, 1 point per wound
- Wound slots fill after Vigor is gone
Vigor
What it is: A shield of battle focus and fighting spirit. Each point
negates one incoming wound.
Cap: your Tier. Always. No stat, item, or ability raises the cap.
Generation:
- Start every combat with full Vigor (= Tier)
- At the start of each of your turns, roll your Heart die: on a 3+,
regain 1 Vigor
- Heart 10 or less has no die: no passive regen. Brace is your only refill
- Vigor from abilities (Brace, Rally, tree effects) still respects the cap
Special:
- Losing Vigor does NOT trigger disruption of Declared Maneuvers
- Only a real wound (past your Vigor) counts for disruption
Wound Slots
What they are: Your capacity to keep fighting while hurt.
Wound slots = 3 + Tier
Every wound past your Vigor fills a slot. Wounds are battle damage: they
all heal on a Rest. But:
- The wound that fills your LAST slot is a serious one: roll on the
Lasting Injury tables (section 5). You are maimed but still standing.
- A wound beyond your last slot drops you: fall unconscious and start
dying (section 5).
3. SPECIAL ABILITIES - Maneuvers & Deeds
Types of Special Actions
There is ONE tactical choice per round: your Maneuver. Some maneuvers
carry the Declared tag.
| Type | Chosen When | Resolves | Can Be Disrupted? |
|---|---|---|---|
| Basic Action | Your turn | Your turn | No |
| Maneuver (instant) | Tactical Phase | Immediately | No |
| Declared Maneuver | Tactical Phase | On your turn | Yes |
| Reaction | When triggered | Immediately | No |
Quick Reference:
- Basic Action = decide on your turn, can't be stopped (Attack, Dodge, Sprint, etc.)
- Instant Maneuver = pick early, happens immediately, flat Stamina cost, can't be stopped
- Declared Maneuver = pick early, resolves on your turn, CAN be disrupted. Spellcasting is the big one: casting a spell IS your Maneuver for the round
Maneuvers
Picked in the tactical phase. Limit: ONE Maneuver per round, total. A
Declared Maneuver (including any spell) consumes the same pick.
Universal Maneuvers (Available to Everyone)
Core Maneuvers (always solid defaults):
| Maneuver | Effect |
|---|---|
| Defend | +2 AC until start of next turn |
| Empower | +1 crit range on your attacks this round |
| Focus | Advantage on one saving throw type until start of next turn |
| Brace | Regain 1 Vigor |
Situational Maneuvers (specific tactical uses):
| Maneuver | Effect |
|---|---|
| Drink Potion | Consume one potion immediately (only way to drink in combat) |
| Provoke | Next enemy you wound must target you on their turn |
| Step | Move 5 ft without provoking (even if flanked) |
| Disengage | Your movement doesn't provoke opportunity attacks this round |
Tree-specific Maneuvers include: Rage, Takedown, Bestial Maneuver, and others
(see tree descriptions). All martial tree maneuvers are instant.
Declared Maneuvers
Announced in the tactical phase, resolved on your turn. **CAN be disrupted if
you take a wound before your turn.**
What is Declared:
- Spellcasting (Wizard, Invoker, Druid) - tier = spell tier
- Prayer invocation (Prophet) - tier = stack count
- A handful of telegraphed abilities marked (Declared)
- Psions and Martial Artists never declare (spontaneous)
Unresolved Declared Maneuvers are lost at end of round.
Declaration Tiers
Every Declared Maneuver has a tier (1-5) that sets its disruption DC and
Stamina cost on failure:
| Tier | Disruption DC | Stamina on Fail |
|---|---|---|
| 1 | 11 | 1 |
| 2 | 13 | 2 |
| 3 | 15 | 3 |
| 4 | 17 | 4 |
| 5 | 19 | 5 |
Disruption
When you take a wound (a hit past your Vigor) before resolving a Declared
Maneuver, make a disruption check:
Roll: d20 + relevant stat die + Tier vs DC (by declaration tier).
Success: Maintained, no cost.
Failure: Spend Stamina equal to the tier to maintain, or lose it.
Multiple wounds: One check per wound.
Important: Vigor loss does NOT trigger disruption. Declaring paints a
target on you; your shield is what stands between your spell and their steel.
Checks & Creative Actions
A Check is any active attempt, whether using trained abilities from skill trees or improvised creative actions. All checks use the dice pool system (see section 1).
What Triggers a Check:
- Using skill tree abilities
- Martial/mystic tree signature actions
- Throne abilities used creatively
- Any creative action outside normal combat rules
Check Tiers
| Tier | Effect Level | Example |
|---|---|---|
| 1 | Basic | Catch a tossed weapon, shove off balance |
| 2 | Improved | Suplex through a table, catch an arrow |
| 3 | Greater | Break a wooden door, rally panicking allies |
| 4 | Heroic | Cut a spell in half, break a stone column |
| 5 | Legendary | Wrestle a giant, defy death itself |
Deeds
What Are Deeds?
Deeds are narrative, interpretive actions from martial trees with flexible outcomes. Unlike tactical abilities (which give precise mechanical bonuses), deeds describe what your character can do in fiction.
Every martial tree grants two: its initial deed at Tier 1 and its
ultimate deed at Tier 5.
Why Martial Trees Have Both Deeds AND Tactical Abilities
The tactical abilities establish a baseline for power. When you know what
one wound, one Vigor point, or +1 crit range is worth, you can measure deed
effects against those concrete benchmarks.
A Tier 2 deed should accomplish something roughly equivalent to a low-tier
tactical effect. A Tier 4-5 deed should match an Ultimate. Tactical abilities
are the ruler. Deeds are what you measure.
Spellcasting
In-Combat Spellcasting
Declare: In the tactical phase. **Casting is your Maneuver for the
round** (no Defend, Brace, or Empower on a casting round).
Resolve: On your turn.
Disruption: Can be disrupted by wounds (see Declared Maneuvers above).
No check required - declare and resolve. Disruption is the risk.
What spells do: see the Wounds Conversion table at the start of Part 4.
Damage spells deal wounds by tier; healing restores Vigor or removes wounds.
Out-of-Combat Spellcasting
When casting spells outside of combat, use the d20 system:
Roll: d20 + casting stat die + Tier vs DC (Tier 1-5: DC 11/13/15/17/19).
Success: Spell works, no Stamina cost.
Failure: Spend [Spell Tier] stamina to succeed, or spell fails.
Fate Points: Spend 1 Fate point to reroll the ability test. Must take the new result.
Spellcasting by Class
Wizard (Mind): spellbook + preparation + interpretations. Declares.
Prophet (Faith): prayers with the litany die. Declares.
Druid (Sense): aspects + attunement. Declares.
Invoker (Heart): patron magic, all spells known. Declares.
Psion (Cunning): manifests on their turn, never declares, keeps their
Maneuver, immune to disruption. Not magic; unaffected by anti-magic.
Martial Artist (Body): jutsus and primal spells, spontaneous, **never
declares**.
Mystic Attack
All mystic trees except Martial Artist gain access to a basic ranged attack:
Mystic Attack: 120 ft range
- Attack: d20 + casting stat modifier vs AC
- On hit: strip 1 Vigor from the target (damage type appropriate to your
class). Against a MINION, a hit kills as normal.
- The mystic attack cannot wound anything tougher than a minion. It clears
chaff and grinds shields; wounds come from your spells.
- No declaration required. This is a standard attack action.
4. RESOURCES & RECOVERY - Stamina, Rest & Healing
Stamina
What It Is
Everyone has stamina. It fuels special abilities and prevents disruption.
Pool Calculation:
7 base + alternating increments of +3/+4 per level
Stamina by Level:
- Level 1: 7 stamina
- Level 2: 10 stamina (+3)
- Level 3: 14 stamina (+4)
- Level 4: 17 stamina (+3)
- Level 5: 21 stamina (+4)
- Level 6: 24 stamina (+3)
- Level 7: 28 stamina (+4)
- Level 8: 31 stamina (+3)
- Level 9: 35 stamina (+4)
- Level 10: 38 stamina (+3)
Spending Stamina
Primary Uses:
- Buyout failed checks: When you fail a check outside combat, spend stamina equal to tier to succeed anyway
- Maintain disrupted Declared Maneuvers: When you fail a disruption check, spend stamina equal to the tier to keep it
- Fuel abilities: Some abilities cost stamina to activate
- Boost abilities: Some abilities allow stamina spending for extra effects
Rolling 1s on Checks:
- Each 1 rolled costs 1 stamina (but grants 1 Fate point)
- GM may replace stamina cost with narrative consequence
When You're at 0 Stamina
You can still use abilities. However:
On a failed check:
- Normal: Spend stamina to succeed
- At 0 stamina: Failure causes exhaustion instead, even if you would have spent more stamina than you have.
- At 0 stamina with exhaustion: Failure causes 1 wound per 2 stamina you would have spent (round up).
Exhaustion Effects:
- Roll all checks, attack rolls, tests, and saves at disadvantage
Recovering from Exhaustion:
- Rest: Removes exhaustion
Critical: Stamina does NOT recover from Recoveries beyond the Fate
exchange below. Only rests restore stamina freely.
Rest & Recovery
Rest (8 hours)
Requires:
- 8 hours of rest
- 1 ration consumed
- Relatively safe location
Benefits:
- Remove ALL wounds (lasting injuries persist; see their treatment)
- Restore Stamina equal to your level
- Remove exhaustion
- Remove non-permanent conditions
Recovery (10 minutes)
Spend resources to patch up:
- 1 Fate: Recover Stamina equal to your Tier
- 2 Stamina: Remove 1 wound
- 1 Stamina: Reduce Attunement by 1 (Druid)
Vigor refills automatically at the start of each combat.
Stabilization
When someone is dying (wounded past their last slot):
Action: Use your action to stabilize them
Check: Body check (Tier = dying character's tier)
Success: Death timer stops, they're stable but unconscious
Failure: Timer continues
With Healing skill tree:
- Advantage on stabilization checks
- Can stabilize at range with proper tools
Magical Stabilization:
- Any healing magic (even 1 Vigor worth) stops the death timer and stabilizes
After Stabilization:
- Character is unconscious but stable
- Death timer stops
- Regains consciousness after a Recovery, with one open wound slot
- A Rest clears their wounds as normal
5. DEATH & DANGER - When Things Go Wrong
Wounded Past Your Last Slot
What Happens
When you take a wound with every slot full:
- Fall unconscious, dying
- Death timer starts (GM secret): 1d4 + Tier. Only the GM knows.
- You die when the timer reaches 0 unless healed or stabilized
Remember the step before this one: **the wound that filled your final slot
already rolled a Lasting Injury** (below). The fiction escalates before you
fall.
Death Timer
Each turn while dying:
- Timer decreases by 1
- Roll a Death Save (d20, no modifiers unless specified): on a natural 20,
wake with one open wound slot
- When it reaches 0, you die
- Only the GM knows the timer value
Stopping the Timer:
- Stabilization: Someone successfully stabilizes you (action + Body check)
- Healing: Any healing magic or effect
Regaining Consciousness
You wake up when:
- Healed by any effect that removes a wound (wake immediately)
- After a Recovery while stable (wake with one open slot)
Lasting Injuries
Ordinary wounds are ticks that clear on a Rest. Lasting injuries happen
at exactly one moment: when a wound fills your final slot (you are maimed
but standing). Roll d4 + your Tier on the table below; the GM chooses
which table based on what caused the wound, or rolls randomly if the source
was mixed. The GM may skip the roll if it is narratively inappropriate.
Injury Critical Failures
Each injury is tagged with an injury die and an activity. When you make a check related to that activity, roll your injury die alongside your check dice. If the injury die comes up 1, the injury severely hampers your efforts: the result is worse than normal failure. The GM describes how the injury made things go wrong.
This only applies to ability checks. Saving throws, attack rolls, spellcasting checks, and disruption checks do not trigger injury critical failures.
Lower dice = more severe (d3 is worse than d20). Broader activities = more severe (affects more types of checks).
Result 1 on each table has no die; it's cosmetic and fades naturally.
Wound Injuries (Blades, Claws, Arrows, Teeth)
| Roll | Injury | Injury Die | Activity | Treatment |
|---|---|---|---|---|
| 1 | Faint Scar - A thin line. Barely visible unless you're looking for it. | - | - | Rest 1 |
| 2 | Ragged Scar - Obvious. People notice. Some ask questions. | d20 | Social interaction | Rest 2 or Medicine 3+ |
| 3 | Nicked Artery - The wound still seeps sometimes. Bandages stain. | d20 | Physical exertion | Rest 2 or Medicine 4+ |
| 4 | Severed Nerve - Numbness in one area. You can't feel pressure there anymore. | d20 | Touch and precision | Rest 3 or Medicine 5+ |
| 5 | Stiff Joint - Scar tissue limits movement. That limb doesn't bend right. | d12 | Dexterity and agility | Rest 2 or Medicine 5+ |
| 6 | Torn Muscle - Strength isn't what it was. The limb tires quickly. | d12 | Strength and lifting | Rest 2 or Medicine 5+ |
| 7 | Deep Ache - The wound healed on the surface. Underneath, it still hurts. | d12 | Sustained effort | Rest 3 or Medicine 6+ |
| 8 | Missing Chunk - Flesh that didn't grow back. A divot in your body. | d10 | Physical exertion | Medicine 7+ or Litany: Seal Wounds |
| 9 | Severed Tendon - Grip or gait is wrong now. That part doesn't work smoothly. | d10 | Fine manipulation | Medicine 8+ or Litany: Seal Wounds |
| 10 | Messy Healing - Keloid scars, twisted tissue. Ugly and uncomfortable. | d10 | Social interaction | Medicine 8+ |
| 11 | Sliced Ear - Part of it is gone. Hearing on that side isn't quite right. | d8 | Perception | Medicine 10+ or Litany: Restore the Maimed |
| 12 | Facial Scar - Across cheek, brow, or lip. Your face tells a story now. | d8 | Social interaction | Medicine 10+ |
| 13 | Punctured Lung - Breathing is harder. Deep breaths bring sharp pain. | d8 | Physical exertion | Medicine 12+ or Litany: Seal Wounds |
| 14 | Damaged Eye - Something was cut. Vision is compromised on one side. | d6 | Perception | Medicine 14+ or Litany: Restore Sight |
| 15 | Missing Finger - Gone at the joint. You've learned to compensate. Mostly. | d6 | Fine manipulation | Litany: Restore the Maimed |
| 16 | Gut Wound - Never healed right inside. Eating is careful work now. | d6 | Physical exertion | Medicine 14+ or Litany: Seal Wounds |
| 17 | Hamstrung - The leg works, but running is agony. | d4 | Movement | Medicine 16+ or Litany: Restore the Maimed |
| 18 | Mangled Hand - Fingers don't close properly. Fine work is difficult. | d4 | Manual activity | Litany: Restore the Maimed |
| 19 | Throat Scar - Voice is changed. Speaking too long hurts. | d4 | Socializing | Medicine 18+ or Litany: Restore the Maimed |
| 20+ | Roll Twice - The damage was extensive. Apply both results. | - | - | - |
Trauma Injuries (Falls, Blunt Force, Crushing, Explosions)
| Roll | Injury | Injury Die | Activity | Treatment |
|---|---|---|---|---|
| 1 | Tender Bruising - Deep discoloration that takes months to fade. | - | - | Rest 1 |
| 2 | Ringing Ears - A whine that never stops. Loud noises make it worse. | d20 | Perception | Rest 2 or Medicine 3+ |
| 3 | Headaches - They come without warning. Light hurts. Thinking is hard. | d20 | Mental effort | Rest 2 or Medicine 4+ |
| 4 | Cracked Teeth - Chewing is painful. Cold drinks are agony. | d20 | Eating and talking | Rest 2 or Medicine 4+ |
| 5 | Trick Joint - Usually fine, then it gives out. No warning. | d12 | Movement | Rest 2 or Medicine 5+ |
| 6 | Crooked Bone - Set wrong. Works, but looks wrong and aches. | d12 | Physical exertion | Medicine 6+ (rebreak and set) |
| 7 | Compressed Spine - You're slightly shorter. Back always hurts. | d12 | Physical exertion | Medicine 7+ or Litany: Seal Wounds |
| 8 | Rattled Brain - Memory gaps. Words slip away mid-sentence. | d10 | Mental effort | Rest 4 or Medicine 7+ |
| 9 | Cauliflower Ear - Swollen, misshapen. Looks like a fighter's ear now. | d10 | Social and perception | Medicine 6+ |
| 10 | Smashed Nose - Crooked. Breathing is noisier. Smell is diminished. | d10 | Perception | Medicine 7+ (reset) |
| 11 | Dizzy Spells - The world tilts. You grab walls and wait it out. | d8 | Balance and agility | Rest 3 or Medicine 8+ |
| 12 | Internal Bruising - Healed outside. Inside, things still ache when you move. | d8 | Physical exertion | Rest 3 or Medicine 8+ |
| 13 | Fractured Skull - A dent you can feel. Pressure makes you nauseous. | d8 | Mental and physical | Medicine 12+ or Litany: Seal Wounds |
| 14 | Shattered Joint - Rebuilt wrong. That limb's range of motion is limited forever. | d6 | Movement | Medicine 14+ or Litany: Restore the Maimed |
| 15 | Crushed Ribs - Healed crooked. Deep breaths are shallow now. | d6 | Physical exertion | Medicine 12+ or Litany: Seal Wounds |
| 16 | Broken Back - You walk, but slowly. Bending is careful work. | d6 | Physical activity | Medicine 16+ or Litany: Restore the Maimed |
| 17 | Seizures - They come without warning. Brief. Terrifying. You lose moments. | d4 | All activity | Medicine 14+ or Litany: Seal Wounds |
| 18 | Crushed Hand - Bones ground together. Fine manipulation is nearly impossible. | d4 | Manual activity | Litany: Restore the Maimed |
| 19 | Shattered Knee - Walking is labor. Stairs are enemies. Running is memory. | d3 | Physical activity | Litany: Restore the Maimed |
| 20+ | Roll Twice - The impact was catastrophic. Apply both results. | - | - | - |
Burn Injuries (Fire, Acid, Cold, Lightning, Energy)
| Roll | Injury | Injury Die | Activity | Treatment |
|---|---|---|---|---|
| 1 | Discolored Skin - The mark remains. Faded but visible. | - | - | Rest 1 |
| 2 | Sensitive Patch - That area reacts to temperature. Always uncomfortable. | d20 | Physical contact | Rest 2 or Medicine 3+ |
| 3 | Lost Hair - It won't grow back there. Eyebrows, scalp, wherever it was. | d20 | Social interaction | Rest 3 or Medicine 4+ |
| 4 | Nerve Confusion - Hot feels cold. Cold feels hot. That area lies to you. | d20 | Perception | Rest 3 or Medicine 5+ |
| 5 | Tight Skin - Scar tissue doesn't stretch. Movement pulls painfully. | d12 | Movement | Medicine 5+ |
| 6 | Mottled Scarring - Patches of different texture. Rough and smooth together. | d12 | Social interaction | Medicine 6+ |
| 7 | Phantom Burning - The fire is out. Your nerves don't know that. | d12 | Physical contact | Rest 4 or Medicine 7+ |
| 8 | Weeping Scar - It seeps. Never quite dry. Bandages always needed. | d10 | Physical exertion | Medicine 7+ or Litany: Seal Wounds |
| 9 | Melted Features - Ear, nose, or lip. Changed shape. People look away. | d10 | Social interaction | Medicine 10+ or Litany: Restore the Maimed |
| 10 | Damaged Lungs - You breathed something you shouldn't have. It rattles now. | d10 | Physical exertion | Medicine 10+ or Litany: Seal Wounds |
| 11 | Branded - The shape of what burned you, permanently marked. | d8 | Social interaction | Medicine 10+ |
| 12 | Contracted Fingers - Scar tissue curled them. They don't straighten. | d8 | Fine manipulation | Medicine 12+ or Litany: Restore the Maimed |
| 13 | Blinded Eye - Seared shut or clouded over. Light and dark, nothing more. | d8 | Perception | Litany: Restore Sight |
| 14 | Ruined Voice - Smoke, acid, or cold. Your throat is scarred inside. Hoarse forever. | d6 | Social interaction | Medicine 14+ or Litany: Restore the Maimed |
| 15 | Fused Joint - Scar tissue locked it in place. That joint doesn't bend anymore. | d6 | Movement | Medicine 14+ or Litany: Restore the Maimed |
| 16 | Chronic Pain - The nerves are confused. Pain signals that never stop. | d6 | All activity | Medicine 12+ or Litany: Seal Wounds |
| 17 | Respiratory Damage - Breathing is work. Exertion brings fits of coughing. | d4 | Physical exertion | Medicine 14+ or Litany: Seal Wounds |
| 18 | Extensive Scarring - Large area. Can't hide it. Part of your appearance now. | d4 | Social and physical | Medicine 16+ or Litany: Restore the Maimed |
| 19 | Lost Extremity - Finger, toe, ear, nose. The damage was too severe to save. | d4 | Manual or social | Litany: Restore the Maimed |
| 20+ | Roll Twice - The burning was catastrophic. Apply both results. | - | - | - |
Corruption Injuries (Poison, Necrotic, Psychic, Magical)
| Roll | Injury | Injury Die | Activity | Treatment |
|---|---|---|---|---|
| 1 | Strange Dreams - Your sleep is haunted by things you don't understand. | - | - | Rest 1 |
| 2 | Dulled Senses - Colors are muted. Food tastes like nothing. The world is gray. | d20 | Perception | Rest 2 or Medicine 3+ |
| 3 | Mark of Exposure - Veins visible under skin. Wrong color. People notice. | d20 | Social interaction | Rest 3 or Medicine 4+ |
| 4 | Tremors - Your hands shake. Worse when you're tired or stressed. | d20 | Fine manipulation | Rest 3 or Medicine 5+ |
| 5 | Cold Spot - One area is always cold. Doesn't warm up. Ever. | d12 | Physical contact | Medicine 5+ or Litany: Cure the Afflicted |
| 6 | Intrusive Thoughts - Not your thoughts. They pass, but they're disturbing. | d12 | Mental effort | Rest 4 or Litany: Restore Hope |
| 7 | Weakened Constitution - Illness hits harder. Recovery takes longer. | d12 | Physical exertion | Medicine 6+ or Litany: Cure the Afflicted |
| 8 | Aged Patch - Hair went white. Skin went thin. That area looks decades older. | d10 | Social interaction | Medicine 8+ or Litany: Restore the Maimed |
| 9 | Partial Numbness - One limb doesn't feel right. Like it belongs to someone else. | d10 | Manual activity | Medicine 8+ or Litany: Seal Wounds |
| 10 | Nightmares - Every night. The same thing. You wake exhausted. | d10 | Mental effort | Litany: Restore Hope |
| 11 | Corrupted Blood - It's darker than it should be. Maybe thicker. Healers notice. | d8 | Physical exertion | Medicine 10+ or Litany: Cure the Afflicted |
| 12 | Withered Limb - Thinner, weaker. It works, but it's diminished. | d8 | Physical activity | Medicine 12+ or Litany: Restore the Maimed |
| 13 | Paranoia - You know someone's watching. You can't prove it. You know anyway. | d8 | Social and mental | Litany: Restore Hope |
| 14 | Magical Sensitivity - Spells near you feel wrong. Uncomfortable. Painful even. | d6 | Near magic | Medicine 14+ or Litany: Break Great Curse |
| 15 | Gaps in Memory - Hours missing. Sometimes days. What happened then? | d6 | Mental effort | Medicine 14+ or Litany: Seal Wounds |
| 16 | Voices - Whispers at the edge of hearing. They're not saying anything helpful. | d6 | Mental activity | Litany: Break Great Curse |
| 17 | Weakened Soul - Possession attempts are harder to resist. You feel... permeable. | d4 | Resisting influence | Litany: Break Great Curse |
| 18 | Rotted Tissue - Part of you died and didn't come back right. Visible decay. | d4 | Physical and social | Litany: Restore the Maimed |
| 19 | Fractured Mind - Reality slips sometimes. You see things that aren't there. Briefly. | d3 | All activity | Litany: Break Great Curse |
| 20+ | Roll Twice - The corruption was severe. Apply both results. | - | - | - |
Disease Table
When exposed to illness or as a result of certain injuries, roll to determine the affliction.
| Roll | Disease | Injury Die | Activity | Treatment |
|---|---|---|---|---|
| 1 | Common Cold - Sneezing, fatigue, runny nose. Miserable but passes in days. | - | - | Rest 1 |
| 2 | Gut Rot - Food doesn't stay down. Weakness and dehydration until it passes. | d20 | Physical exertion | Rest 1 or Medicine 3+ |
| 3 | Swamp Fever - Chills and sweating in waves. Can't get comfortable. Lasts a week. | d20 | Physical exertion | Rest 1 or Medicine 3+ |
| 4 | Red Eye - Infected, weeping eyes. Vision blurred. Light hurts. Contagious. | d20 | Perception | Rest 1 or Medicine 4+ |
| 5 | Rattling Cough - Deep in the chest. Won't stop. Sleep is hard. Takes weeks. | d12 | Physical exertion | Rest 2 or Medicine 4+ |
| 6 | Trembling Sickness - Uncontrollable shaking. Comes and goes. Embarrassing. | d12 | Fine manipulation | Rest 2 or Medicine 5+ |
| 7 | Bone Chill - Cold that won't leave. No fire warms you. Joints ache. | d12 | Physical exertion | Rest 2 or Medicine 5+ |
| 8 | Weeping Sores - Painful blisters that burst and spread. Highly visible. | d10 | Social and physical | Medicine 6+ or Litany: Cure the Afflicted |
| 9 | Mind Fog - Can't think clearly. Words slip away. Simple tasks feel hard. | d10 | Mental effort | Rest 3 or Medicine 7+ |
| 10 | Blood Flux - Internal bleeding. Weakness. Need rest and care or it gets worse. | d10 | Physical exertion | Medicine 8+ or Litany: Cure the Afflicted |
| 11 | Consumption - Wasting cough. Blood in the spittle. Progressive if untreated. | d8 | Physical exertion | Medicine 10+ or Litany: Cure the Afflicted |
| 12 | Lockjaw - Muscles seize. Jaw won't open. Spreads to other muscles. Dangerous. | d8 | Physical activity | Medicine 10+ or Litany: Cure the Afflicted |
| 13 | Spotted Fever - High fever, delirium, rash. Can be fatal without treatment. | d8 | Mental and physical | Medicine 12+ or Litany: Cure the Afflicted |
| 14 | Sleeping Sickness - Can't stay awake. Longer and longer sleeps. Might not wake. | d6 | All activity | Medicine 12+ or Litany: Cure the Afflicted |
| 15 | Wasting Disease - Body consumes itself. Growing thinner no matter how much you eat. | d6 | Physical exertion | Medicine 14+ or Litany: Cure the Afflicted |
| 16 | Blackened Veins - Infection spreading through blood. Visible progression. Fatal if it reaches the heart. | d6 | Physical activity | Medicine 14+ or Litany: Cure the Afflicted |
| 17 | Demon Pox - Oozing sores, fever, madness. Magical in origin. Resists normal treatment. | d4 | Physical and mental | Litany: Cure the Afflicted (4 miracles) |
| 18 | Petrification Sickness - Skin hardening slowly. Joints stiffening. Turning to stone. | d4 | All activity | Litany: Break Great Curse |
| 19 | Soul Sickness - No physical symptoms. Just fading. Less present each day. | d4 | All activity | Litany: Break Great Curse |
| 20+ | Plague - The real thing. Highly contagious. Fatal without intervention. Quarantine immediately. | d3 | All activity | Litany: Cure Plague |
Treatment Guide
Reading the Treatment Column:
- Rest X = X months of complete rest (no adventuring)
- Medicine X+ = Roll X or higher on the Medicine/Healing downtime table
- Litany: Name = Requires that specific prophet litany
Treatment Options:
- Rest: Safe but slow. Character must avoid strenuous activity.
- Medicine/Healing Downtime: Seek a physician or healer. Higher rolls = better equipment, more skilled practitioners.
- Litanies: Divine intervention. Requires finding a prophet with the appropriate litany and convincing them to help.
Litanies Used for Treatment:
- Cure the Afflicted (Tier 1) - Cures disease and poison
- Restore Hope (Tier 1) - Cures supernatural despair, nightmares, intrusive thoughts
- Seal Wounds (Tier 1) - Closes serious wounds, heals internal damage
- Restore Sight (Tier 2) - Restores blindness from any cause
- Restore the Maimed (Tier 2) - Regrows lost limbs and organs, restores severe damage
- Break Great Curse (Tier 2) - Breaks curses, magical corruption, soul damage
- Cure Plague (Tier 2) - Required for actual plague
Poison
Poison
Application:
- Poisoned weapons
- Ingested poison
- Contact poison
- Inhaled poison
Saving: Body save vs poison DC
- Success: Half damage or no effect
- Failure: Full effect
Effects:
- Immediate damage
- Ongoing damage over time
- Stat penalties
- Conditions (paralyzed, unconscious, etc.)
Treatment:
- Antidotes (instant cure)
- Healing magic (varies by spell)
- Time (poison runs its course)
Stabilization & Death
Stabilization Rules
Who Can Stabilize:
- Anyone can attempt (uses an action)
- Healing skill tree grants advantage
How to Stabilize:
- Action: Use your action
- Check: Body check, DC based on dying character's tier
- Success: Death timer stops, character stable but unconscious
- Failure: Timer continues to tick
Automatic Stabilization:
- Any healing magic (even 1 Vigor worth) automatically stabilizes
Resurrection
When Characters Die:
Low Levels (1-4):
- Death is usually final
- Resurrection magic is rare
- May require quest to find resurrection
High Levels (5-10):
- Resurrection spells become available
- High-tier clerics can resurrect
- Expensive and costly
Resurrection Limits:
- Some deaths can't be reversed (disintegration, consumed by demons, etc.)
- Each resurrection takes a toll (stat loss, corruption, etc.)
- Multiple resurrections become harder
Resurrection Costs:
- Expensive material components
- Divine favor or intervention
- Personal sacrifice
- Time and recovery
Permadeath
When Resurrection Doesn't Work:
- Body completely destroyed
- Soul trapped or consumed
- Divine intervention prevented
- Player chooses final death
Making a New Character:
- Start at appropriate level for party
- Inherit some wealth/resources
- Integration into story
Combat Reference Tables
Damage Resistance & Immunity
| Term | Effect |
|---|---|
| Resistance | Take half damage |
| Immunity | Take no damage |
| Vulnerability | Take double damage |