Fundamentals
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What a character is made of, and how the dice answer a question.
Quick reference for play - read Part 1-5 for character creation
Quick Start
Core Loop: checks roll dice pools; attacks roll d20 + stat modifier + weapon bonus vs AC
Combat Round:
- Tactical Phase: Declare spells/tactics, pick ONE Maneuver each
- Initiative: d8 + Mind die (reroll each round)
- Turns: Roll Vigor regen at the start of your turn, then 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
- A missed attack can still deal Vigor damage (Glancing Blow, set by Body)
- Vigor is a shield, not damage: it starts full and Majors roll it back at the start of each of their own turns
- Spells/tactics declared before initiative, resolved on your turn
- Tier = half level (rounded up), added to check dice pools and DCs (attacks add NO Tier)
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: Saves (plus your Fate die), ability tests and disruption checks, initiative (Mind die), Glancing Blow (Body die)
Use flat modifier for: The size of a dice pool check, attack rolls, AC (Sense modifier), Vigor cap (Heart 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 rolls (d20 + stat modifier + weapon bonus, no Tier)
- Vigor generation
- Damage on a hit (your Tier die: d4 / d6 / d8 / d10 / d12 for Tiers 1-5)
What Your Stats Do
Every character benefits from every stat:
Body
- Glancing Blow (on a miss): When you miss with a weapon or mystic attack, deal Vigor damage to one target within range: roll your Body die if positive (Body 12+), a flat 1 at Body 10-11, nothing if your Body die is negative
Mind
- Initiative: d8 + Mind die (reroll each round)
Sense
- AC: Armor base + Sense modifier
Heart
- Vigor: Shield capped at your Tier + Heart modifier (minimum 0). At the start of your turn, roll Tier exploding d4s: each 4 restores 1 point
- Each point negates one incoming point of harm
Cunning
- Crit Range: Expands at high Cunning
- Cunning 9 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 your stat modifier is negative, roll only Tier dice and successes require a 6. A +0 modifier is not a penalty: at a stat of 10-11 you roll your [0 + Tier] pool and succeed on 5+ as normal.
Fate Points: Spend 1 Fate point after rolling to add 1 die to your pool. Can spend multiple. You begin play with 3, and at the start of each session your Fate refreshes to 3 if you are below 3; anything above 3 carries over, so banking points between sessions is possible but slow.
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 (d20)
Roll d20 + the save stat's die + your Fate die, plus any bonus, against the DC.
DC by effect tier:
| Effect Tier | DC |
|---|---|
| 1 | 11 |
| 2 | 13 |
| 3 | 15 |
| 4 | 17 |
| 5 | 19 |
Key Differences from Checks:
- A save is one d20 roll, not a dice pool. There are no successes to count, no 1s to pay stamina for, and no dice to buy (saves are reactive, not active effort)
- Fate rides along on every save. On a Fate save you roll the Fate die once as the save stat; it is not added twice
- Advantage: roll 2d20 and keep the higher. Disadvantage: roll 2d20 and keep the lower. Both at once cancel. Exhaustion forces disadvantage on every save
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 and disadvantage work one way on a dice pool and another way on a d20.
On a dice pool check:
- Advantage: Succeed on 4+ (50% per die)
- Normal: Succeed on 5+ (33% per die)
- Disadvantage: Succeed on 6 only (17% per die)
On a d20 roll (attack rolls, saves, ability tests, disruption checks):
- Advantage: Roll 2d20 and keep the higher
- Disadvantage: Roll 2d20 and keep the lower
If you have both, they cancel (normal). Multiple sources don't stack.