Basics of Play

Roll the bones, the dark won't wait
Choose your heart and meet your fate
Evil stirs… it's growing loud
Go Forth, hero. Stand unbowed

Resolution

When you attempt something uncertain, roll a d20 and an Effort die.

  • The d20 determines success.
  • The Effort die determines impact.

Encounter Target Numbers (TN)

The GM sets a baseline TN for the scene:

Very EasyTN 10
EasyTN 10 + 1d4
CommonTN 10 + 1d6
ChallengeTN 10 + 1d8
ExtremeTN 10 + 2d4, 2d6, or 2d8
DoomTN 10 + 2d12

Add your Attribute Modifier to the d20. The GM tells you which attribute applies to the action you're attempting.

Unique TNs

Specific creatures or hazards may have their own TN instead of using the Encounter TN. The GM calls these out when relevant.

Example

Standard Encounter (TN 12), but the armored knight has Defense TN 15.

Easy vs Hard

Most rolls use your standard target number, but circumstances can make a roll Easy or Hard.

Easy

Lower the target number by 3

Hard

Raise the target number by 3

The GM calls for Easy or Hard based on the fiction. If you can justify why something should be easier, make your case.

Important
  • Easy and Hard do not stack
  • They offset each other

When Rolls Are Easy

  • You have the right equipment for the job
  • An ally is directly helping you
  • The environment favors your approach
  • You've already attempted this and learned from the failure

When Rolls Are Hard

  • You're attempting something risky or extraordinary
  • The conditions are actively working against you
  • You're pushing for bonus effects beyond the normal outcome
  • You're distracted, wounded, or under pressure

Attributes

Your character has eight attributes representing natural capability:

Might

Raw physical power and forceful actions, melee heavy weapons

Agility

Speed, balance, quick bodily reations, melee light weapons

Finesse

Precision, control, and delicate or exact movements, ranged weapons

Instinct

Awareness, intuition, and reading situations or people

Reason

Knowledge, analysis, and structured thinking, magical spell casting

Vigor

Endurance, toughness, and pushing through physical strain

Presence

Personal impact, leadership, and emotional influence, divine spellcasting

Guile

Cunning communication, manipulation, and strategic persuasion

These eight stats define your character. They are your raw potential, not trained skills. When you roll, the GM calls the attribute you're going to use. These same attributes feed your three Defenses (Body, Mind, Soul), so what makes you capable also makes you hard to kill.

Checks, Effort & Contests

There are three types of rolls:

Checks

Binary. Can you do it or not? Roll d20 trying to beat the Target Number.

Effort

Used for things that take time (breaking a door, translating runes, killing a monster). You make a Check, then roll your Effort die to see how much progress you make.

Accumulate enough Effort against a Heart (10 points) to overcome it.

Contests

Two characters oppose each other. Both roll — higher total wins.

Checks ask "can you?" Effort asks "how long?" Contests ask "who wins?"

Roll vs Effort Bonus

Each attribute has two values:

  • +Roll — Added to your d20
  • +Effort — Added to your Effort die

By default, both equal your attribute score.

Example

If you have Might +3, you have Might +3 Roll and Might +3 Effort.

Optional Customization

You may adjust bonuses within the same attribute. For each point you reduce one value, increase the other by the same amount.

Examples
  • Might +3 → +2 Roll / +4 Effort
  • Reason +2 → +3 Roll / +1 Effort
Limititations
  • Neither Roll nor Effort can exceed +5 at first level.
  • If you have a -1 Attribute, you must reduce both Roll and Effort by 1.

When you make a roll, the GM tells you which attribute applies. You add your +Roll bonus to the d20 and your +Effort bonus to the Effort die.

Actions

On your turn, you get 1 Action and 1 Move.

Basic Actions

Attack Make a combat check against an enemy
Free Quick actions requiring no effort (open a door, shout, drop an item)
Interact Skilled or time-intensive actions (pick a lock, search thoroughly)
Cast Use a spell or magical ability
Move Take an additional Move this turn (in addition to your standard Move)

Attacking

Example Situation

You attack with a ranged weapon (d8 Effort die) and have Finesse +3.

  1. 1 Declare the attack (must have Line of Sight).
  2. 2 Roll both dice (d20 + d8 Effort).
  3. 3

    If you hit: Add your Effort modifier to the Effort die. (If you rolled a 5 you would add +3 for total of 8)

  4. 4

    If you miss: You Graze, dealing your Effort modifier in damage (+3 for this example) — or you may spend Momentum.

  5. 5 Subtract your Effort from the target's current Heart.

Turns & Order

Combat is organized into Rounds. Each Round, every character and enemy takes a Turn.

Initiative Options

Round the Table

Go clockwise from the GM's left. The GM slots enemies as desired (all at the end, split halfway, or woven between players). Keep it moving.

The Zipper

  • Players choose who goes first
  • After a player acts, a monster/group acts
  • Then another player
  • Continue alternating until all have acted
  • Start a new Round

Which side goes first is determined by a Notice Check.

Momentum

"You feel it, don't you? That surge before you strike. That calm before you speak. Power is not a river you dam… it is a tide you ride. It swells, it recedes, it swells again. The fool fights it. The master moves with it. Stop trying to hold it. Learn the rhythm of your own spirit, and you will never be without strength when strength is needed."
— Sethro Kaan, Sage of the Quiet Hand

Momentum is your engine.

Momentum represents everything that keeps you in the fight; your stamina, your power, your focus, your will to push forward. It's not just health. It's not just mana. It's both, woven together. The same resource that keeps you standing fuels your greatest abilities. Spend too freely and you leave yourselfexposed. Hoard it and you'll never reach your potential.

Every hero must learn this balance. Momentum is how you stayalive, how you power your gambits, how you seize control when the odds turn against you. Master it, and you'll always have one more trick when it matters most. Ignore it, and the tide will drag you under.

Momentum Pool

You start with 3 Momentum dice (d6s). You gain more as your Vigor increases.

Momentum dice exist in three areas:

Stamina

Your reserve. Starting place for all dice.

Power

Active fuel, ready to spend.

Fatigue

Exhausted, burned out.

Momentum Pool Diagram
Flow

Stamina → Power → Fatigue → back to Stamina

Where your dice sit determines what you can do.

Momentum starts in Stamina, your reserve. It flows into Power when you build up, drops into Fatigue when you take hits or burn out, and eventually cycles back to Stamina.

Sometimes you move it. Sometimes the world moves it for you. Where your dice sit determines what's possible.

Preparing

At the start of your turn, you Prepare by moving 1 Momentum die:

  • Stamina → Power (building energy)
  • Fatigue → Stamina (recovering)

Spending Momentum

You may spend Momentum during your turn. There is no limit except what you have available and your action economy (1 Action, 1 Move).

Stamina lets you:

  • Boost a Roll — Roll the die and add it to your Check
  • Fuel Gambits — Discplines that require Stamina as fuel.

Power lets you:

  • Boost a Roll — Add to Check or Effort
  • Fuel Gambits — Discplines that require Power or Stamina as fuel.
  • Extra Action — 1 Momentum = 1 additional Action
  • Increase Defense — Lock and roll 1 Momentum, it increases all Defenses until you've been attacked, and then it is Spent.
  • Build — Place Momentum into the Building pool for allies to access

Power is Stamina with potency. Use it wisely

Locking Momentum

Some abilities require you to Lock Momentum.

  • Move a die into a Locked slot
  • It remains there while the effect persists
  • You cannot use it
  • On your turn, you can opt to remove it, or replace it with a new Lock ability you've activated
  • If you take a Hit, you may move it to Fatigue (ending the effect)

You begin with 1 Lock slot. Discplines will open additional Lock slots.

Hits & Beats

When you take a Hit, move 1 Momentum die into Fatigue.

It can come from:

Stamina Power Building Locked
Beat Trigger

If all Momentum is already in Fatigue when you take a Hit → you trigger a Beat.

Beats

Beats represent pivotal shifts in the encounter. They may:

  • Knock you out (and cause a Wound)
  • Advance timers
  • Activate enemy abilities
  • Grant GM Pressure
  • Escalate the scene

The GM defines what Beats mean at the start of the encounter. Not all Beats lead to being Knocked Out. They are narrative ways that change the stakes of a scene.

Wounds

When Knocked Out, you roll for Severity:

Tacking a Wound Roll

1d20 + the two attributes tied to the Defense that dropped you

  • Body: Might + Agility
  • Mind: Instinct + Reason
  • Soul: Presence + Vigor

Already wounded? Each existing Wound gives a -5 penalty on your Severity roll. Two Wounds? That's -10 penalty. The more broken you are, the harder you fall.

Severity Table

-6 or lessDeath (at end of encounter)
-6 to 0Permanent Wound (Some Miracle, specific quest, or Powerful NPC can cure it)
1 – 5Vicious Wound (d4 sessions)
6 – 15Shallow Wound (Reason check or Long Rest)
16+Flesh Wound (Reason check or End of Encounter)

Determining the Wound

Roll d8 on the matching Defense chart.

Body

1.Weakened Condition
2.-2 Move
3–4.Might checks are Hard
5–6.Agility checks are Hard
7.Finesse checks are Hard
8.Can't Prepare

Mind

1.Dazed Condition
2.Can't perform Hurry
3–4.Instinct checks Hard
5–6.Reason checks Hard
7.Can't Lock Momentum
8.Can't Rally

Soul

1.Shaken Condition
2.Can't Hold
3–4.Guile checks Hard
5–6.Presence checks Hard
7.Vigor checks Hard
8.Lose 1 Momentum permanently

Narrate It

You and the GM describe what happened. Broken rib? Deep gash? Concussion? Give it a name. This Injury Aspect lives in the fiction. The GM can invoke it when it matters, and so can you.

Recovery

Wounds have timers. Check the duration to know when it fades. Some need rest. Some need a healer. Some need time and safety.

Short Rest

After every Encounter:

  • Move all Momentum to Stamina
  • Flesh Wounds disappear

Long Rest

24 hours of uninterrupted downtime.

  • Remove a Shallow Wound

Magic and abilities may accelerate healing.

It is possible that the GM can string Encounters together without Short Rests between them.

Boost Example

Example Situation

You're attacking an enemy with your ranged weapon with a d8 Effort die and a Finesse of +3 giving a +3 to roll and +3 to effort.

Scenario: A

  1. 1 Declare the attack (must have Line of Sight).
  2. 2 Roll both dice (TN is 13 and your Skill Die result is 9, and your Effort die rolls a 6).
  3. 3

    Your Could Graze: But you might want to suceed so you could do 9 effort (Effort + Mod) instead of just your Modifier (+3)

  4. 4

    Roll and Fatigue Stamina or Power: You roll Momentum, and get a 4.

  5. 5 Apply the Momentum result to the Skill Die: Add 4 to the d20 (9) to get 13. Success! Effort is 6 damage + 3 Modifier
  6. 5 Apply Effort You hit the enemy for 9 Effort.

Scenario: B

  1. 1 Declare the attack (must have Line of Sight).
  2. 2 Roll both dice (TN is 13 and your Skill Die result is 13, and your Effort die rolls a 3).
  3. 3

    Your already Succeeded, but aren't doing much Effort: Your effort will be 6 (3+Modifier of 3) but you want to do more!

  4. 4

    Roll and Fatigue Stamina or Power: You roll Momentum, and get a 4.

  5. 5 Apply the Momentum result to the Effort Die: Add 4 to to Effort. Success! 3 Effort + 3 Modifier + 4 Momentum = 10 Effort
  6. 5 Apply Effort: You hit the enemy for 10 Effort.

This is where heroes shine. But every die you spend is one less standing between you and Fatigue. Push too hard, and when that next Hit lands, you're eating a Wound or triggering a Beat.

Building

On your turn, you may push any number of Power dice into Building. These are no longer yours.

  • Allies may use them like Power dice (after which they are returned to your Fatigue)
  • They cannot Lock them
  • If unused when your turn returns, they move to your Fatigue

This is how you set up the rogue's killing blow. How you fuel the mage's big moment. Momentum isn't just personal, it's shared. A team that builds together hits harder than any solo hero ever could.

Combat

"Stop thinking about glory. Keep moving. Hesitate and you're dead. Rush in blind and you're dead faster…"
— Cap. Harren Voss, Blackwall Company

This is where plans fall apart and instincts take over. Combat isn't a math problem, it's a conversation between steel, ink will, and chaos. Every round is a question: press the advantage or fall back? Protect your ally or trust them to hold? Spend everything on one glorious strike or keep something in reserve? The answers change moment to moment. The wrong call gets people killed.

Encounters are more than monsters with stat blocks. They're pressure. Timers ticking down. Terrain that helps or hurts. Enemies that think and exploit your mistakes. Victory doesn't go to the strongest....it goes to the team that moves together and strikes when the iron's hot. Hesitation is a knife in your ribs. Recklessness is a shallow grave. Find the line between them and walk it.

Advanced Actions

These actions are for the Heroes who need to adapt more. The one who sees the whole battlefield, not just the enemy in front of them. Sometimes the best move isn't an attack. It can be buying time, setting up an ally, or getting the hell out of a bad spot.

Hurry Take any Action at Hard, gain Interact or Help as free actions
Guard Attacks against you or Close ally are Hard until your next turn
Help Ally's next roll is Easy
Rally Move 1 Momentum from Fatigue to Stamina for yourself or a Close ally
Hold Declare trigger, act when triggered with your Action and/or Move

Line of Sight & Cover

To attack, you need Line of Sight.

With Grid

Trace a corner-to-corner line.

  • Clear line to all 4 corners of an enemies spot from one of your corners = Line of Sight
  • Clear line to less than all 4 corners of an enemies spot from one of your corners = Cover
  • Solid block = No Line of Sight

Without Grid

Trace from center to target.

If the line touches any part of them, you have Line of Sight. If it can't touch all parts of them (something, or a hostile, blocks part of their position), they have Cover.

Attacks vs Cover are Hard.

Movement

Distance Bands:

Engaged Close Nearby Far

Move shifts one band.

  1. Engaged — Right next to them. In their face. This matters—certain abilities and enemy actions trigger when you're Engaged.
  2. Close — A few steps away. Same general area.
  3. Nearby — Across the room. Reachable with effort.
  4. Far — Edge of the battlefield. You'll need to commit to get there.

Grid Play

Move = 4 + Agility squares.

  • Engaged = adjacent
  • Close ≈ 6 squares
  • Nearby ≈ 12 squares

You may split movement around your Action.

Action & Movement:

Stay Close? Move and act in any order. You're just repositioning within the same space.

Push to Nearby? That's your Move. You can take an Action beforeor after, but your move is done.

Going Far? That's two Moves. Your Action is spent getting there.

Grid Play: If you're using hexes or squares, you can split your Move around your Action. Move some, act, move the rest.

Reactions

You get 1 Reaction per Round.

Every Reaction has a trigger. Something that lets you act outside your turn. Some are specific ("when a Close ally takes a Hit"). Some are broader ("during the round"). When the trigger happens, you decide: spend your Reaction or hold it for something else.

Free Reactions ignore this limit.

You won't have Reactions yet, they come from Gambits tied to your Disciplines, starting at 2nd level. But you need to understand this now: Reactions are part of the Round's rhythm. Know your triggers. Know your window. Don't waste it on something small when something big is coming.

Effort

Effort measures progress. Damage in combat is Effort. So is chipping away at a locked door, decoding ancient runes, or convincing a hostile crowd to hear you out.

Bare handsd4
Weapon / Toold6
GambitsModify further

Hearts

Each Heart = 10 Effort

  • 3 Hearts = 30 Effort
  • You target only 1 Heart at a time
  • Excess Effort beyond 10 is wasted unless specified (Overflow or Overkill Gambits)

Variations

Fortified Hearts Require 10+ Effort in a single strike
Shields Flat Effort reduction per check/attack
Breaking Point Deal X Effort in one action to complete entirely, no matter how many Hearts remain

Conditions

Conditions represent temporary states that alter your capabilities. They come in pairs (positive and negative) and are applied by abilities, environmental hazards, or the GM based on the fiction.

Some conditions are broad and let you choose how they apply. Others target specific Defenses and the attributes tied to them. Conditions can Stack and Off-set each other.

You can carry multiple conditions at once; Empowered and Protected, Weakened and Trapped. Stack away.

But paired conditions cancel out. Empowered meets Weakened? Both gone. Focused meets Dazed? Wiped clean. Opposites don't coexist.

Bolstered/Shaken
Empowered/Weakened
Favored/Hindered
Focused/Dazed
Mobile/Trapped
Protected/Vulnerable

Duration varies. Some conditions last until the situation changes—leave the fire, lose the burning. Others stick until an enemy's effect ends or you shake it off with a Saving Throw. The GM will tell you what it takes to break free.

Conditions can stack. Opposites cancel out.

Positive Conditions

  • Bolstered — Soul Defense +2/+3, gain temp Momentum
  • Empowered — Body Defense +2/+3, physical checks Easy
  • Favored — Next Action Easy
  • Focused — Mind Defense +2, mental checks Easy
  • Mobile — Double Move
  • Protected — +3 to one Defense

Negative Conditions

  • Shaken — Soul Defense -2
  • Weakened — Body Defense -2
  • Hindered — Next Action Hard
  • Dazed — Either Move or Action, not both
  • Trapped — Cannot Move
  • Vulnerable — -3 to chosen Defense