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
This is where your hero takes shape. Not just numbers on a sheet but a person with history and something to prove. You'll answer three questions: What are you? Who are you? How do you fight?
Origin covers the first. Your physical nature, your lineage—the stuff you were born with or built from. Personality handles the second. Your temperament, your instincts, the traits that make you you. Disciplines answer the third. The techniques you've mastered, the gambits you pull when steel clears leather.
Don't overthink it. There are no trap choices here. Every combination works. Pick what sounds cool, what fits the character in your head, what makes you want to take action. The mechanics will follow.
Your hero is out there… waiting. Time to meet them.
Your physical nature and inherent traits. Origin represents the type of being you are. Are you hardy and resilient, swift and precise, adaptable and versatile? These are modular templates you can flavor to fit any setting. The "Hardy" Origin might be a mountain dwarf in fantasy, a gene-modded labor clone in sci-fi, or a stone golem brought to life.
Your behavioral traits and natural temperament. This determines which attributes come most naturally to you. Are you Relentless and unstoppable? Cunning and calculating? You'll choose two personality traits that shape your core nature, each granting a +1 bonus to the attribute that aligns with that trait.
Your approach to challenges and combat. Instead of traditional classes, Disciplines are collections of gambits, abilities you can fuel with Stamina and Power, each with their own trade-offs and Limitations. This is your tactical identity, the mechanical expression of how you engage with the world.
Your Origin defines what you are and where you come from. It's built from two choices: Physical Build (your body type and natural capabilities) and Lineage (your heritage and background).
Each Physical Build grants attribute bonuses and traits tied to your body. Each Lineage grants additional attributes, skills, or special abilities tied to your heritage. Combine them, for your flavor.
| Build | Description | Bonus | Trait |
|---|---|---|---|
| Hardy | Stocky, durable, high endurance | +1 Vigor | Withstand harsh environments, and resist poison or disease |
| Swift | Lithe, graceful, quick | +1 Agility | Moving across difficult terrain and balance are Easy |
| Mighty | Large, powerful, imposing | +1 Might | Lifting heavy objects, breaking things, are Easy |
| Small | Compact, nimble, unassuming | +1 Finesse | Hiding, sneaking or picking pockets are Easy |
| Adaptable | Balanced, no extremes, versatile frame | +1 to any attribute | Choose a task that is Easy for your character |
| Lineage | Description | Bonus | Trait |
|---|---|---|---|
| Common | Ordinary, unremarkable, widespread | +1 to any attribute | Choose a task that is Easy for your character |
| Ancient | Long-lived, patient, steeped in history | +1 Reason | Recalling historical facts, understanding ancient texts, and recognizing magic is Easy |
| Wild | Wild-raised, instinct-driven, nature-bonded | +1 Instinct | Tracking creatures, finding food & water and reading weather is Easy |
| Crafted | Purpose-built, manufactured, designed | +1 Finesse | Repairing mechanical objects, understanding how devices work, and identify constructs are Easy |
| Blessed | Touched by divine/cosmic forces, fated | +1 Presence | Resisting fear and despair, inspiring others, and sensing divine or cosmic presence is Easy |
| Cursed | Marked by dark forces, outcasts, tainted | +1 Presence | Detecting lies and hidden motives, intimidating others, and sensing danger or evil is Easy |
| Hybrid | Mixed heritage, caught between worlds | +1 to.... | |
| Evolved | Adapted beyond baseline, enhanced, next-step | +1 to.... |
Your Personality represents your natural temperament and instinctive approach to the world. Are you Observant and detail-focused, or Relentless and unstoppable? Perhaps you're Cunning and calculating, or Compassionate and empathetic? This fundamental trait shapes which attribute comes most naturally to you, granting a +1 bonus to the attribute that aligns with your core nature.
You will choose two of these personality traits for your hero.
| Trait | Quote | Bonus | Feature |
|---|---|---|---|
| Fluid | "I flow like water" | +1 Agility | |
| Nimble | "Grace in motion" | +1 Agility | |
| Quick | "Speed is survival" | +1 Agility | |
| Versatile | "I adapt to the situation" | +1 Agility | |
| Deft | "My hands never fail" | +1 Finesse | |
| Meticulous | "Precision in every motion" | +1 Finesse | |
| Precise | "Perfection in every motion" | +1 Finesse | |
| Shadowy | "You never saw me coming" | +1 Finesse | |
| Cunning | "I'm always three steps ahead" | +1 Guile | |
| Deceptive | "Believe what I want you to" | +1 Guile | |
| Persuasive | "I change minds" | +1 Guile | |
| Sly | "Trust is for the foolish" | +1 Guile | |
| Insightful | "I read between the lines" | +1 Instinct | |
| Observant | "I see what others overlook" | +1 Instinct | |
| Perceptive | "Nothing escapes my attention" | +1 Instinct | |
| Primal | "I trust my instincts" | +1 Instinct | |
| Vigilant | "Always watching, always ready" | +1 Instinct | |
| Forceful | "I break through obstacles" | +1 Might | |
| Powerful | "Strength is my answer" | +1 Might | |
| Relentless | "I push harder than anyone" | +1 Might | |
| Sturdy | "I do the work that needs doing" | +1 Might | |
| Bold | "Fortune favors the brave" | +1 Presence | |
| Compassionate | "I feel other's pain" | +1 Presence | |
| Engaging | "People gravitate to me" | +1 Presence | |
| Enthusiastic | "Energy is contagious" | +1 Presence | |
| Magnanimous | "Generosity of spirit" | +1 Presence | |
| Menacing | "Fear is a weapon" | +1 Presence | |
| Passionate | "I feel everything intensely" | +1 Presence | |
| Astute | "Sharp mind, sharper insights" | +1 Reason | |
| Deliberate | "Every move is intensional" | +1 Reason | |
| Ingenious | "Cleverness is my tool" | +1 Reason | |
| Inventive | "I see solutions others miss" | +1 Reason | Once a session repeat a check (yours or allies) with Easy |
| Sensible | "Common sense prevails" | +1 Reason | |
| Thorough | "I leave no stone unturned" | +1 Reason | |
| Balanced | "Centered in all things" | +1 Vigor | |
| Dauntless | "Fear is a stranger to me" | +1 Vigor | |
| Determined | "I never quit" | +1 Vigor | |
| Steadfast | "I am the rock" | +1 Vigor |
All eight attributes start at zero. Blank slate.
Your Origin (Physical Build + Lineage) and your two Personality traits each grant +1 to specific attributes. That's 4 points distributed based on who you are. Then you get 4 more points to place wherever you want.
Need more points? Drop any attribute from 0 to -1 and gain a point to spend elsewhere. You can do this as many times as you like, but nothing goes below -2. Weaknesses make heroes interesting.
One rule: no attribute goes above +3. Spread the wealth.
Each attribute has two values: +Roll (added to your d20) and +Effort (added to your Effort die). By default, both equal your attribute score. Finesse +3 means +3 Roll and +3 Effort.
But you can tune it. Shift points from Roll to Effort, or Effort to Roll, within the same attribute. Want to hit less often but hit harder? Drop Roll, boost Effort. Want precision over power? Do the opposite.
Neither Roll nor Effort can exceed +5.
Your Defenses determine how hard you are to harm. When something attacks you directly, a sword swing, a psychic assault, the enemy rolls against your Defense. You don't roll. They combine pairs of attributes:
(8) + Might + Agility
(8) + Instinct + Reason
(8) + Presence + Vigor
When danger comes your way, you roll against the appropriate Defense.
represents someone who has: Might 3, Agility 2, Instinct 1, Reason 3, Presence -1, Vigor 2
Saving Throws are your response to circumstance. The floor drops out. Poison hits your bloodstream. An NPC lies. Nobody targeted you specifically, the world just happened, and you're reacting.
Attributes double as saves. Danger comes at you and the GM calls for a roll. Dodge that floordrop? Agility. Resist that poison? Vigor. Discover a lie? Instinct. Same rules as any other check: roll d20, add the attribute to beat the TN. This is how you react to what the world throws at you.
(Bonds pages contain no additional printed rules text.)
"First blood makes a fighter.
First failure makes a fool.
But the one who rises wiser?
That's the one who'll one day rule."
— Tavern verse, unknown origin
When you advance, you gain access to Disciplines.
Disciplines give you Gambits; techniques and abilities that define what you can do in combat or conversation. These are the things that you can do to help your allies and the world around you.
Go deep and stack Gambits in a single discipline and become a specialist; the unstoppable wall, the untouchable blade, the voice that commands rooms, the all knowing investigator. Or go wide, and pull from multiple disciplines to combine gambits into something no one's seen before. Create your path. Lean into your choices.
There's no wrong way to advance. Become the hero you feel you need to be.
You grow by doing. Every Encounter overcome brings you closer to the next level. Every Arc completed marks a turning point in your story.
Complete an Encounter, earn a Victory. One encounter, one Victory. Doesn't matter if you killed everything, talked your way through, or did what players do....something completely random. The encounter resolved? That's a Victory.
Accumulate enough Victories and you level up.
| Levels | Victories per Level |
|---|---|
| 1-3 | 3 |
| 4-6 | 4 |
| 7-9 | 5 |
| 10 | 6 |
The game is broken into four Tiers:
At the end of each tier (levels 3, 6, 9, and 10), you hit an Arc Cap. Victories stop accumulating. You can't grind your way past this point.
To break through, you need a Deed.
A Deed is a narrative milestone. Something meaningful accomplished together. Not just any accomplishment. THE accomplishment your story has been building toward.
One moment that defines this chapter of your story. Until you choose a Deed, nothing on the list counts. You don't stumble into advancement. You earn it.
When you gain a level, consult the Advancement Table. Each level tells you what type of reward you gain. You choose the specifics.
| Level | Rewards |
|---|---|
| 1 | Choose a Path + 2 of its Disciplines + 3 Gambits |
| 2 | +1 Attribute + 1 Gambit |
| 3 | 1 New Discipline + 1 Gambit OR +2 Gambits |
| 4 | 1 New Discipline + 1 Gambit OR +2 Gambits |
| 5 | +2 Attribute (distributed) + 1 Gambit |
| 6 | 1 New Discipline + 1 Gambit OR +2 Gambits |
| 7 | +2 Attribute (distributed) + 1 Gambit |
| 8 | 1 New Discipline + 1 Gambit OR +2 Gambits |
| 9 | +2 Attribute (distributed) + 1 Gambit |
| 10 | 1 New Discipline + 1 Gambit OR +2 Gambits |
Your character's combat identity isn't defined by a rigid class, but by the Disciplines you master over time. Each discipline is a thematically cohesive collection of gambits & maneuvers that reflect a specific combat philosophy or style.
Want to be durable in a fight? Take Grit. Need to shield your companions from harm? Master Bulwark. Prefer striking from the shadows with lethal precision? Take Opportunist. Each discipline comes with a suite of abilities called Gambits & Maneuvers. These function as either a unique action you can perform or an enhancement that modifies how standard Actions work.
As you level, you'll gain access to additional disciplines, building a unique combination that defines your role on the battlefield. Some disciplines are foundational (anyone can learn them). Others are advanced, requiring prerequisite disciplines to unlock them. For example, Elementalist becomes available only after you've trained in Magecraft.
Gambits are the individual abilities within each discipline. They represent techniques, powers, and maneuvers you've mastered through training and practice. Each Gambit tells you:
Gambits specify whether they require Stamina or Power to activate.
Power can substitute for Stamina. If a Gambit requires Stamina, you can spend Power instead. Power is more versatile—it's your combat-ready fuel.
Stamina cannot substitute for Power. Gambits that require Power need that active energy. You must Prepare dice into Power before you can use them.
Some Gambits require an Attribute Check to succeed. The Gambit will tell you which Attribute to roll.
Roll your d20 + Attribute modifier against the target number (usually the encounter TN). Your Effort die is rolled simultaneously if the Gambit deals Effort.
On Success: The Gambit takes full effect. Apply all listed benefits and Effort.
On Failure: One of three things happens, depending on the Gambit:
Always Boost: Even when using Gambits, you can still spend additional Momentum to Boost your Check or Effort as usual.
Every Gambit specifies its Range and Targets.
Many Gambits let you spend additional Stamina or Power to:
The Gambit will specify the cost for each upgrade.
Some Gambits require you to Lock Momentum to sustain an ongoing power. This represents maintaining concentration, channeling energy, or holding a stance.
You have a limited number of Lock slots. You cannot Lock more dice than you have slots.
The Gambit tells you what's required to keep it going. Four common types:
The Gambit specifies where the Locked die goes:
Limitations are restrictions you can voluntarily place on your Actions or Gambits to reduce their Momentum cost. By accepting a drawback or handicap, you make the ability cheaper to use.
When you activate a Gambit or enhanced Action, you may apply one Limitation to reduce its Momentum cost by 1. Not all abilities support Limitations.
You want to use your Power Strike Gambit, which costs 2 Momentum (1 Power & 1 Stamina). You only have 1 die in Power—the rest are fatigued.
So you apply the Reckless Limitation to the attack. Your Check suffers a −5 penalty, but the cost is reduced to 1 Momentum.
Debuffs are narrative tags you put on enemies. Flags that trigger abilities and tell the table “this one's ready to exploit”.
Before you become something unique, you start with a foundation. At 1st level, choose one of the four Paths: Warrior, Rogue, Priest, or Mage.
Each Path contains a set of Disciplines. Pick two. These are your initial areas of training.
From those two Disciplines, choose 3 Gambits. Spread them however you like; all three from one Discipline, or split between both. These are your tools and tricks.
You hit hard, stay standing, and make sure the enemy remembers your name.
You strike where they're not looking, move where they can't follow, and always have another trick.
You mend what's broken, shield what matters, and call down wrath when words fail.
You bend reality, shape destruction, and know secrets the world has forgotten.
Consistent melee damage increase.
Staying in the fight longer — durability.
Able to protect others from harm.
Ridiculous combat deeds.
Striking when enemies are vulnerable.
Impossible to pin down.
Cunning and misdirection.
Social manipulation and fast-talking.
Restoration and recovery.
Leadership and divine authority.
Protection through faith.
Holy destruction.
Knowledge from beyond.
Arcane problem-solving, minor magics.
Always having the right spell.
Expert researcher and lifelong learner.
Magical efficiency.
Manipulating the fight.
Shaping destructive magic.