Go Forth: Heroes

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

Basics of Play

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.

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
Focused/Dazed
Mobile/Trapped

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 +3, All Social checks are Easy, Gain 1 temporary Momentum
  • Empowered — Body Defense +3, All Physical checks Easy
  • Focused — Mind Defense +3, All Mental checks Easy, 2nd Lock slot becomes active
  • Mobile — Double Move

Negative Conditions

  • Shaken — Soul Defense -3, All Social checks are Hard, Lose 1 Momentum temporarily
  • Weakened — Body Defense -3, All Physical checks are Hard
  • Dazed — Mind Defense -3, All Mental checks are Hard, Can't use Lock slot
  • Trapped — Cannot Move

Rules vs Ruling

Conditions are Rules. They're defined states with consistent mechanics that everyone at the table already knows. When the GM says "you're Weakened," nothing needs explaining.

But not everything that happens in fiction needs a condition. The GM can call any check or action Easy or Hard in response to what's happening at the table. No condition applied, no token placed, no duration to track. Smoke in the room makes ranged attacks Hard. High ground makes you easier to hit. A slick floor makes movement treacherous. These are Rulings: real-time calls that reflect the fiction without adding anything to track

Rulings don't stack up between sessions. They don't need to. They exist in the moment, they shape the moment, and then they're gone. Conditions are what you write down. Rulings are what the GM says out loud.

Modifiers

When multiple sources give you a bonus or penalty to the same thing (a Defense, a roll, Effort) you don't add them together. You take the highest and move on. Two abilities both granting +3 Body Defense? You have +3 Body Defense, not +6. The GM offering a +2 to your roll while you're already getting +3 from a condition? You have +3.

Easy and Hard work differently. They're not numbers, they're states. Easy or Hard on a check can sit on top of any Modifieryou're already receiving. You can have +3 to your attack and still have your attack roll be Easy. These don't compete with each other because they're doing different things.

When in doubt: Modifiers cap at the highest source. Easy and Hard always apply

Debuffs

Monsters don't use the condition system. When heroes impose effects on monsters, those effects are called Debuffs.

Exposed — All attacks against this monster are Easy
Rattled — The monster's attacks are Hard.
Pinned — The monster cannot use its Move action
Staggered — The monster must choose between Move or Action on its turn. Not both.
Stunned — The monster cannot act at all this round.

Debuffs can combine. A grappled monster might be Exposed and Pinned at the same time. A creature reeling from a devastating hit might be Rattled and Staggered. Special abilities may introduce additional effects beyond these five, but this list covers the core tactical vocabulary for every encounter

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.

Building a Hero

Origin

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.

Personality

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.

Disciplines

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.

Origin

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).

Swift + Ancient character might be a classic elf or a centuries-old AI in a sleek frame.
Hardy + Wild could be a mountain dwarf or a bear-person from the deep woods.
Adaptable + Common is your standard human.

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.

Physical Build

Build Description Bonus Trait
HardyStocky, durable, high endurance+1 VigorWithstand harsh environments, and resist poison or disease
SwiftLithe, graceful, quick+1 AgilityMoving across difficult terrain and balance are Easy
MightyLarge, powerful, imposing+1 MightLifting heavy objects, breaking things, are Easy
SmallCompact, nimble, unassuming+1 FinesseHiding, sneaking or picking pockets are Easy
AdaptableBalanced, no extremes, versatile frame+1 to any attributeChoose a task that is Easy for your character

Lineage

Lineage Description Bonus Trait
CommonOrdinary, unremarkable, widespread+1 to any attributeChoose a task that is Easy for your character
AncientLong-lived, patient, steeped in history+1 ReasonRecalling historical facts, understanding ancient texts, and recognizing magic is Easy
WildWild-raised, instinct-driven, nature-bonded+1 InstinctTracking creatures, finding food & water and reading weather is Easy
CraftedPurpose-built, manufactured, designed+1 FinesseRepairing mechanical objects, understanding how devices work, and identify constructs are Easy
BlessedTouched by divine/cosmic forces, fated+1 PresenceResisting fear and despair, inspiring others, and sensing divine or cosmic presence is Easy
CursedMarked by dark forces, outcasts, tainted+1 PresenceDetecting lies and hidden motives, intimidating others, and sensing danger or evil is Easy
HybridMixed heritage, caught between worlds+1 to....
EvolvedAdapted beyond baseline, enhanced, next-step+1 to....

Example Combinations

Adaptable + Common — Standard human
Swift + Ancient — Classic elf
Hardy + Wild — Dwarf raised in wilderness, or bear-folk
Small + Crafted — Gnome artificer, repair drone, minibot
Mighty + Blessed — Aasimar, chosen warrior, divine champion
Hardy + Cursed — Tiefling, mutant, regenerating outcast
Adaptable + Evolved — Augmented human, psionic, gene-enhanced
Swift + Hybrid — Half-elf ranger, chimera, rat-folk

Personality

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 ReasonOnce 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

Assign Attributes

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.

Roll & Effort Bonuses

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.

Momentum Pool Diagram
Limitation

Neither Roll nor Effort can exceed +5.

Defenses

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:

Body

(10) + Might + Agility

Mind

(10) + Instinct + Reason

Soul

(10) + Presence + Vigor

When danger comes your way, you roll against the appropriate Defense.

Momentum Pool Diagram

represents someone who has: Might 1, Agility 2, Instinct 1, Reason 0, Presence -1, Vigor 0

Saving Throws

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

(Bonds pages contain no additional printed rules text.)

Disciplines

"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.

Advancement

You grow by doing. Every Encounter overcome brings you closer to the next level. Every Arc completed marks a turning point in your story.

Victories

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
1-33
4-64
7-95
106

Tiers

The game is broken into four Tiers:

Tier 1: Levels 1–3
Tier 2: Levels 4–6
Tier 3: Levels 7–9
Tier 4: Level 10

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.

Deeds

A Deed is a narrative milestone. Something meaningful accomplished together. Not just any accomplishment. THE accomplishment your story has been building toward.

When you hit an Arc Cap:

  1. 1 Stop tracking Victories
  2. 2 Work with your GM to choose a Deed from the list (or create one that fits your story)
  3. 3 Pursue that Deed
  4. 4 When accomplished, break through to the next tier

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.

Deed List

Slay a named enemy
Save innocents from certain doom
Uncover a dangerous secret
Forge an unlikely alliance
Survive against impossible odds
Sacrifice something meaningful for another
Complete a promise made to an NPC
Expose a betrayal
Defend a location against assault
Overcome a personal failure or fear
Recover a lost artifact or relic
Liberate the oppressed
Bring a villain to justice
End a long-standing conflict
Discover a hidden truth about the world

Leveling Up

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
1Choose a Path + 2 of its Disciplines + 3 Gambits
2+1 Attribute + 1 Gambit
31 New Discipline + 1 Gambit OR +2 Gambits
41 New Discipline + 1 Gambit OR +2 Gambits
5+2 Attribute (distributed) + 1 Gambit
61 New Discipline + 1 Gambit OR +2 Gambits
7+2 Attribute (distributed) + 1 Gambit
81 New Discipline + 1 Gambit OR +2 Gambits
9+2 Attribute (distributed) + 1 Gambit
101 New Discipline + 1 Gambit OR +2 Gambits

Disciplines & 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.

What Each Gambit Tells You

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:

What it costs — How much Momentum you must spend
How to activate it — Whether it requires a check, and which Attribute
What it does — The mechanical effect
Who it targets — Range and area of effect
Keywords — How it interacts with your turn economy
Momentum — When referenced refers to Stamina or Power

Stamina vs Power

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.

Checks & Failures

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:

Consolation Effect — The Gambit specifies a reduced effect on a miss.
Refund — If no consolation is listed, you don't spend the Momentum. The dice you would have spent remain in their current pool.
Spent Anyway — Some high-risk Gambits consume Momentum even on a failure. These are clearly marked.

Always Boost: Even when using Gambits, you can still spend additional Momentum to Boost your Check or Effort as usual.

Area of Effect & Range

Every Gambit specifies its Range and Targets.

Range Categories

Self — Affects only you
Touch — Requires physical contact with the target
Close — Affects targets within arm's reach or a few steps
Nearby — Affects targets across the room or battlefield
Far — Affects targets at the edge of sight or extreme range

Targeting

Single Target — Affects one creature or object
Multiple Targets — Affects a specific number of targets
Area — Affects all creatures in a defined space (cone, sphere, line, etc.)

Upgrading Area

Many Gambits let you spend additional Stamina or Power to:

Increase the number of targets
Expand the area of effect
Extend the range

The Gambit will specify the cost for each upgrade.

Locking Dice

Some Gambits require you to Lock Momentum to sustain an ongoing power. This represents maintaining concentration, channeling energy, or holding a stance.

How Locking Works

  1. 1 When you activate the Gambit, move a die from the required pool (Stamina or Power) into a Locked position.
  2. 2 The die remains Locked while the effect persists.
  3. 3 You cannot use that die for anything else while it's Locked.
  4. 4 If you take a Hit, you can choose to move a Locked die to Fatigue (ending the effect).

You have a limited number of Lock slots. You cannot Lock more dice than you have slots.

Sustaining a Lock

The Gambit tells you what's required to keep it going. Four common types:

Automatic — The effect continues until you choose to end it or take a Hit. No additional cost or action required.
Conditional — The effect lasts only while you meet a specific condition: “while Engaged with the target,” “as long as you hit a target each Round,” or “until you move.” If the condition isn't met, the effect ends.
Active — You must spend additional Momentum each Round (usually at the start of your turn). If you don't or can't pay, the effect ends.
Passive — You must forgo Preparing at the start of your turn to keep the effect going.

When the Effect Ends

The Gambit specifies where the Locked die goes:

To Fatigue — The effect was exhausting. The die moves to Fatigue when you release it.
To Stamina — The effect was merely concentration. The die returns to Stamina when you release it.

Limitations

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.

Example

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

Debuffs are narrative tags you put on enemies. Flags that trigger abilities and tell the table “this one's ready to exploit”.

Exposed — All attacks against this monster are Easy
Rattled — The monster's attacks are Hard.
Pinned — The monster cannot use its Move action
Staggered — The monster must choose between Move or Action on its turn. Not both.
Stunned — The monster cannot act at all this round.

Starting Paths

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.

Fighter

You hit hard, stay standing, and make sure the enemy remembers your name.

Rogue

You strike where they're not looking, move where they can't follow, and always have another trick.

Priest

You mend what's broken, shield what matters, and call down wrath when words fail.

Mage

You bend reality, shape destruction, and know secrets the world has forgotten.

Path of the Fighter

Battlecraft

Consistent melee damage increase.

War Stance Lock 1 Stamina to gain +2 Effort per Attack.
Brutal Efficiency Reroll 1s on Attack Effort (Passive).
Cleave 1 Power to attack all Close targets.

Grit

Staying in the fight longer — durability.

Thick Skinned +2 Body Defense (Passive).
Brace Lock 1 Stamina. It absorbs 2 Hits before it moves to Fatigue.
Second Wind Spend 1 Power to Rally 2 Fatigue (Free Action).

Bulwark

Able to protect others from harm.

Taunt Lock 1 Stamina—force a Nearby enemy to target only you. Returns on kill. Switching targets — Fatigue and spend a new Stamina.
Intercept When a Nearby ally is attacked, spend 1 Power move and become the target of the attack (Reaction).
Shield Slam When you Guard, spend 1 Stamina to make a shield attack. Target can either Move or Attack on their turn.

Glory

Ridiculous combat deeds.

Athletic Prowess Physical actions (push, pull, jump, climb) are Easy.
Legend's Fire Lock 1 Power. Gain Empowered. Ends when Hit or you fail an Action.
Relentless When you eliminate an enemy's Heart, spend 1 Stamina to take another Action (Passive).

Path of the Rogue

Opportunist

Striking when enemies are vulnerable.

Exploit Weakness When you attack an Exposed target or strike from hiding, your Effort die is d10 (Passive).
Backstab When your target is Exposed or your attack is Easy, spend 1 Power. Roll 2d10 for Effort.
Setup Strike 1 Stamina and deal normal damage. On hit, the target is Exposed, and next attack against them is Easy.
Twist the Knife When you Graze an Exposed target, double your damage modifier (Passive).

Uncanny Mobility

Impossible to pin down.

Nimble Tumbling, flipping, swinging, and acrobatic checks are Easy. (Passive)
Evasion Lock 1 Power to avoid a Hit. During your next Prepare, move it to Stamina as an option (Reaction).
Burst of Speed Spend Stamina to gain additional Move action(s) 1 Stamina for 1 Move.
Unhindered Difficult terrain costs no extra movement, and you can't be Trapped (Passive).

Tricks & Subterfuge

Cunning and misdirection.

Deft Hands Sleight of hand, picking pockets, and disabling traps are Easy. (Passive)
Dirty Trick 1 Stamina, your next action this turn is Easy. The target is Distracted until end of round. (Free Action)
Misdirect 1 Power when an ally Close to you is attacked, attacker rerolls and take the lower result. (Reaction)

Path of the Priest

Charisma

Social manipulation and fast-talking.

Charlatan Lying, fast-talking, and reading people are Easy. You know when someone's lying. (Passive)
Cutting Words When an enemy attacks, move 1 Power to Stamina. Reduce attack by 3 (6 if the target is Rattled) (Reaction)
Fascinating Presence Lock 1 die. One target who can hear you is Rattled & Distracted. Ends if you attack them, or become Shaken or Dazed.

Healing

Restoration and recovery.

Shield of Faith When you Rally an ally, they also gain Protected until your next turn. (Passive)
Heal Lock 1 Power. Touch a Close ally, they recover 2 Fatigue. Die returns to Stamina during Prepare.
Cleanse Spend 2 Power. Remove one negative Condition from a Close ally. (Interact)
Wellspring Lock 1 die. At the start of each of your turns, one Close ally Rallies 1 die for free.

Commanding

Leadership and divine authority.

Aura of Morale Close allies have Easy rolls targeting Soul Defense. (Passive)
Blessing Spend 1 Stamina. Choose a Close ally. Their next Action is Easy. (Free Action)
Diplomacy Engaging in courtly conversation is Easy for you. (Free Action)
Bolstering Word 1 Stamina, a Close ally gains Favored on their next Action. (Free Action).
Pain into Purpose When Hit, move 1 Power to Stamina. Move 1 of your Momentum to Building. (Passive).

Path of the Mage

Divine Wards

Protection through faith.

Sacred Ward Lock 1 Power. You or a Close ally gains +3 to a chosen Defense while locked. (Free Action)
Sanctuary 1 Stamina. Touch an ally. Until they attack, enemies cannot target them with direct attacks.
Holy Rampart 2 Power. Create a barrier at Close range. Blocks line of sight, grants Cover. Lasts until destroyed (3 Hits) or encounter ends.
Turn Undead Close Undead and Fiends are Rattled. 1 Power to destroy one Undead or Fiend Heart. (Free Action)

Divine Wrath

Holy destruction.

Holy Vengeance Your attacks deal +2 Effort against undead, fiends, and creatures of darkness. (Passive)
Sacred Flame 1 Power ranged attack (Nearby), uses Presence and does d12 Effort, and target loses any Cover.
Smite On a melee hit, spend 1-3 Power. Deal +1d8 Effort per Power spent.
Spiritual Weapon Lock 1 Power. A spectral weapon appears Close. Once per round (Free Action), it attacks a Close target; d6 Effort, uses Presence.

Divination

Knowledge from beyond.

Divine Sense You can sense the presence of magic, undead, or celestial beings within Nearby range. (Passive)
Guidance Before an ally makes a check, Spend and roll a Momentum to add to it. (Reaction).
Commune 1 Power, ask the GM one yes/no question. They must answer truthfully (once per scene).
Foresight Lock 1 die. At the start of each round, the GM rolls Tactics Dice for an enemy you choose. You see what's coming.

Cantrips

Arcane problem-solving, minor magics.

Prestidigitation You can perform minor magical effects at will; light a candle, clean an object, chill a drink, make small sounds, float tiny objects briefly. (Action)
Mage Hand Lock 1 Stamina. Create an invisible force that manipulates objects within Nearby. Lasts for Lock.
Arcane Key 1 Stamina, magically lock or unlock a door, chest, or similar object at Close range.
Arcane Eye Lock 1 Power. Create an invisible sensor within Far range. You see through it. (Sustain with Stamina)

Preparedness

Always having the right spell.

Contingency Once per scene, declare you "prepared for this." Cast any spell as a Reaction. (Passive)
Ritual Casting Forgo an action to cast a spell on your next turn without paying the Power cost.
Spell Components Once a turn you can spend a Gear Slot as a Power or Stamina. (Passive).

Scholars of Knowledge

Expert researcher and lifelong learner.

Lorekeeper Recalling lore, identifying spells, and understanding arcane texts are Easy. (Passive)
Identify 1 Stamina, touch an object or creature to learn its magical properties and history.
Foe Archives 1 Stamina, and make yourself or an ally Favored against an enemy this round (Free Action).

Spell Shaping

Magical efficiency.

Swift Spell You can cast one spell as a Free Action, paying an additional Power (or Building Momentum).
Sculpt Spell 1 Momentum to alter a spell's shape and/or exclude a number of creatures equal to your Reason (Free)
Efficient Casting When you roll maximum on your Effort die for a spell, immediately Rally. (Passive)
Extend Spell 1 Momentum to change the range of your spell (Free Action).

Battlefield Control

Manipulating the fight.

Grease Create a Nearby area of slippery terrain. Creatures entering or moving within it go half speed and make Hard attacks.
Hold Lock 1 Power and make a Reason check. On success the target is Stunned (Sustain with Power), on fail the target is Pinned.
Fog Cloud Lock 1 die. Fill a Nearby area with fog. Creatures inside have Cover from those outside (Sustain with Stamina)
Counterspell When a Nearby creature casts a spell, spend 1 Power, and make a Reason check to negate it. (Reaction)

Battle Magic

Shaping destructive magic.

Arcane Bolt 1 Power, ranged attack (Nearby), dealing 2d6 Effort.
Magic Missile 1 Stamina. Automatically hit one target (Far), 1d4+Reason Effort. Additional Missile(s) for Power spent.
Elemental Blast 1 Power, close cone doing d10 Effort. Choose an element that you are using.
Sustained Infliction Lock 1 Momentum after casting a spell on a target. They take 1d4 Effort at the start of each of their turns until the lock ends.

Shared Disciplines

Alteration

transmutation magic

Malleable ou can make small alterations to objects you touch (change color, texture, minor shape). (Free)
Enlarge/Reduce Target creature or object doubles or halves in size for encounter; Enlarged = Empowered + Vulnerable, Reduced = Protected + Weakened. (Enemies as well)
Polymorph 2 Power (Lock 1). Reason check to transform a Nearby creature into a harmless animal. Mind intact, but acts like animal. Breaks on damage or when Lock ends.
Transmuter's Eye You see through illusions, disguises, and magical alterations. You perceive creatures and objects as they truly are..and what you see, you never forget. (Passive)
Reshape Matter Lock 1 Power. You can slowly reshape nonliving matter you touch. 3 Cubic feet worth, it reverts to its original shape when die is unlocked.
Primal Form Lock 2 Power. Sustain by skipping Prepare. Choose one: flight, water breathing, darkvision, climbing (any surface), keen senses (tracking is Easy), or claw attacks (d8 Effort).

Berserker

rage-fueled combat

Rage When attacked, you may Lock 1 Stamina. Roll it first, gain the result as +Effort but suffer it as -Body Defense. Sustain by skipping Prepare, rerolling at start of turn.
Overkill When your Effort exceeds a Heart’s remaining points, excess carries to the next Heart (Passive)
Fury Each die in your Fatigue increases your weapon Effort die by one step (d6→d8→d10→d12, max d12). (Passive)
Reckless Attack Your attack is Easy, but you are Vulnerable until the start of your next turn. (Free Action)
Unstoppable Once per encounter, when you take Hits from an attack, Prepare that many instead. (Reaction)
Dig Deep You can spend/roll Fatigue as Power, but take a Wound whenever you do so

Binder

creating links between beings

Shared Burden Lock 1 Power. Hits taken by Close allies can be distributed among them however they choose.
Snaring Ground 1 Power. Choose a Nearby spot. Enemies Close to it are Pinned until end of turn.
Linked Senses 1 Stamina. For the encounter, experience what a willing ally senses (sees, hears, tastes, smells).
Rooted Reflex 1 Stamina. If a target attacks you, they’re Pinned until end of your next turn. Next attack against them is Favored. (Reaction)
Bound Grip You can’t be disarmed unless you choose to let go. Actions requiring grip are Easy. (Passive)
Soul Link Lock 1 Power. Choose two Close enemies and make an Instinct check. Any Effort dealt to one is also dealt to the other. Skip Prepare each turn to maintain.

Blaster

magical destruction specialist

Potent Magic All magical attacks deal +2 Effort (Passive)
Overcharge When Boosting a Roll with Power, your dice can explode on a 6 (you can roll again and add results — Passive)
Chain Spell When you hit a target with a spell, spend 1 Stamina. The spell chains to an additional target within Close of the first. Roll additional attack, but can Boost with spent Stamina.
Gathering Power Lock 1 Power a turn. Release all to cast one spell with +5 Effort per die released. Cannot Prepare while Locking.
Greater Sculpt Requires Sculpt Spell. 1 Momentum to alter a spell’s shape and exclude any creatures you choose. (Free)
Full Unleash Spend 3 Power. All creatures in a Nearby area take 3d12 Effort (with Overkill). Creates difficult terrain.

Body

peak physical conditioning

Technique Attacks with hands and feet now do a d8 Effort, and you may use Intuition as this melee stat (Passive)
Flowing Hands When you use a Power to take an extra Attack action, you can move 1 Stamina to Power. (Passive)
Healing Breath After a Long Rest you can reduce a Wound down a tier (only once per wound).
Balanced Essence You gain +1 to all 3 defenses (Passive).
Honed Instincts You can use Intuition instead of Might, Finesse, or Agility when making saving throws. (Passive)
Shattering Palm 2 Power. With a successful attack Fortified Hearts become normal Hearts, and shields are destroyed
At Peace 1 Stamina. You and Close allies have Easy Presence checks when conveying peaceful intent

Camaraderie

bonds with allies

Bonded Free Gambit: Lock 1 die. One ally becomes your Bonded for the encounter.
Brothers in Arms When your Bonded attacks your Engaged target, spend 1 Stamina to Boost their Effort. (Reaction)
Got Your Back When your Close Bonded is hit, roll your Bonded Die and add it to their Defense. Fatigue it (Reaction)
Shared Triumph When your Bonded eliminates an enemy’s Heart, you gain Favored for your next action. (Reaction)
Shared Stride Combine Moves with your Bonded each round. Split them as needed. (Passive)
Inspiring Sacrifice Take an extra Hit from an attack. All Close allies gain Bolstered for the round. (Passive)

Clairvoyance

seeing the unseen

Sixth Sense While you have Stamina, your Saving Throws are Easy (Passive)
Precognition 2 Power. Learn one thing that will happen in the next hour. The GM provides useful, actionable information.
Object Reading 1 Stamina. Touch an object to learn the previous owner and last strong emotion they felt.
Future Sight Lock 1 die. Once per round, you may reroll any one die (yours or an enemy’s), but keep second result.
Vision 4 Power. Receive a detailed vision about a person, place, or object. The vision is symbolic but always true.
Read Intent 1 Stamina. Learn a creature’s immediate intention; hostile, deceptive, neutral, or friendly.

Commander

tactical leadership in combat

Tactical Mind 1 Stamina. Mark a Nearby location. The first ally to act from that spot is Favored, then the mark fades (Free Action).
Direct When you Guard, choose a Nearby ally. They immediately take a Move or Rally. (Passive)
Coordinated Strike 1 Power. An ally immediately attacks the target you just attacked. (Reaction)
Inspiring Presence While you have 3 or more Power dice, Close allies have Easy on all actions.
Battle Plan When you move Power to Building, you may also mark Gear Slots. Add a temporary Momentum to Building for each Slot marked. (Passive)
Rally the Troops Spend 3 Power. All allies may move and take a Basic attack Action.

Concealment

hiding and invisibility

Blend In a crowd, you go unnoticed unless someone is actively looking. Hiding from those who search is Easy.
Smuggle 1 Stamina. Conceal an object on your person or in a location. It cannot be found by normal searches.
Veil Lock 2. Conceal an entire Nearby area (campsite, doorway, small room). It appears as natural terrain or empty space. Lasts while locked.
Disguise Lock 1 die. Change your appearance for the encounter. Interact freely. Ends if you take a Hit or fail a Presence check when circumstances shift.
Vanishing Act When you take a Hit, spend 1 Power. You become invisible until end of your next turn. (Reaction)
Cloak Ally 1 Power. Close ally is invisible until end of their next turn or they attack

Conjuration

creating and summoning

Minor Summoning Move 1 Power die to the battlefield. It acts on your turn (Move and Attack). To attack, roll the die. The result is Effort dealt to a Close target. No attack roll.
Greater Summoning Lock 1 die and move 1 Power die to the battlefield. The creature acts on your turn (Move and Attack). Roll the Power die for Effort, adding +3. Forgo Prepare each turn to sustain.
Detonate 1 Power. Destroy your summoned creature. It explodes, dealing 3x its die value as Effort to all Close creatures.
Summoner’s Aura Lock 1 die, allies close to your summoned creature are Favored or Protected (choose when lock)
Conjure Wall 2 Power. Create a wall at Nearby range (Close length, 3 Hits). Blocks line of sight and movement. Lasts until destroyed or encounter ends.
Conjure Supply 1 Stamina, Restore 1 Gear slot for yourself or a Close ally

Diplomat

social influence and negotiation

Parley 2 Power, to pause encounter. If enemies can understand you, encounter pauses while you speak (GM discretion on duration).
Deflecting Remark When ally is attacked, 1 Power to reduce the enemy’s roll by your Presence (+roll or +effort) (Reaction)
Know Your Audience Guile & Presence checks are Easy for you (Passive)
Silver Words When a close ally fails a Presence or Guile check, 1 Stamina to have them reroll with your modifier. (Reaction)
Denouncement 1 Power. Make a Presence check against a Nearby enemy. They become Rattled. Already Rattled? Also Stunned until end of their next turn.
Hold Court Lock 1 Power. Close enemies who can hear you cannot take hostile actions while locked. Ends if you attack or an ally damages them. Maintain Lock with successful Guile check start of round

Duelist

one-on-one combat mastery

Blade Dance When you are Engaged with exactly one enemy, your melee attacks against them are Easy (Passive).
Feint When your Engaged target attacks you, spend 1 Power. They become Exposed. If the attack hits, negate 1 Hit. (Reaction)
Riposte When an enemy misses you with a melee attack, spend 1 Stamina to make a melee attack. (Reaction)
Studied Opponent Lock 1 die on an Engaged enemy, 1-face up. At the start of each turn while still Engaged with only that enemy, increase the face by 1 (max 6). Add the face value as bonus Effort against them. If the enemy dies or you switch targets, Fatigue the die
Measured Threat Lock 1. While locked, your Engaged target cannot Move without triggering a free attack from you. If Studied Opponent was active, you may return it to Stamina.
Coup de Grâce Spend 2 Power. Attack your Engaged target. If they are Exposed, this attack deals +2d8 Effort with Overkill.

Elementalist

mastery of elemental forces

When you take this Discipline, choose one element: Air, Earth, Fire, or Water. You’re attuned to it. Some Gambits have different effects based on your element. If you take this Discipline again later, attune to a second element. You can switch between attuned elements as a Free Action.

Elemental Weapon You’re immune to environmental damage from your attuned element. Your weapon attacks deal +3 Effort of your element type (Passive)
Bolt 1 Stamina. Ranged attack (Nearby), d10 Effort of your element. If target is Exposed, 2d6 instead.
Volatile When you take elemental damage, move 1 Stamina to Power. If it matches one of your attuned elements, also gain Focused (Reaction)
Elemental Aura Lock 1. Effect based on your attuned element:
• Air: Close allies gain Mobile. Close enemies are Rattled.
• Earth: You gain +3 Body Defense. If Close enemies move, Reason check to Pin them.
• Fire: Creatures who start their turn Close with you take 1d6 Effort.
• Water: Close allies are Bolstered. Enemies who start their turn Engaged are Staggered.
Burst Spend 2 Power. All creatures in a Close area take 2d8 Effort of your element.
• Air: Targets are pushed Far and are Rattled
• Earth: Targets are Pinned until end of their turn
• Fire: Each of your dice can Explode
• Water: Targets are Exposed until the end of your next turn.
Become the Element Lock 1 dice. Become a creature of your element. Immune to your element, move through it freely, +5 Effort on elemental attacks.
• Air: Gain flight
• Earth: Gain +5 Body Defense, cannot be moved
• Fire: Enemies who hit you in melee take 1d8 Effort
• Water: Move through enemies freely, ignore difficult terrain
Conduit of Fury 2 Power. Ranged attack (Nearby), 3d8 Effort of your element. If this removes a Heart, additional effect:
• Air: Target is Stunned until end of their turn
• Earth: Target is Pinned and Exposed
• Fire: Explosion, all Close enemies take 1d8 Effort
• Water: You or a Close ally Rally 1 die

Force Magic

pure magical energy

Force Bolt 1 Power, ranged Nearby, d10 Effort, Target is pushed one range band. (Action)
Force Shove 1 Power, push one Nearby creature one range band. They’re pinned until end of their next turn. (Action)
Hurl 1 Power, throw a Close object or creature at a Nearby target. Both take d10 Effort (Action).
Force Shield When you are hit move 1 Power to Stamina to negate 1 Hit. The attacker is pushed to Nearby. (Reaction)
Telekinetic Grip Lock 1. Target is Pinned, each turn locked and takes 1d4 Effort. Requires forgoing Prepare (Action)
Shockwave 2 Power, Close creatures take d10 Effort, pushed to Nearby and Rattled. (Action)

Friend / Companion

bond with creatures

Choose any animal roughly the size of a large cat or smaller—wolf, hawk, badger, panther, whatever fits your story. Work with your GM on the details.

Your companion has 10 in all three Defenses. It can take 3 Hits before falling unconscious. You can spend 1 Stamina as a free action on your turn if you are Close to the companion to restore 1 Hit.
Command Companion Companion Attacks (d6), Guards (current attack vs Close ally is Hard), or takes Help action for close ally (Reaction)
Defensive Stance Lock 1, Companion stays Close. Attacks against you are Hard.
Hunting Stance Lock 1, Companion acts Close or Nearby, and makes a free attack against any target you attack.
Coordinated Pounce 1 Power. Companion attacks a target, target is Exposed and Pinned (as long as companion no longer acts).
Fierce Companion Companion now does d8 Effort, has 12 Body Defense, and can take 5 Hits.
Animal Trait: Choose one trait for your companion:
  • Winged — Can fly or glide freely
  • Aquatic — Breathes underwater, swims at full speed
  • Climber — Moves along walls and ceilings
  • Burrower — Can dig through loose earth, hide underground
  • Keen Senses — Tracking is Easy, can’t be surprised
  • Venomous — On hit, target is Exposed
  • Camouflage — Hiding is Easy, can stealth in plain sight if still
  • Thick Hide — +1 to all Defenses

Harm

divine magic that punishes and breaks

While a Harm Lock is active, -2 Soul Defense and you can’t Rally.
Aura of Agony Lock 1 Power. Close enemies take 1d4 Effort at the end of your turn. (Passive)
Curse of Weakness Lock 1 Power. Target is Staggered. Sustain by forgoing Prepare. (Action)
Pain Transference Lock 1 Power. When you take a Hit, attacker takes Effort equal to your Presence Effort Mod.
Inflict Wound 1 Power. Inflict 2d10 Effort.
Blood Price When you roll Effort for a Harm Gambit, you may roll for a Wound to double the Effort result. (GM determines table) (Passive)

Hunter

tracking and hunting prey

Quarry Lock 1. Mark an enemy as Quarry. +2 Effort against them. Quarry can’t change until they die or Lock ends. Lock only breaks on your final Hit. (Free Action)
Know thy Prey You always know your Quarry’s Breaking Point. (Pressure)
Relentless Pursuit Your Move toward Quarry is doubled. While moving toward them, attacks against you are Hard. (Passive)
Patient Hunter If you don’t attack on your turn, your next attack against Quarry is Easy and deals +d8 Effort. (Passive)
Bleeding Wound 1 Power. On hit, Quarry is Exposed and takes 1d6 Effort at start of turn until they spend an Action to tend it. (Action)
Final Hunt When Quarry is on last Heart, your Effort die against them increases to a d12. (Passive)

Impersonation

taking on other identities

Assume Role Lock 1, Become a specific person or generic role. Guile checks to maintain are Easy. Ends on hit, or if you fail check.
Threatening Presence Lock 1 Power, enemies can’t predict your style and attack with Hard.
Trusted Confidant While in assumed role, NPCs speak freely. Guile check to extract secrets. (Passive)
Betrayal Strike 1 Power, attack someone who trusts your assumed role. Attack is Easy and +1d12 Effort. Role ends.
Command the Enemy 2 Power, all Close and Nearby enemies are Staggered.
Method Acting 1 Stamina. Choose one enemy. The GM rolls their Tactics Die now.

Investigation

investigation and truth-seeking

Lie Detection You know when someone lies to you directly. Not what the truth is, only that there is a lie. (Passive)
Eye for Detail When examining a scene/location, the GM automatically gives you a specific hidden detail. (Passive)
Build a Case Lock 1 and set to 1. At the start of each turn, increase by 1 (max 6). Spend 1 Stamina to increase by 1 more. Add the face value to a Check one time a round.
Inquisitor’s Gaze Lock 1 Power. See through illusions, disguises, and magical deceptions. (Free)
Share Analysis Add your Build a Case value to an ally’s attack roll. Counts as your one use per round. (Reaction)
Under Scrutiny Subtract your Build a Case value from an enemy’s attack roll. Counts as your one use per round. (Reaction)

Invocation

devoting yourself to a primal deity

When you take this Discipline, choose a Domain—a specific divine aspect you’ve devoted yourself to. You gain its Tier 1 Gambit immediately. Later, you may advance to Tier 2, or choose a second compatible Domain.

Some Domains are opposed. Choosing War locks out Peace. Life locks out Death. You cannot serve both. You must have at least one Priest Discipline to take this Discipline.

Tier 1 Cost: 3 Power
Tier 2 Cost: Take a Soul Wound, can only be cast when all your Momentum is in Power or Fatigue

War (Opposed: Peace)

Warrior’s Blessing You and Close allies gain +2d6 Effort on all attacks until end of encounter. Maintain by not Preparing or suffering a Beat. When any blessed creature kills an enemy they are Empowered for a Round.
Avatar of War Until end of encounter, your attacks deal +2d12 Effort. Immune to Trapped & Weakened.

Peace (Opposed: War)

Aura of Peace All enemies who move Close to you become Staggered and Exposed.
Sanctuary of Peace Until end of encounter, no creature within Close can make attacks. Any creature attempting to attack is Stunned until end of their next turn.

Death (Opposed: Life)

Aura of Death Enemies within Close take 1d6 Effort at the start of each of their turns until end of encounter.
Soul Severance Divine attack a target, your Effort reduces their Breaking Point instead of removing Hearts. (Action)

Life (Opposed: Death)

Blessing of Life At the start of your turn, choose a Close ally. They Rally.
Life Surge Touch an ally, and move all their Fatigue to Stamina.

Order (Opposed: Chaos)

Blessing of Order Within Close range, all Target Numbers and Defenses become 12. Easy and Hard cannot be applied.
Absolute Law Choose one action type (Move or Attack), for the round, enemies within Nearby range cannot take that action.

Chaos (Opposed: Order)

Aura of Chaos Until end of encounter, all dice Nearby & Close explode on max roll (if enemies roll 20’s they get +1 Tactics Die).
Entropy Everything within Close (ally, enemy, object) rolls 1d6. On 1–3, nothing happens. On 4–6, they lose 1 Heart or 1 Momentum.

Dark (Opposed: Light)

Blessing of Shadow You and Close allies are shrouded in darkness until end of encounter. Attacks against you are Hard. All Close enemies are Rattled.
Consume Light Choose one enemy and make a Presence check. On success, consume their vision. They are blinded, Staggered, Rattled, and Exposed for the encounter.

Light (Opposed: Dark)

Blessing of Light You radiate warm light. Nothing within Close can be hidden (magical or otherwise). All attacks by any creature are Easy. Any creature facing you is Staggered.
Light of Judgement Target one Close creature. You see their soul, history, and nature. Learn one vital truth. Your actions against them require only TN 10 for the encounter.

Magecraft

fundamental magical skill

Dispel Magic 1 Stamina. End one magical effect within Close. (Cast)
Spell Turning 1 Power. When a spell targets you, or a Close ally, reflect it back at its caster. (Reaction / Cast)
Delayed Cast Lock 1 Power. Choose a spell you know and a Nearby location. As a Reaction, release the Lock to cast the spell at that location. You must pay the spell’s cost when released. (Reaction / Cast)
Arcane Ward Lock 1. You and Close allies have Easy saves against Magic.
Arcane Recovery Once per session, Rally 2 die. (Free)
Magical Intuition 2 Power. Replicate any magic spell cast by enemy or ally during the encounter. (Cast)

Mind Control

dominating others’ wills (Reason)

Mind Shove 1 Power, and the target is Stunned until the end of their turn. (Cast)
Command 1 Power. Nearby target. On success, they must perform one simple action (Drop, Kneel, Flee, Halt, Speak). Cannot be self-harmful. (Check)
Psychic Link Lock 1. Establish mental connection with a creature you can see. You know their location and emotional state. Can send communications as a Free Action.
Mass Command 3 Power. All enemies within Close must Mind save or perform one simple action (Drop, Kneel, Flee, Halt). Cannot be self-harmful. (Cast)
Sever Focus 1 Power. After an enemy rolls for Tactics, force them to reroll until they get a different result. (Reaction)
Mental Fortress You are immune to mind-reading and get a permanent +5 Mind Defense. (Passive)

Necromancy

power over death (Reason)

Animate Dead 1 Stamina. When a creature dies, raise a corpse Nearby as a minion (2 Hits, d6 Effort, acts on your turn). Lasts until destroyed or dismissed. (Reaction)
Corpse Detonation 1 Power. Destroy a corpse or your minion Nearby. All creatures Close to it take 2d10 Effort. (Cast)
Life Drain When you destroy a Heart while Engaged, immediately Rally 1 die. (Passive)
Speak with Dead 1 Power. Touch a corpse and ask up to 3 questions about what it knew in life. (Cast)
Command Undead Lock 1. Control an undead of 3 or less Hearts. They become your minion. (Cast)
Wither Power 2. Nearby target becomes Easy to attack until the end of the encounter. (Cast)

Perception / Illusion

altering what others perceive (Reason)

Minor Illusion Create small visual or auditory illusions at will (a sound, a small image, a voice). No save required unless inspected. (Passive)
Major Illusion 2 Power, Lock 1. Create an illusion filling up to a Nearby area (sight, sound, smell, temperature). Creatures treat it as real. At the end of each turn, affected creatures roll a Yes/No die. On Yes, they realize it’s an illusion. (Cast)
Mirror Image 1 Stamina. Create a duplicate of yourself. When attacked, roll Yes/No. On No, the attack hits the duplicate and it vanishes. (Interact)
Mass Hallucination 3 Power. All enemies within Nearby experience a threatening illusion. They are Staggered and Exposed for d4 rounds. (Cast)
False Target 1 Stamina. When you or a Close ally is attacked, the attack is Hard as you flickered an illusion. (Reaction)
Fear 2 Power. When you or a Close ally is attacked, the attack is Hard—you’ve flickered an illusion. (Cast)

Planeshifting

Movement between planes.

Blink Strike 1 Power. Teleport Close and make an immediate attack. 1 additional Stamina to teleport back.
Gate 2 Power, open a rift from Close to Far that others can walk through. Stays open d4 rounds.
Phase Defense 1 Power, roll the die and add the result to your Body Defense until the start of your next turn (Reaction)
Anchor Lock 1 Stamina, mark your current location. As a Move Action, return to that location (Free Action).
Dimensional Pocket Lock 1 die, store any object (up to your size) in a dimensional pocket while locked.
Planar Push 2 Power. On a hit, target is shunted to a random location on the battlefield (GM Random Location Die).

Scout

wilderness survivor (Agility)

Danger Sense Lock 1. Sense traps, hidden enemies, and ambushes within Nearby. You and Close allies cannot be surprised. (Passive)
Combat Terrain Read At encounter start, Spend 1 Stamina to identify one terrain feature that gives your side advantage. GM confirms if it exists and where.
Quick Trap 1 Stamina. Throw a trap at Close or Nearby. When an enemy moves into it they become Stunned. (Action)
Vanguard At the start of combat, before initiative, you take a free Move. (Passive)
Eyes Ahead 1 Stamina. Learn how many enemies are in the next encounter and one detail about them (type, armament, or alert level). (Passive)
Follow Me When you Move, one Close ally may Move with you for free. (Passive)

Sentinel

true strong defensive combat (Might)

Sentinel Strike 1 Stamina. Enemies will provoke an Attack if they move from Nearby to Close of you. (Free Reaction)
Immovable Lock 1. Gain +3 Body Defense. You cannot be moved against your will or take Move actions while locked.
Zone of Control Lock 1 Power. Enemies Close to you are Staggered. Must forgo Prepare to maintain.
Overwatch After a Close enemy hits an ally, your next attack against that enemy is Easy. (Passive)
Cover When a Close ally is hit, you can take the Hit instead. Cannot be reduced. (Reaction)
Get Behind Me When an enemy enters Close range, they must stop. They cannot move past you.

Shapeshifter

taking other forms (Intuition)

Shifts require a Lock. While Locked, you cannot Prepare. Drop the shift to recover normally.
Minor Shift Gain minor features at will (hair, eye color, height by inches, skin texture). Does not grant disguise benefits. Grants d6 Effort for minor tasks. (Passive)
Partial Shift Lock 1 Power. Shift one body part: claws (d8 Effort), wings (free Move to Nearby), armored hide (+2 Body Defense), or gills (water breathing). Lasts until end of encounter or you shift again. Can change which effect you have on each round by spending 1 Stamina.
Beast Form 2 Power, Lock 1. Transform into a natural animal (up to horse size). Gain appropriate movement and senses. Cannot cast or speak. (Cannot shift from animal to animal while locked)
Combat Form 2 Power, Lock 1. Become a predatory creature. Natural attacks deal d10 Effort, +2 Body Defense, +1 range band Move. (Partial Shift Gambit required)
Terror Form 1 Power. Take on monstrous features temporarily. Nearby enemies become Rattled.
Regeneration While in any shifted form, your Rally action moves 2 dice instead of 1. (Passive)

Sharpshooter

Ranged combat mastery.

Sharp Eye Cover doesn't make it Hard to hit targets with ranged attacks. (Passive)
Deadeye When you use Power to boost your ranged Effort, you gain Overkill on that attack. (Passive)
Rapid Fire 2 Power, attack all targets within a single range band (Close, Nearby, or Far) within a cone.
Suppression Fire 1 Stamina to choose a single target to either Move or Attack this round. 1 Power to make it a group of enemies Close to each other.
Focused Aim Lock 1 Power. Your ranged weapon Effort becomes d8.
Steady Hand Lock 1 die. All Finesse Checks are Easy while locked.

Skirmisher

mobile hit & run combat (Agility)

Mobile Fighter Lock 1. You become Mobile. Moving zone to zone grants +3 Body Defense until start of your next turn. Staying in the same zone ends the Lock.
Momentum Strike Your first melee attack each round after moving at least one range band is Easy. (Passive)
Slippery Target When a Nearby enemy moves towards you, 1 Stamina, move past them into the zone they departed. (Reaction)
Passing Blow 1 Power. When you enter a zone, attack a target and push them into the zone you just left. (Check)
Whirlwind 2 Power. Attack up to your Agility modifier in targets as you move. Each attack deals 2d6 Effort. (Action)
Hit & Run Enemies don’t block your path. When you move through an enemy, use your Reaction to make a free attack at Easy.

Trickery

manipulator of luck (Guile)

Lucky Once per encounter, roll 2 dice and take the better result on a Check or Effort.
Luck Manipulation Lock 1 Power. Choose one enemy. They roll 1 extra Tactics die, and you choose which one they use. Forgo Prepare to maintain.
Confuse 1 Power. Target randomly attacks a Close creature. Use arrow die, or random die depending on close creatures.
Wild Magic: 1 Power. Roll a d4, and take the following result:
  1. You and all Close allies Fatigue d4 worth of Momentum.
  2. Roll d12 (clock direction). First creature that direction takes d8 Effort.
  3. You and all Close allies gain Easy on your next action.
  4. All Nearby Enemies take 2d8 Effort. You Rally 1.