Specific Rules

Time at the Table

During the conversation phase of the game, we can assume the action plays out in real time; however long it takes you to have the conversation is how much time passes in the game world. When we get into the dice phase of the game, actions start taking more time than it takes to roll the dice.

Time IncrementIn-Game Time
Turn6-10 seconds
Stretch10-15 minutes
Shift6-8 Hours

Skills and Actions

There are 20 core skills, 12 combat skills, and 8 sorcery skills available to your character. These skills are kept fairly broad so they can cover more than one scenario. Anytime you want to perform an action - from playing a musical instrument to leaping a chasm to shooting a bow - you'll roll a d20 against your Skill Rating.

First, describe what you want to accomplish, and your GM will either tell you the outcome or will ask you to roll against a skill. As long as your d20 roll is equal to or lower than your Skill Rating, you succeed.

Each skill has a linked attribute that is used with the majority of its rolls. However, you may run into situations where it makes more sense to use a different Attribute with the skill. In those cases, just do a quick recalculation, adding together the skill's Training Bonus and the Attribute's Base Talent.

Rolling an Attribute

Sometimes there isn't a skill that quite covers the action you want to take. In those cases, you can roll against an Attribute instead - rolling against STR, for instance, to lift a heavy gate. However, if the action can be covered by a skill, you must roll against the skill, even if it is lower.

Movement

You are free to move about the world as you want. Your character's movement rate determines how fast they can walk. Running allows you to move twice as fast.

Other modes of movement - crawling, swimming, climbing, etc - are made at one-half your Movement rate without a roll against Athletics.

Cramped Spaces

Narrow passages and low ceilings slow you down to one-half your movement rate.

Rough & Slippery Terrain

Moving through rough or slippery terrain requires a roll against Athletics (AGI). Failure means each meter of rough or slippery terrain counts as two.

Leaping and Jumping

You may move up to one-half your STR Base Talent as a horizontal jump without a roll against Athletics. With a roll, you can use your action to leap up meters equal to your STR Base Talent.

Overland Marches

You can travel up to 15 kilometers with a shift of walking. You may travel up to two shifts in a day. Forcing yourself to travel a third shift requires a successful roll against CON to avoid the Exhausted Condition

Lighting

Dim Lighting

Lighting less than full daylight inflicts Disfavor on rolls that rely on vision.

Darkness

Complete darkness inflicts a second Disfavor die on any rolls that rely on vision.

Sudden Light

Going from darkness to sudden light, even just torchlight, without warning, inflicts Disfavor on all vision-based rolls for d6 rounds.

Travel

An adventurer's life is full of travel. Very often, your quest will take you far from home. Through dark forests, deep underground, across the broad ocean.

Travel MethodShift Distance
Walk15km
Horseback30km
Wagon/Cart5km

Travel: Travel happens in Shifts. Unfamiliar terrain requires a roll against Bushcraft. Failure reduces your travel distance by one-third. Botching the Bushcraft roll means you get lost for the shift and make no progress.

Forced March: You can normally spend up to two shifts walking or riding with no ill effect. However, a character can walk or ride for a third shift during the same day, but becomes exhausted in the process. An already Exhausted character cannot travel a third shift.

Pathfinding: Following a road or well-worn trail will get you wherever the road goes. Unless there's a story reason, you shouldn't get lost. Navigating in the wilds is a bit tougher.

When traveling without a path, one character must act as a pathfinder. They are responsible for rolling against Bushcraft every shift of travel to lead the way. This roll is made with disfavor if the party has no map.

Making Camp

Characters need to rest at least one Shift per day. However, just bedding down on the side of the road can be dangerous. So the characters should spend a little time setting up and securing camp. Your Pathfinder makes a Bushcraft roll to find a suitable place for camp. Failure means you cannot use the shift to sleep or benefit from a Shift Rest.

Tent: Using a tent grants Favor on rolls to resist negative environmental effects. A small tent can house up to two characters; a large tent can house six.

Keeping Watch: A secure camp does not mean a safe camp. Wandering monsters and brigands can happen at any time. If there is a character on watch, they can make rolls to avoid ambushes in the night.

Dangerous Locations: Some locations are too dangerous to rest in. In these situations, the party will need to either leave the location or figure out some way to secure the location and take their chances.

Food in the Wilderness

While in the wilderness, a character can spend a shift hunting, fishing, or foraging. The character cannot travel at the same time as they hunt.

Hunting: Hunting requires a ranged weapon or a snare. First, the hunter rolls against Hunting & Fishing to determine if they find prey. Compare your degree of success to the table below to determine the kind of animal you track down. Taking the animal requires a second roll, either your weapon skill or another Hunting & Fishing roll. Botching the Hunting & Finishing roll risks finding something more dangerous than the game you were tracking.

Degree of SuccessAnimal
1Squirrel1
2Bird1
3RabbitD3
4FoxD4
5Boar2D6
6Deer2D8

Fishing: Fishing requires a pole or net. Roll against Hunting & Fishing. Success with a rod catches d4 rations and with a net catches d6 rations of fish. You may use a bow/crossbow to fish as well, but success only catches d4 rations of fish.

Foraging: The foraging player makes a roll against Bushcraft, with Disadvantage in the winter and Advantage in the Fall. Success allows you to find d3 rations worth of food.

Damaging Objects

Breaking pots, bashing down doors, bending bars, sometimes an adventurer needs to do some property damage in the course of their travels. In these situations, there are two main approaches: Attacking a Weakness and Blunt Force Trauma.

Attacking a Weakness

With the correct tools, you can directly attack the material weakness of an object - cutting a rope, smashing a bottle, prying a padlock. This method requires a roll against a specific trait (STR, Crafting, Athletics, etc.)

Depending on the material, it will have a threshold that represents how much it resists being broken - paper is easier to break than steel, even with the correct tools. A successful roll breaks the object exactly how you want to. Failure does not. Rolling under the object's threshold damages it, making it unusable but not destroying it. A second roll will be required to fully destroy the object.

MaterialThresholdHP Multiplier
Cloth, Paper, Rope0.5
Crystal, Glass, Ice32
Wood, Bone61
Stone103
Iron, Steel155

Blunt Force Trauma

Every object has hit points depending on the material and its design. With liberal application of brute force you can overcome its HP and destroy the object.

Object SizeFragile HPRugged HP
Tiny (bottle, lock)2 (1d4)5 (2d4)
Small (chest, lute)3 (1d6)10 (3d6)
Medium (barrel, chandelier)4 (1d8)18 (4d8)
Large (cart, 10-­ft.-­by-­10-­ft. window)5 (1d10)27 (5d10)

Weather on the Road

D6 Result123456
1 ClearBlue SkiesHigh HeatHumidLight BreezeStill Air Crisp & Cool
2 CloudyOvercast Patchy FogLow CloudsGloomy GreySunbeamsSilver Lining
3 WindyBrisk Wind GustyHowling Gale Dust DevilDriving Wind Eerie Silence
4 RainDrizzleSteady RainDownpourThunderstormSleetFlash Flood
5 ColdLight FrostFlurriesHeavy SnowBlizzardHailstonesBlack Ice
6 WeirdBlood RainStatic MistAshfallAuroraMana StormTemporal Rip