Check types
Type |
Formula |
Result |
Accuracy (combat) |
Use weapon's formula (see weapon list) |
HR (high roll of two rolled dice) + weapon bonus |
Magic (cast offensive spell or ritual) |
Depends on spell used |
Spell determines |
Opposed |
Both participants roll the same applicable dice |
Highest roll wins. Crits can generate OPPORTUNITIES |
Open (used for ex. for research, no DC is set) |
Roll appropriate attributes |
Compare to DC table for level of success |
GROUP |
Once PC is LEADER, others are SUPPORT. SUPPORTS roll vs DC 10, and on success, add +1 to LEADER'S roll. Each BOND with the LEADER and succeeds on their roll, they ADD their strongest BOND with the LEADER to the roll. LEADER then rolls with these bonuses |
MODIFIERS - +2 / -2 determined by (dis)advantage of PC in the situation and set by GM
See page 51 for common checks and what rolls to use
Inventory
Inventory Points |
You start with six points, may have more based on skills |
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It costs 10z per point to recover points in town, you may never go over your max Inventory |
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Points cannot be shared |
Spending points |
Points can be spent on items on page 104 (potions, shards, tent). Item MUST be immediately used when paid for, and is depleted/destroyed after use |
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You cannot save created items for later |
Gear and Tools |
You will always have available, at no cost, basic tools appropriate to your class and skills |
Equipment |
Certain items have a red diamond icon in their entry. This markes them as martial, and only specific classes can use them |
Encumbrance |
You get one free slot for Armor, one for main hand gear, one for off hand gear, and one slot for an accessory |
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Anything not equipped is in the BACKPACK. You can store as much as makes sense in your BACKPACK |
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Pulling something from your BACKPACK always requires an action |
Fabula Points
Start with 3 points as a new Character |
Gain 1 point on a FUMBLE |
Gain a point when a VILLAIN enters the SCENE - this can stack if multiple villains enter the same scene |
Always start with at least one at the start of the session |
If you SURRENDER , gain 2 FABULA points |
Invoking BONDS or TRAITS to force yourself to fail a check, gain 1 POINT |
No limit to how many points you may have at any time |
Combat - Initiative - Actions
PCs do an INITIATIVE GROUP CHECK, need to beat the enemy's HIGHEST INIT |
If PCs win, one of them goes first, then an enemy, then an ally, then an enemy, etc |
Actions - everyone gets one ACTION PER ROUND |
You CANNOT pass your round/turn |
Whichever side won INITIATIVE has won it for the entire encounter, there is no rerolling INIT |
Attack Rolls
Decide if you can reach target |
Flying targets, for ex. might not be hittable with melee |
Roll Accuracy check |
Weapon Accuracy vs Target's Defense number |
Fumbles & Crits |
Generate OPPORTUNITIES |
Damage |
On a hit, do Weapon DMG |
Conditions |
Target is: Vulnerable = 2x damage, Resistant = 1/2 dmg, Immune takes no damage, Absorbing recovers HP = to damage inflicted |
Multi-attack |
Using a weapon tagged multi lets you make that many attacks, but just make one attack roll and compare to each target. Crit success means you auto hit all your targets, Fumble means you miss them all. Do normal damage to each target |
Two weapon fighting |
Weapons must be of same category. Multi weapons lose the multi property for the attack. Damage is 0+ weapon (you don't use HR) |
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You can never use two weapon fighting in a free attack |
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DC Setting
DC |
Action Difficulty |
Comparable to |
7 |
Easy |
anyone with some training or natural talent |
10 |
Normal |
A competent person |
13 |
Hard |
An expert or prodigy |
16 |
Very Hard |
Someone who is among the very best in their field |
When in doubt for a DC, just go with 10
Bonds
Each BOND may have THREE EMOTIONS connected to it at most |
EMOTIONS come in pairs (ex. Loyalty and Mistrust) and PC can only have one element of the pair in a current BOND |
Creation of BONDS can occur during RESTS or be granted by an OPPORTUNITY. New bonds get a single EMOTION and a starting STRENGTH of +1 |
During RESTS you can shift EMOTIONS around and add more EMOTIONS to a BOND |
You can never have more the SIX Bonds. You may manually remove a BOND to make space for a new one |
Even after DEATH, PCs continue to have the BONDS until they are erased |
Travelling
Each Travel Day, determine the Travel Roll Die (choose the highest die roll for the terrain) and roll against it |
Travel roll >= 6 |
Encounter a danger |
Travel roll = 1 |
Make an unexpected discovery |
After rolling, continue travelling |
List of Dangers is on p 108
Combat - Movement
Movement is not distinct from your action, it's part of it. So to dash across the room and punch the monster in the nose is an action |
Descriptive cool sh*t doesn't take up part of your action, it is part of it. So doing a cool blade dance as you close in and attack doesn't count against you |
Study Action
Roll |
Result |
7+ |
Basic info. A Hint that's useful but not broad |
10+ |
Complete. A full answer, no room for doubt |
13+ |
Detailed, Complete plus a bonus detail |
16+ |
Encyclopedic. Everything someone would know about the question |
Damage, HP, and MP
Zero HP |
Downed |
Zero MP |
Cannot cast spells or use MP-based abilities |
Zero HP NPC |
They are down, players can finish them off if they want |
Zero HP Villain |
Villain surrenders or tries to flee |
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Villain must spend 1 Ultima point to freely escape |
PC at Zero - Sacrifice option |
Sacrifice themselves to complete a great goal |
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Two of the following conditions required |
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* A villain is in the scene |
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* A PC you have a BOND with would benefit |
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* Your sacrifice benefits the world |
PC at Zero HP - Surrender option |
They are not DEAD and cannot be killed (it's against the game's theme!) |
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PC is knocked out, but gains 2 FABULA points |
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PC wakes up at start of next scene that they'd be part of |
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GM may inflict a CONSEQUENCE, see p89 |
Resting |
Requires uninterrupted 4-6 hours |
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Recover all HP and MP |
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Remove all STATUS effects/conditions |
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May create a new BOND towards someone or something |
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May add a new EMOTION to a BOND |
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May erase an EMOTION from a BOND and replace it with a new one |
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Spells and Rituals
Casting a spell |
You must be able to move your body, but can be holding items |
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Must be able to speak |
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Must have enough MP to cast the chosen spell |
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Must be able to see your target, unless it's yourself |
Spell cast checks |
Offensive spells: Elemental, Entrophism, and Spiritism require INSL + WLP checks. Chimerism can choose between INS+WLP or MIG+WLP. Roll vs Target's Magic Defense. Crits auto succeed |
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Non-offensive spells automatically succeed |
Fumbles and Crits |
Generate OPPORTUNITIES as normal |
Hidden casting |
Not possible, it's always obvious you're casting |
Stacking |
Spell effects, such as ones that cause conditions, do not stack, only the most recent effect is relevant |
RITUALS p.118 |
Describe what you want the ritual to do |
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Determine MP cost by consulting AREA and POTENCY tables |
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Cast like a spell, but roll vs POTENCY DL (see p 118) |
Ultima Points for Villains
Minor villain |
5 - enemy commander, unique or infamous monsters |
Major |
10 - tyrants, mages, powerful legendary creatures |
Supreme |
15 - Archdemons, demigods, immortals |
Spending points |
- Escape |
1 point to leave the scene |
- Invoke Trait |
After performing a check, Villain may spend a point to invoke a TRAIT and reroll one or both dice |
- Recovery |
1 Point to gain back 50 Mind Points and remove ALL STATUS effects |
Villains do not gain more or recover Ultima pts |
A villain with 0 Ultima points stops being a villain and becomes an NPC, though they may ESCALATE |
- Escalate |
Villain rises to the next level (ex, Minor becomes Major) |
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Treat villain as a whole new character with a new stock of Ultima points |
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Give players one FABULA point |
Actions
Attack |
melee or ranged attacks |
Equipment |
Switch equipped gear with something in your pack. Cannot do this for ARMOR |
Guard (once per turn at start of your next turn) |
Gain RESISTANCE to all damage types. +2 to OPPOSED CHECKS. You may COVER another creature, preventing all MELEE attacks against them |
Hinder |
Perform a DC 10 check against a foe. Success = make them dazed, shaken, slow, or weak |
Inventory |
Spend INVENTORY PTS to produce and immediately use a consumable item |
Objective |
Work towards completing a conflict objective. Uses an ATTRIB or OPPOSED check. If complex - may require a clock |
Spell |
Cast one spell |
Study |
Gain info about someone or something. Uses an INS+INS open check |
Use a Skill |
Some skills require an action to activate |
Other |
Your do something that's not part of this list |
Players may use GROUP checks when performing actions, but that means all supporting players and the lead player have used their action for the round.
Conditions
Condition |
Die or Dice Reduced |
Dazed |
Insight |
Enraged |
Dex & Insight |
Poisoned |
Might & Willpower |
Shaken |
Willpower |
Slow |
Dexterity |
Weak |
Might |
Effects can be cumulative, though no die can go below d6
Conditions
Condition |
Die or Dice Reduced |
Dazed |
Insight |
Using Bonds or Traits to adjust rolls
After making a check, you can SPEND a FABULA POINT and invoke IDENTITY, ORIGIN, or appropriate THEME |
Spend a point, and reroll one or both dice taking the better results. |
You can continue to spend FABULA points to reroll, there's no limit to rerolls until you run out of FABULA points |
BONDS - after making a check, spend a FABULA POINT to invoke the bond. Add the STRENGTH of the BOND to the overall roll total |
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