The Basics
Playing
During the course of play, a Player can describe the actions and behavior of their Character. They could attack, look for a clue, talk with an NPC, cast a spell - interacting with the world is generally called an Action. Often they will test their Attributes to determine the outcome.
Tests
Every Action involving a Character that might fail or make the situation worse for the Character is resolved by Testing one of their six Attributes.
In order for their Character to succeed at an Action, a Player must roll a d20 + Attribute equal to or greater than Difficulty Rating (DR) to succeed. If the DR is not stated, the default is 12.
Rolling below indicates things went poorly or that the Action did not go as planned. The GM will then narrate the outcome of the failed Action describing how the Characters are affected.
Difficulty Ratings (DR) | |
---|---|
5 | Trivial |
8 | Easy |
12 | Normal |
15 | Hard |
19 | Very Hard |
Critical Success and Failure
On roll of a 20, the Test is passed with a Critical Success (Crit). The GM determines an additional benefit given to the Player.
On a roll of a 1, the Test is passed with a Critical Failure (Fumble). The GM determines an additional penalty given to the Player.
Advantage & Disadvantage
A GM may decide that a particular course of Action or task has a higher or lower chance of success. They will ask a Player to roll an additional d20 when making a test.
with Advantage the higher result is used
with Disadvantage, the lower result is used
Talents
Talents are the areas of expertise of a Character granted by their Background or learned over the course of play.
They grant Advantage on relevant Tests. The GM might even rule that a Test succeeds automatically if a Character is also carrying relevant equipment. An example of this would be if they have the Healing Talent and are using a healer’s toolkit to treat a wound.
Time
There are 2 important types of tracked time: Moments and Minutes
Moments are used during combat and fast paced scenes of danger
Minutes are used when exploring and adventuring.
A GM may advance the clock as they need substituting Minutes for Hours, Days or even Months should the adventure require it.
Luck
As the focal point of a story, Characters are granted a measure of additional Luck. Luck can be used to increase the result of a roll by 1. Multiple points can be used at once.
Characters start each session with 1 point of Luck and gain 1:
- When they fail a Test
- At the GM's discretion based on a Character's actions
Luck does not carry over between sessions.