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Core Mechanics


Dice

The basic Dice types used in the game are D20, D12 and D10. In certain spells & abilities you will see properties attached to them, like Bonus Dice, Active Dice and more.


Core Dice

These are the primary dice used in most rolls. They factor in all relevant modifiers, including Risk and Critical effects.


Bonus/Penalty Dice

These dice enhance or diminish a roll’s outcome but do not interact with modifiers like Risk or Critical effects. They simply adjust the final result without affecting other mechanics. Bonus Dice can be added to an attack roll before resolution or applied as additional damage or effects after a successful hit.


Strong/Weak Dice

Another die of the same type as the Core Die (or all Core Dice) is rolled and the best or worst roll applies.


Active Dice

A die is rolled automatically, independent of an Action or Reaction. It applies to Critical Effects but is unaffected by Risk (also referred to as Active Damage or Effect).


Mixed Dice

An additional die of a different type is rolled alongside others for special cases. It applies to Critical Effects but is unaffected by Risk.


Explosive Dice

When a die rolls its maximum value, an additional die of the same type is rolled and added to the total. Risk and Critical factors remain unaffected.


Mixed Dice Rolls Explained

Certain occasions might require rolling two or more different Dice at the same time (Mixed Dice). This can happen when multiple factors come into play at the same time. Attacks, spells and effects that target opponents under different conditions will have this effect. In such a scenario, all Dice are rolled at the same time according to each event. The only exception comes when calculating Risk. Risk factors will be calculated according to the largest Die.


Example: An Archer wishes to perform a Scissor Shot maneuver against two targets. One of the targets is located on Higher Ground, enforcing a dynamic penalty of -1 Grit Level to the Archer. The Archer must roll a D20 and a D12 simultaneously but only the D20 Roll will be taken into account when considering Risk. A Roll of 13 (D20) and 1 (D12) would mean 13 Damage to target A and 1 Damage to target B respectively.


Note: Normally, a Scissor Shot Maneuver occurs with a single Roll against both opponents. The Rolls were split into 2 Dice out of necessity. This pattern is to be followed with similar scenarios that might require the splitting of Dice to cover all needs accordingly.


Explosive Dice Rolls Explained

The concept of Explosive Dice exists to allow hope when your Dice dictate otherwise. It grants a reroll of the same Die when you score its maximum number, solely to achieve a higher, otherwise unreachable number. This means that if a character needs to Roll a 14 but is currently on Frail Grit, they can roll their D10 and if they score a 10 on the Die Roll, they get to roll the D10 again to go for the remaining 4. 

This type of mechanism will give Players a few more shots and a chance of an epic highlight of achieving something through extraordinary effort.


Grit Points

Grit points determine Grit Levels (Prime, Reduced, or Frail). Failing actions by rolling within Risk reduces Grit Levels temporarily. Dropping below Frail Grit renders the character unable to perform related tasks until Grit levels recover.


Grit Thresholds

All characters begin with 50 Grit Points, while monsters and veterans have higher amounts. At this level, they are in Prime Grit, using a D20 for all Actions/Reactions and referencing the left section of their Attributes.

When Grit Points drop to 20, they enter Reduced Grit, switching to a D12 and using the middle section of their Attributes.

At 10 Grit Points or lower, they reach their final stage, rolling a D10 and relying on the right section of their Attributes.

Example of character with Medium Attributes.


Below Frail Grit

Falling below Frail Grit may render characters unable to act for the current round until factors causing the situation are addressed.


Grit Levels in Spells

When spells are cast for any type of purpose by the caster, their Rolls will be determined by the current state of the caster’s Grit Level.


Grit Levels in Weapons

Each weapon has a Critical Range with three stages, influenced by the user’s Grit Level. A character with Medium Threat (20/10/-) using a Longsword (Critical Range: 17/11/10) applies different critical effects based on Grit.


Prime Grit: Rolls a D20, adding +20 damage on a 17 or higher.

Reduced Grit: Rolls a D12, adding +10 damage on a Critical.

Frail Grit: Rolls a D10 but gains no extra Critical damage due to Threat limitations.


Core Grit

Core Grit represents your actual condition and personal performance level, tied directly to your Grit Points, special abilities, or temporary buffs like potions and combat stances. It determines the base die you roll for all related situations.

Example: A wounded Berserker retains Core Grit (D20) while raging, even if at 5 Grit Points.


Effective Grit

Effective Grit is the situational performance level after applying external conditions that hinder or alter your ability to act, such as darkness, terrain, or defensive maneuvers. It is used to resolve specific actions, such as attacking in darkness or targeting a character who is Guarding.

Example: That same Berserker in total darkness has Effective Grit (D10) for attack rolls until they light a torch or leave the area.


Risk

Rolling within a risk zone incurs a -2 Grit level penalty for the current round and cancels the current action.


Default Risk

All actions have a default Risk of 1, meaning they fail when a roll results in a ‘1.’


Base Risk

Risk is determined by the nature of each Action. Powerful maneuvers and spells increase Risk. To calculate Risk, start with the Base Risk of the Action. For example, using a Great Axe has a Base Risk of 3, meaning any Action with the Great Axe (like Attack or Parry) carries this Risk. However, if a character wielding a Great Axe casts a spell or performs an unrelated Action, the weapon’s Risk does not apply.


Active Risk

Active Risk is the total accumulated Risk, including all factors such as heavy weapons, active effects, bad weather, and more.


Actions

Each character can perform actions during their turn, including weapon attacks, casting spells, using abilities, or items. Roll a D20, D12, or D10 based on your Grit to determine success.


Action Rolls

Actions require a D20, D12, or D10 according to Grit Levels.


Movement

Characters can move a certain number of tiles per action they spend, with Grit affecting movement. This includes climbing, swimming, flying, and other forms of movement. 


Mobile Actions

Certain maneuvers combine movement with action in a single action. If movement occurs before an action, roll once the creature reaches the desired location since risk is not involved in movement.


Active Actions

Certain actions require activation, which involves making a Risk Roll. Once activated, they impose an Active Risk that contributes to the total Risk value.


Grapple Actions

Grapple actions provide additional options once you’ve successfully grappled an opponent, and they follow the standard grappling mechanics.


Free Actions

Characters can take advantage of specific moments in combat to perform an aggressive action against a vulnerable target as a reaction while outside their turn. Free actions do not trigger further reactions.


Reactions

Characters can react to actions of others outside their turn, such as defensive maneuvers, spells, or limited movement. Roll to match or exceed another character’s action roll.


Multiple Reactions

Multiple reactions can occur simultaneously against a single action. Apply only the highest roll. Remaining reactions are lost efforts and do not apply effects or consume grit or reactions.


Attack

Attacks are determined by a single roll, dictating damage and effectiveness. Success depends on overcoming a target’s reaction or rolling into Risk if no reaction is available.


Attacking (Melee)

Roll for attack force, with successful attacks inflicting damage. Critical attacks deal additional damage within the critical range.


Attacking (Ranged)

Similar to melee attacks, but attacking beyond perception range compromises your Grit level.


Attacking (Stealth)

Attacking while in Stealth Mode treats the target’s Perception as passive defense. If the attack surpasses the target’s Perception, they cannot react. If the Stealth attack is melee, its damage is doubled.


Critical

All Attacks have a chance of critical hits within their critical range, causing extra damage or effects. Critical, as all attacks, is affected by the three stages of Grit.


Defense & Support

Defensive or supportive actions require rolls equal to or higher than the attacker’s roll. 


Defending

Roll to counter incoming attacks. Success depends on rolling equal to or higher than the attacker’s roll.


Supporting

Roll a D20 to enhance an ally’s attack, requiring a reaction roll matching or exceeding the ally’s action roll.


Maneuvers

Maneuvers incur Risk penalties but offer varying degrees of power. The more powerful the maneuver, the higher the Risk.


Spells

Spells are unlocked via Spellbooks, they carry individual risks and can be combined with Shapes. Powerful spells are riskier while Area of Effect Shapes add to total Risk.


Area of Effect

Any spell or effect that targets multiple creatures is considered an Area of Effect. AoE is measured in Tiles and defined by its Shape. The Radius follows the Shape in notation. For example, a spell with Radius: 1 (Field) affects all adjacent tiles, covering a 3x3 area (9 tiles).


Attacking (Spell)

Roll to determine the spell’s force. Spells have autonomous critical effects. Targets can react to spells according to each spell’s resistance.


Defending (Spells)

Spells in projectile form that trigger Reactions can be countered similarly to ranged weapons (blocked, dodged, parried, etc.).


Resistance

Each spell has a Resistance modifier, indicating how it can be countered. There are two types of Resistance: Reaction and Vigor.


Resistance (Reaction)

A spell with Reaction Resistance can be countered by any standard Reaction, similar to how Physical Attacks are defended against.


Resistance (Vigor)

Spells not visible or countered via reactions must overcome another target’s vigor to successfully apply their effect. In this case, the recipient does not get to make any rolls.


Active Spells

Spells with sustained Shapes such as Armor, Enchant or Wall are not affected by Risk as they use Active Dice. Only direct Actions or Reactions are subject to Risk factors.


Sustaining Effects

A Sustained effect is a condition that is active for a duration of time providing a bonus or a penalty to one or multiple characters. While effects are being sustained, a character is encumbered by an Active Risk, which adds up with other factors that contribute to the increase of total Risk. It is up to the character to manage how many effects they are willing to sustain. Dropping below Frail Grit will force a character to lose focus and cancel any sustained effects. Sustained spells will inflict their effect at the moment they are cast and will repeat their effect at the end of each Round.


Perception

Perception affects combat, halting characters in stealth and determining ranged attack reach. Attacking a target beyond your perception reduces Grit by 1 level.


Armor & Shields

Armor absorbs damage and lowers the chance of critical hits, while shields offer block reactions and guard actions.


Conditions

Conditions alter character status temporarily or permanently, affecting Grit levels and other parameters.


Injuries

Injuries occur when a creature reaches 0 Grit Points. They require longer healing times and may need special treatment, unlike Grit, which replenishes after each battle.


Fall Damage

Roll a D20 for damage when a character falls from a high altitude, with extra Damage based on altitude (vertical tiles).


Fall Damage Table (1D20)

Altitude Extra Damage

1 +1D10

2 +1D12

3 +1D20

4 +2D20

5 +3D20

6 Withering Roll

7 Withering Roll, 1D10 Penalty Die

8 Withering Roll, 1D20 Penalty Die


Misfire

A Misfire can occur when Obstacles or Creatures stand between an attacker and their target. Characters or Obstacles must stand on a straight (or diagonal) line to risk being hit accidentally or be adjacent to a target. In such cases, a regular attack roll is made that includes a chance of Misfire. 


Cover & Obstacles

Characters can cover behind Obstacles. 

Half-Cover: Characters who move near an obstacle without taking an action receive half-cover. They can attack normally but still risk being hit.

Full-Cover: Characters who use the Cover action while near an obstacle (within 1 tile) gain full-cover. They cannot be hit by attacks while in full-cover. Attacking from full-cover exposes the character, requiring 1 action to regain full-cover.


Attacks that roll low (1-10) will misfire, hitting an Obstacle or causing damage to a target by accident. Targets that receive damage by Misfire or are recipients of failed attacks that Misfire are not qualified for Reactions.


Driving Targets Into Obstacles

It is possible, through various ways, to drive targets into Obstacles. This usually occurs by using spells related to Wind or Core magic. In any case, Obstacles will stop the course of such an effect and the difference that derives will result in Physical Damage.


Example: A caster casts Wind against a target and rolls a 14. The target is pushed 14 Tiles away but the caster drives the target into a rock located just 4 Tiles away, forcing the target to receive 10 Points of Damage instead.


Driving Targets Into Other Targets

As mentioned in the previous section, we can use the same mechanics to drive targets into other targets. The only difference is that the two involved targets will share the amount of Damage equally. 


Example: A caster casts Wind against a target and rolls a 15. The target is pushed 15 Tiles away but hits another target only 5 Tiles away. The two affected targets receive 5 Points of Damage each.


Stealth

You can utilize Stealth for a covert and potentially lethal attack. If a character possesses the Stealth Skill, they can execute a Hide Action against a Difficulty based on the Perception of the target(s). The highest Perception among hostile targets determines the target roll. A Hide Action is feasible only near Obstacles. Upon success, the character becomes Invisible and can move freely without another roll until initiating an aggressive Action. When attacking, another Roll is made against a specific target’s Perception. If the Attack Roll surpasses the Target’s Perception, it is deemed a Surprise Attack that bypasses Reactions. If the Surprise Attack is executed with a Melee Weapon, it receives a bonus of X2 Damage. Once a character is Invisible, other characters have the option to Scan the battlefield through an Observe Action, provided the character in Stealth has undertaken any (non-aggressive) Action other than Movement. An Observation Skill entitles a D20 Roll when using the Action and triggers a contesting Roll between the two parties (Observation vs Stealth). 


Group Stealth (Ambush)

It’s typical for adventurers (or encounters) to try to ambush one or multiple targets as a group, often before the battle commences, leading to Advantage Rolls. In such scenarios, a Group Roll is conducted against a Difficulty set by the Highest Perception Attribute among the hostile targets. The efficacy of the Roll depends on the group’s skill level. If at least one character possesses the Stealth Skill, the Roll is a D20; otherwise, it is a D10. Successful characters earn a Free Round with Surprise Actions before Advantage Rolls are initiated.


Group Retreat

A Retreat maneuver is possible either individually or as a group. A roll must be made by each character while in combat mode, against a Difficulty set by the Game Master. The Difficulty may vary according to each scene. If involved characters succeed in the Roll, they flee, but characters who fail are left behind.


Group Advantage

An alternative and easy method for rolling Advantage is to group creatures and characters together. Make only 2 Rolls, one for enemies and one for allies and allow individuals to take their turns in anyway they prefer. You can also allow alternate turns between Allies and Enemies for variety and balance.


Essences

Essences are alchemical or magical concoctions that provide various bonuses and effects. Only one Consumable Essence can be active at a time.


Elixirs: Drinkable essences stored in vials, granting potent magical effects. Poisons take effect upon consumption or contact with blood.


Tonics: Therapeutic or protective drinkable essences designed to heal or safeguard.

Salves: Essences applied to the skin, offering protective benefits.


Balms: Essences used on weapons to create a range of effects.


Bombs: Explosive essences contained in small palm-sized containers, producing diverse effects upon detonation.

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Exploration Rules

Exploration mechanics focus on traveling, resting in the wilderness, and dungeon delving. 


Traveling Rolls

A full day of traveling includes:

  • A Weather Roll at the start of the day.

  • An Encounter Roll at any point during the day, and another during rest at night.

  • A Behavioral Roll for each encounter.

  • A Disease Roll at the end of the day for Difficult Weather and Terrain (if applicable).


Hex Crawling

Traveling involves moving characters through different hexes on a map. Each Hex is measured in both distance and travel time. The World Map uses World Hexes, while smaller areas use Region Hexes.


Traveling

Travel times reflect more than distance—they include navigation, terrain, and the cautious pace of armed adventurers in hazardous areas. A Traveling Roll forfeits an Encounter or reveals nearby creature types.  Adventurers choose between two travel modes: Standard and Forced.


Standard Travel balances movement and rest, allowing use of Effective Hours. Disease Rolls are made during Camping.


Forced Travel doubles distance covered but causes Fatigue the next day, removing Effective Hours. Repeating it leads to Exhaustion. Disease Rolls are made during Traveling.


Resting

  • Resting subjects the adventurers to an additional Encounter Roll. Resting Encounters are influenced by noise and visibility. As a result, activities and the presence of a fire can increase the likelihood of encounters.

  • Resting allows characters to use their Effective Hours.

  • Common activities include Food Gathering, Crafting, Healing or Training.

  • The Minimum Resting time is 6 hours per day to avoid Fatigue.

  • Consuming 1 Ration daily protects a character against Starvation.

  • Sleeping in heavy armor costs 1 Effective Hour the next day.


Training

  • Training grants general Experience Points but also attracts monsters due to noise.

  • Studying and Practicing grant Experience Points for a specific Skill but Studying requires a Book.

  • Each character gains 3 Effective Hours daily that are commonly used before or after Rest.

  • While in settlements it is wise to use Effective Hours for Tutors or Libraries to gain more Skills.


Camping

Camping provides Insulation benefits for the party by setting up tents and lighting fires, but it takes up 1 effective hour of a party member’s time.

Camouflaging and Guarding the camp reduce the chance of Encounters.


Weather Effects

  • A Weather Roll is made daily to determine the type of weather.

  • Weather effects impose Cold or Heat Factors, potentially triggering Disease Rolls and impacting both Travel and Combat.

  • Clothes and basic equipment can protect from Cold, Heat and other effects.

  • Regular Clothes lose benefits unless they are changed during bad weather.

  • A Nature Skill can predict the next day’s weather.


Diseases

Common diseases such as Flu or Heatstroke occur when traveling in challenging weather.

Other diseases such as Mire Spike or Night Blight are determined by the environment.


Weather Protection

Each item offers a level of defense. If a character’s Insulation Level (IL) is lower than the Weather’s Cold Factor (CF), a Vigor Roll is required to determine if they contract a disease. In warm climates and during Heatwaves, Insulation must be lower than the Cold Factor to prevent discomfort or adverse effects.


Darkness & Illumination

  • Darkness affects Grit Levels dynamically.

  • Illumination sources such as Candles, Torches and Lanterns protect against darkness.

  • Illumination is measured in Real Time when exploring Dungeons.

  • Grit Level Penalties that derive from Darkness occur outside of any Illumination Radius.


Doors

  • Dungeon Doors are common challenges when Dungeon Delving.

  • Locks can be unlocked with a Mechanics Skill.

  • Traps can be detected with an Observation Skill.

  • Doors can be Forced Open, their Difficulty depends on the Door Type.

  • Either by Force or Skill, only a maximum of 3 Efforts in total can be made against a locked door. Extra efforts will deplete 1 Grit Point each. Lost Grit can be recovered during Rest.

  • A Group Effort provides a +1D10 Bonus Die when using Force.


Scouting

Scouting allows the examination of an area before crossing it. It utilizes the Tracking Skill.

A successful Scouting Roll will reveal any potential Encounters but allows the Players to prepare first. They notice the Encounter before they are noticed. 


Encounter Behaviors

Not all Encounters should behave as expected.

Monsters can also behave differently to add flavor to the story. Adventurers can use diplomacy, stealth, violence or cunningness to deal with encounters.


Extra Activities

The list of activities that characters can engage in during their Effective Hours is extensive. As characters gain experience, their options will expand, with more skills, items, and other elements requiring Effective Hours. The system is designed in a way to make the characters decide how and where to progress.


Urban Environments

  • Cities can offer amenities that help adventurers recover from excessive traveling.

  • Resting in Inns and safe environments provides the Well Rested Condition.

  • Spending a night in a tavern filled with music and dance provides the Spirited Condition.

  • Libraries offer Books (Skills, Spells) for a small subscription fee.


Rations from Creatures

Food Gathering can be used to produce Rations from slain creatures. This includes animals and monsters. Producing Rations from creatures varies according to the size of each creature and requires a successful Food Gathering Roll against a Difficulty of 5 or else the Rations are destroyed.


Harvesting Organs

Harvesting Organs from creatures is a common and favorite activity of adventurers who wish to increase their gains from hunting down vicious adversaries. A character with the Necropsy & Monster Skills can Harvest components from a dead creature. Details regarding this skill are provided in the Book of Monsters. 


Wilderness Delving

Traveling through various environments can be very challenging. Here are some guidelines.


Swamp Delving

  • Traveling time is increased by 50%.

  • A Mire Spike roll is made at the end of each day.

  • Insects sap 1D10 Grit Points from adventurers while they are in the swamp area.

  • A -1 Mobility Level penalty is imposed during travel.

  • Risk Rolls result in a Knockdown effect.

  • Once inside the swamp, if prone, a Vigor Roll is required. On a failure, leeches latch onto the skin, draining 1D10 Grit Points, which require Common Healing: 5 to recover.

  • A daily D20 roll is made for rations (Difficulty 5). On a failure, the rations are contaminated, sapping the adventurer’s health and imposing a -1 Grit Level penalty until Common Healing: 5 is applied or 1D10 days pass.

  • A low Food Gathering Roll (1-4) results in 1 contaminated Ration.


Desert Delving

  • Traveling time is increased by 50%.

  • A Heatstroke roll is made at the end of each day during the summer.

  • A Vigor Roll is made during the hottest part of the day. On a failure, adventurers lose 1D10 Grit Points due to weariness until they receive Rest or Common Healing: 5.

  • Wearing metallic armor imposes a -2 Vigor Level penalty.

  • A +2 Risk penalty is imposed during travel.

  • Ration consumption is doubled due to the increased water intake required daily.

  • Food Gathering and Herbalism Rolls suffer a -1 Grit Level penalty due to scarce resources.


Forest Delving

  • Traveling time is increased by 50%.

  • Players must make Traveling Rolls daily to stay on course. Failure results in becoming lost, requiring additional time to find the correct path.

  • Risk Rolls result in a Knockdown effect due to roots and vines on the floor.

  • A Traveling Roll (5) can help locate a shelter.


Frost Delving

  • Traveling time is increased by 50%.

  • A -1 Mobility Level penalty is imposed during travel.

  • A Pneumonia Roll is made nightly.

  • A Frostbite Roll is made at the end of each day if the adventurers remain in a Frost setting for longer than 3 Days.

  • A +3 Risk penalty is imposed during travel.

  • Food Gathering and Herbalism Rolls suffer a -1 Grit Level penalty due to scarce resources.

  • Risk Rolls result in a Knockdown effect.

  • A Traveling Roll (10) can help locate a shelter.


Mountain Delving

  • Traveling time is increased by 50%.

  • Climbing Rolls might be required to scale cliffs and vertical surfaces.

  • A -1 Vigor Level penalty is imposed during travel due to oxygen deprivation.

  • Rockfalls occur daily, dealing 1D20 damage unless a Reaction roll is made. Damage can be recovered during rest or with Common Healing: 5.


Ocean Delving

  • Swimming checks are required if characters fall into the water. Failure leads to drowning within 1D10 rounds.

  • While underwater, a -2 Grit Level penalty is imposed on any actions unrelated to swimming.


Dungeon Delving

  • Dim Light and Darkness impose a -1 or -2 Grit Level penalty.

  • A Night Blight roll is made at the end of each day while in a dungeon.

  • Noise during exploration or combat might result in attracting nearby monsters.

  • Food Gathering and Herbalism Rolls are disabled while in a dungeon.

  • Observation Rolls reveal Traps and Secrets.

  • City Delving

  • Crowded streets may subject characters to theft if they fail Perception checks.

  • Reputation affects vendor prices and various other aspects of the game.

  • A -1 Stealth Level penalty may be imposed in crowded areas.

  • Persuasion rolls can influence NPCs and manipulate their actions.

  • Sleeping outside of inns may result in fines of 1D20 gold pieces.

  • Crimes will lead to arrest and trial.

  • Successful Stealing rolls allow characters to extract resources from vendors and individuals.


Jungle Delving

  • Traveling time is increased by 50%.

  • Poisonous Vines sap 1D10 Grit Points from adventurers while they are in the jungle area.

  • Risk Rolls result in a Knockdown effect due to roots and vines on the floor.

  • A Traveling Roll (5) can help locate a shelter.

  • A low Food Gathering roll (1-4) results in hallucinatory mushrooms. Upon consumption, a Vigor roll is made, and failure leads to Oblivion for 1D10 hours.

  • Players must make a Traveling Roll daily to stay on course. Failure results in becoming lost, requiring additional time to find the correct path.

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