Playing the Game
Tasks
A task is any action you attempt to do. If you have plenty of time, appropriate skills, and there is no threat of danger, you simply say what you do and find out what happens.
Tests
Whenever you attempt a task where the outcome is uncertain and potentially dangerous, learn what could go wrong, then roll a test.
Roll your relevant attribute die. Compare the result to the difficulty number (DN), which is usually 4.
If you meet or exceed the difficulty number, the test passes. Otherwise, the test fails. You might still succeed at the task, but there will be trouble.
Help
When someone else attempts a task and it makes sense for you to do so, you may help if you have a relevant skill, granting them advantage on their test. If they fail, trouble is coming for you as well.
Contests
When you attempt a task and someone else opposes you, it's a contest. You each roll as normal. Whoever has the highest result wins. In a tie, a die higher up the ladder beats a lower one.
Advantage and Disadvantage
Rolls can have advantage (ADV) or disadvantage (DIS). With advantage, roll an additional die and keep the higher result. With disadvantage, roll an additional die and keep the lower result.
Empaired and Enhanced
Rolls can be impaired (IMP) or enhanced (ENH). Impaired rolls use lower dice. Enhanced rolls use higher dice.
Dice Ladder
When a rule or the referee instructs you to raise or lower your dice a number of steps higher or lower, move up or down the rungs of the dice ladder:
d4 → d6 → d8 → d10 → d12
If a die would be lowered below a d4, you cannot roll it. If it would be raised above a d12, gain advantage.
Skills
When you roll a test using your skills, your roll is enhanced by one step for each applicable skill.
Whenever you roll a test to attempt a task that someone with your background would reasonably be good at, you may add it as an additional skill.
You can know a number of skills equal to your INT.
Spells
When you spend several uninterrupted minutes in concentration, you may simply cast a spell. But to cast a spell in a hurry or when under threat, you must roll a WIL test.
If you fail the test, choose one:
- The spell has an unintended side effect
- The spell is lessened
- Your WIL is impaired until dawn
- You cannot cast the spell again until dawn
If a spell is aimed at an unwilling target, they may turn your test into a contest.
You can know a number of spells equal to your WIL.
Item Slots
You have twice your STR in item slots. When carrying more, you have disadvantage and your HP is zero. You can never carry more than double your slots. Smaller items can be bundled together. Every hundred coins-worth of treasure and coins fills one slot. Bulky items fill two slots and generally require two hands to carry or wield.
Luck
When the way in which the world reacts to you is uncertain, the referee will roll a luck die—usually a d6. Higher is better. Lower is worse.
A luck die may be rolled...
- When you stop to rest in a dangerous location
- If you make a loud noise in a dungeon
- At the start of each exploration and travel round
- To see if a trap is triggered
Detachments
Groups of similar NPCs acting together are treated as a single detachment. Their attacks have advantage against individuals and have blast. Attacks against them made by individuals have disadvantage unless they have blast.
Turns and Rounds
Time is tracked in turns and rounds. During a round, everyone takes a turn.
During an encounter, a round lasts long enough for everyone to perform a task and traverse a room—about ten seconds. PCs act first and as a group, taking their turns together. When surprised, roll a DEX contest to determine if you can act during the first round.
While exploring, a round lasts long enough for everyone to perform a few tasks and investigate an area, to cast a spell, or to rest—about ten minutes.
When traveling, a round lasts long enough to traverse three miles of easy terrain at a steady pace—about one hour.
Hirelings
Hirelings are non-protagonist characters (NPCs) you can employ to carry your burdens and assist you in your endeavors. Hirelings are created just like PCs. When performing a relevant task, your hirelings may help just as another PC would.
Hirelings take an equal share of any plunder, minus their upfront daily fee. If this fee is not paid in advance, you must roll a WIL contest whenever asking a hireling to do something dangerous.
You can employ a number of hirelings equal to your WIL.
Reactions
When you encounter an NPC whose disposition towards you is not obvious, roll your WIL to determine their reaction.
- 1-3: Hostile
- 4-5: Wary
- 6-7: Indifferent
- 8-9: Friendly
- 10-12: Helpful
Leverage
If you have leverage and apply it, you may improve an NPC's reaction by winning a WIL contest.
Attacks
To attack, roll your weapon's damage die and subtract your opponents armor. Deal what's left as harm—first to HP, then to STR.
When more than one person attacks a single target or when attacking with multiple weapons, roll all dice and use the highest single die result. Then add one harm for each attacker beyond the first.
Armor
Armor (A) subtracts from harm to HP and can never be increased beyond 3.
Blast
Blast causes harm to multiple targets in close proximity, rolling separately for each. If unsure how many targets are affected, roll the weapon's die.
Morale
When you defeat the first enemy or an enemy leader, reduce their force by half, or reduce a lone enemy's HP to zero, roll a WIL contest to check their morale. If you win, roll your WIL to see what the surviving enemies do.
- 1-3: Hesitate
- 4-5: Retreat
- 6-7: Flee
- 8-9: Surrender Conditionally
- 10-12: Surrender Unconditionally
Deprivation and Fatigue
When you are deprived of a crucial need (such as food, water, warmth, or sleep), you cannot regain HP or restore attributes.
When you are deprived for longer than a day, you become fatigued and must make all tests impaired. Each additional day you are deprived makes the impairement worse.
You may remove one level of fatigue for each night of comfortable rest on a full stomach.
Harm and Death
Harm subtracts from HP. Once out of HP, harm becomes critical harm and may lower a relevant attribute.
When you take critical harm, roll a test with the affected attribute. If you fail, lower the attribute one step—you’re taken out of the fight and will die without treatment.
When an attribute would be lowered below d4 from critical harm, you are dead.
Healing and Rest
Healing recovers HP and restores attributes.
Whenever you take several minutes to rest, recover all your HP. After a full week of rest and appropriate care, raise a lowered attribute by one step.
Advancement
When you return to relative safety bearing significant plunder gained through deadly peril, it may be possible to advance. If your hoard is worth...
- 1,000 C, gain HP and raise one attribute (novice)
- 3,000 C, gain HP (professional)
- 6,000 C, raise one attribute (expert)
- 10,000 C, gain HP (veteran)
- 15,000 C, raise one attribute (master)
- 21,000 C, gain HP and raise one attribute; fulfill your drive and retire to safety—or keep seeking fortune at your own peril (legend)