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<INSERT ART #; HOW TO PLAY; 1/2H>

How to Play
Adventure waits for those with the courage to
explore the lands of Erth! You play a character who
becomes your alter ego in this imaginary world. You
make decisions about what your character does and
how your character reacts to situations presented to
you by the Sage. Your character, along with those
played by your friends, venture into dangerous
environments to solve mysteries, fight wicked
monsters, unearth lost treasures, and more. You
might hunt for artifacts of unimaginable power or
pit yourselves against diabolical necromancers who
seek to drown the world in undead. You could
venture into sprawling mazes underground or
explore haunted castles infested by lamias, ghosts,
and worse. The world is yours to explore and
whether you succeed or fail, find glory in victory or
ignominy in defeat, the choice is yours!
This chapter presents all the rules in the game for
easy reference in one place. Although written with
the player in mind, the Sage makes use of this
chapter as well and rules that apply to protagonists
also, typically, apply to creatures and objects under
the Sage’s control. If you want to know your chances
for finding a clue, how to climb up a wall, or what to
do in a fight, this is the place to look.
As exhaustive as this chapter aims to be, not every
situation can or deserves to be discussed in detail.
Sometimes, the Sage will just have to make a ruling
on how something works by extrapolating from how
the rest of the rules work. Whatever the Sage says,
goes. Also, the Sage might change or ignore the
rules in certain situations or for as long as you play.
This is OK too. If the Sage makes an adjustment to
the rules during play, wait to talk it over with the
Sage once the installment of the game has come to
end. In other words, don’t interrupt the story or
game to argue about how or why the rules work.
The Sage should have a good reason for modifying
the rules and does so in service of creating fun for
everyone who is playing.
Last, you don’t have to know everything in this
chapter right away. Feel free to skip around and
focus on the information that interests you most.
You can always come back later to find out how
something works when you need to. For now, just
focus on understanding how the game plays so you
can get down to the business of having adventures,
finding treasure, and defeating the bad guys.

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Acting in the Game Making Rolls
The rules often refer to you or others making attribute or luck
rolls. When you see this instruction, whomever controls the
You decide what your character does in the game,
actor makes the roll. Obviously, creatures aren’t rolling the dice.
how your character reacts to situations, what your The rules use this language as a simple shorthand method for
character says, and how your character develops determining who rolls the dice and when.
over time. In other words, you control your
character. Just because you control your character, Boons and Banes
doesn’t mean you can do just do anything you might
A task might be easier or harder than normal. A task
imagine. Everyone has limits. But, generally, your
might be more difficult from an affliction or easier
character can do anything you could normally do,
because others are helping you. The game uses
plus, perhaps, a bit more. You can walk around, eat,
boons and banes to show how these circumstances
talk, buy and sell things, look around, listen, and do
affect your rolls.
other routine things without needing any special
A positive circumstance adds one or more boons
rules to tell you that you can. Sometimes, though,
to your roll. For each boon, roll a d6. Then add the
complications arise that make it more difficult for
highest number rolled on all the boon dice to your
you to do what you want. This is where the Sage
d20 roll. For example, if you roll a d20 with 3 boons,
comes in. The Sage decides whether something you
you roll 3d6. If the dice come up as 3, 5, and 2, you
say you want to do happens, doesn’t happen
add 5 to the d20 roll since 5 is the highest number
(because it’s impossible), or could happen, in which
showing on all the boon dice.
case you let the dice decide.
Banes hinder your rolls and, like boons, one or
more might apply to a given roll. For each bane, roll
Attribute Rolls a d6 and then subtract the highest number rolled on
You make attribute rolls whenever the Sage or the all the bane dice from the d20 roll. For example, if
rules instruct you. All attribute rolls are resolved in you roll a d20 with 2 banes, you roll 2d6. If the dice
the same way. You roll a d20, add the modifier from come up as 4 and 1, you subtract 4 from the d20 roll
the attribute you’re using, and you compare the total since 4 is the highest number on the bane dice.
to the target number. The target number for an Boons and banes cancel each other out, die for
attribute is either 10 or it’s the score of the attribute die. You never roll them at the same time. If 3 boons
used to resist the roll. If the total equals or beats the and 1 bane apply to a particular roll, make the roll
target number, you succeed. Otherwise, you fail. with 2 boons as 1 bane cancels 1 boon. Similarly, if 2
For example, say you are trying to strike a wicked boons and 4 banes apply to the roll, you make the
orc with your sword. The rules tell you to roll roll with 2 banes since 2 boons cancel out 2 banes.
Strength against the target’s Defense. You have a +2 All boons granted and banes imposed apply to
Strength modifier, so you add 2 to your roll of the rolls provided they come from different sources. If
d20. If the orc has a Defense of 11, you need to roll a your talent grants you 1 boon and a different talent
9 or better to hit the orc, since 9 plus 2 equals 11. grants you 1 boon, you roll with 2 boons. If, however,
Similarly, let’s say you’re walking down a corridor you are sickened after being hit by an arrow
and a goblin pulls a lever to open a pit beneath you. smeared in a toxic substance and then become
The Sage tells you to make an Agility roll to see if sickened again after being bitten by some venomous
you can avoid falling into the pit. Since nothing is beast while still sickened from the first, you’d only
resisting the roll, you need to roll a 10 or higher. If make your roll with 1 bane from the sickened
you have a +3 Agility modifier, you’d need to roll a 7 affliction since the source of the banes come from
or higher to succeed, since 7 plus 3 equals 10. the same affliction.
No Scores: Some creatures and many objects lack
scores in one or more attributes. Rolls made against
attributes in which a target has no score
Luck Rolls
Not every situation can be resolved using an
automatically fail.
attribute. Sometimes, it falls to pure chance to
Multiple Successes: Sometimes a task requires
determine what happens and what doesn’t. Do you
you to get more than one success to complete it such
escape the worst of the fireball that detonates in
as when you fighting against a poison coursing
your midst? When you listen at a door, do you do so
through your veins or trying to pick a complex lock.
at exactly the right time to catch the speaker saying
In these cases, make multiple attribute rolls,
something? Can you survive one more round even
accumulating successes and suffering the
as you inch closer to death? These and other
consequences of failure, until you reach the
situations are resolved by making a luck roll.
required number of successes. A roll of 20 or higher
Just like attribute rolls, you resolve a luck roll by
might also grant an additional success in this case.
rolling a d20, but, outside boons and banes, you

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don’t add any modifiers to the roll. You succeed if damage once, regardless of how many times you are
you roll a 10 or higher and fail if you don’t. instructed to halve the damage.
(Luck Ends): When an effect includes (luck ends), Doubling damage works the same way. Multiple
you roll luck when you finish your next turn. On a the amount of damage taken or healed by two. You
success, you end the effect. On a failure, the effect only double the damage once, even if the rules tell
continues and you can try again at the end of your you to double it multiple times.
next turn. Typically, (luck ends) applies to ongoing,
harmful effects such as having caught fire or being Rounding
magically restrained by a spell. Whenever you have a fraction, you round down to the nearest
whole number.

Traits and Talents Taking of Damage


Creatures and some objects have traits and talents
to describe their nature and reflect their You have a damage total, which starts at 0, which
capabilities. indicates that you have taken no damage. When you
Traits reflect the properties of the creature or take damage, add the amount of damage taken to
object gained from its particular form and the the damage total. If your damage total is 2 and you
creature or object retains those traits for as long as it take 4 damage, your damage total becomes 6, for
remains in that form. example. Your damage total cannot exceed your
Talents describe abilities one might use that have Health score.
been gained as a result of training, experience, or
happenstance. A talent typically enables the use of a Limits on Damage
new activity or modifies the use of some other You can take damage from a single source just once
activity performed by use of an action. A creature per round, no matter how many times you would be
and object retain all talents regardless of its form. exposed to that source in the same round. For
example, if you enter a pool of lava, you would take

Damage damage from the lava just once per round. If,
though, a foe makes two attacks against you and
You accumulate damage from harmful sources. A succeeds on both rolls, you would take damage from
sword strike, arrow shot, or burns from a fiery both attacks since the source comes from two
explosion all deal damage that you then take. separate attacks.

Dealing Damage Losing Health


If you take damage in excess of your Health score,
Some activities you perform deal damage, such as you lose an amount of Health equal to the amount
when you cast a spell or attack with a weapon. The by which the damage first exceeded your Health
effect tells you how much damage you deal, which score. For example, say you have Health 20 and 16
might be a flat number of the sum of one or more damage. A bandit’s attack deals 6 damage to you.
dice. That would bring your damage total to 20, with 2
left over, so you lose 2 Health, bringing your Health
Damage Source to 18. Since your damage total cannot exceed your
The effect that deals the damage is its source. The Health, you drop your damage total to 18 as well.
source of damage rarely matters, but some creatures
are immune to damage from certain sources. For Health Bonuses and Penalties
example, a creature with the Fireproof trait takes no Certain effects can grant bonuses to or impose
damage from fire or heat. penalties on your Health score. A Health bonus
means you can take more damage, while a penalty
Extra Damage means you can’t take as much. Bonuses and
An attack or an effect might deal extra damage. You penalties to Health are cumulative. See below for
add the extra damage to the damage dealt by the more effects of Health penalties as well as how to
initial effect. Extra damage only applies, however, if get rid of them.
the initial effect deals damage, and then is added to
the sum of the damage dealt by the source. Effects of Damage
Damage represents your ability to avoid significant
Halving and Doubling Damage harm and until it reaches two specific values, it does
If the rules instruct you to take or heal half damage, not interfere with your normal capabilities. The two
you divide the damage by two. You only halve the states where it does are injured and incapacitated.

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Injured You can also attempt to knock out a creature
You are injured while your damage total equals or without killing it provided you use appropriate
exceeds half your Health score. While you are weapons or spells. Using blunted weapons instead
injured, you make attribute rolls with 1 bane. of edged or piercing weapons can result in knocking
a creature unconscious, if desired.
Incapacitated For damaging objects, see page $@.
When your damage total reaches your Health score,
you become incapacitated and any damage taken in
excess of your Health results in a loss of Health. You
Healing Damage
When you heal damage, reduce your damage total
then drop your damage total to equal your current by the amount of damage healed. If, for example,
Health score since you cannot have more damage your damage total is 7 and you heal 4 damage, your
than your Health. damage total becomes 3. Healing can reduce your
For example, if you take 6 damage when you have damage total to 0. Any excess damage healed is lost.
Health 20 and a damage total of 16, your damage You heal damage naturally by resting.
total increases to 20, you reduce your Health by the
damage remaining, which drops it to 18. And, since
your damage total cannot exceed your Health, you Rests
drop it to 18 as well. You can rest at any time you choose provided you
While you’re incapacitated, you are unconscious. can do so in a comfortable zone. To benefit from a
If you take any damage while incapacitated, you rest, you must engage in no strenuous activity, which
lose Health equal to the damage you would take. include anything that would involve the use of an
During the upkeep, roll luck. On a success, you action or you moving out of the zone in which you
heal 1 damage. On a failure, you lose Health equal to rest, though you can be moved such as in the back
1 + your level. You die when your Health score drops of a wagon or on a travois pulled by a companion. If
to 0. you perform a strenuous activity during a rest, the
time spent resting is wasted and you must start over
Example from the beginning.
Fritz the level 2 fighter has 16 Health and 0 damage For each hour you spend resting you heal damage
at the start of the fight. In an act of brazen equal to 1 + your level. Resting for 8 hours might
confidence on the first round, he moves toward a replenish other resources you might have as noted
monster and attacks, dealing some damage. in their descriptions.
Unfortunately, the monster attacks back and deals 7
damage to poor Fritz. He has 16 Health and 7 Rest Activities
damage. Sometimes, one character might need to rest when
During the next round, Fritz strikes again, having others in the group do not. Some common activities
learned nothing. He misses. The monster has better you might perform while your friends rest include,
luck though and pounds Fritz for 9 damage. Fritz but are not limited to, cooking, exploring
has 16 Health and 16 damage. Fritz falls prone and neighboring zone, running errands in a community,
becomes incapacitated! using talents, hunting, fishing, foraging, reading,
During the upkeep, Fritz’s player rolls luck and and the like. Most times, these activities simply
flubs. Frizt loses 3 Health, so he has 13 Health and 13 happen, but they might create new complications as
damage. The damage drops since you can’t have the Sage decides.
more damage than Health.
Next round, Anise rushes forward and uses an
action to stabilize our hero, Fritz. He heals 1 damage. Regaining Health
Fritz now has 13 Health and 12 damage. Since his When you regain Health, you add the amount
damage total is less than his Health, he’s no longer regained to your Health score, up to your maximum.
incapacitated. Fritz is spared! For now…. Say, for example, you have a maximum Health of 20
and currently have a Health of 16. If you regain 6
Damaging Creatures Health, your Health score returns to 20 and the
Creatures, other than protagonists take damage, but excess amount of Health regained is lost.
when their damage total reaches their Health, they At the end of each adventure or downtime period,
do not become incapacitated unless the Sage you regain Health naturally. The amount of Health
decides otherwise. Instead, the creature either dies regained equals your level + 1.
or becomes unconscious for a few minutes, after
which it heals 1 damage. Afflictions
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Afflictions describe a wide-range of possible Prone
harmful effects that hamper or limit your abilities in You lay on the ground. You cannot take the initiative
some way. The affliction’s source tells you how long and you can use a move only to crawl or stand up.
it lasts and under what conditions the condition Creatures that can reach you make rolls against
might be removed. If the source makes no mention your Defense and Agility with 1 boon, while
of the affliction’s removal, the affliction becomes creatures that cannot reach you make rolls against
permanent. your Defense and Agility with 1 bane.
If a flying creature falls prone, it immediately falls
Blinded one zone and might fall further. If it doesn’t hit a
You cannot see anything. You make attribute rolls solid surface, roll luck for the creature. On a success,
with 1 bane and you grant 1 boon on attribute rolls the creature removes the prone affliction from itself
made against you. Everything is invisible to you. If can continue flying. On a failure, the creature falls
you run while blinded, you must succeed on an another zone. Repeat this process until the creature
Agility roll or fall prone. strikes a solid surface or succeeds on a luck roll.

Charmed Restrained
The source of this affliction is your ally. You perform You cannot move. You grant 1 boon on attribute rolls
no activity that would harm, hinder, or kill the made against your Defense and Agility, and your
affliction’s source, its allies, or its property. Agility rolls automatically fail.

Controlled Sickened
You cannot take the initiative. In addition, when you You make attribute rolls with 1 bane and you grant 1
take a turn, the affliction’s source decides how you boon on attribute rolls made against you. In
use an action and move. addition, you cannot regain Health.

Cursed Slowed
You make luck rolls with 1 bane. When you take a turn, you must give up a move or
an action. You cannot retreat or run.
Deafened
You cannot hear. Stunned
You cannot use actions, move, or benefit from your
Fatigued talents. You grant 1 boon on rolls made to attack you
You make attribute rolls with 1 bane and you grant 1 and you make attribute rolls with 3 banes.
boon on attribute rolls made against you. In
addition, you cannot run. Other Common Dangers
In addition to afflictions, a number of effects exist
Frightened that pose considerable danger to you.
You make attribute rolls with 1 bane and you grant 1
boon on attribute rolls made against you. If you can Aging
see the source of this affliction, the number of banes
Natural aging has no effect on your capabilities; you
imposed and boons granted increases to 2.
can play a character of any age you like. Sudden,
rapid aging, however, causes you to become
Grabbed impaired and slowed. Once you return to your
The source of the affliction prevents you from normal age, you remove these afflictions. If, though,
moving by holding onto your body. If the source of the aging effect is permanent, you adjust to the
the affliction moves and you would resist moving changes in your body during your next downtime
with it, the source must roll Strength against your and remove the afflictions before the next adventure
Strength. On a success, the source moves and you begins.
move with it. On a failure, you remove the grabbed Immortal creatures, such as faeries, ignore the
affliction from yourself. effects of aging.

Impaired Death
You make attribute rolls with 1 bane and you grant 1 Death typically occurs as a result of your Health
boon on attribute rolls made against you. score dropping to 0, but other effects might simply
kill you outright. Unless the cause of death says

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otherwise, when you die, you drop prone and 13+ Your Health drops to 0 and you die.
become an object with a Health score equal to 10
times your size. If your body was made of organic Deprivation Example
material, it gradually rots away, losing 1 Health every Chris plays a human named Mikal. In the adventure, Mikal was
24 hours until nothing remains. ambushed and robbed. Left on his own to travel through a
barren landscape, he can’t find any water and has no food. At
the end of the first day, he gains 1 hunger and 1 thirst. The next
Deprivation day, he finds water, but no food. His hunger goes up to 2, but
Most people need food and water to live, though his thirst drops to 0. Unfortunately, five days pass without food
some ancestries derive their nourishment from or drink, so his hunger becomes 7 and his thirst 5. At 7 hunger,
other sources. Normally, deprivation plays little part he has 1 deprivation and 4 deprivation from thirst, bringing his
total to 5. He checks the deprivation table and sees that he has
in the adventures you undertake or your downtime
a penalty to his Health equal to half his level and he’s sickened
activities, but when circumstances prevent you from until he can start drinking water.
eating and drinking on a regular basis, the effects
can be disastrous.
Food and water are measured in units. Each day,
Dismemberment
you must spend a number of units each of food and The sudden loss of a limb makes certain activities
water equal to your size. For each day you go and forms of movement difficult, if not impossible.
without spending the minimum units of food, you Using prosthetics, such as those described in
gain 1 hunger point. For each day, you go without Chapter @: Equipment, help mitigate the effects of
spending the minimum units of water, you gain 1 dismemberment, though. The effects of limb loss
thirst. Each day you consume a food unit, you ought to be obvious, such that the loss of a leg
reduce your hunger by 1. Each day you consume a makes it difficult to stand up from prone and the
water unit, you reduce your thirst by 1. loss of a hand or arm prevents the use of that limb
You gain deprivation points as your hunger and for holding large weapons.
thirst points increase, and lose it when they
decrease. Every twenty-four hours, increase or Exposure
decrease your hunger and thirst totals to determine Extreme temperatures can kill you. After one hour
your current deprivation score. Then, find your in extreme heat or cold, you must succeed on a
deprivation score on the Deprivation table to Strength roll or become impaired. If you succeed on
determine the effects. Afflictions gained from the roll, you must repeat the roll at the end of each
deprivation cannot be removed until your additional hour spent in such conditions to avoid
deprivation score drops. becoming sickened. Once sickened, you lose Health
Half Rations: You can stretch your supplies by equal to 1 + your level at the end of each hour you
consuming half your minimum amounts. Each time spend subject to the effects of exposure. If you
you do, you must succeed on a luck roll or gain spend at least one hour in milder temperatures, you
either 1 hunger or 1 thirst or 1 of each. remove the sickened affliction from yourself and
you can regain lost Health normally.
HUNGER AND THIRST
Hunger
0–3
Deprivation
+0
Thirst
0–1
Deprivation
+0 Infection
4–7 +1 2–3 +1 People contend with sniffles, colds, and minor
8–10 +1 4 +1 ailments all the time. While these can be
11–13 +1 5 +2 troublesome and uncomfortable, they rarely affect
14–16 +1 6 +4 an individual’s ability to perform activities. Some
17–18 +1 7 +7
19–20 +1
diseases and parasites have longer-term and lethal
21 +2 effects and exposure to them can cause you to
22 +2 become infected.
23 +3 Diseases spread through physical contact,
breathing in contaminated air, or ingesting tainted
DEPRIVATION drink or food. Parasites spread either by contact,
Deprivation Effect
0–2 None
such as immersion in a contaminated fluid, or
3–6 Take a penalty to Health equal to half your level ingesting unsafe food or drink. If you are exposed to
and you become sickened. a disease or a parasite, the Sage rolls luck in secret
7–10 Your penalty to Health now equals your level on your behalf. A success means you managed to
and you are both fatigued and sickened. avoid catching anything, while failure means you
11–12 Your penalty to Health equals four times your are infected.
level and you are fatigued, sickened, and Once infected, symptoms appear at the end of the
slowed.
adventure or the downtime period, at which point

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you suffer the stage 1 effects of the infection. The Sleep
following stages describe those of a common You are unconscious when you sleep. If a noise
infection, but magical diseases and vicious parasites sounds in your zone, you can roll luck. You
can have other, nastier effects as noted in their automatically succeed if the noise is as loud as a
description. shout or louder. On a success, you waken and are no
At the end of each period after the symptoms longer unconscious. You automatically waken from
appear, roll Strength. A success indicates no change sleep if you take any damage or lose Health.
to your condition, while a failure means your You need sleep to refresh yourself. Unless your
condition increases to the next higher stage. If you ancestry says otherwise, you need to sleep at least
roll a 20 or higher, your condition decreases to the six hours for every twenty-four that passes. If you go
next lower stage. If you roll a 0 or lower, your twenty-four hours without sleep, you become
condition worsens by two stages. For every three fatigued until you do sleep. Every twenty-four hours
successes of any kind, reduce your stage by one step. thereafter, you take 1d6 damage per level.
Stage 0: You recover from the infection.
Stage 1: You are sickened and lose Health equal to 1 Suffocation
+ your level. You can hold your breath for 30 seconds or 3 rounds.
Stage 2: You are sickened, lose Health equal to 1 + Every 30 seconds thereafter, you lose 1d6 Health per
your level, and you heal half damage from all level. Losses to Health from suffocation are regained
sources. when you start breathing again.
Stage 3: You are sickened, lose Health equal to 1 +
your level, and you heal no damage. Transformation
Final Stage: Your Health drops to 0. An effect might transform you into something or
someone else. You could become another person, a
Possession particular creature, or, even, an object. Unless noted
Some creatures, such as spirits and demons, can otherwise, the following rules apply:
possess other creatures. A possessed creature
contains its own personality as well of that of the • The transformation affects your physical
creature or creatures possessing it. A possessing body and leaves your Intellect and Will
creature has access to the host’s memories, unchanged.
knowledge, and senses. • If the new form has a size greater than that
Conflicting Personalities: When a possessing of your normal form, you destroy any
creature enters a host, the possessing creature clothing or armor you were wearing when
becomes a dormant personality until it uses an you transformed. If you assume a size
action to take control. Roll Will for the possessing greater than 1, you take a penalty to
creature against the host’s Will score. On a success, Defense equal to your size while you
the host personality becomes dormant and the remain in this form. If your size drops to 1/2,
possessing creature’s personality becomes active you increase your Defense by 2, 1/4 or
until the possessing creature chooses to become smaller, by 4.
dormant or is forced out of the host. On a failure, • If you were bound by ropes or manacles,
the possessing creature remains dormant for 24 you shed them.
hours and cannot attempt to become active during • Anything you were holding in your hands
this time, though it can leave the host at any time it or that was strapped to your body falls to
chooses. the ground in your space.
If the possessing creature becomes the active • If the new form would normally be capable
personality, it takes complete control over the host’s of speech, you can speak.
body, using it as if it was its own, though it uses its • If the new form has different Strength,
Intellect and Will in place of its host’s. The host has Agility, Defense, or Health scores, use the
no recollection of time spent as a dormant new scores for each in place of your own.
personality.
• Your damage total remains unchanged
If the host personality is active, it might hear the
from form to form. Similarly, any loss to
possessing creature in its mind or not. The
Health transfer to your new Health score.
possessing creature cannot be targeted by any
attacks or effects except those that specifically end
possession. The possessing creature knows Unconscious
everything that happens to the host while it is Unconsciousness makes you unaware of your
dormant. surroundings and prevents you from performing

7
activities, moving, or using or benefit from talents. hour lasts long enough for you to play through
Any ongoing effects that you created when you were about three scenes, whether those scenes involve
conscious end immediately. fighting, exploring, or interacting with other
You are also defenseless while unconscious. Rolls characters. The Sage might allow an effect to extend
made against your Defense and Agility longer than three scenes or reduce the number of
automatically succeed. You automatically fail any scenes if a substantial amount of time passes
Intellect and Agility roll and when an effect would between them.
allow you to roll luck to mitigate its effects, you
automatically fail. Finally, you grant 1 boon on rolls
made against your Strength, Intellect, and Will, and Environments
make Strength and Will rolls with 1 bane. The world contains many different environments.
Each environment represents a specific region
Stacking Effects unified by common features. Forests, hills,
mountains, cities and towns, lakes, and oceans all
You can be under any number of effects at a time. If act as environments. Environments can be any size,
an effect comes from the same source, such as the from an entire ocean or to a keep and surrounding
sickened affliction, the drawbacks and benefits are town on the borderlands.
not added together. Rather, they both affect you for Environments have features determined by
the duration. For example, say you are sickened prevailing terrain, climate and weather, and hazards
from a disease for an hour and then become one might encounter in them. Such features might
sickened from a venom for 1 minute. When the make travel more difficult, subject you to exposure
poison wears off, you remain sickened from the and inclement weather, as well as fantastical
disease. Effects from different sources, however, do features created by the environment’s magical or
stack and are cumulative. otherworldly nature. The Sage has rules for
environment features.
Time
In brief, time passes at whatever rate the Sage Travel
deems appropriate. A scene involving roleplaying You travel whenever you move through one or more
could play out at more or less the same rate as it environments to reach a destination. Many times,
does in reality. A combat scene might move faster or travel plays no significant part in the story, in which
slower, while the Sage might summarize a month of case the Sage just narrates what happens during the
travel in a few minutes of description. This said, the journey.
rules often reference durations measured in rounds, As a rule of thumb, under ideal circumstances,
minutes, and longer, so some ideas about how long you can walk two to three miles an hour for about
such increments take in the game can be helpful. eight hours in a twenty-four period, using the rest of
the time to eat, drink, and rest. Steeds increase the
Rounds rate to four or five miles per hour, while wagons and
carts move about half the walking rate. However,
The game uses rounds for managing time in combat terrain, inclement weather, and other circumstance
and so you can find a great deal more about rounds can slow the pace as the Sage decides.
under that section. Generally, a round lasts about If you would travel faster or further than these
ten seconds, so a duration of one round means the typical rates, you can do so, but you must succeed
effect lasts a similar period of time. on a Strength roll at the end of each hour or become
fatigued. If you are already fatigued, you lose 1d6
Minutes Health instead.
Some effects last one minute. Typically, a minute
covers enough time for a combat to start and end.
So, if you cast a spell that has a one minute
Zones
Every environment comprises some number of
duration, you can just assume it lasts until the
combat ends or something ends the effect of course. zones, which represent discrete zones or spaces
inside the larger environment. Zones might describe
a patch of field or a hilltop rising from a range of
Hours hills. They can also represent locations inside
More powerful and important effects last one hour buildings such as a regent’s throne room or the
or longer. Generally, you track time in hours when antechamber of a haunted tomb. They make up
resting, since you benefit from resting for each hour spaces inside of vehicles and, sometimes, other
you rest. If a rest does not interrupt game play, an creatures. A ship’s hold might be a single zone,

8
while the gullet of a deep worm contains several two or more zones from you, simply count the zones
zones. starting with the one adjacent to you.
Sometimes, the game presents a number for
Size and Scope range, as in range four. This shorthand tells you the
effect has a maximum range of four zones. A range
Since zones represents places to explore, backdrops expressed as zero means the maximum distance is
for roleplaying, and battlefields in which the anywhere within your zone.
characters fight, zones come in different shapes and Finally, the game can also use real world units of
sizes. And while it’s rarely necessary to know a measurement to describe the imaginary world. A
zone’s exact dimensions, a typical zone can fit inside statue might be six feet tall, the doorway could be a
a cube approximately 50 feet wide, 50 feet high, and yard across, an effect could push you a few feet
50 feet long. Obviously, indoor zones can fit in terms away. The city might be 40 kilometers up the road,
of length and width but most have far lower ceilings. or port could be 50 leagues. Use whatever system of
In outdoor environments, the zone extends up to measurement with which you are most familiar.
the 50-foot limit into the air and then another zone
above it begins, extending 50 feet until it reaches the Clustering
next higher zone, and so on. The game uses clusters to describe who can reach
whom. When a creature can reach another creature
Adjacency and Borders or object, the pair form a cluster. Any other creature
Adjacent zones share a common border with each that moves in to reach the same creature or object
other. Zones that touch but do not share a common joins the cluster.
horizontal or vertical border lack adjacency. In other For example, Dani’s character, Zephyr, uses a
words, two zones side by side count as being sword to fight a bandit. Zephyr and the bandit can
adjacent, while those diagonal to each other do not. reach each other and count as a cluster. Elise’s
A border can be open, closed, or obstructed. An character, Anise, moves in to cast a spell on Zephyr
open border allows free passage from one zone into that requires Anise to touch Zephyr. She can do this
the adjacent zone. Open doors, gates, tunnels and and remain out of the cluster since she’s not trying
passages, or the absence of any interfering obstacles to reach the bandit. However, if Anise was to attack
make borders open. You can make a ranged attack the bandit with her mace, Anise would join the
and target creatures, objects, and zones with spells cluster.
you cast through open borders.
Closed borders prevent movement into the
adjacent zone since no opening exists along the
Exploring Zones
When you enter a zone, the Sage reveals pertinent
border to permit passage. The zone of a cave has information about that zone. If you want more
closed borders alongside its edges since those information about the zone, you need to explore it.
borders are solid rock. This means your character needs to look around,
Finally, an obstructed border offers access to the listen, sniff the air, touch things, and so on. The
adjacent zone, but crossing the border requires more you examine your surroundings, the more
effort beyond simple movement. An obstructed information the Sage reveals until there is either
border might require an additional move, a nothing more of interest to be revealed or you find
successful roll, or something else. Examples of something interesting.
obstructed borders include barriers made from
flames, cliffs that must be scaled to reach the zone
above, a deep chasm that must be leaped and so on. Perception
Obstructed borders might count as being open for Perception describes the general use of your senses
targeting purposes depending on the nature of the to gain information. All creatures tend to have
obstruction. A chasm would count as being open, similar capabilities when it comes to perceiving
while a cliff wall would not. their surroundings, though some might have keen
eyesight, hearing, or some other sense to give them
an advantage. Otherwise, though, everyone has the
Range and Distance same chance to derive information about their zone
The game usually expresses range and distance and zones beyond using their senses.
using the following terms: reach, zone, or within
some number of zones. If something is within reach, Listening
you can touch it. If something is within your zone, it
Distance from the source of a sound determines
exists inside the same zone as you. If something is in
whether or not you can hear it. You can hear a noise
an adjacent zone, it is in a zone next to the one you
as loud as a whisper from a source you can reach.
presently occupy. Finally, if something is in a zone

9
You can hear a noise as loud as normal conversation reduces the intensity of light in the area by one step.
from a source within an adjacent or closer zone, and Bright light becomes dim light, dim light becomes
a sound as loud as a shout from up to four zones faint light, and faint light becomes darkness.
away. Multiple cases of obscurement have a cumulative
Obstacles reduce the range of you hearing such effect. In a bright lit zone filled with fog counts as
that for each one intervening, reduce the range by dim light. Add magical shadows, and now the light
one zone. For example, you can’t, typically, hear a becomes faint.
whisper through a closed door in your zone, though
you could hear conversation if it occurs on the other
Invisibility
Anything that cannot be seen is invisible. Darkness
side of a door in your zone. For you to hear a shout
through a closed door, the source would have to be can render creatures and objects in a zone invisible,
while a spell might make a creature or object
within three zones instead of the normal four.
invisible for a time regardless of the light conditions.
When listening, the Sage might call for a luck roll
to see if you happen to listen at the right time to Rolls made to attack creatures and objects that
cannot see the source of the attack are made with 3
hear something interesting or useful.
boons. Rolls made to attack creatures or objects that
cannot be seen, but whose position is generally
Seeing known by other factors are made with 3 banes.
You need light to see. Light can be bright, dim, or
Note that invisible targets might still make sound,
faint. If you have no light, you are blinded unless
retain their normal substance, weight, and texture.
you have some means to see. Invisible targets displace water and vapor those
Bright light originating from a point inside a zone
capable of movement leave signs of their passage or
illuminates the zone and each zone adjacent to it. not as normal.
Dim light illuminates only the zone in which it
emanates. Hidden Creatures, Objects, and Features
Faint light illuminates a 3-foot radius area Many times, zones contain hidden foes, switches,
centered on the light source. doors, and the like. If you cannot perceive the thing
Seeing Outdoors: A typical human in bright light and lack awareness of it, the thing is hidden from
can see out to a distance of about three miles, you. Typically, you find hidden things by interacting
though obstacles and atmospheric conditions can with your zone, such as by searching in a particular
reduce the range of this vision. At night, a full moon place or changing the conditions that allow
allows sight out to half the normal range. Anything something to hide. For more information on hiding
less than a full moon or a full moon with cloud and finding, see Hide and Find under the combat
cover reduces the range of vision to just the rules later in this chapter.
creature’s zone, as if that zone was dimly lit.
Seeing Light Sources: You can see a light source Other Senses
from almost any distance provided you have an Some creatures possess special senses that allow
unobstructed path to the light source and you can them to perceive their surroundings without having
usually see the zone it illuminates. to rely on vision.
Scent #: A creature with scent can pinpoint the
Special Vision
location of any creature of flesh and blood within
Many creatures possess superior forms of vision
the listed number of areas without having to see it.
that let them see clearly with little to no light. The
Awareness #: A creature with awareness can
following forms of special vision appear most often
pinpoint the location of each creature and object
in the game.
within the listed number of areas without having to
Night Vision: A creature sees in dim light as if it
were bright light and dim light, for this creature, rely on any normal senses. A creature with
awareness ignores the blinded affliction.
sheds light as if it were bright light. For example, a
creature with Night Vision can see into zones
adjacent to the source of the dim light. Knowledge
True Vision: A creature can see regardless of Broadly, knowledge describes the information
available light. The creature can see invisible people have learned, discovered, and can recall.
creatures and objects, recognize visual illusions for Knowledge comes in four tiers, with each higher tier
what they are, and see through mundane and representing information of increasing obscurity.
magical disguises. Common: Information known by almost
everyone and includes such things that people need
Obscurement to know in order to get along in the world. Common
Fog, snow, heavy rain, smoke, gas, dust, and similar knowledge includes such things as operating simple
environmental effects provide obscurement, which devices, identifying common creatures and peoples,

10
recognizing dominant religions, and recall major example, might require you to roll Agility and fall
recent events. prone if you fail the roll. The risk might be obvious
Uncommon: Uncommon knowledge includes before you move onto the terrain or could be a
information known to people trained in a particular surprise that’s revealed only when you or someone
trade, craft, or academic pursuit. Uncommon else moves on it.
knowledge might grant the ability to use certain
tools related to a profession, having an
Cramped Spaces
Cramped spaces offering little maneuverability
understanding of the interconnectedness of certain
often count as challenging terrain. In addition to the
historical events, schools of thought, recognizing
other effects, the limited space imposes 1 bane on
symbols of minor religions, and so on.
Rare: Information known only to experts in their rolls to attack with large and medium weapons. In
addition, the spaces might disallow creatures of
fields counts as rare knowledge. Such knowledge
larger size from entering them or cause them to be
belongs to masters of certain trades and crafts,
lifelong students of specific areas of knowledge, restrained while in them.
deep understanding of magic and cosmology, and
more. Climbing
Exotic: Knowledge of the exotic tier tends to be You can climb any surface that offers sufficient
secret, known only to a handful of people in the handholds and footholds. You can, for example,
world. Such knowledge typically has to be climb up a knotted rope that’s been tied off, a ladder,
discovered and might be a reward in its own right. a steep staircase, or, possibly, a wall provided there
are protrusions and gaps you can use for climbing.
Knowledge Rolls You can typically climb 10 to 20 feet each round you
spend climbing depending on the surface. You make
You have common knowledge generally, and
rolls to do anything other than climb while climbing
uncommon knowledge related to your profession.
with 2 banes. If you take damage or gain an
The Sage might call for an Intellect roll to recall
affliction while climbing, you must succeed on a
uncommon knowledge you do not have or more
Strength roll or fall.
obscure knowledge by imposing one or more banes.
The Sage might rule some surfaces require a
If you succeed on the roll, the Sage tells you the
successful Strength roll in order to climb them,
pertinent details you seek. Otherwise, you don’t
possibly imposing 1 bane or more. A failure
know and you must find some other way to gain the
indicates you make no progress, while a roll of 0 or
information you seek.
less means you slip and fall.
Movement Jumping
Outside of combat, you can freely move in your You can jump up 3 inches and jump across 3 feet
zone and from a zone into adjacent zones by without having to roll. You double this distance if
walking or running. You can typically walk about 50 you jump while running. You can jump greater
feet per round or 300 feet per minute. When distances with a successful Strength roll as the Sage
running, you can cover about 80 feet per round or decides.
480 feet per minute. Smaller and larger creatures
might move a bit slower and a bit faster, but the Swimming
differences are modest enough to have little bearing You can swim in just about any liquid, though
on the game. swimming in acid or toxic goo is never a good idea.
In addition to walking and running, you might You can swim about 40 feet per round. In rough
have to perform other forms of movement. conditions, you might have to roll Strength with 1
Climbing, jumping, swimming, and balancing could bane or more. On a failure, you make no progress
involve making rolls or not. and on a 0 or less you sink beneath the surface and
face suffocation.
Challenging Terrain
Roots, rubble, ice, and other terrain features make Flying
movement across the zones containing them more The flier trait grants you the ability to move in any
difficult. Typically, challenging terrain prevents you direction and prevents you from falling if you stop
from running and retreating until you move off it. In moving and you’re not on a solid surface. The flier
addition, when you move onto challenging terrain, trait also lets you ignore challenging terrain on the
you immediately stop moving and can move off it ground. Outside of combat, you can fly a number of
on your next turn, if you’re in combat for example. miles per hour equal to ten times the number of
Some forms of challenging terrain require you to zones you can move.
make a roll when you move onto it. Slippery ice, for

11
Being Moved requires the use of an action and the vehicle moves
Some effects can move you against your will in a as its driver or pilot directs it or the creatures
direction as indicated by the effect. If you would be responsible for drawing it. An uncontrolled vehicle
moved into danger, such as over the edge of a cliff or is stationary or gradually becomes so eventually
into a fire, you can roll luck and, on a successful roll, when it encounters sufficient resistance to stop it.
you fall prone at the edge of the danger. An uncontrolled cart might roll down a hill and
come to a stop when it reaches the bottom or when
Mounts it slams into a wall.
You can ride any creature that’s willing to bear you Movement: A vehicle moves so long as it has
as a rider. A friendly prospective mount allows you something to move it, such as creatures to draw it,
to move onto or off its back. For unfriendly mounts, winds to blow it, or fuel to power the motor that
you must first successfully grab it and then move moves it. Once in motion, the vehicle might
onto its back. In either case, you count as separate maintain its speed, slow down, or speed up as
creatures and can be targeted as such. decided by the creature controlling it.
Taking Turns: While riding a friendly creature, Collisions: A collision occurs when a vehicle
the mount uses its action each round to bear you as would move into a creature or object of its size or
its rider. If it fails to do so, you must use your action larger, which causes the vehicle to come to a stop
to maintain your seat—this might require a then or soon after. A collision deals damage to the
successful Strength roll at the Sage’s discretion. The vehicle, its occupants, and whatever it strikes. The
mount then moves as you direct it. amount of damage depends on a variety of factors
If you’re riding an unfriendly creature, you must that include, but are not limited to, speed, weight,
use your action to maintain your seat and you can and size of the vehicle. A collision deals 1d6 damage
attempt to control it by roll Will against its Will. On if the vehicle is moving slowly, 2d6 if it’s moving at a
a success, you decide how the mount moves. moderate speed, or 4d6 if it’s moving fast. The Sage
Attacking: While you ride a friendly creature, you can have the collision deal extra damage in
can make attacks with medium or small weapons. consideration of other factors. The vehicles
Some large weapons let you wield them while occupants must roll Strength, taking half the
mounted, as noted in their descriptions. Some damage on a failure, or no damage on a success. The
mounts can attack while being ridden, as noted in damage sources from being thrown about inside the
their descriptions. vehicle. Other effects might result as well—being
Falls: If you fall off your mount, you land prone thrown from the vehicle, falling prone inside or
next to it and take 2d6 damage. If the mount falls near it, or worse.
prone, you must succeed on a luck roll or take extra
damage equal to 1d6 per point of the mount’s size Teleportation
and become restrained by the mount’s body until it Teleportation allows instant transport from one
stands up or is moved off you. You can attempt to position to another and almost always occurs as the
pull yourself or wriggle free with a successful result of using magic. When you teleport, you, along
Strength or Agility roll made with a number of with everything you wear and carry, disappear and
banes equal to the mount’s size. reappear at the destination in the same orientation,
posture, and position you had when you vanished. If
Vehicles you were prone when an effect teleports you, you
Many vehicles count as zones used to travel through remain prone when you arrive at your destination. If
other zones. Many vehicles, such as carts, wagons, an effect targets multiple creatures, each reappears
carriages, and boats, tend to be far smaller than in the same positions they had relative to each other.
normal zones and thus have limited capacity for Finally, movement by teleportation ignores the
passengers and cargo. Other vehicles might be large moving out of peril rule (see page $#).
enough to encompass an entire zone or multiple
zones. You can move into or off of a stationary Falls
vehicle and, once in, you can move around inside it. Whenever you land after falling, you risk taking
If the vehicle is moving when you attempt to enter damage. The amount of damage depends on the
or exit, the Sage might call for a Strength or Agility distance you fell and whether the surface on which
roll, with safe passage granted on a success or you land is solid or liquid.
damage and a fall resulting from a failure. If you fall from a height greater than 5 feet but no
Driving and Piloting: A vehicle is either more than 10 feet, roll luck. You make the roll with 1
controlled or uncontrolled. A controlled vehicle has bane for every full 20 feet you fall to a solid surface
someone in a position inside the vehicle where it or 40 feet fallen to a liquid surface. You take no
can be driven or piloted. Controlling a vehicle damage on a success, and 1d6 damage on a failure.

12
When you land after falling more than 10 feet, roll Objects might be vulnerable or immune to
luck. You take 1d6 damage per 10 feet you fell on a certain sources of damage. A stone wall might be
failure, or half the damage on a success. If you rolled scorched by fire, but take no real damage from it. A
a 0 or less, you instead die. If you rolled a 20 or wooden wall, though, takes damage from the flames
higher, you instead take no damage. and might catch fire. A glass window, being fragile,
If you land on a liquid surface, treat the fall as if takes double damage from heavy objects, whether
you had landed on a solid surface, but from half the they’re made of wood, stone, or metal. A cloth object
distance. This means you take no damage if you fall takes no damage from a blunt weapon, but takes
10 feet into a liquid. double damage from an edged weapon.
In all cases, the Sage makes the final
Objects determination using common sense to determine
Anything that’s not a creature counts as an object, the outcomes.
whether it’s alive or not. This means rocks are Breaking Objects: You can break an object
objects and so are trees, swords, vines growing on a without having to damage it, such as when you kick
stone wall, and the molds staining the dungeon down a door, put your fist through a pane of glass,
walls. Objects, unless they have the animated object or burst free from rope bonds. Breaking an object
trait, take no actions and do not, usually, move. requires a successful Strength roll. The material
from which the object is made might impose 1 or
Attributes more banes or simply make the attempt impossible.
An object’s attributes reflect its capabilities. An On a success, the object loses all its Health.
object incapable of exerting force lacks a Strength
score. An object incapable of movement lacks an Secured and Unsecured
Agility score. Only rare objects have sentience and A secured object indicates it is held fast in some
thus they lack Intellect and Will scores. If an object way, such as being bolted in place, tied down, or
has an attribute score, it can perform activities otherwise affixed to a surface. An unsecured object
related to it. Otherwise, the object lacks the means has nothing to keep it in place and can be picked up
to perform these activities. and moved.
Lifting, Shoving, and Dragging: You can lift,
Defense shove, or drag unsecured objects. As a general rule,
Unless the object has some means to avoid harm, it a creature can lift a number of pounds equal to its
has a Defense of 0. An object worn or carried uses Strength score times 10. Multiply the weight by the
the Defense of whatever wears or carries it. Vehicles creature’s size if the creature is larger or smaller
with drivers or pilots grant the objects they operate than 1.
a Defense equal to half the driver or pilot’s Agility This said, rather than track specific weights of
score. If an object can move under its own volition, thing, the game relies on common sense to
it has a Defense score equal to its Agility score determine what can moved in these ways. You could
minus its size if the object is size 2 or larger or plus 2 push a wagon provided it has wheels, but if it
if the object is size 1/2 or smaller. doesn’t, it’s weight might mean you can’t budge it.
Similarly, you might topple a statue, but you’re not
Health likely to be able to push a wall down without serious
help. If you attempt to lift, shove, or drag a heavy
An object’s Health score depends on its size. Each 3-
object, the Sage call for a Strength roll to see if you
foot cube of the object, which counts as size 1, has
can. The weight and bulk of the object might
Health 28 regardless of the material from which it’s
impose 1 or more banes, or just render the task
made. Smaller objects have Health equal to their
impossible.
size times 28. So, a size 1/2 object has Health 14, a size
Dropping Objects: When you drop an object
1/4 object has 7, while a size 1/8 object has 3, and so
made of some hard material, the object falls and it
on.
takes damage from landing and deals the same
damage to whatever it lands on. If an object would
Damaging Objects fall on a creature, the creature can roll luck and, on
Objects that lack the animated object trait lose a success, the creature moves out of the path of the
Health instead of taking damage. When an object falling object and takes no damage when it lands.
takes damage from a source that can harm it, reduce
the object’s Health score by the amount of damage it
has taken. An object reduced to 0 Health is
Objects as Cover
Objects provide cover to anything behind them.
destroyed, ruined and nonfunctional. Animated
Cover can be partial cover or total cover. Something
objects, though, take damage as creatures do.
has partial cover when at least half of it but not all of

13
it is behind the covering object. Something has total Traps
cover when it is fully behind the covering object. For In addition to hazards, you might contend with
guidelines on cover’s effects in combat, see page $#. traps. A trap is a hidden mechanical object designed
to slow, hinder, or harm whatever triggers it. Finding
Hazards a trap requires searching the zone that contains it.
Zones might contain dangerous features called The Sage might also require you to make a
hazards. These features include obvious dangers successful Intellect roll to find it when searching if
such as infestations of toxic mold, fire, caltrops there is some kind of special camouflage that would
scattered on a floor, poison gas, and open pits. prevent its detection by looking at it.
Once found, a trap can usually be avoided. If not,
Buried you can try to use tools to disarm it by making an
You become buried when something covers you and Intellect roll. You might have 1 or more banes for the
prevents you from moving, such as a cave-in or a roll depending on the trap’s complexity.
collapsing ceiling, but also when inhumed in the
ground. If the falling debris creates a space large
enough to contain you, you can freely move around Communication
in that space. Otherwise, you cannot move. You communicate with your fellow players and the
While buried, you cannot see anything outside of Sage, often out of the game, but also in the game
the space in which you are trapped. Nothing from when you play the role of your character. You can
outside your space can target any part of you that is describe what your character says if you prefer or
covered in the debris. You can hear a shouting you can talk as your character, if you’re comfortable
creature in your zone, but hear nothing else outside doing so. There’s no right way to roleplay your
of the space in which you are trapped. You might be character. Do what you feel is right for you.
subject to suffocation, at the Sage’s discretion.
You might be able to dig yourself free. Doing so
normally entails rolling Strength with 1 or more
Disposition
banes, with a success allowing you to make progress Creatures have dispositions toward other creatures,
toward escape. Depending on the degree of being friendly, indifferent, or unfriendly. A creature
coverage, you might escape after one success or has good intentions for a creature to which it is
several successes. friendly, while an unfriendly creature does not and
might be rude, hostile, or even aggressive.
Fire Indifferent creatures lack strong feelings one way or
Fire deals 1d6 damage, once per round, to anything the other. Most people are indifferent to strangers,
that comes into contact with it. Flammable creatures friendly to their circle of friends and family, and
unfriendly to those who seek them harm.
and objects that take damage from fire catch fire
unless they succeed on a luck roll. A creature that
catches fire takes 1d6 damage during each upkeep Allies and Enemies
until the fire is extinguished. The creature can drop Combat refers to creatures as either being allies or
prone and use an action to roll around to put out the enemies, often for the purpose of targeting creatures
flames or another creature can use an action to with talents and magical effects. Typically, an ally is
smother the flames or douse them. friendly to the creatures with which it is allied,
though it doesn’t have to be. Two characters might
Wind despise each other and yet fight on the same side.
Wind describes any movement of air at a speed of 20
miles per hour or faster. Each round the wind blows
through a zone, it extinguishes unprotected flames,
Languages
Communication between peoples requires having a
causes protected flames, such as those inside
language shared in common. A great many
lanterns, to flicker and dance. Wind clears away languages exist in the New Land, with many more in
smoke, vapor, mist, and gas, and also kicks up dust,
the ruins of the Old Country and the Devastation.
while scattering small, lightweight, and unsecured Most civilizations use a particular language, either
objects. Wind imposes 3 banes on rolls made to one that evolved naturally or that evolved from a
attack with ranged weapons. It also counts as an previous or neighboring civilization. Languages also
obstacle for the purpose of hearing. include regional dialects, systems of codes, and
other forms of communication. Far too many
languages exist in the known world to account for

14
them all. For a list of commonly used languages, see you do something to break it such as by becoming
chapter 2. involved in a scandal, betraying a contact, or
exploiting the contact too much.
Pantomime The Sage might define the contact or solicit your
When you try to communicate with a creature help in building the contact’s identity. Either way, a
incapable of understanding the language you use, well-defined contact can be not only a great
you might still be able to get the idea across. You resource for your group but also a means for
might use pantomime, drawings, or some other enriching the play experience.
method to communicate your ideas. Sometimes,
this might require the creature with whom you Contact Types and Benefits
communicate to make an Intellect roll to get the gist Contacts have different functions and capabilities,
of what you say, but simple concepts such as food, as shown below.
water, danger, and can be readily communicable. Financial: A financial contact can give you a loan
or help you pay off your debts.
Rolls in Social Situations Influence: An influence contact can make
introductions, open doors, and pressure people to
If you try to convince someone to do something that do what you want them to do.
they wouldn’t ordinarily do such as divulge a secret, Information: An information contact provides
give aid, betray a friend, accept a bribe, or you with information you need to complete an
something else along those lines, the outcome of activity.
your social interaction could become uncertain. As Patron: A patron contact pays for you to have a
with any situation, when it’s not clear what happens comfortable lifestyle.
next, the rules or the Sage can call for an attribute Professional: The contact has profession related
roll to see what happens. You typically roll Intellect to yours and can help you perform certain tasks.
against Intellect when you are trying to deceive, Information: A resource contact provides you
trick, or use logic to win over someone. You roll Will with a specific kind of resource
against Will when you use the force of your Security: Security contact offers you protection
personality to convince, gain trust, or threaten from your enemies.
someone. The Sage might let you substitute Other: The Sage might provide you with other
Strength for Will if you are using brute force to back kinds of contacts with specialized capabilities.
up your arguments or might have you roll against a
different attribute when it makes sense. Boons and
banes apply at the Sage’s discretion or from talents.
Nemeses
A successful roll usually means the target of your In addition to contacts, you might gain one or more
interaction behaves in the way you hoped. The nemeses, individuals who actively work against you.
target trusts you, accepts your bribe, or gives you a A nemesis typically has a type of kinds normally
steep discount on an item or service. A failure associated with contacts, but uses its resources to
means you don’t get the outcome you desire. The counter your contacts or make your tasks and
target refuses to help you, doesn’t see you in a better activities more difficult. The Sage has rules for using
light, or withholds information from you. nemeses in the game.
Sometimes an exceptional or a terrible result
might have additional effects. If you roll a 20 or
higher when trying to intimidate a prisoner, the
Combat
Combat happens when you resolve conflict using
character might reveal more information than you
were asking for. Or, if you roll a 0 or lower, your violence. Since the stakes are at the highest, combat
uses special rules to track time and to make sure
attempt to seduce the barman could make him
everyone has a chance to contribute to the scene’s
unfriendly.
outcome. A combat lasts until one side defeats the
other. The defeated side might succumb to their
Contacts injuries, surrender, or flee.
During your adventures and downtime periods you
might make contacts of people, organizations, and
institutions. A contact can provide assistance to you
Battlefield
Combat takes place on a battlefield, which includes
in times of need. You could turn to a contact to loan
all the zones in the scene leading up to the combat’s
you the coin you need to save a struggling business,
to get you an audience with a local lord, or to start as well as other zones that might be revealed as
the battle unfolds. The Sage determines starting
provide you with room and board when you come
positions for all combatants based and notes any
to town. Once you make a contact, you retain it until

15
pertinent features in the battlefield’s zones that under the Sage’s control. Again, players who take
could play a part in determining the battle’s the initiative decide who goes first.
outcome.
The Upkeep
Rounds in Combat The upkeep marks the end of one round and the
beginning of the next, but it’s also when combatants
Combat measures time in rounds. There are six refresh their resources and when ongoing effects are
rounds in a minute. Each round, everyone involved resolved. The following events typically occur
in the combat takes a turn. Once each combatant during the upkeep.
has taken a turn, the round ends and a new one
begins. The cycle continues until the combat ends.
• Any ongoing effects resolved during the
1 Round Durations in Combat: Many effects have
upkeep are resolved in any order the Sage
1-round durations, which means they last until the
chooses.
same point in which you produced the effect during
the next round. For example, say you take the • Each combatant replenishes resources that
initiative and produce an effect that lasts for 1 return during the upkeep.
round. The effect would persist until just before the • Effects that normally end during the
enemies take their turns during the next round. upkeep end.
Similarly, say you take a turn after the enemies take
their turns and produce an effect that lasts 1 round. Using Reactions
The effect persists until after the enemies take their You gain reactions from the paths you choose. With
turns during the next round. them, you gain talents that let you spend reactions
to perform certain activities. Also, some spells can
Turns be cast by spending a reaction. No matter how many
reactions you have, you cannot spend more than
Each combatant can take one turn each round. On one per round. And if you have no reactions left to
its turn, a combatant moves and use an action at spend, you must wait one minute without using an
any point during the move to perform a particular action to regain all the reactions you spent.
activity. When you move, you must choose the
manner in which you move such as to walk, run, Dodge and Withstand
crawl, retreat, and so on. Whenever an effect would call for you to make a
luck roll, you can spend a reaction to make an
Surprise attribute roll in place of the luck roll. If the effect is
Surprise happens when one or more creatures start something that could be dodged, roll Agility or
the combat unaware of their enemies, which lets the Intellect. If the effect is something that must be
enemies take a surprise turn during the first round. withstood, such as poison or sickness, you roll
This turn does not count against a combatant’s Strength or Will. The Sage decides which attribute
normal turn limit and happens before anyone you use.
involved in the combat takes their turn.

Turn Order Move


You can move on your turn provided a circumstance
Combatants under the Sage’s control take their
turns first, acting in any order the Sage chooses. or an affliction does not prevent you from physically
moving. You decide how far you move by choosing
Each combatant must complete its turn before
one of the options presented below.
another can take its turn.
Once all combatants under the Sage’s control
have taken their turns, the players can take their Walk
turns. The players decide the order in which they You move from a starting position to a different
act. If the players can’t decide who goes first, the position in the same zone or you move into an
Sage decides for them. adjacent zone and stop moving. If you can also use
an action, you can interrupt your walk to perform
Taking the Initiative the activity and then finish walking.
At the start of each round, any players who wishes When you walk inside your zone, you could walk
to do so can “take the initiative.” When players take up to an ally, perform an activity, and then walk
the initiative, they give up either a move or an action away from that ally. As a good rule of thumb, you
in order to take their turn before the creatures can walk from one side of a zone to the other on
your turn.

16
Sneak can move by flying. When flying, you must use a
When you sneak, you walk or crawl in a way that move each round or you fall. When you use a move,
makes little sound. You can sneak about halfway you can either fly in place or move in a direction of
across your current zone or a quarter this distance if your choice.
you’re crawling per round. You can also sneak into
an adjacent zone, but you must succeed on an Special Forms of Movement
Agility roll or you continue moving but with sounds You can also use a move to climb, jump, swim, ride a
sufficient for other, nearby creatures to hear you. steed, or drive a vehicle. Refer to the Movement
Loud Surfaces: The surfaces across which you rules presented above for more information.
would sneak might make noise (some surfaces also Sometimes you’ll use these special forms of
count as noisy if you wear “loud” armor). Broken movement as part of other movement. For example,
glass, gravel, twigs, leaves, and the like all make you might walk up a wall and start climbing or leap
noise when you step on them. If you attempt to over a hazard while running.
sneak across such a surface, you must roll Agility. If
you are sneaking into an adjacent zone, you make Moving Out of Peril
the roll with 1 bane. On a success, you reduce the When a creature within the reach of one or more of
sound of your movement to a whisper. its enemies would walk, run, crawl, or fly out of the
reach of these enemies, the creature takes damage
Run equal to the sum of the levels of each enemy that
If you need to move farther on your turn, you can could reach it when it started moving. A creature
run. You run from your zone to any point you can roll luck and, on a success, takes half the
choose in an adjacent zone, and then into one zone damage.
beyond that, at which point you stop moving for the
round. Running lets you move the length of two
zones.
Actions
Since running takes more effort than does You use actions to perform activities in combat.
walking, you make attribute rolls with 1 bane until Common uses for actions follow, but you might gain
you take another turn. However, you also impose 1 additional uses for actions from your traits, talents,
bane on rolls made to attack you for the same equipment, and spells you cast.
duration.
Attack
Crawl You use a weapon you wield to strike a creature or
If you prone, you can crawl. You can crawl from object. See Making Attacks, below, for more
your starting position to another in the same zone. information.
You can crawl into an adjacent zone, but you have to
succeed on a Strength roll or you stop moving at the Cast a Spell
edge. Moving at a crawl lets you move about half the You cast a spell you have learned, you read from an
length of a zone. inscription, or from an object that contains the spell.
For the spell to take effect, you must speak, gesture,
Stand Up and expend the casting. Then, resolve the spell’s
You can use your move to stand up and thus remove effects as explained in its description. Simply follow
the prone affliction from yourself. As part of this the instructions. If you would target something
move, you can move to a different position in your other than yourself with a spell, refer to the
zone. targeting rules described under Making an Attack.
For more information about casting spells from
inscriptions, see Chapter @: Spells. Objects that
Retreat contain spells provide the rules for casting them in
You can move out of the reach of one or more their descriptions.
enemies to avoid moving out of peril. With a retreat,
you can only move to a different position in your
zone. For distance, a retreat lets you move about a
Defend
quarter of the zone’s length. Until you take your next turn, you impose 2 banes
on rolls made against you, but you make rolls
against other creatures with 2 banes. If you become
Fly unable to use actions, this activity ends.
The flier trait, if you have it, includes a number,
which tells you the maximum distance in zones you

17
Find another and no one is observing him, he could reach the new
place without trouble. However, the Sage decides one of the
You search in a specific place inside your zone for a guards (a speaker) happens to be facing the open door, and so
hidden creature, object, or some other feature. If it’s calls for Chris to roll luck. Chris gets a success and the guard
there, you find it. looks away just as Chris sneaks past the open door.
Example 3: Later, Boris and his companions get into a fight
Help with the guards. At the start of combat, Boris is hidden from the
enemies and so, when he takes his turn, he springs out of hiding
You help one creature within the zone around you. and attacks. The next round, the surviving guards are aware of
If the target can see and hear you, you grant it 1 Boris, so Boris cannot hide from them until he moves
boon on its next attribute roll made before the end somewhere that they cannot see him and then sneaks off so
of your next turn. that can no longer observe him.

Hide Hinder
You become hidden under certain conditions. You You hinder one creature you choose within the zone
must have a hiding place and you can only hide around you. If the target can see and hear you, you
from creatures that are not observing you. If you impose 1 bane on its next attribute roll made before
meet these conditions, you become hidden. the end of your next turn.
Nothing from which you are hidden can target
you with attacks, spells, or other effects. You also Interact
have an advantage when attacking targets from You interact within something you can reach in the
which you are hidden, as described under Making zone around you. You could pick something off the
an Attack. ground, kick in a locked door, light a torch, pick a
Hiding Places: A hiding place can be any location lock, or do something else. The Sage determines if
that prevents others from perceiving you. Examples an attribute roll is required.
include under a bed, inside a wardrobe, behind a
boulder, and so on. The hiding place remains a Overcome
suitable hiding place only for as long as it can hide You try to shake off a harmful effect. If you have an
you. If you do anything to reveal your location when affliction or an ongoing affect that can be ended
in a hiding place, the hiding place no longer hides with a successful luck roll, you can make an
you. attribute roll to end the effect. Some examples
Observation: A creature that watches, hears, or is follow:
otherwise aware of you counts as observing you. A You roll Strength to remove the restrained
creature that has no idea you are present in a zone, affliction from yourself or to fight against toxins
even its own zone, or suspects you might be but has coursing through your body.
no evidence from its senses to confirm or deny this You roll Agility to put out flames, wriggle free
doesn’t count as observing you. from bindings, or regain your feet.
Changing Hiding Places: You roll Intellect to see through illusions, to free
If you’re hidden in a hiding place and would move your mind from delusions or false emotions, and
to a different one and remain hidden, you can do so anything else that could be overcome using logic
provided no one is observing you when you move. If and reason.
potential observers are not looking your way when You roll Will to shake off fear, to break another’s
you move, you might have to sneak from one hiding control over you, and overcome any other effect
place to another. using sheer willpower.
Ultimately, the Sage has final say over what
Hiding Examples attribute you can use.
Many talents, spells, and other effects depend on being hidden
and interact with the rules for hiding, sneaking, and the like. Prepare
Here are some examples to help you put these rules into You wait for the right moment to act. Choose one
practice.
Example 1: Chris’s character, Boris, sneaks down a
activity you would normally use an action to
passageway and comes to an open door. From the opening, perform, such as attack or defend and then describe
Boris hears several raised voices. The Sage rules that Boris is what event has to occur for you to undertake it. If
hidden from the guards since Boris has a hiding place (the the triggering event occurs before you take your
corridor) and the voices’ owners are not aware of him (their next turn, you perform the activity. You make any
own conversation is louder than Boris’s sneaking footsteps). roll required by the triggered activity with 1 boon.
Example 2: Boris opts to dart across the open door to move
to a different hiding place, one that happens to be on the other
side of the door. Since Boris is moving from one hidden place to

18
Rush Most other combatants have their Attack Dice
Move one additional time on your turn. assigned to attacks as noted in their rules. If an
effect would grant a creature one or more Attack
Dice, one attack it makes deals 1d6 extra damage per
Stabilize Attack Die gained.
You tend to one incapacitated creature you can
reach. The target heals 1 damage.
Attacks
Your path or some other effect might let you make
Steal more than one attack when you use an action to
If you have a hand free, you can attempt to take one attack. If you attack more than once, you must
object you on a creature or object within your reach. choose each target for each attack you make and
The object cannot be carried in the creature’s hands. assign at least one Attack Die to each target. If you
Roll Agility against the target’s Agility. If you are cannot assign an Attack Die to the target, you
hidden from the target, you make the roll with 1 cannot make the attack against it. Once you have
boon. On a success, you take object from the target’s done so, resolve the attacks as normal.
body. Say, for example, you have 3 Attack Dice and can
make 2 attacks. When you use an action, you could
Do Something Else make one attack against one target and assign all 3
The activities described above represent the most Attack Dice to that target. Or, you could make two
common performed in combat, but they are not attacks, assigning 2 Attack Dice to one target and 1
exhaustive. You might, for example, attempt to taunt Attack Die to the same target or a different one.
an enemy into attacking you or issue a nasty threat If you make multiple attacks while moving, you
to demoralize your foes or yank down a tapestry to can continue moving between each attack you
cover your opponents. It falls to the Sage to interpret make.
how to resolve these activities, but they involve,
typically, making an attribute roll or enabling Targeting
targets to make an attribute or luck roll. Sometimes, the rules require you to choose a target,
such as when you attack with a sword, cast a spell,
Minor Activities or use an item. You can choose any target specified
by the activity provided the target is not hidden
Activities require the use of an action require from you and to which you have an unobstructed
significant effort and attention, which is why they path in a straight line from you to it.
take up most of your turn. Some activities you might Say, for example, you’re fighting a bandit you can
perform represent a mere fraction of the effort. reach. You can see the bandit, so you’re aware of it
Some examples include dropping something you and you can reach it, so you can attack it. Now, say
hold in your hands, drawing a weapon from a that bandit hides behind a boulder. You might be
scabbard, opening an unlocked door, and so on. aware of it, but the target is hidden and the boulder
Generally, you can perform two minor activities means you have an obstructed path. You can’t shoot
on your turn per round, or one if you take the it with an arrow from your current position, but if
initiative. If you attempt to perform multiple minor you move so the boulder is no longer between you
activities, the Sage might require you to use an and the target, you can.
action to perform them all.
You can perform a minor activity at any point
during your turn. Melee Attacks
You make a melee attack when you use a melee
weapon such as a sword, axe, or your fists.
Making Attacks Choose a Target: You can choose any one
You attack when you use a weapon you wield to creature or object within your reach. If you wield a
harm another creature or object. When you attack, weapon with the thrown property, you can choose a
you either make a melee attack or a ranged attack. creature or object within the thrown weapon’s
range.
Attack Dice Strength Roll: You roll Strength against the
You have at least one Attack Die and possibly more target’s Defense.
gained from your paths. Each Attack Die is a d6. Result: A successful roll means you hit your
When you use an action to attack, you assign some target while a failed roll means you miss. If you hit,
or all of your Attack Dice to each attack you can roll all your Attack Dice and apply the sum as
make. damage to the target.

19
Ranged Attacks Guarded Attack: You make a cautious strike with
You make a ranged attack when you use a ranged a melee weapon to thwart counterattacks. Reduce
weapon such as a bow, crossbow, or hand cannon. the number of Attack Dice for your melee attack by
Choose a Target: You can choose any one one. If you succeed on the roll to attack, you impose
creature or object within your weapon’s range. 1 bane on the target’s rolls made to attack you until
Agility Roll: Roll Agility against the target’s you take your next turn or until something would
Defense. prevent you from using actions.
Result: A successful roll means you hit your Lunging Attack: You lunge at a distant target. You
target while a failed roll means you miss. If you hit, can attack a target outside of your reach but within
roll all your Attack Dice and apply the sum as your zone, but you reduce the Attack Dice for your
damage to the target. melee attack by one.
Unbalancing Attack: You strike to topple your foe
Friendly Fire that is no more than 1 size larger than you. Reduce
When you make a ranged attack against a target the number of Attack Dice for your attack by one
that’s in the reach of one or more of your allies, you and, on a success, the target must succeed on an
risk striking one of your allies. For each ally the Agility roll or fall prone.
target can reach, you make your roll with 1 bane. If
you fail the roll and the total of your roll is 0 or less, Attacking with Two Weapons
your attack strikes a randomly determined ally If you wield a weapon in each hand and attack, you
instead. can attack with either weapon or both. If you attack
with both, it is as if you were making an additional
Attack Options attack. You must assign at least one Attack Die to
When you make attacks, you can attempt to do this additional attack.
more than deal damage. You shove a foe back with
your strike, knock another one to the ground, or Improvised Weapons
lunge to strike a foe just out of reach. The following You can attack with objects that are not weapons,
options described many different ways to battle provided being struck by the object could deal
your enemies. You must choose all options before damage. Examples include a frying pan, wooden
you roll the dice and effects of choosing an option board, a bucket, or a bottle. You treat such items as
are cumulative. You cannot choose the same option clubs and, if the object can be thrown, such as a
more than once per attack you make. rock, it gains the Thrown (range 1) property. The
Called Shot: You strike a sensitive place on the Sage might impose 1 or more banes on the roll
target’s body with a melee or ranged attack. Make depending on the nature of the object.
the roll with 1 bane and, on a success, cause the
target to become impaired for 1 round.
Darting Attack: You strike from an unexpected Attack Modifiers
direction to make good your subsequent escape. Common circumstances can make attacks easier or
Reduce the Attack Dice for your attack by one. On a harder as shown below.
success, you can immediately retreat for free. Hidden Attacker: If the attacker is hidden from
Disarming Attack: You strike to knock something the target of its attack, the roll is made with 3 boons.
from a target’s hand using a melee or ranged Target has Partial Cover: A target has partial
weapon. Make the roll to attack as normal, but the cover if something covers half or more of the target’s
attack deals no damage. On a success, the target body, but not all of the target’s body. The cover
must succeed on an Agility roll with a number of imposes 1 bane on rolls made against a target’s
banes equal to the Attack Dice you assigned to the Defense and Agility and grants 1 boon on Agility
roll. On a failure, the target drops whatever it is rolls made to avoid zone effects that originate from
holding. If the target fails by 5 or more, you have a beyond the covering object.
hand free, and you are in the target’s zone, you can If a roll is made against a target with partial cover
snatch the object dropped out of the air. and the total of the roll is a 5 or less, the effect
Driving Attack: You drive your opponent back. affects the covering object. For example, if you shoot
Reduce the Attack Dice for your melee attack by an arrow at a bandit with partial cover from a tree
one. On a success, you and the target move together and the total of your roll is 5 or less, the arrow
to a different part of your zone. strikes the tree instead of the bandit and deals
Far Shot: You aim to strike a target beyond your damage to the tree.
weapon’s normal range. Reduce the Attack Dice for Target has Total Cover: Rolls made against
your ranged attack by one in order to increase the targets with total cover automatically fail and, if the
weapon’s range by 2 for this attack. effect could affect the covering object, the object

20
becomes the target instead. If a covering object takes the attempt. On a success, the target falls prone. On
damage sufficient to destroy it, any excess damage a 20 or higher, the target cannot stand up until you
applies to anything behind the covering object and take your next turn.
that can reach it. For example, you fire a hand
cannon at a door behind which, you rightly suspect, Shove
hides an assassin. If the damage from your attack You shove one creature you can reach. Roll Strength
destroys the door, any damage in excess of the door’s against the target’s Strength. If you ran before the
Health applies to the assassin behind it. shove, you make the roll with 1 boon. On a success,
Invisible Target: You can attack an invisible target you push the target a few feet out of your reach. On
if you have a general idea about its position. You a 20 or higher, the target also falls prone.
make the roll with 3 banes.
Poor Conditions: Rain, snow, wind, and other Grab
factors can impose 1 bane or more on your roll. You attempt to grab a creature. Roll Strength or
Agility against the target’s choice of Strength or
Unarmed Attacks Agility. On a success, the target becomes grabbed
You can make an unarmed attack whenever you until you take your next turn. On a 20 or higher, you
make a melee attack provided you have at least one also apply of the wrestling effects on the target. If
hand free. If you can make multiple attacks, you can you take another turn and have a target grabbed,
make an unarmed attack for each attack you would you can use an action to maintain the grab without
make, but you must assign at least one Attack Die to needing to roll. If you do something else with your
each attack. hands or you cannot reach the target, you remove
Unarmed Attacks against Objects: You can also the grabbed affliction from the target.
make unarmed attacks against objects, provided it See the Grabbed affliction for rules on moving a
makes sense. You can use the following options target you have grabbed.
against animated objects, since they behave as
creatures, but punching an inanimate statue, or Escape
shoving a column likely produces no effect. The If you are grabbed, you can attempt to remove the
Sage determines what happens, if anything, when affliction from yourself. Roll Strength or Agility
you make unarmed attacks against inanimate against the Strength or Agility of the creature that
objects. has you grabbed. On a success, you remove the
Size and Unarmed Attacks: When you roll to grabbed affliction from yourself. If you roll a 20 or
make an unarmed attack against a target larger than higher, you can choose to cause the creature that
you, you make the roll with a number of banes had you grabbed to instead become grabbed by you.
equal to the difference in size or each step in size
(minimum 1 bane). If you make an unarmed attack Wrestle
against a target that is smaller than you, you make You fight a creature you have grabbed. When you
the roll with a number of boons equal to the use an action to wrestle, you also maintain the grab
difference in size or in each step in size (minimum 1 until you take another turn. Roll Strength or Agility
boon). against the target’s choice of Strength or Agility. On
If you are size 1 and attempt to knock down a size a success, choose one of the following effects, or two
2 target, you make the roll with 1 bane. If you are size effects if you rolled a 20 or higher:
1/2 and try to shove a size 1/4 target, you make the
roll with 1 boon. • The target takes damage equal to your
Strength modifier + half your level
Punch (minimum 0).
You swing your fist at one creature you can reach. • The target falls prone and the grabbed
Roll Strength or Agility against the target’s choice of affliction ends.
Strength or Agility. You ignore the effects of size on • You and the target fall prone.
the roll. On a success, you hit the target and deal • You strangle the target, preventing it from
damage to it equal to your Strength modifier + half breathing for 1 round.
your level (minimum 0). On a 20 or higher, the
• The target becomes impaired for 1 round.
target takes 1d6 extra damage.

Knock Down Combat Developments


You attempt to knock down one creature you can Although many combats take place in stable
reach. Roll Strength against the target’s Agility. You environments between you and your foes, situations
make this roll with 1 boon if you ran before making

21
might arise that can tip the scales in your favor or Like combat, the chase takes place over a series of
against you. rounds. Unlike combat, the pursued take their turns
and then the pursuers take their turns. The upkeep
Zone Features occurs and then a new round begins.
Many zones include features with which you can
interact. Doors can be opened and closed, tables Pursued Turns
flipped to provide cover, and curtains can be pulled Every creature in the group being chased in the
down to briefly tangle up enemies. Using zone group is assumed to be running. Each running
features in creative ways can give you and your creature rolls Agility. If half or more succeed, the
friends an edge against difficult opponents. lead increases by 1. If less than half succeed, the lead
is unchanged. A pursued creature can do something
Hidden Features else such as cast a spell or hide, but that creature
leaves the group of pursued. In addition, creatures
As mentioned previously, many zones have hidden
in this group might split up into smaller groups or
features that must be discovered by searching or
as individuals. Those not pursued get away.
stumbling across them. A hidden door could
provide you with an escape route from an
unwinnable fight, while stepping on a pressure plate Pursuers Turn
might send a barrage of arrows through the room, a Each group chasing the fleeing creature is also
pit to open beneath, you or an alarm to ring that assumed to be running and each rolls Agility. If half
alerts other nearby foes. Hidden features that rely or more succeed, the lead decreases by 1 and
on being triggered take effect immediately when nothing happens if more than half fail. During the
triggered and, if they have ongoing effects, they are chase, individual pursuers might split off to chase
resolved at the upkeep. creatures that have gone off in a different direction,
in which case the Sage treats these as separate
chases. Finally, the pursuers can also take other
Changing Circumstances actions—attacking, casting a spell, or something
A fiery blast might dispatch a band of goblins, but it else, but this usually means the creature falls
could also set fire to everything in the room. behind.
Booming thunder might cause an unstable ceiling
to start falling in and shattering a wall with Chase Complications
tremendous force could cause it to crumble and The chase takes the pursued and the pursuers
release the waters it held back. Sometimes your through zones, which might introduce
activities can have unexpected consequences that complications as the fleeing creatures might
might aid you or make things worse. scramble over rubble, leap over pits, or lead the
pursuers in to dangerous places. Some challenges
Reinforcements might require a creature to make an attribute or a
The sounds of combat might draw reinforcements luck roll to continue to give chase at the Sage’s
or other enemies into the battle, causing more foes discretion.
to appear during the upkeep. The Sage places new
combatants on the revealed zone from the greatest Extended Chases
concentration of combatants in the direction from If a chase goes on for 1 minute or longer,
which they come. participants must roll Strength during the upkeep.
On a failure, the participant becomes fatigued until
Chases the chase ends.
You or your enemies might try to run away.
Assuming no one follows, the fleeing party escapes.
Ending the Chase
If one or more creatures take off after them, a chase The chase ends when the lead drops to 0, in which
begins between the pursued and their pursuers. case the pursuers catch up with the pursued, or the
When a chase begins, the Sage decides how much pursuers lose track of the pursued, give up, or do
of a lead the pursued have on the pursuers. The lead something else.
is measured in rounds. If the pursued fled 2 rounds
before the pursuers follow, the lead becomes 2, for
example. The pursued, then, try to increase the
lead, while the pursuers work to lessen it. The
pursuers can abandon the chase at any time, at
which point the chase ends.

22

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