# Narateer Core Rules — Working Edition v0.1

Rules release: 3.0.0

Released: 2026-09-09

The rules are the commons. This file is compiled from the current public rulebook spine.

## Licence and attribution

Except where an item states otherwise, the original text, tables, and examples in this Narateer Core Rules Compendium are © Stuart Shaw and licensed under the [Creative Commons Attribution 4.0 International Licence (CC BY 4.0)](https://creativecommons.org/licenses/by/4.0/). You may copy, share, adapt, publish, and use that material for any purpose, including commercially.

The Narateer name, logo, and trade dress; website and tool code; artwork unless separately marked; and third-party material are not included in that licence.

**Recommended attribution**

> “Narateer Core Rules — Pre-alpha v0.1” by Stuart Shaw, licensed under CC BY 4.0. Source: https://narateer.stuartshawcreations.com/rules. Changes: [describe your changes].

For the exact scope, compatibility guidance, and permanence terms, read the [Narateer Commons Pledge](https://narateer.stuartshawcreations.com/commons-pledge) and the [CC BY 4.0 legal code](https://creativecommons.org/licenses/by/4.0/legalcode.en).


---

# Shatterholme

*A World Torn by Gods, Waiting for Heroes.*

The world trees had stood for eons, holding the realms in a sacred, unbreakable balance since the dawn of existence.

Yggdrasil, the Bodhi Tree, Eden’s Tree of Life, the Haoma Tree, Crann Bethadh, the Acacia Tree, and others—these were more than symbols; they were ancient forces, forming an unseen network that wove together realms of gods and mortals, heavens and hells.

Each tree served as a root in the foundation of myth and reality—a guardian, a wellspring of harmony linking gods across pantheons, each attuned to the sacred balance of life and death, power and restraint. Yet this peace, though profound, was achingly fragile.

Into this tenuous order came Loki, the Norse God of Trickery, who refused to accept the fate of his prophesied end at Ragnarök. For ages, the gods had tolerated—even respected—Loki’s cunning, for it brought change to their unyielding realms. But as Ragnarök loomed closer, his mischief darkened into wrath. Determined to defy his fate, Loki retreated to Jolmnarr, a hidden citadel veiled in the mists of Niflheim. There, beyond the gaze of other gods, he crafted his most twisted scheme: a dark ritual to summon an army of warped spirits, bound in loyalty to him alone.

## The Fallen Citadel: Loki’s Last Betrayal

In Jolmnarr’s depths, Loki called to the fallen warriors whose souls had drifted into the mist of Niflheim. To these spirits, Loki presented himself as their new guide, twisting them under the pretense of training them for Ragnarök. Yet, instead of preparing them as warriors, he warped them, blending their souls with monstrous energies, creating beings of both spectral horror and flesh—his Cursed Legion.

But Loki’s ambition outgrew even this army. Soon, he began to plot how to tear apart the very roots of the realms themselves, to reshape the cosmos with himself as the sole sovereign. His deception, however, was soon uncovered. A band of heroes, once his loyal followers, discovered his true plan and brought word to the Æsir gods. Enraged by his betrayal, the gods mounted an attack on Jolmnarr. The citadel fell, but Loki, ever the trickster, was not without a final act.

Cornered and desperate, Loki unleashed a curse of cataclysmic power—the Sundering Curse—a spell so devastating it shattered the cosmic trees across time and fractured reality itself. The roots of the world trees splintered, snapping the ancient connections that once held the multiverse in harmony. Realms collided, histories bled into one another, and the fabric of existence tore, leaving scars so deep they reshaped time itself. The result was Shatterholme, a single, twisted world born from fragments of myth, a place where magic runs wild and reality is a fluid, chaotic force.

## Shatterholme: A Land of Gods and Shadows

Now, Shatterholme stands as the devastation of Loki’s wrath. Gods, once omnipotent in their realms, are now scattered and broken, their power fractured and weakened. Some hide within secret enclaves, while others cling to influence, manipulating the world in shadows. Echoes of their strength resonate across Shatterholme through ancient artifacts and forgotten shrines, waiting for the bold to claim them. These relics are more than objects; they are fragments of divinity, capable of altering Shatterholme’s fate, leading either toward healing or deeper chaos.

Imagine glimpsing the shade of Anubis, the Egyptian god of death, wandering ruins once sacred, his spirit yearning to restore his fractured dominion. Or discovering a grove where Ceridwen’s power lingers, still capable of bringing life, if only briefly, to this cursed land. Even a fleeting brush with such divinity could alter a player’s fate forever, revealing powers that defy mortal understanding.

## Shattered Landscape: Realms Fragmented

Shatterholme’s fractured landscape recalls its violent birth, bound together by the grotesque fusion of World Trees at its core. This twisted fusion of twelve cosmic pillars burns within, its flame shifting between searing heat and icy cold, setting the seasons. Around it, land fragments drift in the mists of Shatterholme, held by twisted roots and branches that claw out to anchor shattered realms. Once-distinct lands, warped by Loki’s curse, now bleed into one another, with magical rifts coursing through plains and spectral fey-light casting eerie shadows over forests.

These realms are remnants of once-great mythologies, each tied to a world tree that once embodied life, balance, and order. Scattered temple ruins lie across the land—some reclaimed by nature, others scorched by dragon fire. Every ruin is both threat and lure, guarded by spectral sentries and flora pulsing with chaotic energy. Moving between fragments is dangerous, as the fused trees distort natural laws. Survival requires resilience and cunning, as every step in Shatterholme offers both peril and discovery.

## Shatterholme Survivors: Cultures Entwined

In Shatterholme, entire civilizations cling to fragments of their shattered worlds, each landmass a piece of a once-complete tapestry, now bound by ancient roots and twisted branches of the grotesque, fused world tree. These survivors hold fiercely to their ways, their rituals and stories preserved like embers in the wake of cataclysm. Every realm that once stood proud and apart has been torn from its foundation, tethered now to this chaotic landscape. Here, myths once separated by time and distance exist side by side, islands of tradition floating in a sea of unfamiliarity, where each culture’s remnants breathe defiance into the harsh, unpredictable reality around them.

These survivors aren’t just clinging to the past—they’re adapting, forging paths through realms where the old rules no longer apply. The power of their gods and new terrifying magics pulses stronger in this twisted world, intensifying rituals and rekindling abilities that were once myth.

Strange hybrid beings emerge from the unnatural forces at play—rare mysteries in a world where the impossible has become everyday life. Through trade, tentative alliances, and shared tales of survival, these isolated cultures are learning to connect in ways they never imagined, each one carrying the fierce will to survive and thrive, turning Shatterholme’s devastation into a testament of resilience.

## Factions and Forces: Brink of War

With the gods scattered and realms fused, powerful factions have risen to vie for control. From divine loyalists who remember the gods as they once were and seek to restore what was lost, to mortal coalitions eager to exploit Shatterholme’s instability, to eldritch beings—creatures warped by Loki’s curse—each faction has its own ambitions. These are not mere alliances; they are intricate webs of loyalty, revenge, and mutual need. Aligning with a faction is a commitment to its vision, but alliances here are as fragile as the world itself, and every choice reverberates through the land’s fractured history.

Will you join the ranks of the Iggdra Council, ancient priests who believe Yggdrasil can be reborn, and who guard relics with near-religious zeal? Or will you walk with the Eldrik Circle, a coalition of scholars and spellcasters dedicated to studying the anomalies of the broken world, and willing to sacrifice anything—or anyone—to understand the curse? Will you side with those striving for balance, those thriving in chaos, or walk a solitary path in this realm of shifting power?

## Magic: A Volatile Legacy

Magic in Shatterholme is wild and untamed, a chaotic force born from the violent fusion of world-trees. Where it once lay dormant, it now surges through the land, supercharged yet dangerously unstable. Spells that once whispered now roar to life—healing might drain the caster’s life, and flames may sear not only flesh but memory itself. Magic permeates everything, potent yet perilous, luring those brave enough to wield its unpredictable power.

The gods, once distant, are now a volatile presence, weakened and erratic. Stripped of their former might, some teeter on the edge of fading entirely. Clerics channel their power through unstable rites, even drawing from the ash eternally falling from Yggdrasil—a tangible fragment of divine essence. Coveted by mortals, this ash awakens newfound abilities in those attuned to it. In Shatterholme, magic is dangerously real—unpredictable, potent, and woven into survival itself.

## Legends and Prophecies: Maps to Lost Power

Legends whisper of heroes who might reshape Shatterholme’s broken reality or fall prey to its dangers. These prophecies are more than mere stories; they are maps pointing toward artifacts, forbidden texts, and hidden places that hold the keys to unraveling Loki’s curse. Tales circulate of the Eye of Yggdrasil, a crystal shard housing knowledge of lost realms, or The Breath of Ra, an amulet that ignites life force but ages the user with every attempt.

Drawn to these legends, the bold and the curious risk all, knowing that each artifact brings them closer to Shatterholme’s deepest mysteries. Yet each discovery is guarded by riddles and twisted entities, warning that bravery alone will not suffice. To seek these powers is to walk the edge of knowledge and danger, every step a confrontation with the chaos Loki left behind, and each choice bringing players closer to rewriting their own fates.

## Your Legend Begins Now: History Awaits

In Shatterholme, each choice is more than a path; it carves a legacy, resonating across myth and memory in a world fractured by divine wrath. Alliances may spark wars or foster fragile peace, and battles will mark ruins already rich with ancient tales. Uncovering relics, unraveling mysteries, forging oaths—each action shapes the future of this broken tapestry.

Will you become the hero who dares to heal Shatterholme, mending the fractured roots of the cosmic trees? Or will you seize its chaotic power, bending it to your will and forging a legend of dominance and ambition? Here, your story is more than a part of Shatterholme—it becomes history itself, remembered, feared, or revered in the echoes of this fractured world.

Welcome to Shatterholme.

Here, every decision reverberates through time, myth, and the remnants of broken gods.


---

# What Is a TTRPG?

*The tale begins—not on the page, but at the table.*

A tabletop roleplaying game (TTRPG) is a game you play by describing what your character does. One person, called the Guide, describes the world and plays the people and creatures you meet. The other players each control a character and decide what that character says and does. Together, you create a story. When an outcome is uncertain, the rules tell you how to find out what happens.

You will not find victory here in the way you’re used to. No high score. No cutscene. No final screen. What you find is a story. Raw. Alive. Authored by your every decision and forever altered by your mistakes.

> This is not a story you’re told. This is a story you tell—with others—until it becomes legend.

## TTRPG Defined

*Every decision writes a sentence. Every roll shapes a myth.*

Play moves through a conversation. The Guide describes a situation, you explain what your character tries, and the group follows the relevant rules. The result changes the situation and gives you another choice. You might explore a ruin, bargain with a stranger, or fight to protect a friend.

The rules are not a script—they’re scaffolding. They don’t tell you what happens. They help you find out.

Ask yourself:

- What kind of voice do I want to have in this story?
- How will my choices ripple outward to shape what comes next?
- What does it mean to play a legend, not just follow one?

## Example: No One’s Watching

A young thief stands before a vault door—his breath catches as he imagines what treasure may lie within. The others are asleep. No one will ever know if he opens it.

> “I press my ear to the metal and start working the lock—as quietly as I can.”

The Guide confirms that working this lock quietly is risky: a failed attempt could wake the guards. The player chooses to try. They follow the [Skill Check procedure](/rules/skill-checks#resolving-an-active-skill-check), using Finesse and paying the required dice. After the roll is resolved, their final dots beat the difficulty set by the Guide. The lock clicks open without waking the guards. Now the player must decide whether to enter the vault or return to the group.

## Core Elements of Play

*Beyond storytelling—a TTRPG is structured improvisation.*

A tabletop roleplaying game has a few core ingredients—each essential to the experience. Strip any one out, and you lose the form.

### Players

Each person at the table controls a single character within the world. That character has skills, flaws, goals, and a past. As a player, your job is to speak as that character, take risks, make decisions, and pursue their fate.

### The Guide

One person takes the role of Narateer Guide (NG). They describe the world, embody every character not played by the players, and present obstacles and consequences.

They are not the opponent. They are the world.

They are not a god. They are the gravity of the shared story.

### The Table

The “table” may be physical or virtual—but it’s shared space. It's where decisions become action. Dice are rolled here. Maps are drawn here. Meaning is forged here.

### The Dice

Dice introduce uncertainty. You declare what you want to do, and the dice decide whether the world allows it—or punishes you for trying. The Narateer system uses D8s called Action Dice and Magic Dice to represent effort, skill, and chaos.

### The Rules

Rules don’t tell you what to do. They help everyone agree on what happens when there’s risk. They define how characters are built, how damage works, how magic interacts with the world, and how fate tilts when you reach too far.

### The Fiction

Everything happens in-world. You’re not pushing numbers around—you’re making choices for people who don’t exist yet matter anyway. The world reacts to you, not because the book says so, but because the table agrees it should.

> **Tip:** If you’ve ever told a story with friends and said “Wouldn’t it be cool if...?”—you’ve already played. TTRPGs just give that moment structure.

## Summary

- A TTRPG is a collaborative storytelling game powered by rules and roleplay.
- Players control characters; one player guides the world as the Narateer Guide.
- The table is the shared space where fiction, action, and rules meet.
- Dice determine uncertain outcomes, transforming ideas into consequences.
- The rules keep it fair, structured, and meaningful.
- Every player shapes the world—not through control, but through intent and impact.


---

# What You Need to Play Narateer

*You bring the story. Narateer brings the spark.*

**Narateer: Forging Legends Together** is a game of epic choices, character-driven consequences, and unforgettable stories set in the fractured world of Shatterholme.

Before you begin, here’s what you’ll need—and what to expect—as a player or Guide.

## Player Roles: Narateers

Each player is a Narateer—a hero navigating a broken world, making decisions that drive the adventure forward.

As a Narateer, you will:

### Create a Character

Choose your Bloodline, Origin, Skills, and Class. Define what drives you, what you fear, and how you shape the world.

### Engage the Story Through Action

Use Action Dice and Skill Checks to take risks, survive challenges, and shape your fate.

### Collaborate with Your Party

Work together to solve problems, confront adversaries, and pursue your collective goals.

### Steer the Story Through Choices

Your decisions shape outcomes. Whether you charge into danger or negotiate peace, your path helps determine what happens next.

> You shape the world through every choice you make.

## One Player Steps Up: The Narateer Guide

The Narateer Guide runs the world of Shatterholme—its mysteries, factions, threats, and twists. They prepare scenes, play non-player characters (NPCs), set the pace, and respond to the party’s actions.

As the Guide, you will:

### Present the World

Reveal regions, ruins, and histories drawn from the lore of Shatterholme.

### Roleplay Allies and Adversaries

Bring characters to life—scheming gods, lost spirits, desperate warlords, and more.

### Frame Encounters & Dynamic Scenes

Use Narateer’s systems to turn player momentum into cinematic story moments.

### Facilitate Fairness and Flow

Interpret rules, track Action Dice, and ensure each player's impact is felt and balanced.

> The Guide shapes the stage where outcomes come to life.

## What You’ll Need to Play

### Required

- **Pen and Paper**  
  For tracking characters, notes, and vital choices.

- **Narateer Dice (D8s)**
  Every player will roll custom 8-sided dice to resolve actions. You can easily make your own Narateer dice using the printable templates found in the [Downloads section](/downloads).

- **Character Sheet & Action Cards**  
  Organize your stats, skills, and dice flow easily. Printable character sheets and Action Cards are available in the [Downloads section](/downloads).

- **Comfortable Play Space**  
  A table, a living room, or a virtual tabletop—anywhere you can gather and focus together.

### Optional Extras

- **Online Rules Access**  
  A mobile phone, tablet, or laptop lets both Narateers and Guides consult the online rules during play.

- **Narateer Guide Screen**  
  Quick-reference rules and story cues for behind-the-scenes flow.

- **Scene & Campaign Templates**  
  Useful for planning encounters, plotting story arcs, or managing NPCs.

- **Atmospheric Tools**  
  Music, visuals, or even printed lore maps to bring Shatterholme to life.

## Safety and Accessibility

Narateer encourages a safe and welcoming table.

Before play begins, consider using tools like Lines and Veils, X-Cards, or Session Zeros to establish boundaries, build trust, and support everyone’s enjoyment.

See [Tools for Safety and Accessibility](/rules/tools-for-safety-and-accessibility) for guidance on establishing boundaries, choosing safety tools, and adapting play for the needs of your table.

The game is designed for flexibility, but if players need accommodations—visual aids, alternate character formats, etc.—Narateer Guides are encouraged to adapt openly.

## Getting Started

All you need is:

- 2–6 players (Narateers)
- 1 Game Master (Narateer Guide)
- Dice, character sheets, and imagination
- A shared space to play

Choose your characters. Open the world. Begin your legend.

Whether your first steps take you into an ash-choked ruin or a crumbling temple of thunder gods, remember this:

> The rules are your compass.  
> The world is your canvas.  
> The story belongs to all of you.


---

# How to Use This Rules Compendium

*You hold the tools to forge legends.*

Use this compendium to learn the game, build a character, or look up a rule during play. If this is your first tabletop roleplaying game, start with [What Is a TTRPG?](/rules/what-is-a-ttrpg). For supplies and player roles, read [What You Need to Play Narateer](/rules/what-you-need-to-play-narateer). The [rules index](/rules) groups the remaining chapters by what you need to do.

It is both a rules compendium and a narrative springboard. Learn it. Bend it. Breathe life into it.

> Carve your name in story and dice!

## Playing as a Narateer

As a Narateer, you play a character tied to Shatterholme’s fate. You make choices, face trials, and leave marks on a shared world. This rules compendium helps you build a character, learn the system, and shape story through consequence.

### Create a Character

- Choose a Bloodline, tying your ancestry to divine echoes or broken realms.
- Select an Origin, grounding your character in survival and culture.
- Train in a Class, unlocking tactical power and narrative potential.

### Master the Mechanics

- Learn how to roll and manage Narateer Dice.
- Track Vitality (VIT) to gauge endurance.
- Use Skill Checks, Combat, and Magic to shape the game world.

### Enter the World

- Discover gods, ruins, factions, and timelines across a splintered setting.
- Tie your character to objects, events, or locations with narrative weight.
- Use setting details to drive quests, roleplay, and development arcs.

### Shape the Story

- Collaborate with fellow Narateers and the Guide to create scenes with impact.
- Drive the plot through action, intention, and interaction.
- Each scene is a shared canvas. Paint boldly.

> **Player Tip:** Great players bring momentum. Don’t wait for the story—help create it.

## Guiding as a Narateer Guide

*You are not the author of the story—you are its gravity.*

As the Narateer Guide, you facilitate play, create dramatic structure, and bring Shatterholme to life. This rules compendium helps you manage rules, create scenes, and adapt to player direction without breaking flow.

### Use the Core System

- Apply the core mechanics like Vitality, Action Dice, and the skill system to build responsive challenges.
- Maintain rhythm and escalation with clear action economies.
- Scale threats using Stats, Conditions, and Encounters.

### Build the World

- Draw from a fractured realm shaped by myth, ash, and broken timelines.
- Anchor player stories in regions, factions, and legendary relics.
- Weave player backstories into the world’s lore and tension.

### Manage Narrative Systems

- Use [Scene Modes](/rules/scene-modes) to choose how you describe and track position and distance.
- Follow [Character Development](/rules/character-development) to track Story Checkpoints and Story Milestones, award Story Points, and guide character growth.
- Recognise initiative, intent, and meaningful roleplay through the unfolding fiction.

> **Guide Tip:** Don’t plan every detail. Frame bold questions and trust your Narateers to answer them.

## It Begins

This rules compendium is not just a collection of rules—it’s a foundation.

Whether you’re a first-time player or a seasoned Guide, you’ll find tools, systems, and inspiration to build your own saga.

You are a Narateer.

This is your story.

All for one, and one for all.

Let’s begin.

## Summary

- This rules compendium teaches both players and Guides how to use the Narateer system.
- Narateers create characters, roll dice, and make impactful choices.
- Guides facilitate the world, balance mechanics, and guide collaboration.
- Use this rules compendium as a rulebook, story engine, and shared creative tool.


---

# Tools for Safety and Accessibility

*Every legend begins with trust at the table.*

Narateer empowers collaborative storytelling—but shared safety makes that collaboration possible. The tools below ensure everyone feels respected, heard, and free to explore the world of Shatterholme at their own pace.

## Session Zero

A Session Zero is held before play begins. It sets the tone, builds group trust, and surfaces unspoken expectations or boundaries.

### How to Run It

- **Discuss Story Tone:** Are we aiming for grim survival, high heroism, political drama?
- **Set Boundaries:** Ask players to name any themes or topics they do not want in the game, e.g. torture, child harm, sexual content.
- **Define Player Priorities:** Is the group here for deep roleplay, tactical challenges, or chaotic fun?
- **Establish Mechanics Comfort:** Clarify if players want rules enforced strictly or if the Guide can bend for flow.
- **Align Character Roles:** Encourage players to connect characters through shared goals or past events.

> **Tip:** Use a guided checklist or printed template to walk through key topics. Everyone should have the chance to speak—or opt out quietly.

## Lines and Veils

Lines and Veils are simple narrative boundaries agreed on by the group:

- A **Line** means this will not appear at all.
- A **Veil** means this might happen, but it will fade to black or be implied offscreen.

### How to Implement

- Ask players to share Lines and Veils during Session Zero—verbally, privately, or via anonymous form.
- The Guide compiles the list before play begins.
- Keep the list visible in Guide notes or behind the screen as a constant reference during the game.

### Example: Lines and Veils

“Sexual violence” is a Line—it never appears. “Torture” is a Veil—we may hear it happened, but never see it described.

> **Attribution:** Lines and Veils was introduced by Ron Edwards in *Sex & Sorcery* (Adept Press, 2003).

## X-Card

The X-Card is a live tool used during gameplay. If something makes a player uncomfortable in the moment, they can signal it—and the scene rewinds or redirects, no questions asked.

### How to Use It

- Print or draw a card with a large "X" and place it in the center of the table.
- Online? Players can type “X” in chat or raise their hand.
- If anyone activates the X-Card:
  - The Guide immediately stops the scene.
  - No one questions or pressures the player.
  - The group rewinds and reframes that part of the scene.

> **Tip:** The goal is: No embarrassment. No justification. Just safety.

> **Attribution:** The X-Card was created by John Stavropoulos. This adapted section is provided under the [Creative Commons Attribution-ShareAlike 3.0 licence](https://creativecommons.org/licenses/by-sa/3.0/), with credit to the [original X-Card document](https://docs.google.com/document/d/1SB0jsx34bWHZWbnNIVVuMjhDkrdFGo1_hSC2BWPlI3A/edit).

## Open Door Policy

At any time, a player may leave the table, take a break, or step away from a scene. No explanation required.

### How to Normalize It

- Announce the policy during Session Zero and again in the first session.
- If someone needs a break, respect it instantly—pause if needed or keep the story moving without pressure.
- If a player exits mid-scene, let them rejoin naturally or give a brief recap when they return.

> **Tip:** Phrase to use: “You’re always welcome, and you’re never stuck. Take the space you need.”

## Accessibility Accommodations

Every player’s needs are different. Accessibility is not just physical—it’s cognitive, sensory, emotional, and social. Be proactive and flexible.

### Examples and Practical Adjustments

- **Visual Accessibility:** Offer high-contrast, large-print, or screen-reader friendly character sheets.
- **Cognitive Accessibility:** Break rules down step-by-step. Offer summaries after complex scenes.
- **Sensory Needs:** Allow players to wear headphones, stim, or adjust lighting/music levels.
- **Pacing:** Build in 5–10 minute breaks every hour. Don’t rush emotionally intense scenes.
- **Alternate Engagement:** Let players express decisions through drawing, gestures, or roleplay if writing or dice-rolling is difficult.

## Tips

- Guides are not therapists—but they can be thoughtful facilitators. Ask “What helps you enjoy the game most?” and be willing to adapt.
- Safety is not a side rule. It’s a shared enchantment—one that lets the world of Shatterholme come alive without fear.
- Start strong. Play boldly. Respect each other.


---

# Narateer Dice

*Same shape. Different voice. Every roll speaks.*

Each Narateer die is a vessel of fate—an eight-sided interpreter of story, action, and consequence. The dice do not simply generate numbers. They translate intent into impact.

In Narateer, **Action Dice** are the heart of active play. When you act, push, defend, or risk yourself, you spend Action Dice. Your Skills shape how far you can push.

> Through dice cast, your voice enters the world.

## What Are Narateer Dice?

*Your hands roll numbers—your choices roll fate.*

Narateer Dice are custom eight-sided dice (D8s) used to resolve action, challenge, risk, and magic. All Narateer dice share the same faces, but their purpose depends on how they enter the story.

The main dice types are:

- **Action Dice (AD)** — Your effort, stamina, agency, and risk in the moment.
- **Magic Dice (MD)** — Channelled magical force used by spellcasters and supernatural effects.

Ask yourself:

- How much effort am I willing to spend?
- How hard can my character safely push this kind of action?
- What narrative weight does this roll carry?

## Understanding Dice Faces

All Narateer dice follow the same face layout:

| Symbol | Per Die | Outcome | Value | Meaning |
|---|---:|---|---:|---|
| ⚫⚫ | x1 | Critical Hit | 2 | Great Success |
| ⚫ | x3 | Hit | 1 | Success |
| ⚪ | x4 | Miss | 0 | Failure |

> **Tip:** Count the dots, then follow the procedure you are resolving. A Hit on one die does not automatically mean the whole action succeeds. For example, a [Skill Check](/rules/skill-checks) compares your final dots with its Difficulty Rating; a [Recovery Roll](/rules/death-recovery#recovery-rolls) uses its own outcome table.

> **DIY Tip:** To make your own Narateer Dice, use the print-and-play template and instructions in the [Downloads section](/downloads). You may use a distinct colour for each dice type to easily identify them at the table.

## Action Dice (AD)

Action Dice (AD) represent your effort, focus, stamina, and ability to shape the scene. They are tied directly to Vitality.

> **Max AD = Your Maximum Vitality.**

Your Action Dice are both a resource and a risk. The more you spend, the more you can attempt. The more you hold back, the more you can react. When you are harmed, your Action Dice are wounded, reducing your ability to act.

Using Action Dice:

- Spend AD to perform meaningful actions.
- Spend AD to make Skill Checks.
- Spend extra AD to boost a Skill Check, up to the Skill Level.
- Hold AD back to defend, react, or respond later.
- Wounds take Ready AD or Ready MD first, then Used AD or Used MD only when neither kind of Ready die remains. The character taking the Wounds chooses which kind to take within that state. Each chosen die becomes Wounded AD.
- Move Used AD back to Ready at the start of your turn, unless your refresh is impaired.

> **Action Dice show what you are willing to spend in the moment.**

## Magic Dice (MD)

Magic Dice (MD) represent your ability to channel arcane force, divine will, primal resonance, or other supernatural power.

Magic Dice are not used for ordinary Skill Checks. They enter play when casting spells, invoking relics, entering Trance, or resolving magical effects.

Using Magic Dice:

- Spend MD when casting spells, invoking relics, or resolving magical effects.
- Add MD to magical rolls when a spell or effect allows it.
- Roll that many dice and count all ⚫⚫ and ⚫ results.
- Add total dots to the magical outcome score.

> **Note:** Magic Dice rules are explained fully in the Magic chapter.

## Dice States

Action Dice and Magic Dice cycle through different statuses depending on how and when they are being used.

1. **Ready** — Available to spend now.
2. **Used** — Spent or exhausted. Used Action Dice and Magic Dice normally return to Ready at the start of your next turn.
3. **Wounded (AD only)** — Lost due to harm. Unusable until healed. Wounds take Ready AD or Ready MD first, then Used AD or Used MD only when neither kind of Ready die remains. The character taking the Wounds chooses which kind to take within that state. Each chosen die becomes Wounded AD.

Dice may be picked up and rolled during an action, but they do not need a separate tracked state while the roll is being resolved. Once the action resolves, spent Action Dice and Magic Dice move to Used unless a rule says otherwise.

## Refreshing Dice

Action Dice and Magic Dice represent committed effort, agency, timing, breath, focus, and power. When you spend them, that effort or power is committed. When they refresh, you recover enough presence to act again.

At the start of your turn, move all Used Action Dice and Magic Dice back to Ready.

This represents catching your breath, resetting your stance, reclaiming your focus, finding your timing, or seeing the next opening.

Wounded Action Dice do not refresh this way. They remain Wounded until healed.

### Impaired Refresh

Do not roll to refresh unless the fiction is actively resisting recovery.

Some conditions, hazards, injuries, magical effects, or environmental pressures may impair your refresh. The [Weakened condition](/rules/combat#conditions-and-statuses) imposes Impaired Refresh while it lasts. When your refresh is impaired, roll your Used Action Dice and Magic Dice instead of returning them automatically.

- Each ⚫⚫ or ⚫ returns 1 Used die to Ready.
- Each ⚪ remains Used.
- Wounded AD are not rolled.

The fiction should always explain why your refresh is impaired: choking smoke, panic, stunning force, dragging magic, poison, exhaustion, crushing restraint, unstable footing, or another active pressure.

If nothing is actively interfering with recovery, do not roll. Refresh automatically.

## The Core Rhythm

Narateer’s dice rhythm is simple:

1. Spend Action Dice or Magic Dice.
2. Roll them.
3. Apply Edge or other explicit reroll rules.
4. Count dots.
5. Face the consequence.

The fiction decides when a roll matters. The dice decide how the moment turns.

## Summary

- All Narateer dice are D8s with fixed faces: 1x ⚫⚫, 3x ⚫, and 4x ⚪.
- Action Dice (AD) are the main active dice of play.
- Action Dice represent effort, stamina, agency, risk, defence, and wounds.
- Magic Dice (MD) are used for spells, relics, Trance, and magical effects.
- Dice tracking uses three main states: Ready, Used, and Wounded.
- Used Action Dice and Magic Dice normally return to Ready at the start of your turn.
- If your refresh is impaired, roll Used Action Dice and Magic Dice: Hits and Criticals return to Ready; Misses remain Used.
- Wounded Action Dice do not refresh this way; they remain Wounded until healed.
- Wounds take Ready AD or Ready MD first, then Used AD or Used MD only when neither kind of Ready die remains. The character taking the Wounds chooses which kind to take within that state. Each chosen die becomes Wounded AD.
- The core rhythm is simple: spend Action Dice or Magic Dice, roll them, apply Edge or explicit reroll rules, count dots, and face the consequence.


---

# Character Bloodlines

*Legacy burns before footsteps fall.*

In your blood lies the shape of your legend. A Bloodline is the myth already flowing through you—ancient vows, forgotten wars, buried truths in your marrow. The world hears their echo in your name. You carry promise and peril long before you draw a blade or cast a spell.

> Before you write your future, understand the past that breathes beneath your skin.

## What Is a Bloodline?

*You carry it in your marrow—whether you want it or not.*

A Bloodline is your character’s inherited legacy—narrative and mechanical. It represents ancestral power, memory, or burden encoded into your identity. Your Bloodline shapes how others see you and what the world expects of you.

Ask yourself:

- What ancestral legacy precedes your first step? What’s already written into your name?
- What mark does it leave? A gift, a curse, or something in between?
- Will you fulfill it—or rewrite it?

## Choosing a Bloodline

Every Bloodline carries echoes of something older—gifts, scars, debts unpaid. Choosing yours isn’t just about powers or perks.

Steps:

1. Choose one Bloodline.
2. Apply all Vitals changes listed under that entry.
3. Copy all listed traits, including abilities, resistances, and vulnerabilities.
4. Record these details clearly on your character sheet.
5. Use its lore to shape your Origin, Skills, and Class.

> **Tip:** Choose the Bloodline that best aligns with the story you envision for your character.

### Example: The Ashborn Survivor

I was skimming through the Bloodlines when I hit the Ashborn. That was it. The idea of someone literally burned into purpose clicked instantly. I pictured my character with soot-lined scars, trying to keep her ash bond alive—not just for power, but because forgetting it means forgetting her fallen clan. I jotted down Ashborn, added +1 Resilience, and locked in Ash Surge. She’s not here to win fights. She’s here to burn for the dead.

### Example: The Necrokin Philosopher

I didn't want to be undead for shock value. I wanted to explore what it means to exist beyond death. The Necrokin’s blend of curse and autonomy hit hard. No need for food or breath, but ordinary medicine cannot mend their dead flesh? Brutal. But perfect. I saw this character as someone who guides spirits because they are one. I copied over Awakened Undead and wrote “Spirit Guide” in big letters beside the traits. This is going to be a haunting arc—literally and thematically.

### Example: The Igdrasan Oathbound

As soon as I read that Igdrasan revere Odin and trade in ash, I imagined a stone-faced axe-warrior who sees every fight as a prophecy. Strength bonus? Perfect. Clan loyalty and eternal warfare? Even better. The Bloodline wasn’t just a stat choice—it gave me his voice. Blunt. Brutal. Proud. The kind of guy who names his scars. I wrote down “Ashland Refugee” as his origin, then started sketching out which oaths he’s already broken.

### Example: The Ceiban Healer-Warrior

The jungle themes drew me in first—chaos, fertility, sacrifice. But it was the duality that made me stay. The Ceibans don’t just survive the jungle—they reflect it. I loved that. My character is a battlefield medic who performs blood rites to call rain. I gave her +1 Resilience and Adapt on the Fly, then wrote in her gear: sacred paints, bone blade, and dried herbs. She heals... but the spirits ask for blood in return.

> **Tip:** Treat these sections as story hooks, not shackles.

## Summary

- A Bloodline defines your character’s ancestry.
- You choose your Bloodline before selecting Origin, Skills, Class, gear, etc.
- Apply all Vital shifts and listed traits immediately.
- Bloodline traits include both benefits and drawbacks—make sure you track them both.

---

## Ashborn

### Bloodline Traits

- **Vitals Adjusted:** Gain +1 to either Cognition or Resilience.
- **Popular Classes:** Fighter, Ranger, Primant.
- **Languages:** Old Norse, Trade.

#### Elemental Imbuement

Once per round, when Elemental (Fire) or Elemental (Cold) harm would cause an Ashborn to suffer Wounds, they ignore 1 Wound from that harm.

#### Ash Surge

Once per Rest, before making a Skill Check, choose **Cinder** or **Rime**. Make that Skill Check with Advantage.

- **Cinder — Success:** Fire and ash blaze through your blood. If the Skill Check can cause Wounds, add +1 to its Wound Margin. Any Wounds it causes are Elemental (Fire).
- **Rime — Success:** Ice and ash armour your body. Gain +1 Protection Rating until the start of your next turn.
- **Failure:** Immediately move 1 Ready AD to Used, if able.

The Surge then ends.

### Physical Characteristics

- **Height:** Males commonly stand 155–190 cm; females commonly stand 145–180 cm.
- **Weight:** Males commonly weigh 55–110 kg; females commonly weigh 45–95 kg.
- **Maturity and Lifespan:** Ashborn reach physical maturity around 16 years and typically live 80–100 years.
- **Eye Colour:** Most commonly grey, pale blue, or deep black. Their eyes may glow faintly when Ash Surge activates.
- **Hair:** Most commonly ashen white, silver, or faded brown.
- **Unique Traits:** Ashborn skin has a dry, ashen texture, often traced with dark patterns resembling soot or smoke. These patterns may glow faintly along with their eyes when Ash Surge activates.

### History and Current Status

- After the Sundering, the Eternal Ashfall engulfed Midgard on the Yggdrasil fragment, transforming many of the survivors into Ashborn—infused with magical ash.
- The ash reshaped their bodies and culture, allowing adaptation to the desolate Midgard Wastes.
- Today, Ashborn form tight-knit communities, scavenging and trading in ash.
- They work as mercenaries or guides, drawing resilience and elemental magic from the Eternal Ash—while managing its risks.

### Personality Traits

- **Survivor Instincts:** Resilient and resourceful, Ashborn excel at improvising, especially in harsh environments.
- **Emotional Volatility:** Tough but unstable, they act recklessly when chaos surges through their ash magic.

### Cultural Traits

- **Values:** Survival and adaptation are vital. Ashborn prize self-reliance, quick thinking, and endurance. Community bonds are strong, but all must contribute.
- **Social Dynamics:** Leadership goes to those who master elemental surges. Tribes gather around scavenger camps and ruins, relying on ash for sustenance and spellwork.
- **Traditions:** Rituals invoke the Eternal Ash, believed to hold ancestral memory. Markings honor the past.
- **Religion and Beliefs:** The Eternal Ashfall is seen as a conduit to ancestral spirits. Ash is sacred—guiding their vision to rebuild Midgard.

### Relationships With Neighbours

- **Igdrasans:** Cautiously cooperative—shared reliance on ash trade brings occasional tension over resources.
- **Acacians:** Pragmatically neutral—limited trade in necromantic goods, with mutual caution.
- **Ceibans:** Respectful but distant—shared reverence for nature’s power keeps peace, though interaction is rare.
- **Necrokin:** Practical allies—both value resilience, forming wary partnerships despite discomfort with the undead.
- **K’aan:** Tense respect—territorial clashes balanced by mutual recognition of strength.

---

## Coillarn

### Bloodline Traits

- **Vitals Adjusted:** Gain +1 to either Agility or Cognition.
- **Popular Classes:** Ranger, Rogue, Primant.
- **Languages:** Crannach, Trade.

#### Woodland Concealment

Coillarn gain Advantage on Stealth Skill Checks when using trees, undergrowth, or other natural vegetation to conceal themselves.

They still need suitable concealment and follow the normal rules for hiding, moving while hidden, and being revealed.

#### Fey Instinct

Once per Rest, after a Coillarn fails an Observation, Stealth, or Survival Skill Check, they may add +1 dot to the final result and recalculate the outcome. This may turn the failure into a success or improve its Degree of Failure.

### Physical Characteristics

- **Height:** Males commonly stand 140–175 cm; females commonly stand 135–170 cm.
- **Weight:** Males commonly weigh 40–75 kg; females commonly weigh 35–65 kg.
- **Maturity and Lifespan:** Coillarn reach physical maturity around 20 years and typically live 150–200 years.
- **Eye Colour:** Most commonly deep brown, amber, or hazel. Their deer-like eyes have dark rims and an alert, watchful expression.
- **Hair:** Fine, root-like fibres commonly coloured dark brown, russet, moss green, or pale silver, interspersed with small shoots, leaves, or occasional flowers.
- **Unique Traits:** Coillarn have lean, agile bodies with long, proportionate limbs and supple living flesh patterned like bark, foliage, or lichen. Small leaf-shaped ears, gently tapered animal-like faces, and branching brows distinguish them from humans. Their markings and growths provide no natural armour.

### History and Current Status

- Before the Sundering, the Coillarn inhabited the hidden woodlands of the fey realm adjoining Crann Bethadh. Mortals knew them through fleeting encounters, unexplained gifts, and warnings against entering certain groves.
- When the Sundering damaged Crann Bethadh and thinned the veil, the crossings that allowed the Sidhe into the mortal world also brought Coillarn communities into lasting contact with the Crannach. Some crossed willingly; others found their woodland homes caught between the realms.
- Cooperation and conflict followed as Coillarn and Crannach disputed access to sacred groves, settlement boundaries, and the care of damaged land. Shared threats produced enduring agreements, though neither people speaks with a single voice.
- Today, Coillarn maintain secluded woodland settlements and take work as scouts, guides, herbalists, and envoys. Some travel across Shatterholme to find displaced kin, recover knowledge of lost groves, or discover what life beyond their ancestral forests might offer.

### Personality Traits

- **Watchful and Curious:** Many Coillarn observe strangers before approaching them, learning through small details and patient attention. Curiosity can eventually draw them far beyond familiar boundaries.
- **Playful and Guarded:** Humour, misdirection, and teasing are common ways to test another person’s intentions. Trust brings greater openness, but private matters remain closely protected.
- **Loyal and Unyielding:** Coillarn often form deep attachments to particular people and places. Those who mistake their quiet manner for submission may encounter stubborn resistance.

### Cultural Traits

- **Values:** Reciprocity, discretion, belonging, and care for the places that sustain a community. Taking from the woodland carries an expectation of tending what remains.
- **Social Dynamics:** Small communities gather around groves, springs, and sheltered woodland hollows. Leadership usually rests with those trusted to keep agreements, settle disputes, and recognise threats. Communities disagree over how openly to engage with their mortal neighbours.
- **Traditions:** Seasonal gatherings renew agreements between households and neighbouring settlements. Gifts left at woodland boundaries announce peaceful intentions, while songs and carved tokens preserve memories of paths and homes lost during the Sundering.
- **Religion and Beliefs:** Coillarn honour the spirits of particular trees, waters, and places, alongside powers such as Dagda, Brigid, and Manannán mac Lir. Their rites ask for shelter, renewal, and safe passage. A sacred grove is both a living home and a responsibility passed between generations.

### Relationships With Neighbours

- **Crannach:** Closely connected neighbours whose shared care for Crann Bethadh supports trade and mutual defence. Tensions arise when druidic authority or expanding settlements intrude upon Coillarn homes.
- **Sidhe:** Familiar inhabitants of the fey realm, linked through old agreements and competing interests. Coillarn communities value their independence and may resist obligations claimed by powerful Sidhe.
- **Ahwatans:** Sympathetic partners who exchange knowledge of unstable lands, spirits, and safe travel.
- **Haomans:** Cautious collaborators in restoring damaged places, though disagreements arise over what should be preserved and what should be purified.

---

## Human - Acacian

### Bloodline Traits

- **Vitals Adjusted:** Gain +1 to any Vital of your choice.
- **Popular Classes:** Any.
- **Languages:** Acacian, Trade.

#### Adapt on the Fly

Once per Rest, after an Acacian fails a Skill Check, they may add +1 dot to the final result and recalculate the outcome. This may turn the failure into a success or improve its Degree of Failure.

#### Adaptable Skills

When a Story Milestone is resolved, an Acacian may reduce one trained Skill by 1 level and increase a different Skill by 1 level. The receiving Skill cannot exceed its Linked Vital or be higher than the source Skill was before the transfer.

### Physical Characteristics

- **Height:** Males commonly stand 160–195 cm; females commonly stand 150–185 cm.
- **Weight:** Males commonly weigh 55–110 kg; females commonly weigh 45–95 kg.
- **Maturity and Lifespan:** Acacians reach physical maturity around 18 years and typically live 70–90 years.
- **Eye Colour:** Most commonly brown, hazel, or amber.
- **Hair:** Most commonly black or dark brown and often braided or ornamented.
- **Unique Traits:** Skin tones vary widely, with olive to deep brown tones common. Kohl worn around the eyes is a protective custom, and some Acacians bear an Osirian mark symbolising authority over the dead.

### History and Current Status

- After the Sundering, corruption of the Acacia Tree desertified much of the Acacia fragment. Necromancer-priests harnessed Osiris’s power to protect their people and control the dead.
- Wars between priestly orders and necromancer-kings shaped the fragment’s political landscape.
- Today, Acacians rule over both life and death, using necromantic practices to maintain balance between the living and the dead.
- As intermediaries between life and the afterlife, they perform rituals to stabilise their fragment and expand their influence.

### Personality Traits

- **Ambitious and Authoritative:** Acacians are commanding, driven to master life and death, and carry a stoic, regal demeanour.
- **Pragmatic and Calculating:** They make calculated sacrifices in pursuit of power and stability.
- **Traditional and Reverent:** They regard necromancy as a sacred art rather than a dark practice.

### Cultural Traits

- **Values:** Power, knowledge of the afterlife, control over life and death, legacy, and lineage.
- **Social Dynamics:** Necromancer-priests and spiritual leaders command both living and dead. Temples and tombs are centres of power contested by competing priestly orders.
- **Traditions:** Elaborate burial rites appease Osiris and Isis, while ceremonies harness necrotic magic to sustain rebirth and decay.
- **Religion and Beliefs:** Acacian worship centres on Osiris’s control of death and Isis’s protective magic, emphasising life’s cycle and rebirth. Legends recount priestly wars and undead armies raised from fallen cities. Anubis, struggling with lost souls, seeks to restore balance to the fractured afterlife.

### Relationships With Neighbours

- **Necrokin:** Tense and often hostile; most free Necrokin resent Acacians for their necromantic origins.
- **Igdrasans:** Trade rivals who skirmish over resources and ash routes.
- **Ceibans:** Cultural rivals whose opposing beliefs about life and death fuel tension.
- **Huluppians:** Tense allies; philosophical rifts coexist with occasional knowledge sharing.
- **Ashborn:** Cautious allies who tentatively value one another’s strengths.
- **K’aan:** Rivals; necromancy clashes with reverence, though skirmishes can expose common threats.

---

## Human - Ahwatan

### Bloodline Traits

- **Vitals Adjusted:** Gain +1 to any Vital of your choice.
- **Popular Classes:** Any.
- **Languages:** Ahwatan, Trade.

#### Adapt on the Fly

Once per Rest, after an Ahwatan fails a Skill Check, they may add +1 dot to the final result and recalculate the outcome. This may turn the failure into a success or improve its Degree of Failure.

#### Adaptable Skills

When a Story Milestone is resolved, an Ahwatan may reduce one trained Skill by 1 level and increase a different Skill by 1 level. The receiving Skill cannot exceed its Linked Vital or be higher than the source Skill was before the transfer.

### Physical Characteristics

- **Height:** Males commonly stand 155–190 cm; females commonly stand 150–180 cm.
- **Weight:** Males commonly weigh 50–100 kg; females commonly weigh 45–90 kg.
- **Maturity and Lifespan:** Ahwatans reach physical maturity around 18 years and typically live 70–90 years.
- **Eye Colour:** Most commonly brown, very dark brown, or amber.
- **Hair:** Most commonly black or dark brown, frequently worn long and tied with beads, feathers, or woven cords.
- **Unique Traits:** Skin tones vary widely, with tan to deep brown tones common. Painted or tattooed Coyote and Spider Woman motifs may record a vision quest, family history, or spiritual calling.

### History and Current Status

- The Sundering left Ahwata unstable, forcing its people into nomadic tribes led by spiritual guides able to navigate the shifting land.
- Shaman-leaders harnessed Coyote’s trickster magic to manipulate reality and protect their people.
- Today, Ahwatan tribes use their knowledge of the fragment’s instability to guide and protect their own people and travellers.
- As spiritual mediators, they maintain balance between the physical world and the spirit realm.

### Personality Traits

- **Adaptable and Resilient:** Ahwatans thrive in an unpredictable environment and adjust quickly to change.
- **Protective and Wary:** They fiercely protect their traditions and distrust disruptions to their delicate balance.
- **Resourceful and Cunning:** Inspired by Coyote, they use ingenuity and trickster-like cleverness to outwit adversaries.

### Cultural Traits

- **Values:** Harmony with nature, adaptability, and respect for ancestral spirits, guided by the teachings of Coyote and Spider Woman.
- **Social Dynamics:** Nomadic tribes are led by shaman-guides who interpret the fragment’s shifts and lead their people through its instability.
- **Traditions:** Vision quests, smoke and drum rituals, and dances honouring the Great Spirit and ancestors connect them with the spirit world.
- **Religion and Beliefs:** Stories of Coyote’s cunning teach survival and balance, while Spider Woman’s weaving of life inspires persistence as she struggles to keep the fragment intact.

### Relationships With Neighbours

- **Ceibans:** Kindred spirits who exchange herbal knowledge and rituals.
- **Crannach:** Cooperative allies joined by shared rites and knowledge of nature and spirits.
- **Boabans:** Distrustful neighbours whose conflicting views of land ownership cause skirmishes.
- **Igdrasans:** Strategically sceptical; wary respect leads to alliances of necessity.
- **K’aan:** Wary guardians; K’aan venom unsettles Ahwatans, who cautiously guard their sacred lands.

---

## Human - Boaban

### Bloodline Traits

- **Vitals Adjusted:** Gain +1 to any Vital of your choice.
- **Popular Classes:** Any.
- **Languages:** Boaban, Trade.

#### Adapt on the Fly

Once per Rest, after a Boaban fails a Skill Check, they may add +1 dot to the final result and recalculate the outcome. This may turn the failure into a success or improve its Degree of Failure.

#### Adaptable Skills

When a Story Milestone is resolved, a Boaban may reduce one trained Skill by 1 level and increase a different Skill by 1 level. The receiving Skill cannot exceed its Linked Vital or be higher than the source Skill was before the transfer.

### Physical Characteristics

- **Height:** Males commonly stand 160–200 cm; females commonly stand 150–190 cm.
- **Weight:** Males commonly weigh 60–115 kg; females commonly weigh 50–100 kg.
- **Maturity and Lifespan:** Boabans reach physical maturity around 18 years and typically live 70–90 years.
- **Eye Colour:** Most commonly dark brown, very dark brown, or amber.
- **Hair:** Most commonly black or dark brown and frequently arranged in elaborate braids adorned with beads or shells.
- **Unique Traits:** Skin tones vary widely, with deep brown tones common. Ritual scarification, painted markings, beads, and shells often identify ancestry, vocation, or a bond to a particular Baobab grove.

### History and Current Status

- After the Sundering, the Boaba fragment remained relatively stable, sustained by the Baobab trees’ magic. Boabans used this power to find underground water and maintain fragile security.
- Clans united under shaman-chiefs who controlled resources, forged alliances, and repelled fragments seeking their magical wells.
- Today, Boabans protect their water sources and preserve balance.
- They serve as stewards of life—healing, guiding, and defending those who respect their ways while safeguarding their realm’s water.

### Personality Traits

- **Resilient and Adaptable:** Boabans embody their land’s tenacity and value independence and spiritual harmony with nature.
- **Hospitable but Cautious:** They welcome those who honour their customs but remain wary of outsiders.
- **Reflective and Calm:** They seek guidance through vision quests and ancestral communion, remaining composed in crisis.

### Cultural Traits

- **Values:** Resilience, harmony with nature, and ancestral wisdom passed through generations.
- **Social Dynamics:** Clans form the core of society and are led by shaman-chiefs who interpret ancestral will. Leadership is earned through spiritual insight and mastery of Baobab magic.
- **Traditions:** Drumming, dance, and offerings at the Baobabs invoke prosperity, ward against corruption, and seek ancestral guidance.
- **Religion and Beliefs:** Boabans revere the Eternal Baobab as the home of ancestral spirits and a link to lost cosmic essence. They seek the subterranean Roots of Unity to restore balance and resist Loki’s curse.

### Relationships With Neighbours

- **Ceibans:** Cooperative allies who exchange natural and shamanistic knowledge.
- **Ahwatans:** Tense coexistence; differing views of land ownership cause friction and minor skirmishes.
- **Crannach:** Sympathetic neighbours united by protection of the land and occasional resource exchange.
- **K’aan:** Cooperative competitors who share reverence for nature and resources while disputing territory and the use of venom.

---

## Human - Bohdi

### Bloodline Traits

- **Vitals Adjusted:** Gain +1 to any Vital of your choice.
- **Popular Classes:** Any.
- **Languages:** Bohdi, Trade.

#### Adapt on the Fly

Once per Rest, after a Bohdi fails a Skill Check, they may add +1 dot to the final result and recalculate the outcome. This may turn the failure into a success or improve its Degree of Failure.

#### Adaptable Skills

When a Story Milestone is resolved, a Bohdi may reduce one trained Skill by 1 level and increase a different Skill by 1 level. The receiving Skill cannot exceed its Linked Vital or be higher than the source Skill was before the transfer.

### Physical Characteristics

- **Height:** Males commonly stand 155–190 cm; females commonly stand 145–180 cm.
- **Weight:** Males commonly weigh 50–100 kg; females commonly weigh 40–90 kg.
- **Maturity and Lifespan:** Bohdi reach physical maturity around 18 years and typically live 70–90 years.
- **Eye Colour:** Most commonly dark brown, brown, or grey; blue eyes also occur.
- **Hair:** Most commonly black or dark brown, often kept short, shaved, or tightly pulled back.
- **Unique Traits:** Skin tones vary widely. Shaved heads, simple robes, prayer cords, and painted or tattooed marks of meditation are common among the devoted, but none is an innate physical feature.

### History and Current Status

- After the Sundering, Bohdi became a refuge for those fleeing chaos. Monks and scholars built sanctuaries amid the mist, preserving peace despite temporal distortions.
- Buddha’s enlightenment occasionally brings tranquillity but also confusion as mortals grapple with fractured reality.
- Today, the Bohdi serve as spiritual guides and guardians of ancient wisdom, mediating conflict and preserving knowledge.
- They research the fragment’s temporal distortions in the hope of stabilising or understanding Shatterholme’s fractured reality.

### Personality Traits

- **Calm and Introspective:** Bohdi seek detachment from worldly chaos and strive for inner harmony.
- **Patient and Wise:** They are known for patience but act swiftly when balance is threatened.
- **Enigmatic and Philosophical:** They often speak in riddles or parables shaped by their understanding of time and reality.

### Cultural Traits

- **Values:** Enlightenment, inner peace, detachment, temporal knowledge, meditation, and spiritual clarity.
- **Social Dynamics:** Monastic orders and isolated scholarly communities lead society; authority rests on spiritual insight and the ability to navigate distorted time.
- **Traditions:** Meditation, philosophical teaching, silent retreats, and contemplative practices seek balance within temporal distortions.
- **Religion and Beliefs:** The Enlightened Path draws on Buddha’s teachings. Through meditation and balance, Bohdi seek to transcend time’s distortions and harmonise with fractured reality. Tales of monks lost in time loops warn those who pursue knowledge carelessly.

### Relationships With Neighbours

- **Kalparians:** Cooperative seekers of balance who exchange knowledge and work together to restore harmony.
- **Etsai:** Reserved coexistence; Bohdi respect Etsai dedication but reject its extreme interventionism.
- **Haomans:** Pragmatic allies joined by respect for order, stability, and balance.

---

## Human - Ceiban

### Bloodline Traits

- **Vitals Adjusted:** Gain +1 to any Vital of your choice.
- **Popular Classes:** Any.
- **Languages:** Ceiban, Trade.

#### Adapt on the Fly

Once per Rest, after a Ceiban fails a Skill Check, they may add +1 dot to the final result and recalculate the outcome. This may turn the failure into a success or improve its Degree of Failure.

#### Adaptable Skills

When a Story Milestone is resolved, a Ceiban may reduce one trained Skill by 1 level and increase a different Skill by 1 level. The receiving Skill cannot exceed its Linked Vital or be higher than the source Skill was before the transfer.

### Physical Characteristics

- **Height:** Males commonly stand 155–190 cm; females commonly stand 145–180 cm.
- **Weight:** Males commonly weigh 50–100 kg; females commonly weigh 40–90 kg.
- **Maturity and Lifespan:** Ceibans reach physical maturity around 18 years and typically live 70–90 years.
- **Eye Colour:** Most commonly brown, amber, hazel, or green.
- **Hair:** Most commonly black or dark brown, often worn long and adorned with feathers, beads, or carved jewellery.
- **Unique Traits:** Skin tones vary widely, with rich brown tones common. Ceremonial body paint, ritual scars, and animal or jungle motifs frequently record community, deeds, and spiritual obligations.

### History and Current Status

- The Sundering and the Ceiba Tree’s wild growth made the Ceiba fragment volatile, alternating between prosperity and ruin. Shaman-kings established brief kingdoms before each collapsed.
- Wars and power struggles remain constant as leaders compete for resources and mystical energy.
- Today, Ceibans act as shamans, warriors, and kings who wield the chaotic energy of their jungles and swamps.
- They guide outsiders through volatile lands and maintain the fragment’s balance, sometimes sacrificing their own to ensure prosperity.

### Personality Traits

- **Fierce and Resilient:** Ceibans embrace the jungle’s duality of creation and destruction.
- **Spiritual and Cyclical:** They see life as bound to endless cycles of growth and decay.
- **Pragmatic and Adaptive:** They shift strategies and loyalties whenever survival demands it.

### Cultural Traits

- **Values:** Connection with nature, balance, and power. The jungle is both life-giving and destructive, to be respected and controlled.
- **Social Dynamics:** Shaman-kings rule through knowledge of the jungle’s cycles. Power changes hands as leaders rise and fall according to their command of chaos.
- **Traditions:** Ritual dances and blood sacrifices to K’awiil and Chac invoke rain or fertility, while offerings seek the favour of jungle spirits.
- **Religion and Beliefs:** Ceibans revere K’awiil and Chac, gods of fertility and rain who embody the jungle’s volatile cycles. Tales of the Serpent Lords warn that even the strongest shamans can be consumed by chaos.

### Relationships With Neighbours

- **K’aan:** Competitive and mistrustful rivals who dispute sacred sites.
- **Ahwatans:** Cooperative guardians joined by respect for nature.
- **Acacians:** Hostile rivals divided by resource disputes, despite grudging respect.
- **Crannach:** Tense respect; differing approaches to preservation cause skirmishes but restrain open conflict.
- **Boabans:** Wary allies who trade despite conflicting views of land.

---

## Human - Crannach

### Bloodline Traits

- **Vitals Adjusted:** Gain +1 to any Vital of your choice.
- **Popular Classes:** Any.
- **Languages:** Crannach, Trade.

#### Adapt on the Fly

Once per Rest, after a Crannach fails a Skill Check, they may add +1 dot to the final result and recalculate the outcome. This may turn the failure into a success or improve its Degree of Failure.

#### Adaptable Skills

When a Story Milestone is resolved, a Crannach may reduce one trained Skill by 1 level and increase a different Skill by 1 level. The receiving Skill cannot exceed its Linked Vital or be higher than the source Skill was before the transfer.

### Physical Characteristics

- **Height:** Males commonly stand 160–195 cm; females commonly stand 150–185 cm.
- **Weight:** Males commonly weigh 55–110 kg; females commonly weigh 45–100 kg.
- **Maturity and Lifespan:** Crannach reach physical maturity around 18 years and typically live 70–90 years.
- **Eye Colour:** Most commonly green, hazel, grey, brown, or blue.
- **Hair:** Most commonly dark brown, auburn, red, or fair, frequently worn long or braided.
- **Unique Traits:** Skin tones vary widely. Druidic tattoos, woad-like body paint, carved jewellery, and ancestral symbols are common expressions of clan, oath, and spiritual duty.

### History and Current Status

- The Sundering severely damaged Crann Bethadh and thinned the veil to the fey realm, allowing the Sidhe to cross freely into the mortal world.
- Druidic orders harnessed chaotic energies to defend Crann Bethadh and expand their influence. Strife and peace between druids and fey shaped the mystical landscape.
- Today, the Crannach guard nature and spirit and preserve balance between life and death.
- They protect sacred groves and sites vital to Crann Bethadh’s stability, guiding those who seek natural wisdom.

### Personality Traits

- **Resilient and Loyal:** Crannach are deeply connected to their environment and fiercely loyal to kin and land.
- **Enigmatic and Mystical:** They often speak through riddles or visions that confuse outsiders.
- **Protective and Strategic:** Though gentle, they defend Crann Bethadh with guerrilla tactics and druidic magic.

### Cultural Traits

- **Values:** Nature, balance, ancestral ties, and the magic of the thin veil between life and death.
- **Social Dynamics:** Druidic orders and fey-aligned mystics protect sacred groves and ancient sites. Authority follows spiritual insight and command of the land’s chaotic magic.
- **Traditions:** Festivals such as Beltane and Samhain honour land spirits, while offerings to Crannach gods and fey preserve balance and protection.
- **Religion and Beliefs:** Crannach worship Dagda, Brigid, and Manannán mac Lir. Dagda’s power fades with the land, Brigid bridges healing and affliction, and Manannán guards passage through resistant mists. Sacred groves serve as temples where the veil is thinnest.

### Relationships With Neighbours

- **Coillarn:** Woodland neighbours joined by trade, mutual defence, and care for Crann Bethadh; disputes over grove access and settlement boundaries test their agreements.
- **Feykin:** Complex guardianship; both steward Crann Bethadh, but the Feykin’s chaotic influence creates tension around sacred sites.
- **Ahwatans:** Spiritual allies joined by respect for sacred lands and spiritual practice.
- **Haomans:** Respectful preservation partners who occasionally share natural purification methods.

---

## Human - Etsai

### Bloodline Traits

- **Vitals Adjusted:** Gain +1 to any Vital of your choice.
- **Popular Classes:** Any.
- **Languages:** Etsai, Trade.

#### Adapt on the Fly

Once per Rest, after an Etsai fails a Skill Check, they may add +1 dot to the final result and recalculate the outcome. This may turn the failure into a success or improve its Degree of Failure.

#### Adaptable Skills

When a Story Milestone is resolved, an Etsai may reduce one trained Skill by 1 level and increase a different Skill by 1 level. The receiving Skill cannot exceed its Linked Vital or be higher than the source Skill was before the transfer.

### Physical Characteristics

- **Height:** Males commonly stand 160–200 cm; females commonly stand 150–190 cm.
- **Weight:** Males commonly weigh 55–115 kg; females commonly weigh 45–100 kg.
- **Maturity and Lifespan:** Etsai reach physical maturity around 18 years and typically live 70–90 years.
- **Eye Colour:** Most commonly dark brown, brown, grey, or blue.
- **Hair:** Most commonly black or dark brown, typically worn short or tightly braided.
- **Unique Traits:** Skin tones vary widely. Ritual scars from the Cleansing of the Tainted mark some of the devout, while others wear or tattoo the Withered Root emblem as a symbol of their oath to purity.

### History and Current Status

- The Etsai arose after Eden’s fragmentation and dedicated themselves to Yahweh’s unyielding law. Paladins of the Root uphold purity through holy retribution, eradicating corruption within Etzrael.
- Their authoritarian theocracy is led by the Order of the Unyielding Hand and demands strict adherence to divine law.
- Today, Etsai paladins crusade against Loki’s curse in an effort to cleanse chaos and restore Eden’s sanctity.
- Their strict code of purity extends beyond Etzrael whenever another realm is suspected of corruption.

### Personality Traits

- **Fanatical and Stern:** Etsai follow Yahweh’s law without compromise or leniency.
- **Devout and Relentless:** They view their mission to reclaim Eden’s purity as a sacred duty.
- **Unforgiving and Vigilant:** They watch outsiders closely for signs of impurity.

### Cultural Traits

- **Values:** Duty, purity, retribution, self-sacrifice, and absolute obedience to Yahweh’s law.
- **Social Dynamics:** A strict theocratic hierarchy governs every aspect of life under the Order of the Unyielding Hand.
- **Traditions:** Cleansing of the Tainted trials purge impurity. Ceremonies honour the Withered Root as both holy relic and symbol of their unending burden.
- **Religion and Beliefs:** Etsai faith treats Yahweh’s law as the cure for spiritual affliction. The Withered Root, once the Tree of Life, is a sacred and tragic symbol of their obligation to purify and redeem Etzrael.

### Relationships With Neighbours

- **Zamarai:** Mortal enemies; Etsai regularly crusade to destroy those they regard as demonic abominations.

---

## Human - Haoman

### Bloodline Traits

- **Vitals Adjusted:** Gain +1 to any Vital of your choice.
- **Popular Classes:** Any.
- **Languages:** Haoman, Trade.

#### Adapt on the Fly

Once per Rest, after a Haoman fails a Skill Check, they may add +1 dot to the final result and recalculate the outcome. This may turn the failure into a success or improve its Degree of Failure.

#### Adaptable Skills

When a Story Milestone is resolved, a Haoman may reduce one trained Skill by 1 level and increase a different Skill by 1 level. The receiving Skill cannot exceed its Linked Vital or be higher than the source Skill was before the transfer.

### Physical Characteristics

- **Height:** Males commonly stand 160–195 cm; females commonly stand 150–185 cm.
- **Weight:** Males commonly weigh 55–110 kg; females commonly weigh 45–95 kg.
- **Maturity and Lifespan:** Haomans reach physical maturity around 18 years and typically live 70–90 years.
- **Eye Colour:** Most commonly brown, grey, hazel, or blue.
- **Hair:** Most commonly black, dark brown, or grey, typically cut short for practicality.
- **Unique Traits:** Skin tones vary widely. Long-term exposure to the Haoma Tree’s toxins can leave discoloured veins, chemical burns, or mottled scars, but these are acquired injuries rather than innate marks.

### History and Current Status

- The Sundering and corruption of the Haoma Tree spread decay, poisoning rivers and land. Haomans fortified clean water sources and built alliances against the spreading rot.
- Alchemists and warriors became leaders, using purified water and ritual to stabilise their strongholds.
- Today, Haomans defend purity, build strongholds, and resist the Haoma Tree’s influence.
- Their alchemists and inventors create potions and devices that purify the fragment and combat creeping decay.

### Personality Traits

- **Determined and Unwavering:** Haomans relentlessly preserve order amid chaos.
- **Religious and Dutiful:** They believe protecting the light and resisting decay is a sacred duty.
- **Disciplined and Unified:** They distrust outsiders but aid those who respect their ways.

### Cultural Traits

- **Values:** Purity, order, resilience, cleansing the land, and protecting the few uncorrupted places that remain.
- **Social Dynamics:** Alchemists and warriors lead fortified cities. Leaders are chosen for strength and their ability to purify land and water.
- **Traditions:** Sacred fires and water rites honour Ahura Mazda and cleanse corruption from the Haoma Tree.
- **Religion and Beliefs:** Haomans follow Ahura Mazda, god of light, purity, and order. They regard the Haoma Tree’s corruption as Angra Mainyu made manifest and combat it without quarter, through alchemy or the sword.

### Relationships With Neighbours

- **Huluppians:** Respect tempered by philosophical tension over methods.
- **Kalparians:** Cooperative allies who exchange knowledge to strengthen resilience.
- **Crannach:** Cautiously cooperative preservation partners whose methods sometimes clash.
- **Edenites:** Tense competitors divided by their views of purity and order, with mutual respect for strength.

---

## Human - Huluppian

### Bloodline Traits

- **Vitals Adjusted:** Gain +1 to any Vital of your choice.
- **Popular Classes:** Any.
- **Languages:** Huluppian, Trade.

#### Adapt on the Fly

Once per Rest, after a Huluppian fails a Skill Check, they may add +1 dot to the final result and recalculate the outcome. This may turn the failure into a success or improve its Degree of Failure.

#### Adaptable Skills

When a Story Milestone is resolved, a Huluppian may reduce one trained Skill by 1 level and increase a different Skill by 1 level. The receiving Skill cannot exceed its Linked Vital or be higher than the source Skill was before the transfer.

### Physical Characteristics

- **Height:** Males commonly stand 160–195 cm; females commonly stand 150–185 cm.
- **Weight:** Males commonly weigh 55–110 kg; females commonly weigh 45–95 kg.
- **Maturity and Lifespan:** Huluppians reach physical maturity around 18 years and typically live 70–90 years.
- **Eye Colour:** Most commonly brown, amber, or hazel.
- **Hair:** Most commonly black or dark brown, often worn long or braided.
- **Unique Traits:** Skin tones vary widely. Travellers often develop weathered or sun-darkened skin, while intricate tattoos, jewellery, and dress may declare allegiance to a city-state.

### History and Current Status

- The Sundering turned Huluppu into a battlefield where rival city-states contested unstable land and remnants of divine influence.
- Famine and prosperity alternate with Enlil’s storms and Ninhursag’s decaying influence, according to how well leaders harness or counter them.
- Today, Huluppians are tacticians and diplomats who use political manoeuvring and alliances to control vital resources.
- Mages and scholars harness ancient magic to restore stability or seize power while protecting their city-states.

### Personality Traits

- **Cautious and Strategic:** Huluppians plan their moves far in advance.
- **Respectful of Knowledge:** They prize scholarship and regard strength without intelligence as dangerous.
- **Adaptive and Pragmatic:** They shift loyalties and strategies to navigate a volatile political landscape.

### Cultural Traits

- **Values:** Knowledge, strategy, survival, wisdom, and cunning.
- **Social Dynamics:** Rival city-states are each ruled by a king or sorcerer-lord. Alliances are temporary and follow power and resources.
- **Traditions:** Elaborate rites appease the gods. Inanna dominates political ritual, where leaders seek her favour through blood oaths and secret alliances in hidden temples.
- **Religion and Beliefs:** Huluppians revere Enlil, Ninhursag, and Inanna. They petition Enlil to calm storms, Ninhursag to restore fertility, and unpredictable Inanna for political and military power.

### Relationships With Neighbours

- **Igdrasans:** Strained partners; shared resource needs sustain trade despite clashing attitudes.
- **Edenites:** Diplomatic caution; respect is tempered by scepticism about values.
- **Haomans:** Pragmatic allies whose common goals outweigh disagreements over methods.
- **Acacians:** Competitive rivals who dispute resources while respecting one another’s power.
- **Necrokin:** Wary collaborators unsettled by the Necrokin’s undead nature.
- **Ashborn:** Tentative partners who trade cautiously despite conflicting strategies.

---

## Human - Igdrasan

### Bloodline Traits

- **Vitals Adjusted:** Gain +1 to any Vital of your choice.
- **Popular Classes:** Any.
- **Languages:** Igdrasan, Trade.

#### Adapt on the Fly

Once per Rest, after an Igdrasan fails a Skill Check, they may add +1 dot to the final result and recalculate the outcome. This may turn the failure into a success or improve its Degree of Failure.

#### Adaptable Skills

When a Story Milestone is resolved, an Igdrasan may reduce one trained Skill by 1 level and increase a different Skill by 1 level. The receiving Skill cannot exceed its Linked Vital or be higher than the source Skill was before the transfer.

### Physical Characteristics

- **Height:** Males commonly stand 165–205 cm; females commonly stand 155–195 cm.
- **Weight:** Males commonly weigh 65–125 kg; females commonly weigh 50–110 kg.
- **Maturity and Lifespan:** Igdrasans reach physical maturity around 18 years and typically live 70–90 years.
- **Eye Colour:** Most commonly blue, grey, green, or brown.
- **Hair:** Most commonly fair, reddish-brown, or dark brown, kept short or arranged in practical braids.
- **Unique Traits:** Tall or heavily built frames are common, though far from universal. Many Igdrasans bear weathering, battle scars, or ashburns from life beneath the Eternal Ashfall.

### History and Current Status

- After the Sundering, many Igdrasans fled to Yggdrasil’s edges or sought refuge in other fragments. Those who stayed endured the Eternal Ashfall and built strongholds controlling the ash trade.
- Clan warfare shaped their society as leaders claimed Odin’s fractured wisdom and prophetic authority.
- Today, Igdrasans are traders and warriors who wield economic and political power over Shatterholme’s ash routes.
- They protect clan and resources while waging wars to expand their influence over Yggdrasil.

### Personality Traits

- **Resilient and Brave:** Igdrasans face their fragment’s hardships without yielding.
- **Loyal and Guarded:** They fiercely trust kin, remain wary of outsiders, and make an exception when trade demands it.
- **Blunt and Intimidating:** Their direct speech is often intimidating to others.

### Cultural Traits

- **Values:** Honour, strength, survival, community, loyalty, and martial prowess.
- **Social Dynamics:** Warlords lead a hierarchy of clans and families, each pledged to a leader.
- **Traditions:** Seasonal rites celebrate battles and honour ancestors. Trading ash is both an economic pursuit and a sacred duty.
- **Religion and Beliefs:** Igdrasans revere Odin, Loki, and Baldr. Odin represents wisdom and madness; Loki, chaos and betrayal; and lost Baldr, hope mourned in remembrance rites. Yggdrasil’s ash symbolises life’s fragility and the balance they seek.

### Relationships With Neighbours

- **Ashborn:** Cautious partners whose strong trade ties are tested by competition for resources.
- **Acacians:** Cautious competitors; mutual respect is strained by distrust of necromancy.
- **Huluppians:** Strained trade partners who maintain profitable exchange despite frustration.
- **Necrokin:** Distrustful and sometimes hostile; many Igdrasans regard them as unnatural.

---

## Human - Jianmuan

### Bloodline Traits

- **Vitals Adjusted:** Gain +1 to any Vital of your choice.
- **Popular Classes:** Any.
- **Languages:** Jianmu, Trade.

#### Adapt on the Fly

Once per Rest, after a Jianmuan fails a Skill Check, they may add +1 dot to the final result and recalculate the outcome. This may turn the failure into a success or improve its Degree of Failure.

#### Adaptable Skills

When a Story Milestone is resolved, a Jianmuan may reduce one trained Skill by 1 level and increase a different Skill by 1 level. The receiving Skill cannot exceed its Linked Vital or be higher than the source Skill was before the transfer.

### Physical Characteristics

- **Height:** Males commonly stand 155–190 cm; females commonly stand 145–180 cm.
- **Weight:** Males commonly weigh 50–100 kg; females commonly weigh 40–90 kg.
- **Maturity and Lifespan:** Jianmuans reach physical maturity around 18 years and typically live 70–90 years.
- **Eye Colour:** Most commonly dark brown, brown, or amber.
- **Hair:** Most commonly black or dark brown, often worn long or braided.
- **Unique Traits:** Skin tones vary widely. Swirling tattoos, embroidered mist motifs, and carefully arranged hair commonly express family, profession, or devotion to the Jianmu Tree.

### History and Current Status

- The Sundering shattered the Jianmu Tree and scattered its remnants across the fragment. Jianmuans adapted by building fortified enclaves and mastering volatile energy.
- Powerful warlords and mystical schools rose, using unpredictable mists and fractured magic to establish control.
- Today, Jianmuans rule as warlords, mages, and scholars who wield unstable forces to protect their cities.
- They manipulate the balance between heaven and earth, convinced that survival requires mastery of shifting energies and terrain.

### Personality Traits

- **Cunning and Adaptable:** Jianmuans find balance amid unpredictability and chaos.
- **Spiritual and Dutiful:** They believe they must preserve the connection between heaven and earth.
- **Pragmatic and Tactical:** They readily turn the fragment’s shifting mists into defence or weapon.

### Cultural Traits

- **Values:** Balance, wisdom, adaptability, and mastery of the volatile forces between heaven and earth.
- **Social Dynamics:** Sorcerer-scholars and warlords combine physical and mystical power to command the mists and terrain.
- **Traditions:** Sacred combat dances and meditation harmonise the realms. Mist-walking is a rite proving mastery over unstable mists.
- **Religion and Beliefs:** Jianmuans revere remnants of the Jianmu Tree and honour Huang Di, Nuwa, and Fuxi. Communion with the mists and mastery of unstable energy are paths to restored harmony.

### Relationships With Neighbours

- **Kalparians:** Philosophical allies joined by respect for balance, intellectual collaboration, and shared ritual.
- **Edenites:** Cautious observers who admire one another’s strengths but keep their distance due to different approaches to order and balance.

---

## Human - Kalparian

### Bloodline Traits

- **Vitals Adjusted:** Gain +1 to any Vital of your choice.
- **Popular Classes:** Any.
- **Languages:** Kalpa, Trade.

#### Adapt on the Fly

Once per Rest, after a Kalparian fails a Skill Check, they may add +1 dot to the final result and recalculate the outcome. This may turn the failure into a success or improve its Degree of Failure.

#### Adaptable Skills

When a Story Milestone is resolved, a Kalparian may reduce one trained Skill by 1 level and increase a different Skill by 1 level. The receiving Skill cannot exceed its Linked Vital or be higher than the source Skill was before the transfer.

### Physical Characteristics

- **Height:** Males commonly stand 155–190 cm; females commonly stand 145–180 cm.
- **Weight:** Males commonly weigh 50–105 kg; females commonly weigh 40–95 kg.
- **Maturity and Lifespan:** Kalparians reach physical maturity around 18 years and typically live 70–90 years.
- **Eye Colour:** Most commonly brown, very dark brown, hazel, or green.
- **Hair:** Most commonly black or dark brown, often decorated with flowers, cloth, or sacred beads.
- **Unique Traits:** Skin tones vary widely, with deep brown to golden tones common. Painted, tattooed, or scarred ritual symbols may mark a spiritual path, family tradition, or sacred obligation.

### History and Current Status

- After the Sundering, Kalparians formed powerful priestly orders to harness Kalpavriksha’s wild magic. Cities grew around sacred sites as mortals sought control over chaotic energies.
- Vishnu’s influence created cycles of rapid growth and decay that demand constant vigilance and adaptation.
- Today, Kalparians lead mystical societies, using mastery of the fragment’s forces to protect their lands and foster growth.
- They guard sacred sites and maintain balance in a land where constant change threatens survival.

### Personality Traits

- **Tranquil and Fierce:** Kalparians are contemplative until their beliefs or lands are threatened.
- **Nature-Connected and Mediating:** Their spiritual bond with nature makes them natural mediators.
- **Adaptable and Resilient:** They endure even the fragment’s most chaotic magical surges.

### Cultural Traits

- **Values:** Harmony, spirituality, balance, and alignment with the fragment’s chaotic energies.
- **Social Dynamics:** Priestly hierarchies dominate, while warrior-priests govern and protect sacred temples.
- **Traditions:** Sacred dances and meditation follow Kalpavriksha’s cycles of life, growth, and renewal.
- **Religion and Beliefs:** Kalparians worship Vishnu, Lakshmi, and Indra. They seek Vishnu’s balance, Lakshmi’s prosperity, and Indra’s rains, regarding the fragment’s instability as a divine test overcome through resilience and spiritual harmony.

### Relationships With Neighbours

- **Edenites:** Cooperative spiritual partners who collaborate on rites intended to restore balance.
- **Haomans:** Philosophical rivals whose competing approaches to order create respectful tension.
- **Bohdi:** Contemplative allies joined by enlightenment, knowledge, and spiritual exchange.
- **Jianmuans:** Cooperative seekers who work together against threats to balance.

---

## K’aan

### Bloodline Traits

- **Vitals Adjusted:** Gain +1 to either Cognition or Presence.
- **Popular Classes:** Ranger, Primant, Mage.
- **Languages:** K’aan, Ceiban, Trade.

#### Serpentine Nature

- K’aan can communicate simple ideas with serpents and other reptiles and gain Advantage on Beastcraft checks involving them.
- K’aan gain Advantage on Acrobatics checks made to escape grapples or restraints.
- A K’aan can pass through any opening large enough for their head, provided their equipment also fits.

#### Venomous Blood

Once per round, when Affliction (Poison) harm would cause a K’aan to suffer Wounds, they ignore 1 Wound from that harm.

Once per Rest, a K’aan may spend at least 1 AD to release a **Venom Spray** into a Small directional area no more than 4 metres in front of them.

- **Story Mode:** The spray affects up to the two nearest creatures close in front of the K’aan.
- **Cinematic Mode:** The spray affects up to the two nearest creatures in a small part of the K’aan’s current Zone.
- **Tactical Mode:** The spray covers 2–3 contiguous Spaces forming a narrow cone in front of the K’aan and extending no more than 2 Spaces away.

Make one Alchemy or Survival Skill Check, using whichever Skill has the higher level. Make the check with Advantage and Boost it normally. Compare the same result against the higher of each affected creature’s Athletics or Survival Readiness Scores.

On a success against a creature, the first two Skill Checks it makes before the end of its next turn are made with Disadvantage. Creatures immune to poison are unaffected. Allies within the spray count when determining the two nearest creatures.

### Physical Characteristics

- **Height:** Males commonly stand 165–200 cm; females commonly stand 155–190 cm.
- **Weight:** Males commonly weigh 60–110 kg; females commonly weigh 50–95 kg.
- **Maturity and Lifespan:** K’aan reach physical maturity around 16 years and typically live 80–100 years.
- **Eye Colour:** Most commonly yellow, amber, or emerald green, with slit pupils.
- **Hair and Cranial Features:** K’aan do not grow human-like hair. Their scalps are ridged, and some have flexible, dreadlock-like tendrils extending from the back of the head.
- **Unique Traits:** K’aan are covered in scales commonly coloured green, brown, ochre, or dark gold. Some bear contrasting serpentine patterns, and gold paste is a favoured adornment.

### History and Current Status

- After the Sundering, the K'aan emerged from the venomous Serpent Plains, adapting to the chaotic, shifting environment. Touched by K'awiil's magic, they built their society on manipulating natural and mystical forces, especially poisons and serpent magic.
- Ruled by shaman-priests, their priest-kings took key roles in the Mayan fragment's power struggles, advising or challenging human rulers.
- The K'aan thrive today in the Serpent Plains, feared for their mastery over poisons and ability to control land and weather through rituals tied to Chac's storms.
- While many remain isolated and wary, some K'aan venture beyond their lands as envoys or warlords, expanding their power in Shatterholme.

### Personality Traits

- **Cunning and Patient:** The K'aan are known for their patience and calculated approach to conflict. They prefer to strike when the time is right, waiting for the perfect moment to gain the upper hand.
- **Proud and Aloof:** Their connection to serpentine spirits and mastery over venom has instilled a sense of superiority. They view themselves as the chosen of the jungle, and often see other mortals as weak.
- **Mysterious and Secretive:** K'aan are secretive by nature, often concealing their true intentions behind layers of intrigue. They rarely reveal their full plans.

### Cultural Traits

- **Values:** The K'aan value power, wisdom, and survival, drawn to nature’s cycles, particularly the balance of life and death, reflected in their use of poisons.
- **Social Dynamics:** The K'aan society is hierarchical, ruled by priest-kings and shamanic leaders who claim divine right through their connection to serpentine spirits. Loyalty is paramount, but power struggles are frequent, as leaders constantly vie for dominance.
- **Traditions:** Venom rites are central to K'aan culture, involving poisonous snake handling, toxin crafting, and communing with serpentine spirits. Festivals celebrate Chac's monsoons, which are both feared and revered.
- **Religion and Beliefs:** K'aan venerate K'awiil and Chac, twin forces shaping their destiny. K'awiil’s chaos brings power and danger, while Chac’s storms are revered as life-giving yet destructive. Serpentine spirits, avatars of these gods, are central to their rituals.

### Relationships With Neighbours

- **Ceibans:** Wary allies with shared reverence; both respect the natural cycle, participating in joint rituals while maintaining caution.
- **Acacians:** Rivalrous and distrustful; conflicting ideologies over necromancy create tension, though direct conflict is avoided.
- **Ahwatan:** Cooperative guardians of the land; shared values foster a supportive alliance to protect their territories.
- **Necrokin:** Hostile distrust; the Necrokin’s undead nature disrupts the balance K'aan uphold, leading to frequent clashes.
- **Boaban:** Cooperative but competitive; both value natural resources, maintaining practical exchanges while occasionally clashing over territory.

---

## Necrokin (The Awakened)

### Bloodline Traits

- **Vitals Adjusted:** Gain +1 to either Cognition or Presence.
- **Popular Classes:** Mage, Rogue, Cleric.
- **Languages:** Trade, plus one language retained from their former life.

#### Awakened Undead

- Necrokin do not need to breathe, eat, drink, or sleep. They are immune to disease and poison.
- A Necrokin completes a Rest by remaining inactive for 8 uninterrupted hours.
- Medicine, herbs, and other nonmagical treatments cannot aid a Necrokin’s Wound recovery. Another character may use Occult instead of Medicine to aid the Necrokin during a Rest.
- **Magical healing:** Use the cases below with [Magical Healing](/rules/death-recovery#magical-healing) when magical healing restores a Necrokin’s VIT.
  - **Critical or Dying:** If the Necrokin is Critical or Dying, first resolve the healing point that stabilises them at 0 VIT. Apply the reduction only to any remaining healing.
  - **During rounds:** The first time each round magical healing would restore a Necrokin’s VIT, reduce the VIT restored by 1, to a minimum of 0, and move one fewer Wounded AD to Ready.
  - **Outside rounds:** Apply that reduction to each distinct magical healing effect.

#### Necrotic Reconstitution

Once per Rest, at the start of their turn, a Necrokin may restore up to 2 VIT and move the same number of Wounded AD to Ready.

They may use Necrotic Reconstitution while Active, Unconscious, or Critical. If they are Critical, the first VIT restored stabilises them at 0 VIT and any remaining VIT is restored normally. If their VIT rises above 0, they wake Prone. Necrotic Reconstitution is not magical healing and is not reduced by Awakened Undead. It cannot be used while Dying or after becoming Deceased.

### Physical Characteristics

- **Height:** Necrokin retain the height of their former living bodies; males commonly stand 155–200 cm and females 145–190 cm.
- **Weight:** Preservation and decay create substantial variation. Males commonly weigh 45–105 kg; females commonly weigh 35–90 kg.
- **Maturity and Lifespan:** A Necrokin retains the physical age at which they awakened. They do not mature or age naturally and have no fixed natural lifespan, though decay, destruction, or the loss of sustaining necrotic energy can end them.
- **Eye Colour:** Most commonly pale grey, clouded white, or muted green; the eyes may glow faintly when interacting with necrotic energy.
- **Hair:** Hair retains its former colour but commonly fades towards black, white, or grey and may become thin or patchy.
- **Unique Traits:** Necrokin skin is cold and commonly pallid or discoloured, with varying degrees of necrotic scarring, darkened veins, desiccation, or exposed bone. Binding glyphs may appear and glow faintly when they channel necrotic magic.

### History and Current Status

- After the Sundering, many awakened Necrokin were created through the necrotic practices of the Acacians, initially bound to necromancers. Amid the chaos, some broke free and learned to survive independently among the perils of undeath.
- These free Necrokin now roam wastelands and cursed lands, driven by a quest for purpose, knowledge, or revenge on those who still enslave the dead.
- Today, Necrokin thrive as wandering survivors, mercenaries, and undead mystics, using their necrotic knowledge to navigate their cursed existence.
- Though often outcasts, they guide spirits, act as intermediaries between the living and the dead, and harness necrotic power for magic, playing a crucial role in cursed or forsaken lands.

### Personality Traits

- **Relentless and Driven:** Known for their determination, Necrokin are often fueled by their unique relationship with death. Having survived it once, they approach goals with singular focus, enduring every challenge.
- **Detached but Loyal:** Although many Necrokin struggle with forming strong emotional attachments due to their undead condition, once bonds are formed, they are loyal to the end, often viewing comrades as their new purpose in a world that has otherwise rejected them.

### Cultural Traits

- **Values:** Necrokin highly value survival and autonomy. Many were once bound by necromancers and now seek to prove their independence, striving for mastery over their undead nature rather than submission.
- **Social Dynamics:** Necrokin who escape servitude form tight communities. Leadership gravitates toward those who master necrotic forces, with authority based on necromantic knowledge.
- **Traditions:** Necrokin perform rituals to maintain their undead state and honor the spirits that linger in the mortal world. Some believe that by understanding the necrotic energies that sustain them, they can free themselves from their undead curse or find peace in undeath.
- **Religion and Beliefs:** Some Necrokin believe their undead state is a punishment for defying death, while others see themselves as vessels of ancient gods. They perform rituals to commune with spirits, seeking to either escape their curse or embrace it. Legends speak of a time when the veil between life and death will tear apart, and the Necrokin will lead the dead into a new era of undeath or eternal life.

### Relationships With Neighbours

- **Acacians:** Resentful originators; tension arises from the Necrokin’s quest for independence from their former creators, though mutual necromantic interests occasionally align.
- **Igdrasans:** Wary but resourceful trade partners; practical alliances form when necessary, with both groups respecting each other’s resilience.
- **Ashborn:** Pragmatic survivors; a shared survival mentality fosters respect and alliances in hostile terrains.
- **Ceibans:** Distrustful rivals; contrasting beliefs in life’s cycle create a strained relationship, with both groups wary of each other’s influence.
- **K'aan:** Hostile opposition; the K'aan see the Necrokin as an affront to natural order, leading to frequent hostilities.


---

# Character Origins

*You were shaped before you chose to become.*

Before you walked the hero’s path, you endured another. Your Origin is the world that raised you—the trade you knew, the land that marked you, the truth you carried. It shaped your instincts, your tools, your first scars. From craterborn scavengers to silent acolytes, your Origin isn’t just where you’re from. It’s what clings to you still.

> From every past, a reason to rise. From every backstory, an adventure waiting to be lived.

## What Is an Origin?

*The roots of your legend grow beneath the story's first page.*

An Origin defines your character’s life before adventure. It provides cultural grounding, personal history, and immediate mechanical traits. Origins grant starting Skills, gear, and a narrative prompt, all tied to Shatterholme’s lore.

Ask yourself:

- What truths shaped you before you stepped into myth?
- What skill or burden from that life still guides your hand?
- What legacy or wound do you carry forward?

## Choosing Your Origin

To select your Origin:

- Choose an Origin directly connected to your Bloodline from its individual Bloodline page.
- Browse all available Origins by Bloodline in the directory later in this chapter.
- [Create a custom Origin](#create-your-own-origin) using the rules later in this chapter.

> **Tip:** In the same way as choosing your Bloodline, base your Origin selection on what story excites you the most. If nothing fits, write your own. Make it personal.

### Example: Ahwatan Shaman’s Apprentice

I knew I wanted my Ahwatan character to feel guided—not just reactive. ‘Shaman’s Apprentice’ felt personal. Their Medicine, Occult, and ceremonial Performance training made them feel like someone who heals the living while carrying Coyote’s lessons into every spirit rite.

### Example: K’aan Ritualistic Venom Crafter

Serpent-blooded? Sure. But I wanted something quieter. ‘Ritualistic Venom Crafter’ gave me the image: my character alone in the mist, using Alchemy, Beastcraft, and Finesse to whisper to snakes, prepare venoms, and administer every ritual dose precisely. This isn’t a warrior. It’s a ritualist who can unmake you slowly. And politely.

### Example: Acacian Necromancer’s Apprentice

My Acacian could’ve gone Temple Acolyte, sure—but ‘Necromancer’s Apprentice’ gave me political ambition and magical grit. Medicine, Occult, and Society let me flavour them as someone trained in death rites who also understands the institutions and factions competing to control them. The ritual scroll already has a name in my notes: The Breathless Accord. This character doesn’t serve death. They manage it.

### Example: Ceiban Jungle Warrior

After choosing the Ceiban Bloodline, I wanted to ground the power in duty. ‘Jungle Warrior’ gave me that—Beastcraft, Melee, and Survival training for facing jungle threats. This isn’t a flashy shaman. She’s a shield for her people. The ceremonial blade and garb told me all I needed: she’d rather die in the mud than let her kin fall to K’aan poison.

### Example: Ashborn Ash-Bound Acolyte

The Eternal Ash isn’t just fuel or omen—it’s memory. I pictured my character kneeling in a soot-slicked shrine, whispering the names of those lost in the last fall. ‘Ash-bound Acolyte’ gave me a ritualist whose Artifice, Occult, and Performance training all serve the Eternal Ash. The ash urn in her gear? It holds more than dust. She doesn’t wield power. She tends it.

## Applying Your Origin

Once chosen, apply the following:

- Gain the three Skills listed in the Origin (Level 1 each).
- Add all starting Equipment and Resources to your inventory.
- Use the Narrative Prompt to shape your backstory or first scene.
- Treat Roleplay Traits as inspiration—not limitations.
- Record all Origin details clearly on your character sheet.

> **Note:** All Origin equipment is usable and follows standard rules for encumbrance, trade, and durability unless stated otherwise.

### Reading Origin Equipment and Resources

Origin gear uses the following standards:

- A named weapon or armour item uses the matching profile in **Equipment**. A cultural or ceremonial name does not add hidden Weapon Damage, Soak, or Traits.
- A tool, kit, or set of supplies lets the character attempt tasks that require appropriate equipment. It grants Advantage only when its description explicitly says so.
- A consumable lists its number of uses. Expend one use when its effect is applied; expended uses must be replaced during play.
- If an item grants Advantage, normal Edge rules apply. Advantage does not stack, and it cancels Disadvantage normally.
- Clothing that protects against an environment removes Disadvantage caused solely by the named ordinary exposure. It does not protect against damage, magical weather, extreme hazards, or lack of air.
- Trade goods may be exchanged for their listed value when an appropriate buyer accepts them. They are not additional coin and may be difficult to sell in the wrong place.
- Rations and water list how many days they support one character under ordinary conditions.
- Origin equipment is personal, worn, fitted, ceremonial, or second-hand—not trade stock. It has no guaranteed resale value at character creation. Only Resources with a listed Dritch value count as readily exchangeable starting wealth.

> **Balance Principle:** Origin gear provides a useful starting hook, not a superior adventuring loadout. Its effects are deliberately narrow and do not replace Class Powers, spells, specialist equipment, or Guide judgement.

## Summary

- Your Origin defines pre-adventure background and culture.
- Every Origin grants starting Skills and gear.
- Narrative prompts help anchor your roleplay in Shatterholme.
- Origins can be selected or [custom-built](#create-your-own-origin).
- Apply all Origin traits before choosing your Class.

---

# Ashborn Origins

## Scavenger Kin

- **Background:** “I grew up in ash-covered ruins, where survival meant finding value in remnants and recovering fragile salvage from old mechanisms and traps.”
- **Narrative Prompt:** “What piece of the world’s past do I keep with me as a reminder of survival?”
- **Starting Skills (Level 1 each):**
  - Finesse: Handling delicate salvage, mechanisms, and traps.
  - Observation: Discovering hidden items in ruins.
  - Survival: Finding resources in harsh areas.
- **Starting Equipment:**
  - Patchwork Clothing: Reinforced clothing that removes Disadvantage caused solely by ordinary ash, grit, or abrasive debris; it is not armour.
  - Rudimentary Tool Set: A prying bar, fine picks, and compact salvage tools, enabling simple prying, delicate salvage, dismantling, and repair tasks without improvised-tool penalties.
  - Foraged Rations: Three days of dried roots and preserved food.
- **Starting Resources:**
  - Trade Items: Salvaged fittings and semi-precious stones worth 4 Dritch to an appropriate buyer.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Values practicality and survival, distrustful of polished environments, prefers self-reliance.

## Ash Walker

- **Background:** “Raised by wandering Ashborn, I learned to drive ash-sledges, read the ash winds, and survive on minimal resources.”
- **Narrative Prompt:** “What draws me to the constant movement of life as an Ash Walker?”
- **Starting Skills (Level 1 each):**
  - Athletics: For long travels in harsh environments.
  - Piloting: Operating ash-sledges and carts through hazardous terrain.
  - Survival: Survival in desolate areas.
- **Starting Equipment:**
  - Traveler’s Cloak: Layered clothing that removes Disadvantage caused solely by ordinary ashfall or cold wind.
  - Compass: A reliable navigation tool; ignore Disadvantage caused solely by poor orientation when making Survival checks to navigate.
  - Dried Rations: Seven days of lightweight provisions.
- **Starting Resources:**
  - Barter Trinkets: Interesting finds worth 4 Dritch to an appropriate buyer.
  - Modest Currency: 11 Dritch.
- **Role-Playing Traits:** Feels at home in open spaces, wary of large settlements, values independence.

## Ashbound Acolyte

- **Background:** “I grew up in an order revering the Eternal Ash, learning rituals connecting me to heritage.”
- **Narrative Prompt:** “What ancient teachings drive my connection to the Eternal Ash?”
- **Starting Skills (Level 1 each):**
  - Artifice: Creating and maintaining ritual tools.
  - Occult: Interpreting the rites and mysteries of the Eternal Ash.
  - Performance: Leading ceremonial remembrances and invocations.
- **Starting Equipment:**
  - Ceremonial Ash Vessel: An ash-filled ritual focus that enables rites requiring a vessel; it grants no bonus by itself.
  - Ash-Stone Amulet: A recognised Eternal Ash holy symbol that can establish the bearer’s religious affiliation.
  - Herbal Poultices (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
- **Starting Resources:**
  - Sacred Trinkets: Ritual tokens that function as holy items or are worth 4 Dritch to an appropriate believer.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Devoted to ash rituals, contemplative, values tradition and spiritual resilience.

---

# Coillarn Origins

## Hidden Grove Watcher

- **Background:** “I grew up watching the approaches to our hidden grove, learning to spot intruders, shadow their movements, and defend our woodland homes with a bow.”
- **Narrative Prompt:** “Who did I allow through our boundaries, and what followed them home?”
- **Starting Skills (Level 1 each):**
  - Observation: Detecting intruders, disturbed vegetation, and concealed threats around the grove.
  - Ranged: Practising archery to defend woodland approaches.
  - Stealth: Watching strangers and moving between concealed vantage points without revealing the settlement.
- **Starting Equipment:**
  - Grove Bow and Quiver: A weapon using the Bow profile, with 20 arrows.
  - Watcher’s Leathers: Fitted woodland armour using the Leather Armour profile.
  - Signal Whistle: An ordinary wooden whistle used to sound agreed warnings; it grants no Advantage.
- **Starting Resources:**
  - Carved Woodwork: Small wooden fittings and ornaments worth 4 Dritch to an appropriate buyer.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Notices exits and approaches, prefers to observe before speaking, feels responsible for those under their protection.

## Hollow Herbalist

- **Background:** “Apprenticed to a healer in a sheltered woodland hollow, I gathered medicinal plants, prepared remedies, and tended the injuries of those who came to our door.”
- **Narrative Prompt:** “Whom did I shelter and heal despite my community’s objections?”
- **Starting Skills (Level 1 each):**
  - Survival: Finding, identifying, and carefully gathering useful plants.
  - Alchemy: Preparing herbal mixtures, balms, and remedies.
  - Medicine: Diagnosing ailments, dressing injuries, and caring for patients.
- **Starting Equipment:**
  - Herbalist’s Kit: A mortar, preparation vessels, bandages, and basic treatment tools, enabling ordinary herbal preparation and field-care tasks that require suitable equipment; it grants no bonus by itself.
  - Herbal Poultices (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
  - Healer’s Token: A carved token identifying the bearer’s apprenticeship to a particular Coillarn healer; it grants no authority outside communities that recognise it.
- **Starting Resources:**
  - Aromatic Herbs: Dried culinary and fragrant plants worth 4 Dritch to an appropriate buyer.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Watches for signs of discomfort, dislikes wasting useful materials, offers practical care before asking difficult questions.

## Keeper of Small Promises

- **Background:** “I accompanied our elders to meetings with Crannach neighbours and visiting fey, learning to negotiate woodland access, recognise concealed grievances, and observe the rites surrounding our agreements.”
- **Narrative Prompt:** “What promise have I inherited that I can no longer keep without betraying someone?”
- **Starting Skills (Level 1 each):**
  - Influence: Negotiating access, exchanging favours, and settling disputes between neighbouring communities.
  - Insight: Recognising unspoken concerns, competing motives, and resentment during negotiations.
  - Occult: Studying fey customs, sacred obligations, and the ritual meaning of gifts and boundaries.
- **Starting Equipment:**
  - Agreement Ledger: A personal record of local arrangements, customary gifts, and past disputes; it enables reference to recorded information but grants no bonus or binding authority.
  - Traveller’s Cloak: Removes Disadvantage caused solely by ordinary rain or cold wind; it is not armour.
  - Journey Rations: Three days of preserved food for one character.
- **Starting Resources:**
  - Exchange Trinkets: Carved beads, ribbons, and small ornaments worth 4 Dritch to an appropriate buyer.
  - Modest Currency: 11 Dritch.
- **Role-Playing Traits:** Chooses words carefully, remembers favours, asks permission before handling another person’s belongings.

---

# Human - Acacian Origins

## Acacian Temple Acolyte

- **Background:** “Raised in temple walls, I studied necromantic arts and rites to honor Osiris and Isis.”
- **Narrative Prompt:** “How do Osiris's teachings of renewal and the afterlife shape my view on life and death?”
- **Starting Skills (Level 1 each):**
  - Artifice: Skilled in making ritual items.
  - Languages: Proficient with one other language.
  - Occult: Studying necromantic rites and divine mysteries.
- **Starting Equipment:**
  - Ceremonial Dagger: A ritual blade using the Dagger profile.
  - Osirian Amulet: Recognised proof of temple office and a holy focus; it can secure ordinary access to Acacian faithful.
  - Herbal Poultices (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
- **Starting Resources:**
  - Sacred Tokens: Minor relics worth 4 Dritch to an appropriate believer.
  - Temple Stipend: 11 Dritch.
- **Role-Playing Traits:** Deeply values legacy, rigorously upholds tradition, and wields power with careful restraint.

## Desert Wanderer

- **Background:** “Raised in Acacia’s deserts, I've survived harsh conditions and learned respect for life’s powers.”
- **Narrative Prompt:** “What lessons did the desert teach me about endurance and resilience?”
- **Starting Skills (Level 1 each):**
  - Survival: Skilled in survival.
  - Athletics: Endurance for tough terrain.
  - Observation: Skilled at finding water and shelter.
- **Starting Equipment:**
  - Desert Cloak: Removes Disadvantage caused solely by ordinary desert heat, glare, or windblown sand.
  - Water Flask: Carries one day of water for one character under ordinary conditions.
  - Rations: Five days of lightweight provisions.
- **Starting Resources:**
  - Barter Items: Desert trinkets and trade goods worth 4 Dritch to an appropriate buyer.
  - Modest Currency: 11 Dritch.
- **Role-Playing Traits:** Resourceful and resilient, prefers self-reliance, suspicious of crowded areas.

## Necromancer's Apprentice

- **Background:** “Apprenticed to a necromancer, I studied death rituals and Acacia’s political conflicts.”
- **Narrative Prompt:** “What do I seek to gain from the knowledge of life and death?”
- **Starting Skills (Level 1 each):**
  - Medicine: Skilled in anatomy and life stabilization.
  - Occult: Studying necromancy, death rites, and spirit binding.
  - Society: Understanding Acacian politics, institutions, and factions.
- **Starting Equipment:**
  - Necromantic Pouch: Basic herbs and spell materials, enabling preparation of lesser necromantic rites that require supplies.
  - Kohl-lined Phylactery: A personal necromantic focus; it does not contain a soul or grant protection by itself.
  - Ritual Scroll: Once per Rest, consult it before an Occult check concerning necromantic rites to make that check with Advantage.
- **Starting Resources:**
  - Priestly Tokens: Ritual tokens worth 4 Dritch to an appropriate priest or collector.
  - Limited Coinage: 8 Dritch.
- **Role-Playing Traits:** Ambitious, respects authority, values calculated risks that promise long-term gains.

---

# Human - Ahwatan Origins

## Nomadic Guide

- **Background:** “Raised by nomads, I learned to drive tribal wagons, read the land, and guide travellers through shifting terrain.”
- **Narrative Prompt:** “What part of my homeland do I cherish, and how do I protect it?”
- **Starting Skills (Level 1 each):**
  - Beastcraft: Knowledge of travel animals.
  - Piloting: Driving tribal wagons and sledges through shifting terrain.
  - Survival: Navigating and reading landscapes.
- **Starting Equipment:**
  - Travelers’ Tunic: Sturdy ordinary clothing; it is not armour.
  - Compass: Ignore Disadvantage caused solely by poor orientation when making Survival checks to navigate.
  - Dried Rations: Three days of lightweight food.
- **Starting Resources:**
  - Barter Goods: Travel trinkets worth 4 Dritch to an appropriate buyer.
  - Modest Currency: 11 Dritch.
- **Role-Playing Traits:** Deep respect for nature, wary of strangers, protector of the Ahwatan homelands.

## Ahwatan Shaman’s Apprentice

- **Background:** “Guided by a shaman, I learned ancient arts and how to connect with the spirit realm.”
- **Narrative Prompt:** “What spirit teachings do I hold most dear, and how do they guide me?”
- **Starting Skills (Level 1 each):**
  - Medicine: Proficient in healing and natural remedies.
  - Occult: To interpret spiritual signs and read omens.
  - Performance: Conducting spirit rites and ceremonial invocations.
- **Starting Equipment:**
  - Herbal Pouch (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
  - Beaded Necklace: A recognised apprenticeship symbol and spirit-working focus; it grants no bonus by itself.
  - Water Flask: Carries one day of water for one character under ordinary conditions.
- **Starting Resources:**
  - Sacred Tokens: Spirit-working items worth 4 Dritch to an appropriate believer or practitioner.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Respects the spirit realm deeply, values tradition, seeks Coyote’s guidance.

## Tribal Scout

- **Background:** “As a tribal scout, I learned to detect land changes and guard Ahwatan borders.”
- **Narrative Prompt:** “What drives me to protect my people, and how do I assess threats?”
- **Starting Skills (Level 1 each):**
  - Observation: Detecting border changes, tracks, and threats.
  - Ranged: Proficient with long-range weapons.
  - Stealth: Skilled at remaining unseen.
- **Starting Equipment:**
  - Bow and Quiver: A Bow with 20 arrows.
  - Camouflage Cloak: In matching natural terrain, the wearer may attempt Stealth while stationary even without full cover.
  - Smoke Pouch (2 uses): Expend one use before a Stealth or Influence check to create a plausible visual diversion and make that check with Advantage. The smoke provides no lasting cover and causes no damage.
- **Starting Resources:**
  - Tradeable Goods: Tribal goods worth 4 Dritch to an appropriate buyer.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Wary of outsiders, loyal to the tribe, values sharp observation and quick responses.

---

# Human - Boaban Origins

## Guardian of the Wells

- **Background:** “Trained from youth to guard Baoban wells, I am a defender and honor the sacred waters.”
- **Narrative Prompt:** “What drives my devotion to guarding the wells, and how far will I go to protect them?”
- **Starting Skills (Level 1 each):**
  - Melee: Skilled in close combat to guard wells.
  - Observation: Detects threats or changes nearby.
  - Influence: Negotiates to uphold water sanctity.
- **Starting Equipment:**
  - Ceremonial Spear: A weapon using the Spear profile.
  - Water Amulet: When making a Survival check to locate drinkable water, ignore Disadvantage caused solely by obscured or unfamiliar natural signs.
  - Herbal Poultices (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
- **Starting Resources:**
  - Sacred Tokens: Water-blessed objects worth 4 Dritch to an appropriate buyer.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Values duty and loyalty, wary of strangers, committed to Baoban traditions.

## Wanderer of the Roots

- **Background:** “Guided by the Eternal Baobab, I journey to deepen the bond with nature and my people.”
- **Narrative Prompt:** “What mysteries of the land captivate me, and how do they deepen my bond with nature?”
- **Starting Skills (Level 1 each):**
  - Survival: Knowledge of nature and survival.
  - Athletics: Endurance for treks and rugged paths.
  - Languages: Proficiency in one extra language.
- **Starting Equipment:**
  - Traveler's Satchel: Contains basic cord, tinder, and utensils, enabling routine camp and survival tasks without improvised tools.
  - Baobab Sap Flask (1 use): During a Rest, expend the flask to make a Medicine check to aid Wound recovery with Advantage.
  - Foraged Rations: Three days of dried fruits and roots.
- **Starting Resources:**
  - Barter Goods: Unusual natural finds worth 4 Dritch to an appropriate buyer.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Driven by curiosity, values exploration and learning, holds a deep respect for ancestral wisdom.

## Herbalist of the Baobabs

- **Background:** “Trained by a Baoban shaman, I mastered using herbs for healing and harmony.”
- **Narrative Prompt:** “What aspect of healing fulfills me, and how has it shaped my view of Baoban legacy?”
- **Starting Skills (Level 1 each):**
  - Alchemy: Makes herbal poultices, teas, and remedies.
  - Insight: Reading patients’ distress and guiding care with empathy.
  - Medicine: Skilled in injury care and natural remedies.
- **Starting Equipment:**
  - Healer's Satchel: Basic bandages and tools, enabling Medicine checks that require proper field-care supplies.
  - Ritual Charm: A recognised Baoban healing focus; it grants no bonus by itself.
  - Dried Baobab Leaves (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
- **Starting Resources:**
  - Balms and Potions: Nonmagical remedies worth 4 Dritch to an appropriate buyer; they restore no VIT unless separately prepared during play.
  - Modest Currency: 11 Dritch.
- **Role-Playing Traits:** Compassionate, values harmony, has a deep connection to Baoban heritage and healing traditions.

---

# Human - Bohdi Origins

## Bodhi Temple Acolyte

- **Background:** “Raised in Bohdi temples, I trained under monks to master spiritual practices and teachings.”
- **Narrative Prompt:** “What temple wisdom guides me, and how does it shape my view of time?”
- **Starting Skills (Level 1 each):**
  - Insight: Reading emotion and motive through disciplined attention.
  - Languages: Proficient in one extra language.
  - Occult: Interprets sacred teachings and the mysteries of time.
- **Starting Equipment:**
  - Monastic Robes: Resilient ordinary clothing; they are not armour.
  - Scripture Scroll: Once per Rest, consult it before a Society or Occult check concerning Bohdi teachings to make that check with Advantage.
  - Herbal Teas (2 uses): After ten minutes of quiet preparation, expend one use to gain Advantage on the next Skill Check made before the end of the scene to resist fear, panic, or distraction.
- **Starting Resources:**
  - Temple Offerings: Devotional tokens worth 4 Dritch to an appropriate temple.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Composed, values introspection, holds a deep reverence for tradition and spiritual knowledge.

## Seeker of Enlightenment

- **Background:** “Seeking the truths of time, I left the temple, exploring Shatterholme for wisdom.”
- **Narrative Prompt:** “What truth am I searching for, and how does it connect to Bohdi’s temporal mysteries?”
- **Starting Skills (Level 1 each):**
  - Athletics: Endurance for long travels.
  - Observation: Examining signs, ruins, and anomalies encountered on pilgrimage.
  - Survival: Self-sufficiency on journeys.
- **Starting Equipment:**
  - Walking Staff: A travel aid using the Quarterstaff profile when wielded as a weapon.
  - Weathered Cloak: Removes Disadvantage caused solely by ordinary rain, cold wind, or harsh sun.
  - Dried Provisions: Five days of dried fruit and rice.
- **Starting Resources:**
  - Tradeable Goods: Herbs and trinkets worth 4 Dritch to an appropriate buyer.
  - Modest Currency: 11 Dritch.
- **Role-Playing Traits:** Driven by curiosity, values exploration and discovery, often reflective on life’s transient nature.

## Guardian of the Mists

- **Background:** “Trained as a temple guard, I hone my martial skills, protecting sacred sites in misty lands.”
- **Narrative Prompt:** “What duty binds me to protect Bohdi, and how do I maintain my inner peace amid chaos?”
- **Starting Skills (Level 1 each):**
  - Acrobatics: Agile movement in sacred grounds.
  - Melee: Skilled in close-quarters defense.
  - Society: Knowing temple customs, offices, and sacred-site protocols.
- **Starting Equipment:**
  - Monastic Blade: A temple guard weapon using the Arming Sword profile.
  - Meditation Beads: Once per Rest, use them before a Skill Check to maintain concentration or composure to make that check with Advantage.
  - Water Flask: Carries one day of water for one character under ordinary conditions.
- **Starting Resources:**
  - Temple Insignia: Recognised proof of temple authority that can secure ordinary access or an audience within Bohdi institutions.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Values inner strength, focused and disciplined, prioritizes duty and protection over personal ambition.

---

# Human - Ceiban Origins

## Jungle Warrior

- **Background:** “Trained in Ceiba’s jungles, I learned to survive and guard against natural and mystical threats.”
- **Narrative Prompt:** “What drives me to protect the balance of life and death within the jungle?”
- **Starting Skills (Level 1 each):**
  - Beastcraft: Understanding and managing dangerous jungle creatures.
  - Melee: Skilled in close combat.
  - Survival: Knowledge of flora and fauna.
- **Starting Equipment:**
  - Ceremonial Blade: A weapon using the Arming Sword profile.
  - Jungle Garb: Removes Disadvantage caused solely by ordinary jungle heat, rain, or abrasive vegetation.
  - Medicinal Herbs (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
- **Starting Resources:**
  - Tribal Relics: Ceremonial charms worth 4 Dritch to an appropriate buyer.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Strong sense of duty, resilient in adversity, values strength and balance.

## Ceiban Shaman’s Apprentice

- **Background:** “Guided by a Ceiban shaman, I trained in rituals and learned to harness volatile jungle spirits.”
- **Narrative Prompt:** “What mysteries of the jungle do I seek to unravel, and how does its energy shape me?”
- **Starting Skills (Level 1 each):**
  - Beastcraft: Knowledge of creatures for harmony.
  - Occult: Skilled in reading spiritual clues.
  - Performance: Conducts rites for spirits.
- **Starting Equipment:**
  - Ritual Staff: A shamanic focus using the Quarterstaff profile when wielded as a weapon.
  - Sacred Paints (2 uses): Expend one use before an Occult check to contact, identify, or appease a spirit to make that check with Advantage.
  - Herbal Pouch: Basic ritual and field-care herbs, enabling Medicine or Occult tasks that require appropriate supplies; it grants no bonus by itself.
- **Starting Resources:**
  - Spiritual Tokens: Spirit-working tokens worth 4 Dritch to an appropriate buyer.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Seeks balance, curious about spiritual mysteries, cautious and respectful of jungle forces.

## Hunter of the Wilds

- **Background:** “Silent and swift, I track and hunt in Ceiba’s wilderness, blending patience and agility.”
- **Narrative Prompt:** “What keeps me tied to the jungle’s spirit, and what do I fear might disrupt its balance?”
- **Starting Skills (Level 1 each):**
  - Stealth: Silent in dense terrain.
  - Ranged: Skilled with hunting weapons.
  - Survival: Survival in hostile areas.
- **Starting Equipment:**
  - Hunter’s Bow: A Bow with 20 arrows.
  - Camouflage Cloak: In matching jungle terrain, the wearer may attempt Stealth while stationary even without full cover.
  - Provisions: Seven days of trail supplies.
- **Starting Resources:**
  - Tradeable Skins: Prepared hides worth 4 Dritch to an appropriate buyer.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Quiet and observant, respects nature’s cycles, values adaptability and self-sufficiency.

---

# Human - Crannach Origins

## Keeper of the Grove

- **Background:** “Raised among the sacred groves, I learned nature’s ways and fey-touched power.”
- **Narrative Prompt:** “What visions do the sacred trees share with me, and how do they guide my path?”
- **Starting Skills (Level 1 each):**
  - Beastcraft: Harmonizing with grove creatures.
  - Medicine: Treating injuries with grove herbs and natural remedies.
  - Survival: Knowledge of flora and fauna.
- **Starting Equipment:**
  - Druidic Staff: A ritual focus using the Quarterstaff profile when wielded as a weapon.
  - Herbal Satchel (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
  - Woolen Cloak: Removes Disadvantage caused solely by ordinary rain, cold, or wind.
- **Starting Resources:**
  - Sacred Tokens: Druidic charms worth 4 Dritch to an appropriate buyer.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Deeply reverent of nature, contemplative, prefers peace but will fiercely defend sacred lands.

## Fey-Touched Wanderer

- **Background:** “Having met the fey, I am drawn to and wary of their allure, often caught between worlds.”
- **Narrative Prompt:** “What fey secrets have you seen, and how do they shape your tie to Crann Bethadh?”
- **Starting Skills (Level 1 each):**
  - Insight: Reading the motives and emotional cues of fey beings.
  - Languages: Proficiency in Fey Tongue.
  - Stealth: Moving unseen through fey-touched places.
- **Starting Equipment:**
  - Fey Charm: Once per Rest, use it before an Insight check to read a fey being or a Stealth check to evade fey attention to make that check with Advantage.
  - Traveler’s Garb: In matching natural terrain, the wearer may attempt Stealth while stationary even without full cover.
  - Foraged Rations: Three days of gathered food.
- **Starting Resources:**
  - Unique Fey Relics: Minor curios worth 4 Dritch to an appropriate collector.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Intrigued by the mystical, cautious of mortal ambitions, values balance between realms.

## Warrior of the Glade

- **Background:** “Trained to guard the glades at close quarters and at range, I protect Crann Bethadh’s laws and secrets.”
- **Narrative Prompt:** “What ancient forces compel me to guard, and what threats do I fear the most?”
- **Starting Skills (Level 1 each):**
  - Melee: Skilled in close defense.
  - Ranged: Defending glade boundaries with thrown spears.
  - Society: Knowing Crannach customs and the laws protecting sacred groves.
- **Starting Equipment:**
  - Glade Spear: A guardian weapon using the Spear profile.
  - Leather Armour: Soak 1, Bulk 1.
  - Horn of Warning: An activation sounds an unmistakable alarm audible across a nearby settlement, grove, or battlefield when conditions allow.
- **Starting Resources:**
  - Warrior's Trinkets: Victory charms worth 4 Dritch to an appropriate buyer.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Devoted protector, values tradition, skeptical of outsiders and their motives.

---

# Human - Etsai Origins

## Zealot of the Withered Root

- **Background:** “Trained by the Order, I guard Etzrael’s purity, standing as a bulwark against corruption.”
- **Narrative Prompt:** “What drives my devotion to cleanse, and what corruption concerns me most?”
- **Starting Skills (Level 1 each):**
  - Melee: Proficient in armed combat.
  - Athletics: Endurance across rugged terrain.
  - Observation: Uncovering traces of impurity.
- **Starting Equipment:**
  - Spear or Arming Sword: Choose one standard weapon profile; the blessing adds no hidden damage.
  - Leather Armour: Soak 1, Bulk 1.
  - Withered Root Amulet: Recognised proof of an Etsai purity oath and a holy focus; it grants no bonus by itself.
- **Starting Resources:**
  - Sacred Relics: Revered tokens worth 4 Dritch to an appropriate believer.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Zealous, dutiful to the Order, distrustful of other realms and their customs.

## Devotee of the Cleansing Flame

- **Background:** “Raised in Etzrael’s doctrines, I call to Yahweh’s light to expel corruption and uphold order.”
- **Narrative Prompt:** “What keeps my faith unwavering, and what impurities do I fear remain?”
- **Starting Skills (Level 1 each):**
  - Influence: Commanding presence.
  - Occult: Detects signs of spiritual impurity.
  - Performance: Leading cleansing rites and formal invocations.
- **Starting Equipment:**
  - Cleansing Flame Pendant: A recognised Etsai holy focus that establishes the bearer’s religious affiliation.
  - Ritual Staff: A ceremonial focus using the Quarterstaff profile when wielded as a weapon.
  - Ceremonial Robes: Heavy ordinary clothing; they are not armour.
- **Starting Resources:**
  - Consecrated Relics: Tokens of past rites worth 4 Dritch to an appropriate believer.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Unwavering, morally strict, views the faith as a means to purify all realms.

## Zamarai Hunter

- **Background:** “Trained to hunt Zamarai abominations, I stalk them through corrupted ground, read their signs, and strike with consecrated spears before they close.”
- **Narrative Prompt:** “What feeds my pursuit of the Zamarai, and what sacrifices am I unwilling to make?”
- **Starting Skills (Level 1 each):**
  - Observation: Finds signs of corruption.
  - Ranged: Striking abominations with thrown consecrated spears.
  - Stealth: Stalking abominations without revealing the hunt.
- **Starting Equipment:**
  - Sacred Spear: A weapon using the Spear profile; its consecration adds no hidden damage.
  - Leather Armour: Soak 1, Bulk 1.
  - Purifying Salts (2 uses): Expend one use before an Observation check to identify signs of corruption or an Alchemy check to contain or cleanse it to make that check with Advantage. The salts do not automatically remove magical corruption.
- **Starting Resources:**
  - Exorcist Relics: Recognised proof of completed rites that can secure ordinary access or assistance within Etsai religious institutions.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Zealous in pursuit of purity, vigilant against any hint of corruption, and deeply distrustful of the unknown.

---

# Human - Haoman Origins

## Purifier of the Lost Wells

- **Description:** “Guarding isolated water sources, I honed the strength needed to combat creeping corruption.”
- **Narrative Prompt:** “What sacrifices have I made to protect pure waters, and how far would I go?”
- **Starting Skills (Level 1 each):**
  - Alchemy: Testing and purifying contaminated water and soil.
  - Artifice: Basics of purification devices and defenses.
  - Medicine: Caring for injuries and illness.
- **Starting Equipment:**
  - Purification Kit: Enables testing and treatment of contaminated food, water, or soil using Alchemy; it grants no bonus by itself.
  - Sturdy Cloak: Removes Disadvantage caused solely by ordinary toxic dust or foul residue; it does not prevent poison or damage.
  - Club or Spear: Choose one standard weapon profile.
- **Starting Resources:**
  - Purified Vials (2 uses): Expend one before a Skill Check to resist or treat mundane poison or contamination to make that check with Advantage.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Fiercely protective of sacred sites, values resourcefulness, wary of strangers.

## Alchemist of the Corrupted Paths

- **Background:** “Born to alchemists, I’ve spent my life countering fragment poisons and creating antidotes.”
- **Narrative Prompt:** “What discoveries have I made, and what risks have I taken in my search for purity?”
- **Starting Skills (Level 1 each):**
  - Alchemy: Creates alchemical mixtures and purification agents.
  - Medicine: Diagnosing poisoning and administering antidotes.
  - Observation: Sharp skills for contamination analysis.
- **Starting Equipment:**
  - Alchemist’s Satchel: Herbs, vials, and mortars, enabling Alchemy tasks that require proper tools.
  - Purification Flask: Once per Rest, purifies one flask of mundanely contaminated water. Against magical contamination, it instead grants Advantage on the related Alchemy check.
  - Protective Gloves: Ignore Disadvantage caused solely by handling ordinary toxic or corrosive materials; they do not prevent damage from exposure.
- **Starting Resources:**
  - Rare Ingredients: Alchemical components worth 4 Dritch to an appropriate buyer.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Inquisitive and determined, dedicated to knowledge, cautious in sharing discoveries.

## Squire of the Sacred Flame

- **Background:** “As Haoma’s devoted defender, I wield blade and sacred fire to fight corruption.”
- **Narrative Prompt:** “What oaths drive my actions, and what costs have I endured to uphold them?”
- **Starting Skills (Level 1 each):**
  - Melee: Skilled in close combat.
  - Influence: Rallying others to defend and purify.
  - Athletics: Conditioned for prolonged battles.
- **Starting Equipment:**
  - Arming Sword or Mace: Choose one standard weapon profile.
  - Leather Armour: Soak 1, Bulk 1.
  - Purification Talisman: Once per Rest, use it before a Skill Check to resist mundane poison or corruption to make that check with Advantage.
- **Starting Resources:**
  - Offering Stones: Ritual stones worth 4 Dritch to an appropriate temple.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Devout and disciplined, unwavering in beliefs, views corruption as a personal adversary.

---

# Human - Huluppian Origins

## Child of the Shifting Sands

- **Background:** “Born where alliances shift like sandstorms, I learned the politics of Huluppian city-states.”
- **Narrative Prompt:** “What early lesson taught me the cost of trust or the loss of it?”
- **Starting Skills (Level 1 each):**
  - Influence: Skilled in negotiating through politics.
  - Insight: Reading motives and shifting loyalties among rival city-states.
  - Society: Understanding their laws, factions, and political history.
- **Starting Equipment:**
  - Diplomatic Emblem: Recognised proof of allegiance that can secure ordinary access or an audience with the represented Huluppian faction.
  - Desert Garb: Removes Disadvantage caused solely by ordinary desert heat, glare, or windblown sand.
  - Writing Tools: Ink, quills, and paper for twenty pages, enabling correspondence, records, and document work.
- **Starting Resources:**
  - Political Favor (1 use): Call on a minor official for an introduction, public information, routine paperwork, or modest local assistance. It cannot compel danger, illegality, or major expense.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Values strategic thinking, wary of loyalty, adapts easily to changing alliances.

## Apprentice of the Arcanum

- **Background:** “Raised among wizards, I learned ancient magic hoping to bolster my city-state’s power.”
- **Narrative Prompt:** “What mystical secret do I protect fiercely, even from my closest allies?”
- **Starting Skills (Level 1 each):**
  - Occult: Studies arcane artifacts and magical phenomena.
  - Artifice: Arcane trinkets and runes.
  - Languages: Proficient in one extra language.
- **Starting Equipment:**
  - Arcane Journal: Once per Rest, consult it before an Occult check concerning Huluppian magic to make that check with Advantage.
  - Mystic Focus: Functions as a spellcasting focus when a rule requires one; it grants no casting bonus by itself.
  - Simple Robes: Durable ordinary clothing; they are not armour.
- **Starting Resources:**
  - Rare Component: A research ingredient worth 4 Dritch to an appropriate scholar or practitioner.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Driven by intellectual curiosity, secretive, cautious in trusting others.

## Keeper of the Sacred Oasis

- **Background:** “Raised near Huluppu’s rare pure water, I know the oasis’s sacred and strategic cost.”
- **Narrative Prompt:** “What sacrifices have I seen made to protect the oasis, and would I make the same again?”
- **Starting Skills (Level 1 each):**
  - Medicine: Treating dehydration or minor injuries.
  - Society: Understanding the oasis’s sacred laws and strategic obligations.
  - Survival: Desert survival, resource use.
- **Starting Equipment:**
  - Water Flask: Carries one day of water for one character and functions as a sacred focus; the water is not magical healing.
  - Desert Cloak: Removes Disadvantage caused solely by ordinary desert heat, glare, or windblown sand.
  - Reinforced Walking Stick: A travel aid using the Club profile when wielded as a weapon.
- **Starting Resources:**
  - Sacred Water (1 use): Expend it before a Survival or Medicine check concerning dehydration or heat exposure to make that check with Advantage.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Values self-discipline and resilience, cautious of outsiders, feels a deep spiritual connection to the land.

---

# Human - Igdrasan Origins

## Child of the Eternal Ash

- **Background:** “Raised on fringe of the Migard Wastes, I learned to endure hardship and survive.”
- **Narrative Prompt:** “What keeps me anchored when the world around me is shrouded in ash and ruin?”
- **Starting Skills (Level 1 each):**
  - Athletics: Resilient in harsh environments.
  - Melee: Basic weapon defense.
  - Survival: Enduring and navigating the Migard Wastes.
- **Starting Equipment:**
  - Ash Cloak: Removes Disadvantage caused solely by ordinary ashfall, cold wind, or abrasive grit.
  - Arming Sword: A practical standard weapon.
  - Pouch of Ash: A ritual supply and reminder of home, enabling rites that require ash; it grants no bonus by itself.
- **Starting Resources:**
  - Ash Trading Token: Recognised trade scrip worth 4 Dritch where Igdrasan merchants accept it.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Values survival and kinship, wary of outsiders, prefers pragmatism over sentimentality.

## Oathkeeper of the Clan

- **Background:** “Bound by duty, I trained to uphold my people’s strength and honor ancient clan oaths.”
- **Narrative Prompt:** “What oath do I carry, and who taught me its weight?”
- **Starting Skills (Level 1 each):**
  - Insight: Reads clan loyalties and tensions during negotiations.
  - Melee: Basic weapon defense.
  - Society: Knowing clan law, hierarchy, traditions, and ancient oaths.
- **Starting Equipment:**
  - Clan Insignia: Recognised proof of clan allegiance that can secure ordinary access to that clan’s people.
  - Handaxe: A practical standard weapon.
  - Oathkeeper’s Chain: Recognised proof of a sworn office; it grants no combat bonus.
- **Starting Resources:**
  - Barter Goods: Ash, pelts, and similar goods worth 4 Dritch to an appropriate buyer.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Driven by loyalty and tradition, protective of clan, mistrustful of those outside Igdrasan bonds.

## Ashland Refugee

- **Background:** “My ancestors fled the ruins of Midgard, and now I survive with my kin in unfamiliar places.”
- **Narrative Prompt:** “What keeps me moving forward, even in lands where my clan’s oaths mean little?”
- **Starting Skills (Level 1 each):**
  - Influence: Foreign dealings and trade talk.
  - Languages: Proficient in one extra language.
  - Survival: Adapting to unfamiliar lands while keeping the clan alive.
- **Starting Equipment:**
  - Clan Insignia: Recognised proof of clan identity that can secure ordinary access to that clan’s people.
  - Travel Cloak: Removes Disadvantage caused solely by ordinary rain, cold wind, ashfall, or harsh sun.
  - Reinforced Walking Stick: A travel aid using the Club profile when wielded as a weapon.
- **Starting Resources:**
  - Ash Trading Token: Recognised trade scrip worth 4 Dritch where Igdrasan merchants accept it.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Values endurance and loyalty, cautious in unfamiliar cultures, pragmatic in interactions.

---

# Human - Jianmuan Origins

## Mist-Bound Scholar

- **Background:** “Raised within sacred mists, I sought wisdom by studying, copying, and restoring texts that bridge the physical and mystical realms.”
- **Narrative Prompt:** “What question drives my pursuit of balance between heaven and earth?”
- **Starting Skills (Level 1 each):**
  - Finesse: Copying, restoring, and illuminating manuscripts with precision.
  - Languages: Proficiency in one extra language.
  - Occult: Studying the relationship between physical and mystical realms.
- **Starting Equipment:**
  - Scroll Case: Protects up to twenty pages of texts or incantations from ordinary weather and travel wear.
  - Ceremonial Robes: Recognised scholarly attire; they are not armour.
  - Mist Amulet: Once per Rest, use it before a Survival or Occult check to navigate or resist supernatural mist to make that check with Advantage.
- **Starting Resources:**
  - Ink and Quill Set: Enough material for twenty pages of notes, maps, or copied text.
  - Modest Currency: 11 Dritch.
- **Role-Playing Traits:** Values knowledge and mysticism, skeptical of rigid structure, prefers open-mindedness.

## Apprentice of the Mists

- **Background:** “From a young age, a master sorcerer trained me to manipulate mists for defense and offense.”
- **Narrative Prompt:** “What did I learn from my master about the balance of power?”
- **Starting Skills (Level 1 each):**
  - Alchemy: Brews potions and other alchemical mixtures.
  - Occult: Understanding mist magic and its supernatural effects.
  - Ranged: For distance spells and combat.
- **Starting Equipment:**
  - Sorcerer’s Focus: Functions as a spellcasting focus when a rule requires one; it grants no casting bonus by itself.
  - Sacred Dagger: A ritual weapon using the Dagger profile.
  - Herbal Satchel: Basic potion-making supplies, enabling Alchemy tasks that require proper tools.
- **Starting Resources:**
  - Potion Ingredients (2 batches): With one hour and a successful Alchemy check at Challenging DR 1, turn a batch into either a field remedy or antivenom. A field remedy grants Advantage on one Medicine check to aid Wound recovery during a Rest; antivenom grants Advantage on one check to resist or treat mundane poison. A failed check consumes the batch.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Values discipline, cautious of unchecked powers, respects magical hierarchy.

## Wanderer of the Shifting Paths

- **Background:** “Navigating Jianmu’s shifting paths, I developed survival skills and an eye for hidden routes.”
- **Narrative Prompt:** “What do I seek on the shifting paths that others fear to tread?”
- **Starting Skills (Level 1 each):**
  - Stealth: Skilled in moving unnoticed.
  - Acrobatics: Agility for rugged paths.
  - Survival: Navigating and tracking resources.
- **Starting Equipment:**
  - Travel Cloak: Removes Disadvantage caused solely by ordinary rain, cold wind, or harsh sun.
  - Traveling Satchel: Basic survival tools and regional path maps, enabling routine camp and navigation tasks without improvised tools.
  - Reinforced Walking Stick: A travel aid using the Club profile when wielded as a weapon.
- **Starting Resources:**
  - Tradeable Trinkets: Small curios worth 4 Dritch to an appropriate buyer.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Values freedom and adaptability, distrustful of stationary lifestyles, favors solitude.

---

# Human - Kalparian Origins

## Guardian of the Sacred Grove

- **Background:** “Raised among ancient trees, I guard sacred sites, keeping the Kalpavriksha’s balance.”
- **Narrative Prompt:** “What connection do I feel to the sacred trees, and how does it guide my actions?”
- **Starting Skills (Level 1 each):**
  - Survival: Navigating landscapes.
  - Melee: Proficient in hand-to-hand weapons.
  - Medicine: Knowledge of herbal balms for injuries.
- **Starting Equipment:**
  - Sacred Staff: A guardian focus using the Quarterstaff profile when wielded as a weapon.
  - Herbal Pouch (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
  - Protective Cloak: Removes Disadvantage caused solely by ordinary rain, cold wind, harsh sun, or abrasive vegetation.
- **Starting Resources:**
  - Blessed Charm: A recognised Kalparian holy focus that establishes the bearer’s affiliation, or is worth 4 Dritch to an appropriate temple.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Values harmony with nature, suspicious of outsiders, loyal to the grove’s guardians.

## Disciple of the Eternal Cycle

- **Background:** “Born to a priestly family, I learned rituals and meditations to uphold Kalpavriksha’s balance.”
- **Narrative Prompt:** “What drives me to maintain the delicate balance between growth and decay?”
- **Starting Skills (Level 1 each):**
  - Artifice: Crafts blessed items and tools.
  - Occult: Interpreting sacred rites and the mysteries of the Eternal Cycle.
  - Performance: Leads rituals and invokes blessings.
- **Starting Equipment:**
  - Prayer Beads: Once per Rest, use them before a Skill Check to maintain concentration or composure to make that check with Advantage.
  - Ritual Garments: Recognised ceremonial clothing; they are not armour.
  - Incense Pouch (2 uses): Expend one use before an Occult check to purify a place or conduct a devotional rite to make that check with Advantage. Incense does not automatically remove magical corruption.
- **Starting Resources:**
  - Small Offering Bowl: A devotional focus worth 4 Dritch to an appropriate temple.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Seeks spiritual clarity, prefers meditation over conflict, loyal to priestly mentors.

## Wanderer of the Sacred Paths

- **Background:** “Trained as a traveling monk, I roam Kalpavriksha, embracing cycles and restoring balance.”
- **Narrative Prompt:** “What wisdom have I found in the fragment’s ever-changing landscape?”
- **Starting Skills (Level 1 each):**
  - Acrobatics: Skilled at navigating challenging terrain.
  - Influence: Builds trust, mediates conflicts.
  - Survival: Living and navigating across changing sacred paths.
- **Starting Equipment:**
  - Traveler’s Robe: Removes Disadvantage caused solely by ordinary heat or sun; it is not armour.
  - Meditation Mat: Allows a Rest on ordinary rough or damp ground without that ground alone invalidating the Rest.
  - Prayer Stones: Once per Rest, use them before a Skill Check to maintain concentration or composure to make that check with Advantage.
- **Starting Resources:**
  - Tradeable Trinkets: Blessed curios worth 4 Dritch to an appropriate buyer.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Values flexibility, distrusts rigid authority, compassionate to wanderers.

---

# K'aan Origins

## Serpent Plains Wanderer

- **Description:** “Raised in the Serpent Plains, I learned to survive among serpents and deliver their venom with precisely thrown blades.”
- **Narrative Prompt:** “What lesson did the serpents teach me about survival?”
- **Starting Skills (Level 1 each):**
  - Beastcraft: Commanding serpentine creatures.
  - Ranged: Delivering venom with thrown blades at a distance.
  - Survival: Knowledge of plants and creatures.
- **Starting Equipment:**
  - Venom Kit: Enables safe extraction and preparation of mundane venom using Alchemy; it grants no bonus by itself.
  - Jungle Cloak: In matching jungle terrain, the wearer may attempt Stealth while stationary even without full cover.
  - Bone Dagger: A weapon using the Dagger profile.
- **Starting Resources:**
  - Venom Vials (3 uses):
    - **Coat:** Expend one use to coat one weapon or up to three pieces of ammunition.
    - **Trigger:** The next hit that causes at least 1 Wound before the end of the scene forces the target to make an Athletics Skill Check at Challenging DR 1.
    - **Failure:** On a failure, its next Acrobatics, Athletics, Melee, or Ranged Skill Check before the end of its next turn has Disadvantage.
    - **Limit:** A creature can suffer this effect only once per scene.
  - Minor Currency: 6 Dritch.
- **Role-Playing Traits:** Highly observant, calculated in actions, sees allies as essential but fleeting.

## Ritualistic Venom Crafter

- **Background:** “I trained in the sacred art of crafting and administering potent poisons for ritualistic purposes.”
- **Narrative Prompt:** “What poison recipe or ceremony do I value most?”
- **Starting Skills (Level 1 each):**
  - Alchemy: Creates poisons, antidotes, and venom preparations.
  - Beastcraft: Skilled with venomous creatures.
  - Finesse: Administering venoms and handling precise ritual doses.
- **Starting Equipment:**
  - Venom Kit: Enables safe extraction and preparation of mundane venom using Alchemy; it grants no bonus by itself.
  - Ritual Garb: Recognised crafter’s clothing; it is not armour.
  - Small Serpent: A trained noncombatant companion. It follows simple commands and can carry a tiny item or inspect a narrow space, but it cannot attack, Boost, provide cover, or grant combat bonuses.
- **Starting Resources:**
  - Poisonous Herbs (2 batches): With ten minutes, a Venom Kit, and a successful Alchemy check at Challenging DR 1, turn one batch into one Venom Vial with the standard effect described under Serpent Plains Wanderer. A failed check consumes the batch.
  - Trade Trinkets: Crafter’s charms worth 4 Dritch to an appropriate buyer.
- **Role-Playing Traits:** Reveres tradition, focused on ritual precision, takes pride in venom-crafting lineage.

## Jungle Guardian

- **Background:** “As protector of the serpent shrines, I know the hidden paths and threats in the Serpent Plains.”
- **Narrative Prompt:** “What part of the jungle are you sworn to protect, and why?”
- **Starting Skills (Level 1 each):**
  - Melee: Skilled in close-range combat.
  - Observation: Detecting hidden paths and threats around serpent shrines.
  - Survival: Knowledge of flora and fauna.
- **Starting Equipment:**
  - Guardian Staff: A snake-adorned weapon using the Quarterstaff profile.
  - Protective Wraps: Durable ceremonial clothing; they provide no Soak and are not armour.
  - Herb Pouch (2 uses): Expend one use either during a Rest to make a Medicine check to aid Wound recovery with Advantage, or before a check to resist or treat mundane poison to make that check with Advantage.
- **Starting Resources:**
  - Shrine Relics: Spiritual artefacts worth 4 Dritch to an appropriate believer or collector.
  - Minor Currency: 6 Dritch.
- **Role-Playing Traits:** Protective of the jungle, distrustful of outsiders, sees life and death as a natural cycle.

---

# Necrokin Origins

## Bound Spirit

- **Description:** “Once bound to a necromancer, I learned to read my captor’s intent, escaped servitude, and now seek purpose beyond control.”
- **Narrative Prompt:** “What memory of servitude drives my will to remain free?”
- **Starting Skills (Level 1 each):**
  - Finesse: Escaping bindings and manipulating locks with precision.
  - Insight: Recognizing coercion and the motives of those who seek control.
  - Stealth: Used for escape and concealment.
- **Starting Equipment:**
  - Bone Amulet: A personal necromantic focus and remnant of past servitude; it grants no bonus by itself.
  - Tattered Cloak: When fully covered and observed only at a distance, the wearer may attempt Stealth or Influence to conceal their undead nature; the cloak provides no armour.
  - Lockpicks: Enable Finesse checks to open ordinary mechanical locks without improvised-tool penalties.
- **Starting Resources:**
  - Crypt Coins: Old but spendable coinage worth 8 Dritch.
  - Grave Dust: Necromantic reagent worth 4 Dritch to an appropriate practitioner.
- **Role-Playing Traits:** Distrustful of authority, deeply values autonomy, respectful of others’ freedom.

## Spirit Guide

- **Description:** “Raised amongst mediums, I am training as a necromantic mediator between life and death.”
- **Narrative Prompt:** “What message or spirit from beyond most shapes my purpose?”
- **Starting Skills (Level 1 each):**
  - Influence: For spirit and mortal communication.
  - Insight: Reading the needs and motives of spirits and mortals.
  - Occult: Understanding necromancy, spirits, and rites between life and death.
- **Starting Equipment:**
  - Spirit Lantern: Once per Rest, light it before an Occult check to detect or contact a nearby spirit to make that check with Advantage. It does not summon or control spirits.
  - Ritual Garments: Recognised spirit-calling clothing and a ritual focus; they are not armour.
  - Necrotic Tome: Enables research and lesser rites concerning spirits and necromancy; it grants no bonus by itself.
- **Starting Resources:**
  - Wraith Stone: A necrotic gem worth 4 Dritch to an appropriate mystic or collector.
  - Old Coins: Spendable coinage worth 8 Dritch.
- **Role-Playing Traits:** Respectful of the dead, seeks balance between realms, prefers peaceful resolutions.

## Cursed Outcast

- **Description:** “Marked by my undead nature, I’ve wandered alone, surviving with tenacity and cunning.”
- **Narrative Prompt:** “What keeps me returning to the land of the living despite my outcast status?”
- **Starting Skills (Level 1 each):**
  - Acrobatics: Escaping pursuit through agile movement over dangerous terrain.
  - Stealth: Avoids detection by those who might hunt you.
  - Survival: Navigating desolate wastelands.
- **Starting Equipment:**
  - Hooded Cloak: When fully covered and observed only at a distance, the wearer may attempt Stealth or Influence to conceal their undead nature; the cloak provides no armour.
  - Grave Dagger: A small weapon using the Dagger profile.
  - Tattered Bag: Contains cord, chalk, tinder, and simple utensils, enabling routine camp and escape tasks without improvised tools.
- **Starting Resources:**
  - Corpse Coins: Eerie but spendable coinage worth 6 Dritch.
  - Spirit Ashes: Necromantic reagent worth 4 Dritch to an appropriate practitioner.
- **Role-Playing Traits:** Self-reliant, wary of strangers, driven by survival rather than comfort.

---

# Creating Your Own Custom Origin

For those eager to dive deeper into character creation, this guide unlocks a powerful framework for crafting a custom origin. Here, you’ll shape an origin that not only reflects your character’s Bloodline but brings their unique story, skills, and life experiences to life.

This custom origin system goes beyond the quick-start options, giving you the tools to build a foundation that carves out your character’s distinctive place in the world. Follow these steps to forge an origin that offers rich narrative depth, tailored skills, and fitting starting resources, launching your character into adventure with unparalleled depth and purpose.

## Step 1: Start with Your Bloodline

Begin with your character's Bloodline, as this provides the basis for their identity, values, and culture. Think about the common roles, physical traits, and lifestyle associated with this Bloodline. Review the three quick-start origins as inspiration, then consider other paths that characters from this Bloodline might have taken.

**Example:** As an Igdrasan, perhaps your character wasn’t just a warrior or ash trader. Maybe they spent their life navigating ash trails, tending to secluded shrines, or scavenging forgotten ruins.

## Step 2: Define an Origin Theme and Name

Choose a theme that embodies your character’s upbringing and give it a short, evocative name. This theme should capture how they lived, worked, and survived, adding a personal layer to their Bloodline’s larger story.

**Example:** “Ashen Guide” – A traveler skilled in navigating Yggdrasil’s treacherous landscapes.

## Step 3: Write a Background

Add a concise background of your origin. This sentence should give a sense of the character’s environment and formative experiences without specifying personality traits. Focus on setting a vivid image for their past.

**Example:** “I grew up guiding travellers and driving ash-sledges through the ashen trails, becoming one of the few who know Yggdrasil’s rugged terrain.”

## Step 4: Add a Narrative Prompt

Create a prompt to inspire your character’s outlook and role-playing. This could be a question, motto, or memory that reflects their life experience.

**Example:** “What drives me to return to these treacherous paths, time and again?”

## Step 5: Select Skills

Choose 3 Skills that logically align with your Origin’s theme. Refer to the [Skills List](/rules/skills-list) and use each Skill’s definition and boundary note to select abilities gained through repeated experience.

For each Skill, ask:

1. What repeated duty, responsibility, or formal training taught this Skill?
2. Would another person formed by the same Origin reasonably have learned it?
3. Does the Skill’s definition and boundary note cover the actual task, rather than merely matching a personality adjective?

At least one Skill should define the Origin. The other two must be strong practical or cultural supports. An isolated incident, personality trait, or intended Class stack is insufficient reason to grant a Skill. You do not need to balance global Skill frequencies when creating one custom Origin.

**Example:** Survival, Piloting, and Observation suit the Ashen Guide because the Origin repeatedly trains harsh-terrain survival, ash-sledge operation, and route-finding.

## Step 6: Determine Starting Equipment

Choose three basic items your character would carry based on their Origin. Every item must follow the equipment standards earlier in this chapter and fit one of these balanced packages:

- **Martial:** One standard weapon with Weapon Damage 2 or less, Leather Armour, and one descriptive item or ordinary tool. The third item grants no Advantage.
- **Specialist:** One appropriate kit, up to two uses of a narrow consumable, and one descriptive item or light weapon with Weapon Damage 1. Do not add armour.
- **Traveller:** One ordinary tool or standard weapon with Weapon Damage 2 or less, one environmental or navigation item, and provisions or a descriptive item. At most one item may grant narrowly scoped Advantage once per Rest.

Do not grant military or heavy weapons, armour above Soak 1, direct magical healing, automatic success, bonus dots, extra Action Dice, or an effect equivalent to a Class Power.

**Example:**

- Traveler’s Map: Enables Survival checks to follow known ash routes without improvised navigation tools.
- Sturdy Boots: Remove Disadvantage caused solely by ordinary sharp rubble or abrasive ash underfoot.
- Compass Charm: Once per Rest, use it before a Survival check to navigate the ash clouds to make that check with Advantage.

## Step 7: Define Starting Resources

Choose two starting resources that fit your character’s background:

- **Minimal Currency:** 6 Dritch when the equipment package includes a weapon, armour, or two useful consumable uses.
- **Basic Currency:** 8 Dritch for a balanced mixed package.
- **Modest Currency:** 11 Dritch when the equipment is primarily descriptive, provisions, or ordinary tools.
- One small set of trade goods may be worth up to 4 Dritch to an appropriate buyer.

If a resource has a mechanical effect, state its number of uses and reduce the accompanying currency or equipment accordingly.

**Examples:**

- Ash Stones: Small trade stones worth 4 Dritch to an appropriate Igdrasan buyer.
- Minimal Currency: 6 Dritch.

## Step 8: Add Role-Playing Traits

Finally, include traits that reflect your character’s values, attitudes, or habits due to their upbringing. These traits are purely optional but can help guide role-playing.

**Example:** Prioritizes survival, calm under pressure, cautious in open spaces.

## Example: Putting It All Together

- **Bloodline:** Igdrasan
- **Origin Name:** Ashen Guide
- **Theme:** Life as a guide on Yggdrasil’s ashen paths.
- **Background:** “I grew up guiding travellers and driving ash-sledges through the ashen trails, becoming one of the few who know Yggdrasil’s rugged terrain.”
- **Narrative Prompt:** “What drives me to return to these treacherous paths, time and again?”
- **Skills:** Survival, Piloting, and Observation.
- **Equipment:** Traveler’s map, sturdy boots, compass charm, using the effects above.
- **Resources:** Ash stones worth 4 Dritch and 6 Dritch in currency.
- **Role-Playing Traits:** Prioritizes survival, calm under pressure, cautious in open spaces.

By building on your character’s Bloodline and following these steps, you’ll create an origin that is not only functional but also rich in story and individuality.


---

# Core Vitals

*Instinct breathes before skill takes hold.*

Before you act with purpose, you survive by reflex. Core Vitals are the raw foundation of who you are—etched into nerve, muscle, and will. They are not learned talents, but primal forces: what you notice, how you endure, when you act, and how far you push. Every decision, every risk, and every effort you commit rests on what lives here first.

> Let your instincts speak before your tactics catch up.

## What Are Core Vitals?

*Every legend starts with raw possibility.*

Core Vitals measure your character’s natural capacity—mental, physical, and reactive. They determine what you can withstand, perceive, control, or overcome before training is applied. They limit how far linked Skills can grow, contribute to Vitality, and shape derived traits where a rule calls for them.

Ask yourself:

- What am I naturally gifted at?
- Which part of me gets tested most?
- Where does my character break—and where do they never bend?

## How Core Vitals Shape Play

Core Vitals define your character’s natural capacity.

A Core Vital determines:

- the maximum Skill Level of Skills linked to that Vital;
- the combined Vital total used to determine Vitality from the Vitality table;
- derived traits such as movement, damage, defence, recovery, or resistance where relevant.

No Core Vital can exceed 10.

Your Vital shows what your character can sustain. Your Skill shows what they have mastered. Your Action Dice show what they are willing to spend in the moment.

## The Five Core Vitals

| Vital | Description | Sample Archetype |
|---|---|---|
| Cognition<br>(COG) | Perception, analysis, insight | A cunning tactician or eccentric inventor |
| Presence<br>(PSC) | Confidence, charisma, emotional command | A prophet, noble, or warlord |
| Resilience<br>(RES) | Endurance, tolerance, willpower | A monk, survivor, or scarred veteran |
| Agility<br>(AGI) | Control, speed, finesse, flow | A precise archer or nimble duellist |
| Strength<br>(STR) | Physical power, exertion, force | A berserker or tough pit-fighter |

> **Tip:** Together, the five Vitals connect to different gameplay pillars—Exploration, Skills, Combat, Spellcasting, Defence, Movement, Recovery, and Social Interaction.

## Assigning Your Vitals

At character creation, use a three-point point-buy:

- All Core Vitals start at 1.
- You gain 3 bonus points and must assign all 3.
- Assign the points freely among your Core Vitals, but you cannot add more than 2 of these points to any one Vital.
- Apply the +1 Core Vital adjustment granted by your Bloodline, following the choices listed in that Bloodline. This adjustment is separate from your 3 bonus points.
- Write the final Vital scores on your character sheet.

> **Tip:** Begin with your character concept—the fiction or story—not just the stats. Let the numbers reflect who they are, not only what they can do.

## Examples: Core Vital Builds

These examples show the 3 bonus points assigned before applying the separate +1 Core Vital adjustment from a Bloodline.

### The Cunning Thief

*A cunning fast-talking infiltrator.*

- **COG 2** — always reading, always scheming
- **PSC 2** — charm and fast talk
- **RES 1** — escapes, doesn’t endure
- **AGI 2** — finesse, speed, and sleight of hand
- **STR 1** — avoids direct conflict

### The Silver-Tongued Prophet

*A magnetic figure whose words move hearts.*

- **COG 2** — interprets omens
- **PSC 3** — unforgettable voice
- **RES 1** — physically fragile under prolonged hardship
- **AGI 1** — deliberate rather than quick or nimble
- **STR 1** — not built for war

### The Stoic Warrior

*A bruiser who absorbs pain and holds the line.*

- **COG 1** — focused and simple
- **PSC 1** — quiet presence
- **RES 2** — shrugs off fear and pain
- **AGI 1** — steady, not swift
- **STR 3** — raw melee power

> **Tip:** Don’t chase “perfect.” Flaws give your character spine. Vitals shape story, not just success rates.

## Developing Core Vitals

Core Vitals may increase after character creation. See
[**Increasing a Core Vital**](/rules/character-development#increasing-a-core-vital)
for its Story Point cost, limits, worked example, and the values to recalculate.

## Summary

- You have 5 Core Vitals: COG, PSC, RES, AGI, STR.
- All start at 1. Assign all 3 bonus points, adding no more than 2 of those points to any one Vital.
- Apply the separate +1 Core Vital adjustment granted by your Bloodline as directed by that Bloodline.
- No Core Vital can exceed 10.
- Core Vitals contribute to Vitality and affect derived traits when a rule calls for them.
- A linked Core Vital caps Skill Level.
- Add the five Core Vitals together and use the Vitality table to determine Vitality (VIT).
- Character Development governs how Core Vitals increase after creation.


---

# Vitality

*Every step burns the fire that keeps you going.*

Vitality is the measure of how long you can hold the line against a collapsing world. It is not just health—it is resolve, momentum, and the will to act when nothing remains. Vitality is the fire that fuels your presence in the story. When that fire dies, so do you.

> To act, to strike, to survive, to conquer—it all begins with what you can endure.

## What Is Vitality?

*How much can you give before you fall?*

Vitality (VIT) represents your total stamina, will, and resilience. It defines how many actions you can take, how long you remain in the fight, and how much punishment you can absorb. Your Maximum VIT determines your total dice body. While Active, your current VIT counts your unwounded Action Dice (AD) and Magic Dice (MD), including dice already spent. Wounds reduce VIT; spending dice or converting AD into MD does not.

Ask yourself:

- How long can I keep acting before collapse?
- What pushes me to keep moving through pain?
- Where do I draw the line between boldness and death?

## Vitality Calculation

- Add together your five Core Vitals.
- Compare this total to the table below:

| Total of Vitals | Vitality |
|---:|---:|
| 5 | 3 |
| 6 | 4 |
| 7-9 | 5 |
| 10-11 | 6 |
| 12-14 | 7 |
| 15-17 | 8 |
| 18-21 | 9 |
| 22+ | 10 |

## How Vitality Works

Your Vitality is the core of your presence in the world—a measure of how much you can do and endure.

### Vitality States

| Trigger | Unwounded AD and MD | State | Result |
|---|---|---|---|
| VIT > 0 | At least 1 die | Active | Act freely |
| VIT = 0 | None | Unconscious | Stable; make Unconscious Recovery Rolls while pressure remains. |
| VIT < 0 and the Critical Recovery Pool contains at least 1 die | None | Critical | Make Critical Recovery Rolls using the persistent pool. |
| VIT < 0 and the Critical Recovery Pool reaches 0 | None | Dying | Make one Last Gasp at the start of the following turn. |
| Last Gasp ends with a Hit or Miss. | None | Deceased | Take no further turns or Recovery Rolls. |

## Vitality & Action Dice

Each point of Maximum Vitality grants 1 Action Die. For example, Maximum VIT 5 gives you a body of 5 dice. Trance may convert unwounded AD into MD; those dice still count toward current VIT. Spend the appropriate Ready dice to act, move, react or cast.

> **While Active, current VIT = all unwounded AD + MD.**

Spending Ready AD or Ready MD moves those dice to Used; it does not reduce VIT. Wounded AD remain unavailable until healed. See [Dice States](/rules/narateer-dice#dice-states) for Ready, Used, and Wounded dice.

- Each Wound reduces VIT by 1 and moves an unwounded die to Wounded AD while any remain. Wounds take Ready AD or Ready MD first, then Used AD or Used MD only when neither kind of Ready die remains. The character taking the Wounds chooses which kind to take within that state. Each chosen die becomes Wounded AD. Follow [Applying Wounds](/rules/combat#applying-wounds) for the procedure.

> **Tip:** Guard your AD like the lifeline they are—when your AD runs dry, so does your ability to shape the scene.

## Healing Vitality

### Natural Recovery (Rest)

Natural recovery occurs through the formal **Rest** mechanic. You may restore lost Vitality and AD by completing a Rest.

A **Rest** is an uninterrupted eight-hour period of rest, sleep, meditation, maintenance, or recovery. A character does not need to sleep unless their Bloodline or another rule requires it. During a Rest, they may not cast spells, fight, or perform strenuous actions (i.e., spend Action Dice). If interrupted, the Rest must begin again.

During a shared Rest, characters may also create Synergy through mutual Story Point investment. See [**Synergy**](/rules/skill-checks#synergy).

- After completing a Rest, roll all AD in your Wounds Pool.
- For each Critical Hit rolled:
  - Gain +1 VIT.
  - Move 1 Wounded AD back to your Ready AD Pool unless the healing effect says otherwise.

> **Note:** If aided by a successful Medicine check, roll each Wound die with Advantage.

### Magical Healing

Magical healing—spells, potions, magic items, etc.—restores VIT as stated by the spell or effect.

For each point of VIT restored by magic:

- Move 1 Wounded AD back to your Ready AD Pool unless the healing effect says otherwise.

Unless explicitly stated on the power or effect, magic healing cannot increase your Vitality beyond your maximum VIT. Excess healing is lost if no Wound AD remain.

For magical healing received while Unconscious, Critical, or Dying, follow the
state procedure in [**Death & Recovery**](/rules/death-recovery#magical-healing).

## Collapse and Recovery

[**Death & Recovery**](/rules/death-recovery) governs Unconscious and Critical
Recovery Rolls, the persistent Critical Recovery Pool, Dying, and Last Gasp.

## Summary

- Add your Core Vitals and use the table to determine your Vitality (VIT).
- Maximum VIT determines your dice body. While Active, current VIT counts all unwounded AD and MD; spending or converting dice does not reduce it.
- At 0 VIT, you become Unconscious and stable.
- Below 0 VIT, you enter Critical with a persistent Critical Recovery Pool.
- When that pool reaches 0, you enter Dying and make one Last Gasp at the start
  of your following turn.
- A Critical Hit on Last Gasp sets VIT to 0. A Hit or Miss makes you Deceased.
- A Rest is the formal, uninterrupted eight-hour recovery period; sleep is not required unless another rule says otherwise.
- Healing restores VIT and Wounded AD.


---

# Character Skills

*Discipline carves purpose from potential.*

Skills begin with learning and are refined through training. They are the edge of repetition honed into excellence—the practised form that gives action precision. While your Vitals describe your core capacity, Skills reflect the disciplines you have chosen to master.

> To act with precision is to act with purpose—and that purpose is learned.

## What Is a Skill?

*Every action begins as intent—and becomes consequence.*

A Skill is a field of learned capability developed through instruction, practice, and experience. It represents the techniques, judgement, and familiarity your character can apply to a related group of tasks—such as moving unseen, treating injuries, reading another person, or fighting with a weapon. Skills describe what your character has learned to do with purpose and consistency.

Ask yourself:

- What disciplines define my character’s edge?
- Do I specialize or stay broad?
- Is failure a result of chance—or lack of training?

## Vitals vs. Skills

*One is your capacity. The other is your craft.*

| Category | Vitals | Character Skills |
|---|---|---|
| Type | Core capacity, e.g. COG, STR | Trained ability, e.g. Stealth, Athletics |
| Use | Sets Skill caps, Vitality, and derived traits | Sets Readiness, Boost limits, and proactive Skill uses during your activation |
| Cap | Maximum 10 | Max = Linked Vital; absolute maximum 10 |

> **Tip:** Vitals define how far you can push. Skills define how well you control the attempt.

## Linked Vitals

Every Skill has one Linked Vital. It determines the maximum Skill Level you may reach in that Skill.

The Linked Vital is an advancement cap. It does not add dice to a Skill Check or alter the result. It does not change from one application of the Skill to another.

No Core Vital can exceed 10, so no Skill Level can exceed 10.

## Skill Level (SL)

Skill Level (SL) determines how many extra Action Dice you may commit as a Boost when using that Skill. A Boost represents additional effort: before rolling a Skill Check, you may spend extra Action Dice and roll them together with the Action Dice already committed. The Skill's SL is the maximum number of extra dice you may add. If a Skill is untrained (SL 0), you cannot Boost that Skill Check and may not benefit from Skill-based powers.

For the complete rules, including Boosting on actions, Reactions, and responses, see [**Boosting in Skill Checks**](/rules/skill-checks#boosting).

> **Max SL = Linked Vital, to an absolute maximum of 10**
>
> **Boost limit = Skill Level**

### Proactive Skill Uses During Your Activation

Skill Level also limits how many times you can proactively initiate that Skill during your own activation.

> **Proactive Skill Uses during your activation = Skill Level + 1**
>
> **Minimum = 1 proactive use, even at SL 0.**

This limit applies to actions you initiate: attacks, shoves, trips, disarms, feints, sprints, complex tasks, or other deliberate uses of the Skill during your activation.

Exchange Responses and Reactions never consume proactive Skill uses, including
when they occur during your own activation. Their own procedures, available
resources, awareness, positioning, and the fiction determine whether they are
available.

| Skill Level | Proactive uses during your activation |
|---:|---:|
| 0 | 1 |
| 1 | 2 |
| 2 | 3 |
| 3 | 4 |
| 4 | 5 |
| 5 | 6 |
| 6 | 7 |
| 7 | 8 |
| 8 | 9 |
| 9 | 10 |
| 10 | 11 |

The distinction is simple:

- Skill Level limits how many trained openings you can deliberately create during your activation.
- Ready Action Dice and specific procedures limit how much pressure you can
  answer whenever a response or Reaction becomes available.

## Starting Skills at Character Creation

When creating your character, you begin with trained Skills from two sources:

- **Bloodline Origin:** Reflects upbringing and environment.
- **First Class Level:** Reflects your professional training.

If both your Bloodline and your Class selection grant the same Skill, the levels stack.

> **Tip:** If you want a specialization from the start, choose an Origin that shares Skills with your Class. Otherwise, you'll need to raise those Skills later using Story Points.

## Developing Skills

Skills may increase after character creation. See
[**Increasing a Skill Level**](/rules/character-development#increasing-a-skill-level)
for the Linked Vital requirement, Story Point cost, limits, and worked example.

Two characters may also train one another. See
[**Training Exchange**](/rules/character-development#training-exchange) for the
complete reciprocal training procedure.

## Untrained Skill Use

Lack of training doesn’t mean you can’t try. If you use an untrained Skill (SL 0):

- You may still spend and roll Action Dice.
- You may not Boost that Skill Check.
- You may initiate that Skill once during your activation.
- You may not use Skill-specific powers unless otherwise granted.

> **Tip:** Untrained checks rely on effort alone. You can still attempt them, but without Boost the odds are rough.

## Skill Checks at a Glance

This is a quick reference. See [**Skill Checks**](/rules/skill-checks) for the
complete process, including target sources, Difficulty Ratings, Edge, Readiness,
and Outcome Tiers.

When making a Skill Check:

1. Declare what your character attempts.
2. The Guide confirms the governing procedure, Skill, target, and stakes.
3. Commit the required dice or Base Cost from that procedure.
4. Boost as the procedure permits, normally with extra AD up to the Skill Level.
5. Roll all committed dice together.
6. Resolve Advantage or Disadvantage during the Edge Phase.
7. Count final dots and compare them with the target.
8. Resolve the outcome and move committed dice as the procedure directs.

> **Success = total dots exceed the target number.**
>
> **Failure = total dots equal to or less than the target number.**

## Readiness Scores

A Skill’s **Readiness Score** represents your character’s standing preparedness when they are not actively rolling. It is used when the Guide needs a fixed value for awareness, resistance, response, or behind-the-screen checks.

Use this table to find a Skill’s Readiness Score:

| Skill Level | Readiness Score |
|---:|---:|
| 0 | 0 |
| 1 | 1 |
| 2 | 1 |
| 3 | 2 |
| 4 | 3 |
| 5 | 3 |
| 6 | 4 |
| 7 | 5 |
| 8 | 5 |
| 9 | 6 |
| 10 | 6 |

Readiness represents trained standing capability without requiring every opposed moment to become roll-versus-roll. Linked Vitals still matter because they cap Skill Level, but they do not add directly to Readiness.

> **Tip:** Record each Skill’s Readiness Score on your character sheet so it rarely needs to be calculated during play.

## Summary

- Skill Level (SL) = the number of extra Action Dice you may commit as Boost.
- A Skill’s maximum SL = Linked Vital, and no Skill Level can exceed 10.
- You gain starting Skills from Bloodline Origins and your initial Class choice.
- Character Development governs how Skills increase after creation, including
  Training Exchange.
- SL 0 = untrained. No Boost or Skill-based effects.
- During your activation, proactive uses of a Skill are limited to SL + 1, with a minimum of 1.
- Exchange Responses and Reactions never consume proactive Skill uses, including
  during your own activation.
- Skill Check = roll committed Action Dice, apply Edge if any, then count dots.
- Readiness Score is your fixed standing preparedness with a Skill; record it from the Readiness table.


---

# Skills List

*The path to mastery begins with a single skill.*

## Skill Attributes

All skills share these attributes:

- **General Skill Check:** A Major Action with a Base Cost of 1 AD and default DR 0. If a specific procedure applies, use its timing, cost, target, and other requirements instead. An Exchange Response occurs within its Exchange; it is not a separate Major Action.
- **Skill Level:** Sets the Skill’s Boost limit—the maximum number of extra AD you may commit when Boosting a check. During your activation, it also sets the Skill’s proactive-use limit: Skill Level + 1 (minimum 1).
- **Linked Vital:** The Linked Vital sets the Skill’s maximum level.

## Available Skills

Applications are illustrative, not exhaustive. A Skill can apply beyond these examples when its trained competence clearly fits.

---

## Acrobatics

Precise, agile movements requiring balance, reflexes, and coordination. Covers tumbling, leaping, evasive manoeuvres, and traversing difficult terrain. Essential for overcoming physical obstacles with speed and grace.

**Linked Vital:** Agility.

**Applications:**

- **Tumbling & Evasion:** General rolling, diving, flips, and fluid evasive movements.
- **Aerial Movement:** Generating momentum, leaping across distances, and swinging from ropes or ledges.
- **Balance & Recovery:** Maintaining stability on narrow, unstable, or precarious surfaces.
- **Ranged Full Guard:** When using Full Guard against a Ranged Exchange, roll Acrobatics with Advantage. Acrobatics is the required Skill for this response; Athletics and Ranged cannot be substituted.

> **Combat Note:** A character with Acrobatics SL 0 may still commit the required 1 AD to Ranged Full Guard and roll with Advantage, but cannot Boost the response.

---

## Alchemy

The creation of transformative substances through chemical or mystical means. Covers potion-brewing, poisoncraft, and reactive mixtures. Essential for manipulating matter and producing potent consumables or effects.

**Linked Vital:** Cognition.

**Applications:**

- **Designing & Identification:** Designing or identifying potions, poisons, substances and predicting their effects.
- **Brewing & Handling:** Brewing potions, poisons, or antidotes. Creating explosives, incendiaries, or acidic compounds.

---

## Artifice

The construction, modification, and repair of physical devices and structures. Covers smithing, mechanical design, tradecraft, and fabrication. Essential for crafting and maintaining tools, traps, weapons, and gear.

**Linked Vital:** Cognition.

**Applications:**

- **Design & Diagnosis:** Diagnosing mechanical faults, engineering complex devices, designing traps, appraising structural integrity.
- **Crafting & Assembly:** Assembling delicate mechanisms, repairing fine instruments, crafting precision components, and setting intricate traps.
- **Forging & Shaping:** Forging and shaping heavy metalwork, reinforcing structures, assembling large mechanical constructs.

---

## Athletics

Physical power, endurance, and bodily control in high-exertion activities. Covers lifting, climbing, swimming, and sustained movement. Essential for overcoming challenges that demand raw Strength or stamina.

**Linked Vital:** Strength.

**Applications:**

- **Climbing & Load Bearing:** Scaling surfaces, carrying heavy loads, supporting collapsing structures.
- **Breaking & Overcoming Resistance:** Smashing barriers, forcing doors open, overpowering opponents physically.
- **Jumping & Leaping:** Long-distance jumps, high leaps, vaulting obstacles through sheer physical power.
- **Endurance:** Sustaining prolonged effort, resisting fatigue, and enduring harsh physical conditions.

---

## Beastcraft

Interaction with beast type creatures. Covers training, calming, provoking, and interpreting instinctual behaviour. Essential for surviving and thriving alongside or against wild creatures.

**Linked Vital:** Presence.

**Applications:**

- **Taming & Handling:** Calming frightened or aggressive animals, asserting gentle authority, or teaching a beast new skills or tricks.
- **Instinctual Insight:** Assessing emotional states, interpreting intentions, and predicting instinctual responses of beast type creatures, including supernatural or monstrous beasts.
- **Provocation & Control:** Drawing attention, asserting primal dominance, directing aggression or calming.
- **Intimidation:** Physically intimidating or dominating creatures through sheer physical presence.

---

## Finesse

Delicate manual dexterity and precise manipulation of small objects. Covers pickpocketing, sleight of hand, escape artistry, and intricate handiwork. Essential for subtle tasks requiring control and speed.

**Linked Vital:** Agility.

**Applications:**

- **Pickpocketing & Concealment:** Stealing or discreetly hiding small objects without detection.
- **Delicate Precision Tasks:** Handling fragile or intricate items, carefully disarming traps, precise cutting or repairing.
- **Misdirection & Trickery:** Executing sleight-of-hand manoeuvres, quick item swaps, and subtle manipulations.
- **Escape & Manipulation:** Slipping out of bindings, undoing complex knots, and operating intricate mechanisms swiftly.

---

## Influence

Verbal and nonverbal techniques of persuasion, manipulation, and leadership. Covers negotiation, deception, intimidation, and rhetoric. Essential for shaping social interactions and steering outcomes.

**Linked Vital:** Presence.

**Applications:**

- **Negotiation & Diplomacy:** Bargaining, convincing through reason or emotional appeal, and achieving compromise.
- **Deception & Misdirection:** Effectively lying, misleading, or subtly manipulating perceptions.
- **Leadership & Authority:** Rallying groups, issuing authoritative commands, and establishing dominance.
- **Intimidation & Coercion:** Threatening or coercing through verbal pressure, imposing demeanour, or direct physical intimidation.

---

## Insight

Emotional perception and psychological awareness. Covers detecting lies, reading motives, and interpreting nonverbal cues. Essential for navigating complex social dynamics and resisting manipulation.

**Linked Vital:** Cognition.

**Applications:**

- **Detecting Lies & Manipulation:** Recognizing inconsistencies in speech, behaviour, or intent.
- **Assessing Emotional States:** Interpreting emotional cues, facial expressions, vocal tone, and subtle body language.
- **Understanding Power Dynamics:** Identifying hidden rivalries, influence, tensions, or relationships within groups or individuals.
- **Resisting Mental Fatigue & Manipulation:** Withstanding extended deception, intense interrogation, psychological stress, or psychic pressure.

---

## Languages

Fluency and comprehension across spoken and written tongues. Covers translation, interpretation, composition, and decoding of foreign or ancient languages. Essential for communication across cultural and linguistic boundaries.

**Linked Vital:** Cognition.

**Applications:**

- **Multilingual Fluency:** Communicating across multiple known tongues. Gain 1 extra language per level.
- **Translation and Deciphering:** Translating ancient texts, unfamiliar scripts, coded language, or cryptic writings.
- **Linguistic Composition:** Producing idiomatic, culturally plausible, and linguistically convincing speech or writing, including false letters or decrees.

> **Boundary Note:** Languages governs what a document says and whether its language is convincing. Handwriting, seals, or physical document imitation rely on Finesse.

---

## Medicine

Diagnosis, stabilization, and treatment of injuries and afflictions. Covers field care, long-term healing, and knowledge of physical and magical pathology. Essential for preserving life and restoring function.

**Linked Vital:** Cognition.

**Applications:**

- **Stabilizing the Wounded:** Stopping bleeding, immobilizing fractures, bracing limbs, applying pressure, or administering immediate treatments.
- **Performing Medical Treatment:** Setting bones, stitching wounds, preparing antidotes, applying poultices, realigning limbs, or removing embedded objects.
- **Diagnosing Conditions:** Identifying symptoms, magical effects, toxins, infections, or underlying causes.
- **Treating Afflictions:** Designing cures for poisons and countering disease progression.

---

## Melee

Close-quarters combat using weapons or unarmed techniques. Covers strikes, blocks, grapples, and tactical movement. Essential for engaging enemies in direct physical confrontation.

**Linked Vital:** Agility.

**Applications:**

- **Weapon Exchanges and Deflection:** Delivering accurate slashes, stabs, pressure, parries, and close-combat responses with melee weapons.
- **Grappling and Disarming:** Controlling opponents through holds, throws, or joint locks.
- **Melee Exchange Responses:** In combat, an aware responder may spend AD to Clash or use Full Guard in a Melee Exchange. The responder may Boost the roll within the usual Melee Skill Level limit. Full Guard rolls with Advantage to stop the exchange but cannot deal damage back.

> **Guard Note:** In combat, Guard is the name for Melee Readiness when a fixed or passive defensive value is needed. Preferred Melee Exchange normally uses active response rolls instead of a fixed Guard value.
>
> **Damage Note:** Melee determines your accuracy when making close combat attacks. When calculating damage, use the attack's active Damage Vital, capped by the weapon's Damage Vital Cap.

---

## Observation

The ability to perceive, search, and interpret immediate physical evidence and environmental details. Covers scanning for threats, examining scenes, and finding concealed or anomalous features. Essential for awareness, investigation, and tactical attention.

**Linked Vital:** Cognition.

**Applications:**

- **Situational Awareness:** Spotting hidden enemies, detecting ambushes, or recognizing immediate environmental threats.
- **Searching and Discovery:** Finding concealed objects, hidden doors, traps, and other deliberately obscured features.
- **Examining Scenes and Evidence:** Identifying physical clues, reconstructing spatial relationships, and recognizing relevant patterns.
- **Physical Anomalies:** Noticing that an object, surface, document, or environment has been altered, disturbed, or arranged inconsistently.

> **Boundary Note:** Observation reads the immediate environment. Reading emotions or motives uses Insight; following a trail across terrain or time uses Survival; translating or deciphering linguistic content uses Languages.

---

## Occult

Knowledge of magical, mystical, and divine phenomena. Covers arcane theory, religious doctrine, supernatural entities, and forbidden rituals. Essential for understanding and engaging with the unseen forces of the world.

**Linked Vital:** Cognition.

**Applications:**

- **Arcane Theory:** Understanding spells, magical effects, and arcane constructs.
- **Divine Lore:** Identifying religious rites, pantheons, and sacred artifacts.
- **Forbidden Knowledge:** Interpreting occult symbols, summoning rituals, and supernatural phenomena.

---

## Performance

Expressive and artistic craft used to entertain, move, or hold an audience. Covers music, storytelling, acting, dance, spectacle, and ceremonial expression. Essential for creating a deliberate artistic or audience effect.

**Linked Vital:** Presence.

**Applications:**

- **Storytelling and Dramatic Speech:** Holding an audience through narration, recitation, character, timing, or formal presentation.
- **Music and Theatre:** Performing music, song, acting, mime, puppetry, or staged spectacle through expressive and technical control.
- **Dance and Choreography:** Performing precise, rhythmic, or physically demanding movement as an artistic display.
- **Ritualistic or Ceremonial Expression:** Leading religious rites, symbolic performances, or dramatic invocations.

> **Boundary Note:** Performance creates an artistic or audience effect. Changing a decision through argument, leverage, deception, intimidation, or command uses Influence.

---

## Piloting

The trained operation and manoeuvring of vehicles and vessels. Covers controlling speed, momentum, position, stability, docking, landing, pursuit, and evasion. Essential when a conveyance becomes part of the challenge rather than merely the means of travel.

**Linked Vital:** Cognition.

**Applications:**

- **Operation & Manoeuvring:** Managing speed, momentum, balance, turning, braking, docking, landing, or the immediate line of movement through trained judgement.
- **Precision & Evasion:** Reacting to sudden hazards, threading narrow passages, avoiding collisions, or executing close pursuit and escape manoeuvres.
- **Crew Coordination:** Directing a trained crew through time-critical operational commands.
- **Sustained Control:** Maintaining effective control through long pursuits, storms, turbulence, exhaustion, or damaged conditions.

> **Boundary Note:** Survival governs route-finding, Beastcraft governs animals and mounts, and Artifice governs construction and repair. Piloting governs the movement and control of the vehicle itself.

---

## Ranged

Precision and control when attacking from a distance. Covers use of bows, firearms, thrown weapons, and environmental targeting. Essential for striking effectively while avoiding close combat.

**Linked Vital:** Agility.

**Applications:**

- **Aiming and Shooting:** Firing arrows, bolts, or bullets with accuracy using bows, crossbows, or firearms.
- **Throwing Weapons and Objects:** Calculating arcs, force, and target impact.
- **Adjusting for Environmental Factors:** Accounting for wind, motion, distance, or cover to improve accuracy during ranged engagements.
- **Ranged Exchange Responses:** An aware responder with a legal, ready ranged attack may choose Ranged Clash, commit the response weapon's Base Attack Cost, and Boost within Ranged Skill Level. Both combatants roll Ranged; only the winner may deal damage.

> **Combat Note:** Ranged Clash represents exchanged fire: Ranged versus Ranged. Ranged is not used for Full Guard; Ranged Full Guard always uses Acrobatics.
>
> **Damage Note:** Ranged determines your accuracy when making ranged combat attacks. When calculating damage, use the attack's active Damage Vital, capped by the weapon's Damage Vital Cap.

---

## Society

Knowledge of peoples, communities, and institutions, including customs, laws, politics, trade, factions, and the historical events that shaped them. Essential for understanding how societies work, how they came to be, and where a character fits within them.

**Linked Vital:** Cognition.

**Applications:**

- **History and Context:** Recalling major events, rulers, eras, notable figures, and the origins of present circumstances.
- **Customs and Communities:** Understanding traditions, ceremonies, etiquette, folklore, and local ways of life.
- **Law, Politics, and Factions:** Recognizing laws, authorities, alliances, rivalries, and institutional power.
- **Trade and Urban Life:** Navigating guilds, markets, professions, neighbourhoods, and the practical workings of settlements.

---

## Stealth

Concealment, quiet movement, and avoiding detection. Covers infiltration, ambushes, and escaping notice in various environments. Essential for operating unnoticed or setting up tactical advantages.

**Linked Vital:** Agility.

**Applications:**

- **Hiding and Camouflage:** Blending into surroundings, using terrain, shadows, or cover to avoid detection.
- **Silent Movement:** Navigating terrain quietly, avoiding sound, and slipping past notice.
- **Ambush and Surprise Attacks:** Launching attacks from hiding, exploiting surprise for tactical advantage.

---

## Survival

Wilderness expertise, resource gathering, and environmental adaptation. Covers tracking, shelter-building, foraging, and navigating dangerous terrain. Essential for enduring harsh conditions and thriving off the land.

**Linked Vital:** Cognition.

**Applications:**

- **Tracking and Scouting:** Reading tracks, identifying movement patterns, and analysing terrain.
- **Navigation and Orientation:** Finding paths, understanding landmarks, and avoiding natural hazards.
- **Foraging and Resource Gathering:** Identifying edible plants, water sources, usable materials, and carefully extracting fragile resources.
- **Shelter and Environmental Protection:** Identifying natural shelter or safe refuge, constructing basic shelters, and weatherproofing gear.
- **Enduring Harsh Conditions:** Surviving extreme temperatures, hunger, thirst, or physical exhaustion.



---

# Character Classes

*A title is given. An identity is earned.*

Your Class is not a cage. It is a tradition of training, a starting shape, and
a route through the wider skill system. It gives a new character a clear
identity at the table, but it does not decide everything that character can
become.

> You do not declare who you are. You prove it.

## What Is a Class?

*Identity forged through repetition, story, and skill.*

A Class is a structured role that reflects your character's story, skill focus,
and earned identity. It grants access to exclusive Class Powers: learned
techniques, spells, rites, tricks, practices, or other trained exceptions
unlocked through growth and narrative milestones.

Skills remain the mechanical foundation of a character. Classes sit above
Skills and give access to specialised expressions of training.

Each Class includes three visible Paths. Each Path is tied to one of the
Class's core Skills or to a clearly named Skill focus. Powers are organised
into tiers that mark increasing mastery.

Ask yourself:

- What path has my character proven through play?
- Which Powers reflect my role in the story?
- Am I refining a style, or forging a new one?

## Classes And Paths

A Path groups Class Powers that support a broad style. Paths help you find the
Powers that suit your character; they are not locked progression tracks.

Use this structure when choosing a Power:

> **Class › Path › Tier › Class Power**

Examples:

- Fighter › Warrior › Tier 1 › Guardbreaker.
- Rogue › Phantom › Tier 1 › Ghostwalker.
- Primant › Seer › Tier 1 › Doomsight.

When your Class grants a new Power, you may choose from any of its Paths and
any Tier you have unlocked, unless a rule says otherwise.

## Available Classes

Five Classes are currently available:

- [Fighter](/rules/fighter)
- [Ranger](/rules/ranger)
- [Rogue](/rules/rogue)
- [Primant](/rules/primant)
- [Cleric](/rules/cleric)

Each Class page lists its core Skills, Paths, starting options, and Class
Powers. For the rules shared by every Class, see
[Class Powers](/rules/class-powers).

## Choosing a Class at Creation

During character creation:

- Select 1 Class.
- Gain Level 1 in that Class.
- Distribute 3 Skill Levels across the Class's 3 core Skills.
  - At least 2 Skills must receive 1 or more levels.
  - These levels may stack with Origin Skill Levels.
- Choose 1 Tier 1 Class Power from any of the Class's Paths.
- Take any basic starting gear granted by your
  [Origin](/rules/character-origins).
- Take 120 Dritch from your Class and use it to purchase starting equipment.
  See [Equipment](/rules/equipment) for options and prices.
- Record your Class, Class Level, core Skill Levels, chosen Power, equipment,
  and remaining Dritch on your [Character Sheet](/character-sheet).

### Example: Starting Class Choice

Lira selects the Rogue Class during character creation. She gains Rogue Level 1
and distributes 3 Skill Levels across the Rogue's core Skills:

- Stealth 2.
- Finesse 1.
- Acrobatics 0.

She selects Ghostwalker, a Tier 1 Power from the Phantom Path. Her Origin gives
her basic starting gear and also grants Finesse 1, which stacks with her Class
Skill Level for a total of Finesse 2. Her Class gives her 120 Dritch, which she
uses to purchase equipment suited to a stealth-focused infiltrator.

She records her Rogue Level, Skills, Power, equipment, and remaining Dritch on
her Character Sheet.

## Developing a Class

After character creation, a character may deepen an existing Class, unlock
higher Class Power Tiers through its core Skills, or gain Level 1 in a new
Class. See [**Developing a Class**](/rules/character-development#developing-a-class)
for those rules and [Class Powers](/rules/class-powers) for how selected Powers
work.

## Summary

- A Class is a structured training tradition that grants access to exclusive
  Class Powers.
- Skills remain the mechanical foundation of the character.
- At creation, you choose 1 Class and gain Class Level 1, 3 Skill Levels, 1
  Tier 1 Power, and 120 Dritch for equipment. Your Origin provides your basic
  starting gear.
- Each Class has 3 visible Paths tied to core Skills or Skill focuses.
- Character Development governs Class Level increases, Class Power Tier
  access, and gaining a new Class after creation.


---

# Class Powers

*Power emerges where story sharpens skill.*

Class Powers are learned techniques, spells, rites, tricks, practices, or
trained exceptions that give mechanical shape to a character's Class and Path.
They are precise moments where training, story, and system meet.

> Story and skill determine depth of power.

## What Are Class Powers?

*Power, proven, not presumed.*

Class Powers are exclusive abilities tied to a Class. They are divided across
three visible Paths, each linked to a core Skill or Skill focus, and organised
into three Tiers.

The general term is **Class Power**. Individual Classes may use flavour terms:

- Fighters may call them Techniques.
- Rogues may call them Tricks or Techniques.
- Rangers may call them Practices, Tricks, or Techniques.
- Primants may call them Spells, Rites, or Hexes.
- Clerics may call them Spells, Rites, or Devotions.

The label may change with the Class's voice, but the rules structure remains the
same.

## Using Your First Class Power

You do not need to learn every Class Power before you play. At character
creation, choose one Tier 1 Power from your Class page and learn that one card.

Read a Power card in this order:

- The **Power name** is the card heading.
- The *italic quotation* gives the Power its voice. It adds no rules.
- **Trigger** tells you when you may use the Power, states the exact moment, and
  lists everything that must be true first.
- **Effect** tells you what changes when you use the Power.
- **Scene Modes**, when present, explain how the Effect works in Story,
  Cinematic, or Tactical Mode.
- **Tags** help you find similar Powers. Tags do not add rules.

When the Trigger's exact moment arrives, say the Power's name, make any required
commitment or payment, and follow its Effect. The normal rules still apply
unless the Power says otherwise.

A Power never decides what you are allowed to try in the story. A Fighter
without **Parry** may still describe parrying and use the normal defence rules.
The named Power grants only the extra mechanical Effect written on its card.

## Paths And Tiers

A Path groups related Powers around a broad style. Use this structure to find
the Powers available to your character:

> **Class › Path › Tier › Class Power**

Paths are signposts, not locked tracks. Choosing a Power from one Path does not
stop you choosing a later Power from another Path. When your Class grants a new
Power, you may choose from any Path and any Tier you have unlocked, unless a
rule says otherwise.

See [Character Development](/rules/character-development#developing-a-class)
for Class advancement and multiclassing rules.

## Unlocking Class Power Tiers

Class Power Tiers are unlocked through total Skill Levels across the Class's
three core Skills. Class Level does not determine Tier access. See
[**Unlocking Class Power Tiers**](/rules/character-development#unlocking-class-power-tiers)
for the thresholds and worked example.

## What Is An Event?

*A single moment becomes a turning point.*

An **Event** is the exact game moment named by a Class Power's Trigger. It may
be a declaration or choice, an incoming result before it is applied, a resolved
result, or another change in game state. The written Trigger—not a general
list—decides whether the Power may be used.

### Event Trigger Timing

The Trigger on each Power states its exact timing. Resolve the Power at that
point: never earlier or later. Read the whole Trigger and meet every listed
requirement.

Common Trigger timings include:

- **Declaration timing:** wording such as “when you declare,” “when you
  initiate,” or “when you choose” opens the Trigger before the named procedure
  resolves. Make every required commitment and payment at that time.
- **Interception timing:** wording such as “when an effect would” or “before
  applying” opens the Trigger after the incoming result is known but before
  that result is applied.
- **Resolved-Event timing:** wording such as “after you win,” “when you deal,”
  “when you suffer,” or “after moving” opens the Trigger only when the named
  result or step has occurred.

A Power is a **Reaction** only if its Trigger explicitly says so. A Power that
only modifies its triggering Event is not a Reaction unless the card says it
is.

## Class Power Limitation

You may apply only one Class Power to any single Event.

If more than one of your Class Powers has a valid Trigger from the same Event,
choose one. A new Event caused by a Power is separate and may create a new
Trigger opportunity.

### Example: Choosing One Power

Reha wins a Melee Exchange and deals 2 Wounds. Two of her Powers have the
Trigger “When you deal at least 1 Wound.” Both match the same Event, so she
chooses one. The other remains unused.

## Event Trigger Resolution

When one Event gives valid Triggers to Powers belonging to different
participants, identify those opportunities before resolving any of them. Each
participant chooses no more than one Power for that Event. No participant loses
a valid opportunity because another participant resolves first.

Resolve the chosen Powers in this order:

1. **Active Character:** the character whose action, Exchange, spell,
   Activation, or turn caused the Event.
2. **Direct Targets:** characters directly affected by the Event, in initiative
   or table order if needed.
3. **Bystanders:** other characters whose Powers have valid Triggers, in
   initiative or table order if needed.

If a Power causes another Event, record that new Event and finish resolving the
Powers already chosen for the current Event. Then resolve the new Event as a
separate chain using the same order. Once an Event's Trigger chain is complete,
do not return to it.

## Side Rolls

Some Class Powers instruct you to roll a number of dice equal to a Skill Level,
Vital, or other value. This is called a **Side Roll**.

A Side Roll creates a temporary dice pool for that Class Power only. These dice
are not Action Dice or Magic Dice. They are not spent, do not become Used, and
cannot be Boosted unless the Class Power specifically says otherwise.

A Side Roll is not a Skill Check unless the Class Power says it is. Unless the
Power gives the Side Roll a Target Number and tells you to resolve it as a Skill
Check, do not calculate Success Margin. Use the rolled dots exactly as the
Power's Effect instructs.

When a Power tells you to resolve a roll as a Skill Check, use the normal
[Success, Failure, and Outcome Tiers](/rules/skill-checks#success-failure-and-outcome-tiers)
if an Outcome Tier is needed.

Apply Advantage, Disadvantage, rerolls, or other dice modifiers to a Side Roll
only if the Class Power specifically allows it.

After the Side Roll is resolved, discard its temporary dice.

## Summary

- Class Powers are learned abilities granted through Class progression.
- Paths help you find Powers but do not lock your later choices.
- Character Development governs how Class Power Tiers are unlocked.
- A Power card presents its voice, Trigger, Effect, optional Scene Modes, and
  Tags.
- The written Trigger states exactly when a Power may be used and what must be
  true first.
- You may apply only one Class Power to any single Event.
- When several participants have valid Triggers from one Event, identify their
  choices first and resolve them in Active Character, Direct Target, then
  Bystander order.
- Side Rolls are temporary dice pools created by Powers. They are not AD or MD,
  are not spent, do not become Used, and cannot be Boosted unless the Power says
  otherwise.


---

# Fighter

*Steel is not strength. Strength is what remains when the steel breaks—and you keep fighting.*

The Fighter is a master of battle—trained not only to survive war, but to command it. Through raw might, sharpened technique, and ruthless precision, Fighters turn conflict into choreography.

Some weather the front lines like walls of living iron. Others crush enemies in brutal bursts or strike down foes before they ever close the gap.

## Fighter Paths

You do not need to read every Fighter Power before you begin. Start with the style that sounds most like the Fighter you want to play:

- **Warrior — fight up close.** Create openings, defend yourself, and keep pressure on nearby enemies. Warrior Powers usually use **Melee**.
- **Marksman — control the fight from range.** Make difficult shots, change position, and threaten areas of the battlefield. Marksman Powers usually use **Ranged**.
- **Titan — stand fast.** Survive punishment, resist being moved, protect allies, and hold dangerous ground. Titan Powers usually use **Athletics**.

These Paths are signposts, not tracks. Begin wherever your character idea feels right. As you gain Fighter Powers, you may choose from any Fighter Path and any Tier you have unlocked.

For the rules shared by every Class Power, see [Using Your First Class Power](/rules/class-powers#using-your-first-class-power).

## Starting Kit (Character Creation)

You can build a Fighter without reading the full Power list. Work through these steps:

1. **Record Fighter Level 1.**
2. **Add 3 Skill Levels.** Divide them across **Athletics**, **Melee**, and **Ranged**. At least two of those Skills must have 1 or more levels. Common splits are 2/1/0 or 1/1/1. Give at least 1 level to the Skill used by your starting Power.
3. **Choose 1 Tier 1 Fighter Power.** Any Tier 1 Fighter Power is valid.
4. **Take 120 Dritch.**
5. **Plan your starting equipment.** A Fighter usually carries a melee weapon, a ranged weapon, armour suited to their fighting style, and basic adventuring gear. See [Equipment](/rules/equipment) for options and prices.

### Quick Starts

If you want to begin without comparing every Power, choose one of these:

- **Warrior:** Melee 2, Athletics 1, Ranged 0; start with [Guardbreaker](#power.fighter.guardbreaker).
- **Marksman:** Ranged 2, Athletics 1, Melee 0; start with [Precise Shot](#power.fighter.precise-shot).
- **Titan:** Athletics 2, Melee 1, Ranged 0; start with [Toughness](#power.fighter.toughness).

These are recommendations, not fixed builds. You may change the Skill spread or choose any other Tier 1 Fighter Power, provided you still follow the creation rules above.

---

## Path of the Warrior

### Tier 1 Warrior Class Powers

<!-- power-card: power.fighter.guardbreaker -->
#### Guardbreaker

*“I don’t wait for the breach. I make it.”*

**Trigger:** When you initiate a Melee Exchange, Boost that Exchange with at least 1 AD.
If the enemy chooses Full Guard as their Exchange Response, you may declare Guardbreaker.

**Effect:** After the Edge Phase, choose up to 1 die showing a Miss from your attack roll per Boost AD committed and reroll the chosen dice.
You may reroll the chosen dice even if they have already been rerolled during this Exchange.
Each new result replaces the previous result.

*Tags: Action · Melee · Full Guard · Offence · Boost · Reroll*

<!-- /power-card -->

<!-- power-card: power.fighter.parry -->
#### Parry

*“I knew you’d give me an opening.”*

**Trigger:** When an enemy initiates a Melee Exchange against you during their Activation, if you choose Full Guard as your Exchange Response and Boost that Response with at least 1 AD, you may declare Parry.

**Effect:** If you win this Exchange (a tie is not enough), reduce that enemy’s maximum Boost by your Melee SL, to a minimum of 0.
This reduction applies to the next Melee Exchange they initiate against you during the same Activation, then ends.
If no such Exchange occurs, the reduction ends when that Activation ends.
A later successful Parry replaces your existing Parry reduction.

*Tags: Response · Melee · Full Guard · Defence · Boost*

<!-- /power-card -->

<!-- power-card: power.fighter.whirlwind-step -->
#### Whirlwind Step

*“Try and follow me.”*

**Trigger:** When you initiate a Melee Exchange, if you Boost that Exchange with at least 1 AD, you may declare Whirlwind Step.

**Effect:** If you win this Exchange, you may move up to 2m per Boost AD committed as additional movement after the Exchange ends.
You may move through the target’s space but cannot end there.
This movement does not provoke Reactions.
If you move at least 4m, the target has Disadvantage on their next Melee Exchange roll with you before their next Activation ends.
This applies whoever initiates that Exchange.

**Scene Modes:** In Story Mode, make a meaningful nearby reposition; greater Boost permits a more ambitious shift.
In Cinematic Mode, snap this movement distance to Zones normally.
If the distance snaps to 0 Zones, you may still reposition within your current Zone.
In Story and Cinematic Modes, repositioning with at least 2 Boost AD counts as moving at least 4m for this Power.

*Tags: Action · Melee · Combat Exchange · Mobility · Boost · Disadvantage*

<!-- /power-card -->

### Tier 2 Warrior Class Powers

<!-- power-card: power.fighter.combat-flow -->
#### Combat Flow

*“I waste no motion to bring you down.”*

**Trigger:** When you initiate a Melee Exchange, Boost it with at least 2 AD and you may declare Combat Flow.

**Effect:** If you win this Exchange, gain Flow Points equal to the number of Boost AD you committed.
For the rest of your Activation, you may spend Flow Points when initiating other Melee Exchanges.
Each Flow Point substitutes for and pays only the AD Base Attack Cost.
Each Flow Point spent in this way provides a +1 bonus to that Melee Exchange.
You may Boost these Exchanges normally.
Lose remaining Flow Points when your Activation ends.

*Tags: Action · Melee · Combat Exchange · Offence · Boost · AD Pressure*

<!-- /power-card -->

<!-- power-card: power.fighter.concussive-blow -->
#### Concussive Blow

*“I only need one opening to leave you reeling.”*

**Trigger:** When you initiate a Melee Exchange wielding a Heavy weapon or a melee weapon that can deal Physical (Impact) harm, Boost it with at least 2 AD and declare Concussive Blow.

**Effect:** If you win this Exchange and deal at least 1 Wound, the enemy you Wound is Unnerved until their next Activation ends.
During their next Activation, after Refresh, the target may end Unnerved by moving as many Ready AD into Used as you committed to the Boost.
They must move the full amount.
A later successful Concussive Blow on that enemy replaces this one.

*Tags: Action · Melee · Combat Exchange · Control · Boost · AD Pressure*

<!-- /power-card -->

<!-- power-card: power.fighter.riposte -->
#### Riposte

*“You left me an opening. I only need one.”*

**Trigger:** After winning a Melee Exchange using Full Guard (a tie is not enough), if your held melee weapon can reach the attacker, you may declare Riposte as a Reaction.

**Effect:** You take Tempo for one counter Melee Exchange.
Immediately initiate it against the attacker with that weapon, committing its Base Attack Cost plus at least 2 Boost AD.
The attacker responds normally.
After the Edge Phase, choose up to one Critical Hit per Boost AD committed.
Each counts as 3 dots instead of 2.
You cannot apply another Class Power to this Exchange.

*Tags: Reaction · Melee · Full Guard · Counterattack · Critical Hit · Tempo*

<!-- /power-card -->

### Tier 3 Warrior Class Powers

<!-- power-card: power.fighter.deathblow -->
#### Deathblow

*“You had your chance. This ends now.”*

**Trigger:** When you initiate a Melee Exchange, Boost it with at least 3 AD and you may declare Deathblow.

**Effect:** If you win this Melee Exchange and, after resolving any Wound reductions, the target suffers at least 1 Wound from this Exchange, check its remaining Vitality.
If that Vitality is at least 1 but no higher than your Melee SL, the target suffers additional Wounds equal to its remaining Vitality +1 (i.e. resulting in Vitality -1).
These additional Wounds may also be reduced by Wound-reduction effects.
After the Exchange ends, move all your remaining Ready AD to Used, whether you win, tie, or lose.

*Tags: Action · Melee · Combat Exchange · Offence · Wounds · AD Pressure*

<!-- /power-card -->

<!-- power-card: power.fighter.the-killing-line -->
#### Killing Line

*“Found it.”*

**Trigger:** During your Activation, after winning a Melee Exchange you initiated with a weapon, check the Wounds after reductions.
If any remain, you may declare Killing Line provided you Boosted that Exchange with at least 3 AD and applied no other Class Power.

**Effect:** Forgo those Wounds to create an opening against that opponent.
When you initiate your next attack, you may exploit the opening in a Melee Exchange with that weapon and no other Class Power, before the opponent chooses their Exchange Response.
Either way, the attack consumes it.
If you exploit the opening and win, add twice your Melee SL to Wound Margin before converting it to Wounds.

This opening ends when your Activation ends, the opponent leaves that weapon’s reach, you stop wielding it, or you initiate an attack against another target.

*Tags: Action · Melee · Combat Exchange · Offence · Wounds · Positioning*

<!-- /power-card -->

<!-- power-card: power.fighter.passage-of-blows -->
#### Passage of Blows

*“You’re only the first.”*

**Trigger:** Once during your Activation, when you initiate a Melee Exchange, Boost it with at least 3 AD and declare Passage of Blows.

**Effect:** If you win this Exchange, gain Passage Points equal to the number of Boost AD you committed.

After this Exchange and each later Melee Exchange you initiate and win during this Activation, you may do the following once per Exchange:

1. Spend 1 or more Passage Points to move up to 4m per point as additional movement. You may pass through enemy spaces but cannot end there. This movement provokes no Reactions.
2. Spend 1 Passage Point to move 1 of your Used AD to Ready.

Lose remaining Passage Points when your Activation ends.

**Scene Modes:** In Story Mode, more points mean a more ambitious reposition.
In Cinematic Mode, if this movement is not enough to enter another Zone, you may reposition within your current Zone.

*Tags: Action · Melee · Combat Exchange · Mobility · Boost · AD Pressure*

<!-- /power-card -->

---

## Path of the Marksman

### Tier 1 Marksman Class Powers

<!-- power-card: power.fighter.precise-shot -->
#### Precise Shot

*“I only need one shot—so I make it count.”*

**Trigger:** When you initiate a Ranged Exchange, if you Boost that Exchange with at least 1 AD, you may declare Precise Shot.

**Effect:** After the Edge Phase, choose up to your Ranged SL dice showing a Miss from your attack roll and reroll the chosen dice.
You may reroll the chosen dice even if Advantage or Disadvantage has already rerolled them during this Exchange.
Each new result replaces the previous result.

*Tags: Action · Ranged · Combat Exchange · Offence · Boost · Reroll*

<!-- /power-card -->

<!-- power-card: power.fighter.suppressing-fire -->
#### Suppressing Fire

*“Keep your heads down—or pay the price!”*

**Trigger:** Once during your Activation, before a Ranged Exchange, choose a visible point within your weapon’s effective range and declare Suppressing Fire.

**Effect:** Make consecutive Ranged Exchanges with that weapon against valid targets within 4m of the point, paying normal costs and spending a Ranged use each time.
Each resolves normally and can deal Wounds.
After each, stop or reload as required and continue.
When you stop, gain 1 Suppression Point for each Exchange whose final attack total was at least 1.
Until your next Activation starts, before an enemy in the area rolls a Skill Check that exposes it to your firing position, you may spend 1 Suppression Point to give that roll Disadvantage.
This is not a Reaction.
Only 1 Suppression Point can affect each roll.
Suppression Points expire when your next Activation starts.

**Scene Modes:** In Story Mode, choose enemies clustered closely around the target.
In Cinematic Mode, the 4m radius affects only the part of the target’s Zone close to them, not the entire Zone.

*Tags: Action · Ranged · Combat Exchange · Control · Disadvantage · Area*

<!-- /power-card -->

<!-- power-card: power.fighter.swift-reposition -->
#### Swift Reposition

*“I keep moving, keep shooting.”*

**Trigger:** When you initiate a Ranged Exchange, if you Boost that Exchange with at least 1 AD, you may declare Swift Reposition.

**Effect:** After the Exchange ends, you may move up to 2m per Boost AD committed as additional movement.
This movement does not provoke Reactions.
All other movement rules apply.

**Scene Modes:** In Story Mode, make a meaningful nearby reposition; greater Boost permits a more ambitious shift.
In Cinematic Mode, snap the movement distance to Zones under the normal Scene Mode rules.
If the snapped movement distance is 0 Zones, you may still reposition within your current Zone.

*Tags: Action · Ranged · Combat Exchange · Mobility · Boost · Positioning*

<!-- /power-card -->

### Tier 2 Marksman Class Powers

<!-- power-card: power.fighter.dead-sight -->
#### Dead Sight

*“Bad angle. Bad light. Still dead.”*

**Trigger:** When you initiate a Ranged Exchange with Disadvantage, Boost it with at least 2 AD and you may declare Dead Sight.

**Effect:** After the initial roll, before resolving Disadvantage, choose up to your Ranged SL dice showing Hits or Critical Hits to protect.
Protected dice keep their initial results and are excluded when resolving Disadvantage.
Resolve Disadvantage normally for every other Hit and Critical Hit.
Each protected Critical Hit counts as 3 dots instead of 2 when calculating your final attack total.

*Tags: Action · Ranged · Combat Exchange · Offence · Critical Hit · Disadvantage*

<!-- /power-card -->

<!-- power-card: power.fighter.snapfire-rhythm -->
#### Snapfire Rhythm

*“One more downrange—fast and clean.”*

**Trigger:** When you initiate a Ranged Exchange, Boost with at least 2 AD and you may declare Snapfire Rhythm.

**Effect:** If you win this Exchange, gain Rhythm Points equal to the number of Boost AD you committed.
For the rest of your Activation, you may spend Rhythm Points in two ways:

1. Spend Rhythm Points as a substitute for AD to pay for the reload cost of your held ranged weapon.
2. Spend Rhythm Points as a substitute for AD to pay the Base Attack Cost and provide a +1 bonus to that Ranged Exchange. You may Boost these Ranged Exchanges normally.

Lose remaining Rhythm Points when your Activation ends.

*Tags: Action · Ranged · Combat Exchange · Offence · Boost · AD Pressure*

<!-- /power-card -->

<!-- power-card: power.fighter.watchpoint -->
#### Watchpoint

*“Go ahead. Move.”*

**Trigger:** During your Activation, choose a loaded or ready ranged weapon, then a visible point within its effective range.
Prepay and reserve the AD Base Attack Cost, Boost with at least 2 AD, and you may declare Watchpoint.
These AD are moved to Used, but remain available only for the effect below.

**Effect:** The watched area is a radius up to 2m per level of your Ranged SL from that chosen point.
After your current Activation ends, when the first enemy that you can see enters or moves 2m within the watched area, pause their movement.
As a Reaction, take Tempo for one Ranged Exchange against them with that weapon.
They respond normally; no other Class Power from you applies.
After this Exchange, restore Tempo; the enemy resumes movement if able.
The watch ends whether you act or decline this attack.
Otherwise, Watchpoint lasts until you move, initiate a Ranged Exchange, lose sight of the point, the weapon becomes unloaded or unready, or your next Activation starts.

**Scene Modes:** In Story Mode, describe the watched area; higher Ranged SL broadens it.
In Cinematic Mode, snap its radius to Zones; a 0-Zone radius still watches a local part of the point’s Zone.

*Tags: Reaction · Ranged · Combat Exchange · Control · Area · Positioning*

<!-- /power-card -->

### Tier 3 Marksman Class Powers

<!-- power-card: power.fighter.firing-solution -->
#### Firing Solution

*“Wind left. Hold high. Wait—now.”*

**Trigger:** When an adjacent ally declares a Ranged Exchange against a target you can see, you may use a Reaction to declare Firing Solution.
Make a Routine Ranged Skill Check and Boost it with at least 3 AD.
Only one character may declare Firing Solution for each Ranged Exchange.

**Effect:** That ally gains Spotter Points equal to your final dots.
After the Edge Phase, before comparing final totals, they may spend 1 Spotter Point per die to turn a Miss into a Hit or a Hit into a Critical Hit.
Each die may have its result changed only once after the Edge Phase, regardless of source.
Lose all unspent Spotter Points when the Exchange ends.

*Tags: Reaction · Ranged · Skill Check · Support · Boost · Critical Hit*

<!-- /power-card -->

<!-- power-card: power.fighter.kill-shot -->
#### Kill Shot

*“One breath. One shot. One ending.”*

**Trigger:** During your Activation, if you have moved no faster than a Walk, initiate a Ranged Exchange, Boost it with at least 3 AD, and you may declare Kill Shot.

**Effect:** After the Edge Phase, before comparing final totals, gain Aim Points equal to the total AD you committed to this Exchange, up to your Ranged SL.
Each Aim Point may be spent once, in one of two ways:

1. Before comparing final totals, spend any number of Aim Points to turn an equal number of Hits into Critical Hits.
2. If you win this Exchange, after calculating Wound Margin but before converting it to Wounds, spend any number of remaining Aim Points to add 2 to that margin per Aim Point spent.

When the Exchange ends, lose any remaining Aim Points.
Your movement is limited to Walking for the rest of your Activation.

*Tags: Action · Ranged · Combat Exchange · Offence · Critical Hit · Wounds*

<!-- /power-card -->

<!-- power-card: power.fighter.point-blank-breakout -->
#### Point-Blank Breakout

*“You left me one way out. Through you.”*

**Trigger:** When an enemy initiates a Melee Exchange against you while you hold a ranged weapon loaded or otherwise ready to fire, you may declare Point-Blank Breakout and Clash using Ranged; the attacker uses Melee.
Pay its Base Attack Cost and Boost with at least 3 AD.

**Effect:** Ignore only the Disadvantage for ranged attacks while engaged in melee.
If you win this Exchange, after it ends, you may move through and beyond the attacker’s position up to 2m per Boost AD committed as additional movement.
The attacker cannot React to it; other creatures can.
Other movement rules apply.

**Scene Modes:** In Story Mode, move through the attacker to a meaningful position beyond them; greater Boost permits a more ambitious escape.
In Cinematic Mode, snap the total distance to Zones; you may move beyond the attacker within the current Zone or continue through connected Zones within that limit.

*Tags: Response · Ranged · Clash · Mobility · Disadvantage · Positioning*

<!-- /power-card -->

---

## Path of the Titan

### Tier 1 Titan Class Powers

<!-- power-card: power.fighter.resurgence -->
#### Resurgence

*“I’ve always got another reserve.”*

**Trigger:** After your Impaired Refresh leaves at least 1 Used AD, you may declare Resurgence.

**Effect:** Choose up to your Athletics SL Used AD left by that Refresh and reroll the chosen AD.
You may reroll the chosen AD even if Advantage or Disadvantage has already rerolled them during that Refresh.
Each new result stands and cannot be rerolled again.
For each Hit or Critical Hit, move that AD from Used to Ready.
Each Miss remains Used.

*Tags: Passive · Athletics · Refresh · Recovery Aid · AD Pressure · Reroll*

<!-- /power-card -->

<!-- power-card: power.fighter.stalwart -->
#### Stalwart

*“Come move an anchor.”*

**Trigger:** When an effect would force you to move or knock you Prone, you may use a Reaction to declare Stalwart.
If you do, spend 1 Ready AD and make a Side Roll using a number of dice equal to your Athletics SL.

**Effect:** Reduce the forced movement by 2m per dot, to a minimum of 0.
If the Side Roll produces at least 2 dots, prevent the triggering Prone effect.

**Scene Modes:** In Story Mode, each dot meaningfully reduces the movement.
In Cinematic Mode, a 0-Zone forced-movement reduction still leaves you closer to your starting position within the final Zone.

*Tags: Reaction · Athletics · Side Roll · Defence · Positioning*

<!-- /power-card -->

<!-- power-card: power.fighter.toughness -->
#### Toughness

*“Still standing.”*

**Trigger:** After you know that a Physical or Elemental effect would cause you 1 or more Wounds, but before applying those Wounds, you may declare Toughness.
If you do, choose and spend 1 or more Ready AD, up to your Athletics SL.

**Effect:** Roll the AD you spent.
If the roll produces at least 1 dot, reduce those Wounds by 1, to a minimum of 0.

*Tags: Passive · Athletics · Defence · Wounds · AD Pressure*

<!-- /power-card -->

### Tier 2 Titan Class Powers

<!-- power-card: power.fighter.adamant-guard -->
#### Adamant Guard

*“You tire before I yield.”*

**Trigger:** When you choose Full Guard against a Melee Exchange, Boost with at least 2 AD and you may declare Adamant Guard.

**Effect:** For this Exchange, you may use Athletics instead of Melee.
If you win this Exchange (a tie is not enough), gain Guard Points equal to the number of Boost AD you committed.
Until your next Activation starts, when you declare Full Guard, you may spend 1 Guard Point to pay the Base Cost and provide a +1 bonus to that Melee Exchange.
When your next Activation starts, lose any remaining Guard Points.

*Tags: Response · Athletics · Full Guard · Defence · Boost · AD Pressure*

<!-- /power-card -->

<!-- power-card: power.fighter.driving-impact -->
#### Driving Impact

*“Try stopping this momentum.”*

**Trigger:** During your Activation, move at least 4m straight towards an enemy, ending within melee reach, then immediately initiate a Melee Exchange against that enemy.
As long as you Boost this Exchange with at least 2 AD, you may declare Driving Impact.

**Effect:** First, you may choose Athletics as your maximum Boost AD.
If you win this Exchange and deal at least 1 Wound, push the target 2m per Wound directly away from you following your line of movement.
They follow a legal path, stopping before occupied or blocked space.
Collisions cause no automatic Wounds.

**Scene Modes:** In Story Mode, a clear straight-line run-up satisfies the 4m requirement, and each Wound pushes the target meaningfully farther away.
In Cinematic Mode, a 0-Zone result becomes 1 Zone if a directly away path into that Zone is legal.

*Tags: Action · Athletics · Combat Exchange · Control · Boost · Forced Movement*

<!-- /power-card -->

<!-- power-card: power.fighter.shake-it-off -->
#### Shake It Off

*“That all you’ve got?”*

**Trigger:** When a Physical or Elemental effect would apply Hindered, Slowed, Stunned, or Weakened to you, but before applying that condition, you may declare Shake It Off.
If you do, choose and spend 1 or more Ready AD, up to your Athletics SL.

**Effect:** Roll the AD you spent.
If the roll produces at least 1 dot, the condition is not applied.

*Tags: Passive · Athletics · Defence · AD Pressure · Condition*

<!-- /power-card -->

### Tier 3 Titan Class Powers

<!-- power-card: power.fighter.last-bastion -->
#### Last Bastion

*“Over my dead body.”*

**Trigger:** During your Activation, declare Last Bastion; make a Routine Athletics Skill Check, Boosting it with at least 3 AD.

**Effect:** Gain Bastion Points equal to final dots:

1. When an enemy moves adjacent to a visible ally, use a Reaction, spend at least 1 point, and move legally up to 2m per point, ending adjacent to that ally if able.
2. Before Responses to an enemy’s Melee Exchange against an adjacent ally, use a Reaction and spend 1 point to swap with that willing ally if both can legally move between those positions. The Exchange now targets you instead; Respond only with Full Guard or No Response.

Points expire when your next Activation starts; a new pool replaces the old.

**Scene Modes:** In Story Mode, spend points matching narrated distance.
In Cinematic Mode, 0-Zone movement may still end adjacent within your Zone.

*Tags: Reaction · Athletics · Full Guard · Defence · Positioning*

<!-- /power-card -->

<!-- power-card: power.fighter.loving-the-pain -->
#### Loving The Pain

*“Good, hurt me some more.”*

**Trigger:** Once during your Activation, you may declare Loving The Pain.
If you do, make a Routine Athletics Skill Check and Boost that check with at least 3 AD.

**Effect:** Gain Pain Points equal to the check’s final dots.
Until your next Activation starts, each time 1 or more Wounds are applied to you, if you remain above 0 Vitality, you may spend 1 Pain Point.
If you do, move up to 2 Used AD to Ready.
When your next Activation starts, lose any remaining Pain Points.

*Tags: Action · Athletics · Skill Check · Recovery Aid · Boost · AD Pressure*

<!-- /power-card -->

<!-- power-card: power.fighter.unstoppable-charge -->
#### Unstoppable Charge

*“Brace the line. I’m coming through.”*

**Trigger:** During your Activation, choose a straight route that would be legal without enemies, then make an Athletics Sprint.
Choose and spend 3 or more Ready AD, up to your Athletics SL, choose up to one enemy on the route per AD spent, and declare Unstoppable Charge.

**Effect:** Make an Athletics Side Roll using 1 die plus 1 die per AD spent on Unstoppable Charge. This roll does not change your Sprint distance. Move along the route up to that distance.
When you reach a chosen enemy, compare the Side Roll’s final dots with their Athletics Readiness Score.
If higher, move them 2m to a legal position off the route and knock them Prone.
Continue only if the route is clear; otherwise stop before the blocking enemy.
Collisions cause no automatic Wounds.

**Scene Modes:** In Story Mode, 2m means meaningfully clear of the route.
In Cinematic Mode, the 2m move may reposition the enemy within their Zone to clear the route.

*Tags: Action · Athletics · Movement · Mobility · Side Roll · AD Pressure · Forced Movement*

<!-- /power-card -->


---

# Ranger

*The world beyond the walls is not your enemy. It’s your ally—if you know how to listen.*

The Ranger is a master of survival and motion, thriving where others falter. With sharpened instincts and unwavering focus, they navigate the world’s wild edges—alone, bonded to beasts, or striking from shadow.

Some forge kinship with animals. Others vanish between the trees and reappear where death is needed most. All Rangers move with purpose—guided by terrain, insight, and unyielding resolve.

## Ranger Paths

Each Ranger refines their art through one of three Paths:

- **Path of the Beastmaster** — Tames and commands loyal beasts in battle, blending instinct with teamwork. *(Beastcraft-based)*
- **Path of the Hunter** — Precision predators who control space, spring ambushes, and dominate foes with surgical brutality. *(Survival-based)*
- **Path of the Strider** — Masters movement, terrain, and pursuit—relentless in chase, unstoppable in motion. *(Athletics or Acrobatics-based)*

## Starting Kit (Character Creation)

When selecting Ranger at character creation, the player gains:

- **Prerequisite Skills:** Automatically receives three (3) total skill levels across Beastcraft, Athletics, Acrobatics, or Survival, with at least one level in two of these skills.
- **Class Power Selection:** Choose one Tier 1 (T1) Ranger Class Power from one of the three paths.
- **Starting Currency:** 120 Dritch.
- **Recommended Starting Equipment:** A ranged weapon, a melee weapon, light armour, and survival gear (rope, rations, and a basic herbal kit).

---

# Path of the Beastmaster

## Beastmaster’s Companion

You may designate a previously befriended beast as your companion.

This requires a successful **Beastcraft** check against the creature’s Influence Defensive DR.

> **Influence DR = creature’s Presence + Influence skill level**

- You may only bond with a creature if the highest value among its Vitals is less than your **Presence + Beastcraft skill level**.
- You may have only one active companion at a time. Designating a new one immediately releases the current companion.

## Companion Combat Behaviour

In combat, your companion acts immediately after your turn. It does not roll a separate initiative.

- **Protective Behaviour:** By default, it prioritizes protecting you, using its actions to engage enemies in melee with you—unless commanded otherwise.

## Control Range

You may only issue commands to your companion if it is both aware of you (can see or hear you) and within your Control Range.

> **Control Range = (Presence + Beastcraft skill level) × 10 meters**

- If the companion is outside your Control Range or cannot perceive you, it reverts to its default behaviour.
- While out of range, it prioritizes using its movement to return to you, if possible.

## Tracking Your Companion

Your companion has a full character profile and is controlled by you during play.

- It has its own Vitals, Vitality, Core and Action Dice.
- You track its status, spend its Action Dice, and make rolls on its behalf—just as you would for your own character.

## Commanding Your Companion

If your companion is within your Effective Control Range:

- You may issue one simple command per turn (e.g., “Attack,” “Stay,” “Fetch”) without a skill check.
- To issue additional commands in your turn, succeed on a **Beastcraft** check vs DR 1.
- To issue a multi-step or conditional command, make a **Beastcraft** check.
  - For every 3 points you exceed DR 1, add one additional step or condition.
  - Example: “Run behind that wall and stay hidden,” or “Circle wide, then attack the spellcaster.”
- On a failed check, the companion follows the last valid command it received, or defaults to its protective behavior.
- You may issue a maximum number of commands per turn equal to your Beastcraft skill level.
- The Narrateer Guide determines how the companion interprets failed or unclear commands.

If your companion is outside your Control Range but can still see or hear you:

- You may attempt to command it by making a **Beastcraft** check.
- If the companion is beyond twice your Control Range, the check is made with Disadvantage.

## Tier 1 Beastmaster Class Powers

### Bloodbound Intercept

**Tags:** Reaction, melee, movement, debuff

> “Back off—or bleed for it.”

**Trigger:** An enemy declares a melee attack on you or an ally within your Control Range.

**Effects:**

- **Intercept Dash:** Before the attack roll, your companion may use a Reaction to move toward that creature if able.
- **Proximity Defence:** If your companion ends adjacent, the attacker has Disadvantage on their attack roll.

### Killer’s Tide

**Tags:** Action, melee, attack, boost, accuracy, movement

> “We strike as one. Move as one.”

**Trigger:** You make a Boosted melee attack on a creature while your companion is within your Control Range.

**Effects:**

- **Pack Precision:** If your companion attacks the same creature on their turn, each Critical Hit they roll is doubled in value (max Crits = your Beastcraft SL).
- **Surge Forward:** If their damage roll includes any Critical Hits, they gain +2m movement per Crit for their turn (max Crits = your Beastcraft SL).

### Maul & Break

**Tags:** Action, attack, melee, movement, damage, control

> “Take it down. Don’t let ‘em rise again.”

**Trigger:** When your companion moves 4 m+ in a straight line toward a target and makes a melee attack against that target.

**Effects:**

- **Rend:** Add +1 damage per Critical Hit on the attack roll (max Crits = Beastcraft SL).
- **Knockdown:** If this attack deals 2+ damage, the target is knocked Prone.

## Tier 2 Beastmaster Class Powers

### Bonded Ambush

**Tags:** Reaction, attack, control

> “We strike as one—sudden, savage.”

**Trigger:** You damage a creature with an attack while your companion is within Control Range.

**Effects:**

- **Synchronized Strike:** Command your companion to move toward that creature and make a melee attack against them (if able) with Advantage.
- **Overwhelm:** If this attack deals 3+ damage, they are Stunned until the start of their next turn.

### Savage Rend

**Tags:** Passive, attack, sunder

> “Once they’re down, we rip them to bone.”

**Trigger:** You command your companion to attack a target that is Grappled, Restrained, or Prone.

**Effects:**

- **Tearing Precision:** You may reroll your companion’s attack roll dice (max dice = your Beastcraft SL).
- **Armor Shred:** For each Critical Hit rolled on that attack, the target’s Armor Value is reduced by 1 for the rest of the encounter and the attack deals +1 damage (max Crits = your Beastcraft SL).

### Crush the Charge

**Tags:** Reaction, defence, control

> “Let ‘em run—we break what runs.”

**Trigger:** An enemy completes a movement within your Control Range.

**Effects:**

- **Intercept Charge:** You may command your companion to move towards that creature (if able).
- **Grappling Lunge:** If now adjacent to that creature, your companion makes an Athletics check vs. the target’s Athletics or Acrobatics PS (target’s choice).
  - On a success, the target becomes Restrained by your companion and suffers 1 damage per Critical Hit on the check (min 1, max = your Beastcraft SL).
  - On a failure, the enemy still suffers Disadvantage on its next attack roll until the end of their turn.

---

# Path of the Hunter

## Tier 1 Hunter Class Powers

### Predator’s Mark

**Tags:** Boost, stealth, ranged, control, damage

> “One second you’re safe—the next, you’re not.”

**Trigger:** You declare a Boosted ranged attack.

**Effects:**

- **Hunter’s Choice:** Before rolling to attack, choose Hinder or Harm (one only):
  - **Hinder:** On hit, if this attack deals 2+ damage the target is Hindered until the start of your next turn. On their turn, the target may attempt an Acrobatics check vs. this damage. On success, this Hindered condition ends.
  - **Harm:** Each Critical Hit on your attack roll is doubled in value (max Crits = your Survival SL). On hit, the target also gains Lingering Harm (Bleeding).

### Quick Snare

**Tags:** Trap, setup, control

> “A moment’s work, a world of trouble for the unwary.”

**Trigger:** Spend 1 minute and 1 trap kit or suitable materials to set a snare or tripwire in a 2 m adjacent space.

**Effects:**

- **Trap Score:** When setting the trap, make a Survival check. Record the result as your Trap Score. Declare if the trap will Restrain or knock Prone.
- **Hidden Hazard:** The trap is hidden by default.
  - **Searching creatures:** They must pass an Observation check vs. your Trap Score.
  - **Not searching:** Compare your Trap Score to their Observation PS—if yours is higher, they don’t detect it.
- **Tangled:** The first unaware creature to enter the trapped space triggers it. Compare your Trap Score to their Acrobatics or Athletics PS (whichever is higher).
  - If yours is higher, the target takes 1 damage and is either Restrained or Prone (your choice at setup).
- **Escape:** A Restrained creature may escape with an Acrobatics or Athletics check vs. your Trap Score.
- **Duration:** Until triggered or 1 day.
- **Cost:** Consumes all materials used.

### Relentless Pursuit

**Tags:** Mark, focus, tracking, damage

> “You can run, but you cannot hide.”

**Trigger:** Spend 1 AD on your turn to mark one creature you can see within Pursuit Range; they become your Quarry.

**Effects:**

- **Pursuit Range:** You can sense your Quarry while they remain within your Survival PS × 20 m.
- **Hunter’s Sense:** While in range, you always know their direction and approx. distance, and gain Advantage on all checks to track, locate, or understand them.
- **Hunter’s Focus:** If your Quarry is with Pursuit Range, ignore Disadvantage from obscured vision or partial cover when targeting them.
- **Opening Strike:** The first time you hit your Quarry before the effect ends, gain Advantage on your damage roll. This ends Relentless Pursuit.

## Tier 2 Hunter Class Powers

### Culling Strike

**Tags:** Boost, ambush, execution, prey domination

> “You have nowhere left to run—this is your end.”

**Trigger:** You make a Boosted attack against a creature that is Prone, Restrained, Exhausted, or below half Vitality.

**Effects:**

- **Execution Window:** On hit, add your Survival SL to the Hit Impact when determining damage.
- **Decisive End:** If this attack reduces target to 0 Vitality, refresh 2 AD and move up to (Survival PS × 2) metres without provoking reactions.
- **Chilling Precision:** If the target survives and this attack deals 3+ damage, it becomes Panicked until the end of its next turn. On their turn, an affected creature may attempt an Insight Skill Check vs. DR 1. On a success, the Panicked condition ends.

### Hunter’s Trap

**Tags:** Trap, environmental control, execution

> “Step into my world and your demise is inevitable.”

**Trigger:** Spend 5 minutes and 2 trap kits or suitable materials to set a trap in an adjacent 2 m space.

**Effects:**

- **Trap Score:** When setting the trap make a Survival check. Record the result as your Trap Score. Also, choose Hinder or Harm (one only).
- **Expert Concealment:** The trap is hidden by default.
  - **Searching creatures:** They must pass an Observation check vs. your Trap Score.
  - **Not searching:** Compare your Trap Score to their Observation PS—if yours is higher, they don’t detect it.
- **Hunter’s Choice:** When triggered, compare Trap Score to both Athletics and Acrobatics PS. If your Trap Score beats either, apply the effect you chose when you set the trap:
  - **Hinder:** The creature takes 1 point of damage and becomes Restrained and Prone. On their turn, a restrained creature may attempt an Athletics or Acrobatics Skill Check vs. your Trap Score. On a success, the Restrained condition ends.
  - **Harm:** Calculate damage following the same method as a melee attack where the Attack Roll is your Trap Score. By default, your trap Weapon Damage is 1 (may be increased with trap material use) and you use your Survival SL in your Base Hit.
- **Vicious Trap:** If your Trap Score beats both Athletics and Acrobatics PS, the creature is Stunned for a number of rounds equal to your Survival SL, in addition to the above effect you chose.
- **Duration:** Until triggered or 1 day.
- **Cost:** Consumes all materials used.

### Predator’s Perch

**Tags:** Boost, attack, ranged, precision, control, reposition

> “From above, I see your every weakness.”

**Trigger:** You make a Boosted ranged attack from a higher elevation than the target.

**Effects:**

- **Keen Aim:** Each Critical Hit you roll on your attack roll is doubled in value (max Crits = your Survival SL).
- **Pinning Shot:** If this attack deals 3+ damage, the target is Slowed until the end of its next turn. On its turn, it may attempt Athletics vs. this damage; on success, Slowed ends.
- **Aerial Reposition:** After the attack, move up to (Survival SL × 2) m as a free action. This movement does not provoke reactions and ignores difficult terrain.

---

# Path of the Strider

## Tier 1 Strider Class Powers

### Fleetfoot

**Tags:** Movement, refresh

> “I don’t outrun danger—I race alongside it.”

**Trigger:** Whenever you Run or Sprint.

**Effects:**

- **Momentum Surge:** Roll dice equal to your Athletics or Acrobatics SL. Each Critical Hit grants +2 m to your Base Movement (BM) this turn.
- **Free Runner:** After moving, for each Critical Hit from Momentum Surge, refresh 1 Action Die (AD).

### Step Ahead

**Tags:** Reaction, movement, resist

> “I read the terrain before you strike.”

**Trigger:** When an enemy enters a space either you occupy or is adjacent to you.

**Effects:**

- **Reposition:** Move up to (Athletics/Acrobatics SL × 2) m. This movement doesn’t provoke reactions.
- **Reactive Edge:** If you end in difficult terrain or cover, that enemy has Disadvantage on its next attack or skill check against you until start of your next turn.

### Windrunner Advance

**Tags:** Attack, movement, resist, buff

> “I cut through you like the wind.”

**Trigger:** When you deal damage to a creature with a Boosted melee attack after moving at least 2 m.

**Effects:**

- **Flowing Strike:** Gain (Athletics/Acrobatics SL × 2) m bonus movement. Use immediately; cannot end adjacent to the target. This movement does not provoke reactions from that target.
- **Fluid Assault:** Gain Advantage on your next Athletics/Acrobatics check until start of your next turn.

## Tier 2 Strider Class Powers

### Unyielding Advance

**Tags:** Movement, resist, terrain

> “Momentum’s mine. You’re just scenery.”

**Trigger:** When, on your turn, you move 4 m+ through difficult terrain or 2 m+ through an enemy’s threat zone.

**Effects:**

- **Make Way:** Treat up to 4 m of that movement as normal terrain, and negate 1 reaction provoked by it.
- **Surge Through:** Roll dice equal to either Athletics or Acrobatics SL. For each Critical Hit rolled:
  - Ignore +4 m additional movement penalties.
  - Negate +1 additional reaction (max = Athletics SL).

### Evasive Flow

**Tags:** Reaction, defence, positioning, buff

> “Missed me by a mile.”

**Trigger:** An enemy declares an attack against you that you are aware of.

**Effects:**

- **Reflexive Dodge:** Roll dice equal to either Athletics or Acrobatics SL. For each Critical Hit rolled move 2 meters before the attack roll is made. This movement does not provoke reactions.
- **Close Call:** They then roll the attack. If it misses, gain Advantage on either your next attack roll or your next Athletics/Acrobatics check until end of your next turn.

### Relentless Chase

**Tags:** Reaction, movement, control, positioning

> “Run. I dare you.”

**Trigger:** When an enemy ends its movement farther from you than it started (and you can see it).

**Effects:**

- **Pursuit Step:** Using a reaction, move up to (Athletics or Acrobatics SL × 2) m as free movement. This movement ignores difficult terrain and does not provoke reactions from that creature.
- **Cut-Off:** If you end this movement adjacent to that creature, you may then immediately attack that enemy using another reaction.
- **Tendon Slice:** If this attack hits, that enemy becomes Hindered until the end of its turn. On their turn, an affected creature may attempt an Acrobatics Skill Check vs. this damage. On a success, the Hindered condition ends.

---

# Tier 3 Mastery Events

Before a Ranger may select a Tier 3 Class Power, they must complete a Mastery Event—a narrative moment that crystallizes their path, proving they embody its ideals.

To qualify, the character must already meet all mechanical prerequisites for Tier 3 access:

- Class Level 3+, and
- 9 total Skill Levels across the Ranger’s core Skills (Beastcraft, Athletics, and Survival).

These events are not mere tests of prowess, but trials of identity—each forged to reflect the essence of the chosen Path. The Guide and player should collaborate to shape the narrative, adapting these templates as needed to suit the campaign’s tone and circumstances.

## Path of the Beastmaster – Pack Sovereignty

**Core Ethos:** Two hearts, one will—command the field through perfect kinship and coordinated predation.

### Examples: Beastmaster Mastery Events

- **Alpha’s Mandate:** In battle, command your companion to execute 3 distinct tactics (e.g., intercept, grapple, flank/knockdown) over 3 rounds, achieving a decisive edge (key enemy pinned, disarmed, or routed) without your companion incapacitated.
- **Two Shadows, One Kill:** In one turn, you and your companion focus a powerful foe: both land attacks, apply two control effects (e.g., Hindered + Prone or Grappled + Disadvantage), and finish the target or leave it unable to act next turn.
- **Bloodbound Guardian:** While outnumbered, use your companion to prevent harm to an ally twice (e.g., intercept/lock down), then eliminate the leader without the warded ally dropping to 0 Vitality.

## Path of the Hunter – Surgical Control

**Core Ethos:** See first, strike first, end cleanly—control the fight with vision, setup, and precision execution.

### Examples: Hunter Mastery Events

- **One Mark, No Mercy:** Track a high-value mark through hostile ground, secure 2 Survival/Observation successes, and eliminate or capture in the opening exchange without bystander harm or alerting reinforcements.
- **Web of Ruin:** In one operation, set and spring 3 traps that decide the fight (deny movement, split forces, disable elites) with no friendly casualties and no collateral to key objectives.
- **The Long Watch:** Maintain a concealed firing/ambush position across the scene (shift vantage as needed), neutralize 3+ priority threats before they act, and remain undetected through completion/exfiltration.

## Path of the Strider – Relentless Pursuit

**Core Ethos:** Own the route, dictate the distance—no foe escapes, no terrain denies you.

### Examples: Strider Mastery Events

- **No Escape:** Pursue an elite/swift enemy across hazardous terrain for 3 rounds; stay adjacent or within melee each round despite obstacles, and land a hit each round before the target can escape.
- **Thread the Battlefield:** Cross a chaotic battlefield (difficult terrain, enemy lines, elevation) to strike 3 targets in 3 rounds, taking no opportunity-attack damage and ending each round in cover/advantage.
- **Cut the Line:** Interdict a courier/ritualist/messenger exiting the zone: outmaneuver escorts, impose a mobility debuff (e.g., Hindered/Restrained/Prone), and prevent escape for 2 rounds until allies secure the objective.


---

# Rogue

*You didn’t see them coming. You won’t see them leave.*

The Rogue is a master of misdirection and motion—slipping through danger, finding the route no one else can take, and turning a precise touch into a decisive advantage.

Some Rogues move with breathtaking nerve. Others disappear into silence or use exact technique to exploit the smallest weakness.

## Rogue Paths

You do not need to read every Rogue Power before you begin. Start with the style that sounds most like the Rogue you want to play:

- **Daredevil — outmove danger.** Cross difficult ground, escape pressure, and turn bold movement into opportunity. Daredevil Powers usually use **Acrobatics**.
- **Phantom — control what others perceive.** Hide, reposition unseen, and unsettle enemies from concealment. Phantom Powers usually use **Stealth**.
- **Viper — work with precision.** Exploit weak points, impair movement, and use light weapons as exact tools. Viper Powers usually use **Finesse**.

These Paths are signposts, not tracks. Begin wherever your character idea feels right. As you gain Rogue Powers, you may choose from any Rogue Path and any Tier you have unlocked.

For the rules shared by every Class Power, see [Using Your First Class Power](/rules/class-powers#using-your-first-class-power).

## Starting Kit (Character Creation)

You can build a Rogue without reading the full Power list. Work through these steps:

1. **Record Rogue Level 1.**
2. **Add 3 Skill Levels.** Divide them across **Acrobatics**, **Stealth**, and **Finesse**. At least two of those Skills must have 1 or more levels. Common splits are 2/1/0 or 1/1/1. Give at least 1 level to the Skill used by your starting Power.
3. **Choose 1 Tier 1 Rogue Power.** Any Tier 1 Rogue Power is valid.
4. **Take 120 Dritch.**
5. **Plan your starting equipment.** A Rogue usually carries a light weapon, thieves’ tools, light armour, a disguise kit, and basic adventuring gear. See [Equipment](/rules/equipment) for options and prices.

### Quick Starts

If you want to begin without comparing every Power, choose one of these:

- **Daredevil:** Acrobatics 2, Stealth 1, Finesse 0; start with [Wallrunner](#power.rogue.wallrunner).
- **Phantom:** Stealth 2, Acrobatics 1, Finesse 0; start with [Ghostwalker](#power.rogue.ghostwalker).
- **Viper:** Finesse 2, Stealth 1, Acrobatics 0; start with [Clean Exit](#power.rogue.tendon-slice).

These are recommendations, not fixed builds. You may change the Skill spread or choose any other Tier 1 Rogue Power, provided you still follow the creation rules above.

---

## Path of the Daredevil

### Tier 1 Daredevil Class Powers

<!-- power-card: power.rogue.feint-flow -->
#### Feint & Flow

*“You never know where I’ll land!”*

**Trigger:** When an enemy initiates a Melee or Ranged Exchange against you, if you choose Full Guard as your Exchange Response and Boost that Response with at least 1 AD, you may declare Feint & Flow.

**Effect:** For this Response, use Acrobatics for the Response roll and to determine the maximum Boost AD.
If you win this Exchange, after the Exchange ends, you may move up to 2m per Boost AD committed as additional movement.
This movement does not provoke Reactions.
All other movement rules apply.

**Scene Modes:** In Story Mode, make a meaningful nearby reposition; greater Boost permits a more ambitious shift.
In Cinematic Mode, if the snapped movement distance is 0 Zones, you may still reposition within your current Zone.

*Tags: Response · Acrobatics · Full Guard · Defence · Boost · Positioning*

<!-- /power-card -->

<!-- power-card: power.rogue.unpredictable-motion -->
#### Unpredictable Motion

*“Try and keep up.”*

**Trigger:** Once during your Activation, you may declare Unpredictable Motion.
If you do, make a Routine Acrobatics Skill Check and Boost that check with at least 1 AD.

**Effect:** Gain Misdirection Points equal to the check’s final dots, up to the number of Boost AD committed.
Until your next Activation starts, wait until an enemy initiating a Melee or Ranged Exchange against you commits all AD for that Exchange.
Before choosing your Exchange Response, you may spend exactly 1 Misdirection Point per Exchange to give that enemy Disadvantage on their Exchange roll.
When your next Activation starts, lose any remaining Misdirection Points.

*Tags: Action · Acrobatics · Skill Check · Defence · Boost · Disadvantage*

<!-- /power-card -->

<!-- power-card: power.rogue.wallrunner -->
#### Wallrunner

*“Gravity is only a suggestion.”*

**Trigger:** During your Activation, make an Acrobatics Sprint.
Once during that Sprint, after moving at least 2m, you may declare Wallrunner upon reaching a wall or similar solid surface.
If you do, choose and spend 1 or more Ready AD, up to your Acrobatics SL.
You must be able to land somewhere you can stand within the Wallrunner distance and the Sprint’s remaining movement.

**Effect:** Move up to 2m per AD spent on Wallrunner along or up the surface, vaulting over an obstacle or launching across a gap.
Every metre of Wallrunner uses 1m of the Sprint’s remaining movement.
Move this way without another check.
This movement does not provoke Reactions.
Do not stop until you land, then continue the Sprint with any movement left.

**Scene Modes:** In Story Mode, first make a meaningful run-up; more AD permits a farther or bolder stunt.
In Cinematic Mode, first move within your Zone; if the Wallrunner distance snaps to 0 Zones, complete it within that Zone.

*Tags: Action · Acrobatics · Movement · Mobility · AD Pressure*

<!-- /power-card -->

### Tier 2 Daredevil Class Powers

<!-- power-card: power.rogue.velocity-strike -->
#### Breakneck Vault

*“See you on the other side.”*

**Trigger:** During an Acrobatics Sprint, when an enemy initiates a Melee Exchange against you or you reach the last position before entering their space, you may declare Breakneck Vault.
If you do, choose and spend 2 or more Ready AD, up to your Acrobatics SL.

**Effect:** **Exchange Initiated:** Respond with Full Guard using Acrobatics. The AD spent on Breakneck Vault pay the complete Response cost: the first is its Base Cost and the rest count as Boost AD. Resolve Full Guard Advantage normally. Lose: your movement ends and you are knocked Prone. Tie: your movement ends. Win: jump through and past the enemy up to 2m per AD spent on Breakneck Vault as additional movement to a legal space in your Sprint direction. This jump does not trigger Reactions. Continue your Sprint. **Last Position:** Make the same jump as on a win.

**Scene Modes:** In Story Mode, more AD permits a farther landing beyond the enemy. In Cinematic Mode, if the jump snaps to 0 Zones, land beyond the enemy within your current Zone.

*Tags: Action · Acrobatics · Combat Exchange · Mobility · AD Pressure · Positioning*

<!-- /power-card -->

<!-- power-card: power.rogue.rooftop-rush -->
#### Corkscrew Takedown

*“Your balance belongs to me.”*

**Trigger:** When you initiate a Melee Exchange against a target that is not Prone, Boost that Exchange with at least 2 AD and you may declare Corkscrew Takedown.

**Effect:** For this Exchange, use Acrobatics for your Exchange roll and to determine the maximum Boost AD.
If you win this Exchange, calculate and apply Wounds normally, to a maximum of 1 Wound, and classify that harm as Physical (Impact).
After applying Wounds, the target falls Prone.
You may then exchange positions with them: move the target to your previous position and move yourself to the target’s previous position.
This movement does not provoke Reactions.
If either previous position is not a legal endpoint for the other combatant, neither of you moves.

*Tags: Action · Acrobatics · Combat Exchange · Control · Wounds · Condition*

<!-- /power-card -->

<!-- power-card: power.rogue.agile-recovery -->
#### Cut It Close

*“This is going to hurt.”*

**Trigger:** You cannot declare Cut It Close for Lingering Harm or ambient or ongoing exposure.
After you know that a sudden Physical or Elemental effect that an immediate acrobatic manoeuvre could still lessen would cause you 1 or more Wounds, but before applying those Wounds, you may declare Cut It Close.
If you do, choose and spend 1 or more Ready AD, up to your Acrobatics SL.

**Effect:** Roll the AD you spent.
If the roll produces 0 dots, increase those Wounds by 1.
Otherwise, reduce those Wounds by the roll’s final dots, to a minimum of 0.
After the roll, move the spent AD from Ready to Used, then apply the modified Wounds once with the same source and Harm classification.

*Tags: Passive · Acrobatics · Defence · Wounds · AD Pressure*

<!-- /power-card -->

### Tier 3 Daredevil Class Powers

<!-- power-card: power.rogue.borrowed-momentum -->
#### Borrowed Momentum

*“Your momentum. My advantage.”*

**Trigger:** When an enemy initiates a Melee Exchange against you, if you choose Full Guard as your Exchange Response and Boost that Response with at least 3 AD, you may declare Borrowed Momentum.

**Effect:** For this Response, use Acrobatics to determine the Response roll and maximum Boost AD.

If you win this Exchange (a tie is not enough), after it ends, no Wound Margin is calculated for this follow-on harm; instead, the enemy suffers 1 Wound from Physical (Impact) harm, or 2 Wounds if you committed at least 4 Boost AD.

*Tags: Response · Acrobatics · Full Guard · Counterattack · Boost · Wounds*

<!-- /power-card -->

<!-- power-card: power.rogue.redline-chain -->
#### Redline Chain

*“Faster. Harder. Don’t look down.”*

**Trigger:** Once during your Activation, you may declare Redline Chain.
If you do, make a Routine Acrobatics Skill Check Boosted with at least 3 AD.

**Effect:** Success grants 1 Redline Point per Boost AD; failure grants none.
Until your next Activation starts, spend Redline Points in any of these ways:

- When another character declares a Reaction to your movement or current action, spend 1 point before they pay. Prevent it. They pay nothing; continue your movement or action if able.
- Spend 1 point to move through up to 4m of Difficult terrain at normal cost.
- Spend 1 point instead of spending AD or rolling to pass an Acrobatics Skill Check needed to get past an obstacle or hazard. The check still takes its usual action and movement.

When your next Activation starts, lose unspent points.

**Scene Modes:** Story Mode: each point covers a short stretch.
Cinematic Mode: apply all points before snapping to Zones.

*Tags: Action · Acrobatics · Skill Check · Mobility · Boost*

<!-- /power-card -->

<!-- power-card: power.rogue.first-to-the-finish -->
#### Sweep the Floor

*“Mind the floor.”*

**Trigger:** During your Activation, you may declare Sweep the Floor as you attempt a low sweep against standing enemies within 2m whose footing you can reach.
Boost the sweep’s Acrobatics Skill Check with at least 3 AD and choose 1 or more of those enemies, up to 1 enemy per Boost AD.

**Effect:** Make 1 Acrobatics Skill Check against the highest Melee Readiness Score among the chosen enemies.
If your final dots are higher than that score, every chosen enemy becomes Prone without suffering Wounds; otherwise, none of the chosen enemies falls Prone.

**Scene Modes:** In Story Mode, the chosen enemies must be tightly clustered.
In Cinematic Mode, the chosen enemies must be close enough for the sweep within your current Zone.

*Tags: Action · Acrobatics · Skill Check · Control · Boost · Condition*

<!-- /power-card -->

---

## Path of the Phantom

### Tier 1 Phantom Class Powers

<!-- power-card: power.rogue.shadow-dread -->
#### False Lead

*“You saw exactly what I wanted you to see.”*

**Trigger:** During your Activation, after the Edge Phase of a Stealth Skill Check to Hide, before comparing totals, choose one creature you can see who you are attempting to Hide from and declare False Lead.

**Effect:** Reroll up to your Stealth SL dice, even if already rerolled. New results replace the old. If you become hidden from that creature, place one plausible Decoy point up to 4m away per point of Success Margin against it. The Decoy becomes your last known position to that creature until it clearly perceives you or proves the Decoy false. It does not move you or force the creature to act.

**Scene Modes:** Story Mode: choose a plausible nearby position. Cinematic Mode: if the distance snaps to 0 Zones, place it elsewhere in your Zone.

*Tags: Action · Stealth · Skill Check · Control · Reroll · Positioning*

<!-- /power-card -->

<!-- power-card: power.rogue.ghostwalker -->
#### Ghostwalker

*“Nothing but shadows.”*

**Trigger:** During your Activation, after you succeed on a Stealth Skill Check to Hide with at least 1 Boost AD, you may declare Ghostwalker.

**Effect:** Immediately move up to 4m per Boost AD using your remaining Walk or Run movement. Ignore hiding’s extra movement cost, but pay normal terrain costs and follow the normal Hide rules. You may stop early. Before a step would expose you or enter an illegal position, stop at your last legal concealed position. If you become exposed, Ghostwalker ends where you are. Otherwise, pausing does not end it; finishing this movement does. Ending Ghostwalker does not itself end your hiding.

**Scene Modes:** In Story Mode, reposition nearby; more Boost allows farther movement. In Cinematic Mode, snap the 4m per Boost AD distance and remaining movement separately, then use the lower. If that is 0 Zones, you may still reposition nearby within your Zone while concealed.

*Tags: Action · Stealth · Movement · Mobility · Boost · Positioning*

<!-- /power-card -->

<!-- power-card: power.rogue.vanishing-strike -->
#### Vanishing Strike

*“Only shadows remain where my steel drew blood.”*

**Trigger:** Once during your Activation, after a Melee or Ranged Exchange you initiated while hidden from its target ends, you may declare Vanishing Strike if you won.

**Effect:** Refresh AD equal to the Wounds you dealt in the triggering Exchange, capped by your Stealth SL.
Note your starting position.
Immediately follow one legal route within your remaining movement to a different unoccupied hiding position.
If you suffer Wounds, are displaced, or fail to complete the route, end this escape without a Hide.
On arrival, Hide with a Stealth Skill Check, Boosting with at least 1 AD.
Compare your total to the Observation Readiness scores of all opposing witnesses.
Witnesses whose scores you beat lost sight of you at your starting position and did not notice where you went.

*Tags: Action · Stealth · Skill Check · Defence · AD Pressure · Positioning*

<!-- /power-card -->

### Tier 2 Phantom Class Powers

<!-- power-card: power.rogue.dark-terror -->
#### Covert Recovery

*“You only found what I let you find.”*

**Trigger:** During your Activation, after you succeed on a Stealth Skill Check to Hide while Boosting with at least 2 AD, you may declare Covert Recovery.

**Effect:** Gain Covert Points equal to the check’s final dots, up to your Stealth SL. Spend them as follows:

- When a non-attack Action would reveal you through a sound, movement or other cue you could plausibly control, spend 1 Covert Point to mask that cue and remain hidden.
- When an Observation Skill Check would find you while hidden, spend Covert Points equal to its Success Margin to prevent that discovery.

Lose remaining Covert Points when your next Activation starts. Gaining Covert Points again replaces any you already have.

*Tags: Action · Stealth · Skill Check · Defence · Boost · AD Pressure*

<!-- /power-card -->

<!-- power-card: power.rogue.flickering-escape -->
#### Flickering Escape

*“They seek, but I am already gone.”*

**Trigger:** You need a continuous legal concealed route to a different legal unoccupied endpoint.
When an enemy’s deliberate Observation Skill Check would detect you while hidden from them, you may declare Flickering Escape as a Reaction before detection.

**Effect:** Choose the endpoint and 1 or more Boost AD, up to your Stealth SL; route cost cannot exceed 2m per chosen AD.
Commit 1 Ready AD plus those Boost AD; make a Stealth Skill Check.
If your final total exceeds the triggering check’s Success Margin, immediately follow the route as additional movement.
Reaching the endpoint prevents only that enemy detecting you.
At or below that Success Margin, do not move; that enemy detects you.
If stopped early, end at the last legal unoccupied position; that enemy detects you there.

**Scene Modes:** In Story Mode, shift nearby behind concealment, farther with more Boost.
In Cinematic Mode, 0 Zones permits repositioning within your Zone; 1 Zone requires a concealed route.

*Tags: Reaction · Stealth · Skill Check · Defence · Boost · Positioning*

<!-- /power-card -->

<!-- power-card: power.rogue.shadow-execution -->
#### Shadow Execution

*“A single cut, perfectly placed.”*

**Trigger:** During your Activation, after you succeed on a Stealth Skill Check to Hide that you Boosted with at least 1 AD, you may declare Shadow Execution against one perceived creature the check successfully hid you from.

**Effect:** Until your Activation ends, the next damaging Melee or Ranged Exchange you initiate against that creature while hidden from them is the prepared Exchange. You cannot apply another Class Power to the prepared Exchange. That creature chooses an Exchange Response normally. If you win, add the lower of the Hide check’s Boost AD or the prepared Exchange’s Hit Margin to the prepared Exchange’s Wound Margin before converting that margin to Wounds. The preparation ends when the prepared Exchange ends, that creature detects you, you initiate any other attack, or another Shadow Execution replaces it.

*Tags: Action · Stealth · Combat Exchange · Offence · Boost · Wounds*

<!-- /power-card -->

### Tier 3 Phantom Class Powers

<!-- power-card: power.rogue.ghost-run -->
#### Ghost Run

*“You saw the shadow. I was already gone.”*

**Trigger:** During your Activation, immediately after you succeed on a Stealth Skill Check to Hide with at least 3 Boost AD, you may declare Ghost Run.

**Effect:** Begin a Sprint normally, or continue one already paid for.
During your next continuous Sprint segment, remain hidden along a concealed route for up to 8m of ordinary movement cost per Hide Boost AD, within your remaining Sprint allowance.
Keep your Hide result and ignore only the extra movement cost for hiding; all other movement and detection rules apply.
Stopping voluntarily, taking an unrelated Action, or ending your Activation ends this permission; pausing for a Reaction or route hazard does not.
Unused protection cannot carry into another segment.
At the distance limit, you may stop and stay hidden if still concealed, or continue revealed.

**Scene Modes:** In Story Mode, follow a concealed route within both allowances.
In Cinematic Mode, snap each allowance separately to Zones.
If a nonzero allowance snaps to 0 Zones, you may only reposition locally within that distance.

*Tags: Action · Stealth · Movement · Mobility · Boost · Positioning*

<!-- /power-card -->

<!-- power-card: power.rogue.shadow-hand -->
#### Prepared Blind

*“There’s always somewhere to disappear.”*

**Trigger:** During your Activation, choose a nearby position whose existing terrain, shadows, clutter or materials you can physically arrange. Make a Routine Stealth Skill Check Boosted with at least 3 AD and declare Prepared Blind.

**Effect:** If you succeed, immediately finish preparing that position as a camouflaged blind and record the check’s final total. Until the blind is moved, damaged, exposed, or the Scene ends, up to your Stealth SL creatures that physically fit within it may use that total instead of making their own Hide check against observers relying on sight. Other senses, revealing cues and Actions resolve normally.

Prepared Blind creates no space, cover or materials that are not already present.

*Tags: Action · Stealth · Skill Check · Camouflage · Concealment · Utility*

<!-- /power-card -->

<!-- power-card: power.rogue.the-waiting-blade -->
#### The Waiting Blade

*“The opening will come. I can wait.”*

**Trigger:** After you succeed on a Stealth Skill Check to Hide with at least 3 Boost AD, you may immediately declare The Waiting Blade.
Choose a perceived enemy the check hid you from, and name an observable trigger: that enemy beginning a particular Action or completing a particular movement step.

**Effect:** When you observe that trigger, you may use a Reaction to initiate a legal Melee or Ranged Exchange against that enemy.
This consumes the preparation and pauses their Action or remaining movement.
You cannot apply another Class Power to this Exchange.

Declare up to 1 temporary Boost die per Hide Boost AD, then pay the Base Attack Cost and any paid Boost AD.
Temporary and paid Boost together cannot exceed the attack Skill’s normal Boost limit.
The enemy chooses an Exchange Response normally.
Roll temporary dice with the attack and discard them after the Exchange; they never become your AD.
After the Exchange ends, the interrupted Action or remaining movement may resume only if still legal.

The preparation also ends if the enemy detects you, you leave your prepared position, you initiate another attack, or your next Activation starts.
A new preparation replaces the old one.

*Tags: Reaction · Stealth · Combat Exchange · Offence · Boost · Positioning*

<!-- /power-card -->

---

## Path of the Viper

### Tier 1 Viper Class Powers

<!-- power-card: power.rogue.tendon-slice -->
#### Clean Exit

*“By the time they fall, I’m gone.”*

**Trigger:** Once during your Activation, after an Exchange ends in which you dealt at least 1 Wound, you may declare Clean Exit.
You need a legal route to a different legal unoccupied position.
The Exchange must have been initiated with a light weapon while its enemy could not perceive your position; Ranged requires throwing the weapon.
Spend 1 or more Ready AD, up to your Finesse SL.
This uses one proactive Finesse use.
No other Class Power of yours can apply to this Exchange.

**Effect:** Immediately follow that route for up to 2m per AD spent as additional movement.
You may stop at any legal position; otherwise, normal movement rules apply.
This movement does not provoke Reactions.
Clean Exit neither Hides you nor changes how the Exchange reveals you.

**Scene Modes:** In Story Mode, reposition nearby; more AD permits a farther escape.
In Cinematic Mode, 0 Zones permits repositioning within your current Zone.

*Tags: Action · Finesse · Combat Exchange · Mobility · AD Pressure · Positioning*

<!-- /power-card -->

<!-- power-card: power.rogue.surgical-incision -->
#### Surgical Incision

*“One cut. Exactly deep enough.”*

**Trigger:** Once during your Activation, after you win a Melee Exchange you initiated using a light weapon, pause before converting its calculated Wound Margin to Wounds.
Find the next higher Wound Margin threshold that would cause more Wounds.
That threshold must exist, and you must be able to spend the Ready AD needed to reach it.
You may then declare Surgical Incision if both those AD and the additional Wounds caused are no greater than your Finesse SL.
This uses one proactive Finesse use.
No other Class Power of yours can apply to this Exchange.

**Effect:** Spend exactly the Ready AD needed to reach that threshold and add the same amount to the Wound Margin.
Convert the adjusted Wound Margin to Wounds normally.

*Tags: Action · Finesse · Combat Exchange · Offence · Wounds · AD Pressure*

<!-- /power-card -->

<!-- power-card: power.rogue.woundblade -->
#### Woundblade

*“One cut that keeps cutting you.”*

**Trigger:** When you initiate a Melee or Ranged Exchange using a light weapon, you may use Finesse as your maximum Boost AD.
The enemy must not be immune to poison, and you must throw the weapon for a Ranged Exchange.
If you Boost with at least 1 AD, you may declare Woundblade.
This uses one proactive Finesse use.
No other Class Power of yours can apply to this Exchange.

**Effect:** If you win and deal at least 1 Wound, the enemy is Weakened until their next Activation ends.
If your Woundblade already affected them, they are also Hindered for that duration.
During that Activation, after Refresh, they may end Woundblade by moving Ready AD equal to your Boost AD to Used.
They must move the full amount.
A later successful Woundblade replaces this one.

*Tags: Action · Finesse · Combat Exchange · Control · Boost · Condition*

<!-- /power-card -->

### Tier 2 Viper Class Powers

<!-- power-card: power.rogue.gone-before-the-echo -->
#### Gone Before the Echo

*“You fall. I’m already elsewhere.”*

**Trigger:** During your Activation, initiate a light-weapon Exchange against an enemy who cannot perceive your position; Finesse may set its maximum Boost AD, and Ranged requires throwing the weapon.
With at least 2 Boost AD, choose a different legal unoccupied endpoint where you can Hide and a legal route there within 2m per Boost AD.
You must be able to afford a normal Stealth Skill Check after the Exchange.
Then declare Gone Before the Echo; this uses one proactive Finesse use, and your other Class Powers cannot apply to the Exchange.

**Effect:** On a win dealing at least 1 Wound, immediately follow the route to its endpoint as additional movement.
You may cross that enemy’s space but cannot end there or cross another enemy’s space.
It does not provoke Reactions, Hide you, or change the Exchange’s reveal.
At the endpoint, make a normal Stealth Skill Check to Hide with Advantage.
If blocked or the endpoint becomes illegal, stop at the last legal unoccupied position without making that check.

**Scene Modes:** In Story Mode, reposition nearby or farther with more Boost.
In Cinematic Mode, snap normally; at 0 Zones, reposition within your Zone.

*Tags: Action · Finesse · Combat Exchange · Mobility · Advantage · Positioning*

<!-- /power-card -->

<!-- power-card: power.rogue.mortal-geometry -->
#### Mortal Geometry

*“Every body has an angle it cannot survive.”*

**Trigger:** During your Activation, Finesse may set a light-weapon Exchange’s maximum Boost AD; throw the weapon for Ranged.
At your Boost commitment, declare Mortal Geometry with at least 2 Boost AD, publicly setting aside 1 or more of them as Precision AD before the enemy’s Exchange Response.
This uses one proactive Finesse use; your other Class Powers cannot apply to it.

**Effect:** Precision AD remain committed Boost AD but are not rolled or rerolled and are unaffected by the Edge Phase, Advantage, or Disadvantage; they add no dots and move to Used normally.
Roll the Base Attack Cost AD and remaining Boost AD.
On a damaging win, add 1 Wound Margin per Precision AD before conversion.

*Tags: Action · Finesse · Combat Exchange · Offence · Boost · Wounds*

<!-- /power-card -->

<!-- power-card: power.rogue.widows-measure -->
#### Widow’s Measure

*“The dose is exact. The paralysis is inevitable.”*

**Trigger:** During your Activation, Finesse may set the maximum Boost AD for a light-weapon Exchange you initiate against an enemy not immune to poison; Ranged requires throwing the weapon.
Declare Widow’s Measure with at least 2 Boost AD.
This uses one proactive Finesse use; your other Class Powers cannot apply to it.

**Effect:** On a win with at least 2 Wound Margin, you may reduce it by a number from 1 to your Boost AD, leaving at least 1 Wound Margin, then convert normally.
If you do and at least 1 Wound results, the enemy is Hindered until their next Activation ends; after Refresh, they may end it by moving that number of Ready AD to Used.
A later successful Widow’s Measure effect from you on that enemy replaces this one.

*Tags: Action · Finesse · Combat Exchange · Control · Boost · Poison*

<!-- /power-card -->

### Tier 3 Viper Class Powers

<!-- power-card: power.fighter.eviscerate -->
#### Eviscerate

*“I will cut you and gut you.”*

**Trigger:** During your Activation, after you win a Melee Exchange with a weapon using Physical (Slashing) and deal at least 1 Wound, initiate another Melee Exchange against the same target.
Use the same weapon, Boost it with at least 3 AD, and you may declare Eviscerate.

**Effect:** After the Edge Phase, before comparing dots, turn up to your Melee SL dice showing Hits into Critical Hits.
If you win this Exchange and deal at least 1 Wound, the target suffers Lingering Harm (Bleeding) from Eviscerate until treated or they reach 0 Vitality.
If they were already suffering Lingering Harm (Bleeding) before this Exchange, they are also Hindered while that condition persists.

*Tags: Action · Melee · Combat Exchange · Offence · Critical Hit · Condition*

<!-- /power-card -->


---

# Primant

*“Don’t command magic; invite it—and pray it listens.”*

Primants wield Primal magic—an ancient, volatile power woven through life, spirit, and fate. They invoke spirits, shape omens, and stir elemental forces into spells of protection, revelation, or ruin.

Across different traditions, Primants may be known as witches, shamans, or by other local names.

Their craft grows through teaching, ritual, and experience. Some follow traditions passed through generations; others discover their own ways of reaching the unseen. Through Trance, they channel vitality into Magic Dice, gathering the power that fuels their spells.

## Primant Paths

Each Primant develops their craft through one of three Paths:

- **Path of the Hexer** — Weavers of curses who spread corruption, cloud the senses, and unravel the mind. *(Influence-based)*
- **Path of the Seer** — Readers of omens who uncover hidden truths and bend fate for good or ill. *(Insight-based)*
- **Path of the Wildling** — Callers of spirits and elemental forces who heal, protect, and unleash nature’s fury. *(Survival-based)*

## Starting Kit (Character Creation)

When you choose Primant at character creation, you gain:

- **Starting Skills:** Gain 3 Skill Levels to distribute among Influence, Insight, and Survival, assigning at least 1 level to two or more of these Skills.
- **Class Power Selection:** Choose one Tier 1 (T1) Primant Class Power from any of the three Paths.
- **Starting Currency:** 120 Dritch.
- **Recommended Starting Equipment:** A ritual focus (such as a charm, carved bones, or a staff), basic spell components, and an herbalist’s pouch.

## The Primant’s Trance

> “To see beyond, one must first let go.”

- Primants are Primal spellcasters. Like all casters, they must first enter a Trance to create a Magic Pool that fuels their spellcasting.
- For Primal casters, this Magic Pool is called a **Resonance Pool**, reflecting their attunement to the world’s Primal forces.
- See [**Entering Trance Safely**](/rules/magic#entering-trance-safely) and [**Spellcasting Sequence**](/rules/magic#spellcasting-sequence) for the Trance and spellcasting rules.

---

# Path of the Hexer

## Tier 1 Hexer Class Powers

### Whisper of Rot

**Tags:** Spell, necrotic, poison, debuff

> “Flesh always betrays you.”

**Manifestation:** A sickly whisper coils through the target’s body, darkening veins, souring breath, and making the flesh seem briefly aware of its own decay.

**Target:** One creature within Influence SL × 4 metres
**Spell Attack:** Influence vs the target’s higher Athletics or Survival Readiness Score.

**Effect:** On a success, the target suffers Lingering Harm (Poisoned) until the end of its next turn.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +4):** The target makes its first Resist check against this spell with Disadvantage.
- **Heroic Success (+5 to +6):** The Lingering Harm persists for one additional round.
- **Moment of Glory (+7 or more):** The first time the target fails a Resist check against this spell, it also suffers 1 Wound from Supernatural (Necrotic) harm.

**Resist:**

- On its turn, the target may make an Athletics or Survival check vs your Spell DR. On a success, Lingering Harm (Poisoned) from Whisper of Rot ends.

---

### Seal the Senses

**Tags:** Spell, psychic, debuff, control

> “They are deaf to the world.”

**Manifestation:** A cold hush folds around the target’s head, smothering one sense beneath a veil of psychic static and unnatural absence.

**Target:** One creature within Influence SL × 4 metres
**Spell Attack:** Influence vs the target’s higher Observation or Insight Readiness Score.

**Effect:** On a success, choose sight, hearing, or another sense. The target suffers Disadvantage on the next attack roll or Skill Check that relies on the chosen sense before the end of its next turn.

If the chosen sense is hearing or another non-sight sense, the Guide determines which actions or checks rely on that sense.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +4):** The target makes its first Resist check against this spell with Disadvantage.
- **Heroic Success (+5 to +6):** The effect persists for one additional round.
- **Moment of Glory (+7 or more):** Choose one additional sense. This additional sense is affected by the same spell effect and duration.

**Resist:**

- On its turn, the target may make an Observation or Insight check vs your Spell DR. On a success, Seal the Senses ends.

---

### Binding Madness

**Tags:** Spell, psychic, debuff, control

> “Shatter their reason.”

**Manifestation:** A jagged thought hooks into the target’s mind, turning certainty into noise as its focus fractures into hostile, overlapping impulses.

**Target:** One creature within Influence SL × 4 metres
**Spell Attack:** Influence vs the target’s higher Observation or Insight Readiness Score.

**Effect:** On a success, the target moves 1 Ready AD to Used and becomes Unnerved until the start of your next turn.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +4):** Before Unnerved ends, the next time the target makes a Skill Check, it must choose whether to suffer Disadvantage on the check or move 1 additional Ready AD to Used.
- **Heroic Success (+5 to +6):** The target cannot use Reactions until the start of your next turn.
- **Moment of Glory (+7 or more):** The first time the target moves Ready AD to Used because of Binding Madness, it moves 1 additional Ready AD to Used.

**Resist:**

- On its turn, the target may use a Major Action to make an Observation or Insight check vs your Spell DR. On a success, Unnerved and any unresolved effect from Binding Madness end.

---

## Tier 2 Hexer Spells

### Hollow Benediction

**Tags:** Spell, necrotic, poison, debuff

> “The flesh sings when anointed in sorrow.”

**Manifestation:** A sorrow-black blessing seeps into the target’s flesh, blooming beneath the skin like dark oil as the body begins to rot from the inside out.

**Target:** One creature within Influence SL × 4 metres
**Spell Attack:** Influence vs the target’s higher Athletics or Survival Readiness Score.

**Effect:** On a success, the target suffers Lingering Harm (Poisoned). This Lingering Harm deals 1 Wound from Supernatural (Necrotic) harm at the end of each round for up to your Influence SL rounds, or until the target successfully Resists this spell.

**Hollowed Flesh:** If the target is already suffering Lingering Harm (Poisoned) when this spell succeeds, it immediately suffers 1 Wound from Supernatural (Necrotic) harm. This immediate Wound can occur only once per casting of Hollow Benediction.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +4):** The target makes its first Resist check against this spell with Disadvantage.
- **Heroic Success (+5 to +6):** If the target fails its first Resist check against this spell, it suffers 1 additional Wound from Supernatural (Necrotic) harm.
- **Moment of Glory (+7 or more):** The first time the target suffers a Wound from Hollow Benediction, the corruption spreads to one additional creature within Influence SL × 2 metres of the target. The new creature suffers Lingering Harm (Poisoned), but Hollow Benediction cannot spread again from that creature.

**Resist:**

- On its turn, the target may use a Major Action to make an Athletics or Survival check vs your Spell DR. On a success, Lingering Harm (Poisoned) from Hollow Benediction ends.

---

### Dread Presence

**Tags:** Spell, psychic, fear, debuff, control

> “They can feel you before they see you.”

**Manifestation:** Your presence presses outward like a psychic shadow, filling the air with the certainty that something terrible has already noticed them.

**Targets:** A number of enemies up to your Influence SL that you can see within Influence SL × 4 metres
**Spell Attack:** Influence vs each target’s higher Observation or Insight Readiness Score.

**Effect:** On a success, each affected target becomes Unnerved until the end of its next turn.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +4):** Until Unnerved from Dread Presence ends, affected targets cannot willingly move closer to you.
- **Heroic Success (+5 to +6):** Choose one affected target. That target becomes Panicked instead of Unnerved until the end of its next turn.
- **Moment of Glory (+7 or more):** Choose one affected target. If that target was already Unnerved or Panicked before this spell resolved, it becomes Stunned until the start of your next turn instead.

**Resist:**

- On its turn, an affected target may use a Major Action to make an Observation or Insight check vs your Spell DR. On a success, Unnerved, Panicked, or Stunned from Dread Presence ends.

---

### Marionette’s Grip

**Tags:** Spell, psychic, control, debuff

> “Dance to my command.”

**Manifestation:** Invisible threads snap around the target’s limbs, turning each movement into a twitching performance of stolen will.

**Target:** One creature within Influence SL × 4 metres
**Spell Attack:** Influence vs the target’s higher Observation or Insight Readiness Score.

**Effect:** On a success, choose 1 Ready AD belonging to the target. Until the controlled action is resolved, the target cannot spend the chosen AD voluntarily. Before the end of the target’s next turn, you may force the target to spend that AD on one controlled Minor Action of your choice.

This controlled Minor Action may make the target move, drop held posture, interact with an object, draw or stow an item, fall Prone, or perform another simple physical act approved by the Guide. It cannot make the target directly harm itself or an ally, spend limited-use resources, speak complex information, or take a Major Action.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +4):** Until the start of your next turn, the target cannot take Reactions.
- **Heroic Success (+5 to +6):** You may choose 2 Ready AD instead of 1. Until the controlled action is resolved, the target cannot spend those chosen AD voluntarily. If both chosen AD are still Ready when you command the target, you may force the target to spend them on one controlled Major Action instead of a Minor Action. This Major Action cannot directly harm the target or its allies, and cannot spend limited-use resources.
- **Moment of Glory (+7 or more):** If the controlled action causes the target to move, you may move it up to 2 additional metres and may end that movement in a hazardous or tactically exposed position.

**Resist:**

- On its turn, before the controlled action is resolved, the target may use a Major Action to make an Observation or Insight check vs your Spell DR. On a success, Marionette’s Grip ends and the controlled AD are no longer bound.

## Tier 3 Hexer Spells

Coming Soon.

---

# Path of the Seer

## Tier 1 Seer Class Powers

### Doomsight

**Tags:** Spell, psychic, foresight, debuff

> “All paths lead somewhere—you see them all.”

**Manifestation:** Your eyes cloud with branching futures as a faint omen-mark settles over the target, revealing the moments where its choices begin to fail.

**Target:** One creature within Insight SL × 4 metres
**Spell Attack:** Insight vs the target’s higher Observation or Insight Readiness Score.

**Effect:** On a success, the target is omen-marked until the start of your next turn.

Before the mark ends, the first time you make a roll targeting the marked creature, you gain Advantage on that roll. Before the mark ends, the first time the marked creature makes a roll targeting or directly responding to you, it suffers Disadvantage on that roll.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +4):** The mark lasts until the end of your next turn instead.
- **Heroic Success (+5 to +6):** Before the mark ends, one ally who can see or hear you may gain Advantage on one roll targeting the marked creature.
- **Moment of Glory (+7 or more):** Before the mark ends, when the marked creature rolls with Disadvantage because of Doomsight, one Miss from that roll cannot be rerolled or changed by the target.

### Fate Warp

**Tags:** Spell, unnatural, fate, support

> “Destiny bends to your will.”

**Manifestation:** The moment stutters as a strand of fate snaps sideways, pulling failed possibility back into motion.

**Trigger:** You or an ally within Insight SL × 4 metres rolls dice and dislikes the result.
**Casting Cost:** Reaction; 1 Ready MD (no Skill Check roll required)

**Effect:** Choose up to a number of dice from the triggering roll equal to your Insight SL, to a maximum of 3 dice. Reroll the chosen dice. The triggering character must keep the new results.

**Limit:** Fate Warp can affect a roll only before the result is resolved. A roll can be affected by Fate Warp only once.

### Whispered Deception

**Tags:** Spell, psychic, deception, control

> “No, you’re mistaken.”

**Manifestation:** A quiet falsehood slips into the target’s thoughts, arriving in its own voice just soon enough to make the wrong choice feel obvious.

**Trigger:** A visible creature within Insight SL × 4 metres declares an action.
**Casting Cost:** Reaction; 1 AD + 1 Ready MD
**Target:** The triggering creature
**Spell Attack:** Insight vs the target’s higher Observation or Insight Readiness Score.

**Effect:** On a success, subtly alter the declared action. Choose one:

- **Clouded Aim:** The target suffers Disadvantage on the declared action.
- **Broken Momentum:** If the declared action includes movement, reduce that movement by 2 metres per Insight SL, to a minimum of 0.
- **False Opening:** If the declared action targets a creature, object, or space, shift the target to another valid creature, object, or space within Insight SL x 2 metres of the original target. This cannot force the creature to directly harm itself or a known ally.
- **Softened Intent:** If the declared action is a social action, shift the target’s immediate attitude or approach one step less hostile until the end of its turn, if the Guide agrees the change is plausible.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +4):** If the altered action fails, the target moves 1 Ready AD to Used.
- **Heroic Success (+5 to +6):** Choose two different effects from the list instead of one.
- **Moment of Glory (+7 or more):** The target believes the altered choice was its own. Until the end of the scene or until given clear evidence, it does not realize you interfered.

## Tier 2 Seer Spells

### Piercing Sight

**Tags:** Spell, psychic, unnatural, revelation

> “Nothing remains hidden from your gaze.”

**Manifestation:** Your eyes brighten with cold inner light, peeling back shadow, glamour, and false shape until hidden truths burn at the edge of sight.

**Target:** Self
**Spell Check:** Insight vs a DR set by the Guide, based on the strongest concealment, illusion, or magical hiding effect within range.

**Effect:** On a success, you gain Piercing Sight for up to Insight SL rounds. While Piercing Sight lasts, you can perceive concealed, illusory, invisible, or magically hidden creatures and objects within Insight SL × 4 metres, provided they are not behind total cover.

For Insight SL rounds, you gain Advantage on Observation or Insight checks made to notice, identify, track, or interpret creatures, objects, illusions, concealment, magical traces, or hidden details revealed by Piercing Sight.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +4):** Piercing Sight also reveals faint traces of hidden movement, recent magical passage, or illusion residue within range.
- **Heroic Success (+5 to +6):** When Piercing Sight reveals an illusion, magical concealment, or hidden magical effect, you also learn one useful truth about its nature, source, anchor, or weakness, as determined by the Guide.
- **Moment of Glory (+7 or more):** Until the end of the duration, Piercing Sight can also reveal creatures, objects, or traces that are ethereal, phased, spirit-veiled, or otherwise adjacent to the physical world within range, if such things are present.

### Dark Bargain

**Tags:** Spell, unnatural, fate, boon, drawback

> “Fate makes everyone pay eventually.”

**Manifestation:** A shadowed thread coils around your hand and vanishes into your chest, granting impossible certainty as somewhere in the dark, the debt begins to breathe.

**Target:** Self
**Spell Check:** Insight vs Routine DR 0.

**Effect:** On a success, you make a Dark Bargain until the end of your next turn. Before the bargain ends, you may give yourself Advantage on one roll you make.

After you use this Advantage, the next meaningful roll you make before the end of the scene suffers Disadvantage. If you do not make another meaningful roll before the scene ends, the Guide applies this Disadvantage to your first meaningful roll in the next scene.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +4):** After rolling with Advantage from Dark Bargain, you may turn 1 Miss into 1 Hit.
- **Heroic Success (+5 to +6):** Before the bargain ends, you may give yourself Advantage on one additional roll. The delayed Disadvantage still applies only once.
- **Moment of Glory (+7 or more):** Once before the bargain ends, after rolling with Advantage from Dark Bargain, you may turn 1 Hit into 1 Critical Hit.

### False Visions

**Tags:** Spell, illusion, psychic, deception, control

> “What you see becomes the truth.”

**Manifestation:** The air folds into a false image, layering impossible certainty over empty space until the lie looks more real than the world around it.

**Target:** One visible space within Insight SL × 4 metres
**Spell Check:** Insight vs Routine DR 0.

**Effect:** On a success, create one visual illusion occupying a space up to Insight SL cubic metres. The illusion lasts for up to Insight SL minutes, until you dismiss it, or until it is exposed.

The illusion may create, hide, or alter the appearance of a creature, object, surface, passage, hazard, or environmental feature. It can move or change only in simple, repeating, or predictable ways. It cannot cause direct harm, create physical force, support weight, block movement, produce sound, create scent, create heat, or affect non-visual senses.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +4):** Increase the illusion’s maximum size by Insight SL cubic metres.
- **Heroic Success (+5 to +6):** The first creature that makes a check to see through the illusion does so with Disadvantage.
- **Moment of Glory (+7 or more):** The illusion briefly satisfies one additional sense of your choice, such as faint sound, texture, scent, or temperature. This added sense lasts until the end of your next turn, then fades.

**Resist:**

- A creature may challenge the illusion only when it interacts with it, studies it closely, receives clear contradictory evidence, or would be led into immediate danger by believing it. On a successful Observation or Insight check vs your Spell DR, that creature sees through the illusion.

## Tier 3 Seer Spells

Coming Soon.

---

# Path of the Wildling

## Tier 1 Wildling Class Powers

### Scorchpulse

**Tags:** Spell, fire, elemental, damage, condition

> “Heat is memory—I remind the world how to burn.”

**Manifestation:** A pulse of red-gold heat ripples from your hand, striking the target with a flash of remembered flame before sparks crawl across whatever the fire can claim.

**Target:** One creature you can see within Survival SL × 6 metres
**Spell Attack:** Survival vs the target’s Guard.

**Effect:** On a hit, calculate damage as a ranged spell attack with a fixed Strike Rating of 1. The target suffers the determined Wounds from Elemental (Fire) harm.

**Thermal Amplification:** If Scorchpulse is cast in an area that is already burning, intensely heated, or filled with active flame, roll the spell attack with Advantage.

**Outcome Scaling:** These effects are cumulative. Use only the highest Strike Rating reached.

- **Strong Success (+3 to +4):** The target suffers Lingering Harm (Burning). This Burning deals 1 Wound from Elemental (Fire) harm at the end of the current round, then ends unless extended.
- **Heroic Success (+5 to +6):** Scorchpulse uses Strike Rating 2.
- **Moment of Glory (+7 or more):** Scorchpulse uses Strike Rating 3.

**Resist:**

- On its turn, the target may use a Major Action to make an Athletics or Survival check vs your Spell DR. On a success, Lingering Harm (Burning) from Scorchpulse ends.

### Spirit Breath Totem

**Tags:** Spell, spirit, support, unnatural, totem

> “They breathe once more—through you.”

**Manifestation:** A small spirit totem rises from the ground, exhaling pale breath that steadies failing lungs and pulls spent strength back toward the living.

**Target:** One space within Survival SL × 4 metres
**Spell Check:** Survival vs Routine DR 0.

**Effect:** On a success, you manifest a Spirit Breath Totem in the target space. The totem lasts for Survival SL rounds, until destroyed, or until you manifest another totem.

While the totem lasts, when an ally within 4 metres of it resolves an Impaired Refresh, that ally may reroll 1 Miss from that refresh roll. The new result stands. Each ally can benefit from Spirit Breath Totem only once per round.

**Totem Defence:** The totem has Guard equal to your Survival SL (minimum 2) and Vitality equal to your Survival SL.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +4):** The totem’s aura increases to 6 metres.
- **Heroic Success (+5 to +6):** The first ally who benefits from Spirit Breath Totem each round may reroll up to 2 Misses instead of 1.
- **Moment of Glory (+7 or more):** Once before the totem ends, when an ally within the aura would move 1 AD to Wounded because of an unstable magical refresh effect, that AD remains Used instead.

### Cleansing Bloom

**Tags:** Spell, nature, healing, support, cleansing

> “Every toxin has its counterpetal.”

**Manifestation:** A pale bloom opens against the target’s skin, drawing venom, rot, and blood-heat into its petals before crumbling into clean ash.

**Target:** One creature within Survival SL × 2 metres
**Spell Check:** Survival vs Routine DR 0. If the effect being cleansed is magical, cursed, supernatural, or sustained by a spell, use the DR of that source or determined by the Guide.

**Effect:** On a success, end one of the following effects on the target:

- One source of Lingering Harm (Poisoned)
- One source of Lingering Harm (Bleeding)
- One non-combat poison, toxin, disease, or infection effect, if the Guide agrees it can be cleansed by primal magic

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +4):** The target gains Advantage on its next check to resist, treat, or recover from another poison, toxin, disease, infection, or Lingering Harm before the end of the scene.
- **Heroic Success (+5 to +6):** You may end one additional eligible effect on the same target.
- **Moment of Glory (+7 or more):** After cleansing the target, move 1 of its Wounded AD to Used.

## Tier 2 Wildling Spells

### Stonebrace

**Tags:** Spell, earth, protection, reaction

> “Let the mountain carry the blow.”

**Manifestation:** Stone-dust flashes across the target’s skin as a spectral weight of earth braces their body, catching the force of the strike before it can fully land.

**Trigger:** You or an ally within Survival SL × 4 metres would suffer Wounds from an attack or harmful effect.

**Casting Cost:** Reaction; 1 Ready MD
**Target:** The triggering creature

**Effect:** Roll a number of dice equal to your Survival SL. Reduce the triggering Wound Margin by the dots rolled before Wounds are determined.

If this reduces the Wound Margin to 0 or lower, the triggering harm deals no Wounds.

After the triggering harm is resolved, the target gains +1 Guard until the start of your next turn.

**Earthbound Brace:** If you cast Stonebrace while standing on natural stone or earth, and the triggering harm is Physical (Impact), reduce the triggering Wound Margin by an additional 2.

### Warding Ancestry

**Tags:** Spell, spirit, protection, support

> “The blood remembers. The blood protects.”

**Manifestation:** Ancestral sigils rise beneath the target’s skin like old blood remembering its shape, forming a brief ward of bone, breath, and inherited defiance.

**Target:** Self or one ally within Survival SL × 4 metres
**Spell Check:** Survival vs Routine DR 0.

**Effect:** On a success, the target is warded by ancestral spirits for Survival SL rounds.

Once per round, when the warded target would suffer Wounds from an attack or harmful effect, reduce the triggering Wound Margin by 2 before Wounds are determined.

If the triggering harm is Supernatural (Necrotic), Affliction (Poison), or Supernatural (Psychic), reduce the Wound Margin by 1 additional point.

If this reduces the Wound Margin to 0 or lower, the triggering harm deals no Wounds.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +4):** The first time this spell reduces Supernatural (Necrotic), Affliction (Poison), or Supernatural (Psychic) harm, reduce the Wound Margin by 2 additional points instead of 1.
- **Heroic Success (+5 to +6):** Once before the spell ends, when this spell prevents at least 1 Wound, the target may also move 1 Used AD to Ready.
- **Moment of Glory (+7 or more):** Once before the spell ends, when the target would suffer Lingering Harm (Poisoned) or another ongoing effect keyed to Supernatural (Necrotic), Affliction (Poison), or Supernatural (Psychic), that effect is prevented.

### Sap and Salve

**Tags:** Spell, healing, nature, support

> “The cure flows through bark and blood alike.”

**Manifestation:** Amber sap threads through the target’s wounds like living resin, sealing torn flesh as fresh green light pulses beneath the skin.

**Target:** One creature you touch or one creature within Survival SL × 2 metres
**Spell Check:** Survival vs Routine DR 0.

**Effect:** On a success, roll a number of dice equal to your Survival SL. Restore Vitality equal to the dots rolled, to a minimum of 1.

For each Vitality restored this way, move 1 Wounded AD to Used.

The target also gains 1 Temporary Vitality until the end of the scene. Temporary Vitality absorbs Wounds before the target’s normal Vitality is reduced. Temporary Vitality does not grant extra AD, cannot be healed, and vanishes when the spell ends.

A creature can benefit from the Temporary Vitality from Sap and Salve only once per day.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +4):** Move 1 AD restored by this spell to Ready instead of Used.
- **Heroic Success (+5 to +6):** The target gains 2 Temporary Vitality instead of 1.
- **Moment of Glory (+7 or more):** You may also end one source of Lingering Harm (Bleeding) or Lingering Harm (Poisoned) affecting the target.

## Tier 3 Wilds Spells

Coming Soon.


---

# Cleric

*The gods are shattered—but not silent. Some whisper mercy. Others demand bone.*

Clerics do not command their magic—they carry it. Their power flows from living gods whose minds and realms were fractured in the Sundering. Some serve broken protectors still trying to heal the world. Others follow gods of death who now walk twisted paths between afterlives. Still others burn with the wrath of judgment, fire, and holy fury.

A Cleric’s spells are not crafted, memorized, or bent to will. They are acts of devotion—rituals, cries, and declarations that channel the unstable presence of divinity through fragile mortal vessels. Each spell is fuelled by Channeling Dice, drawn from a Devotion Pool born in trance and sacrifice.

Some pray for salvation. Others burn the world to save its soul.

## Cleric Paths

Clerics shape their path through one of three callings:

- **Path of the Shepherd** — Protectors and healers who carry the last warmth of radiant gods. *(Occult)*
- **Path of the Charnel Prophet** — Necromancers and soul-guides who walk beside death. *(Lore: Arcana-based)*
- **Path of the Devouring Flame** — Fanatics and judges who invoke divine wrath. *(Influence-based)*

## Starting Kit (Character Creation)

When selecting Cleric at character creation, the player gains:

- **Prerequisite General Skills:** Automatically receives three total skill levels across Lore: Religion, Lore: Arcana, and Influence, with at least one level in two of these skills.
- **Specialized Spell Selection:** Choose one Tier 1 (T1) Priest spell from one of the three paths.
- **Starting Equipment:** A sacred relic (icon, bone shard, blood-written prayer, etc.), ceremonial garb, and a ritual kit for offerings, invocations, or funeral rites.

## Class Progression & Specialization Paths

Clerics progress by spending Story Points (SP) and meeting prerequisites tied to their General Skills. They unlock exclusive spells tied to their chosen divine path.

### Tiered Spell Unlocks

- **T1 Spells** — Available upon taking the Priest class.
- **T2 Spells** — Requires six total skill levels across the Priest’s core General Skills, with at least three in two of them.
- **T3 Spells** — Requires nine total skill levels across the Priest’s core General Skills and a narrative mastery event.

## Cleric Specialization Paths & Spells

Each Cleric specialization path grants access to unique spells and abilities. A player may develop across one, two, or all three paths depending on how they invest in their General Skills.

## Devotional Trance

> “What comes through me is not mine to question.”

- Clerics enter a state of reverent surrender to invoke their Devotion Pool.
- **Magic Pool Variant:** Being a Divine type spellcaster, Clerics use a Devotion Pool and channel its energy through Channeling Dice.

---

# Path of the Shepherd

## Tier 1 Shepherd Spells

### Cure Wounds

**Tags:** Radiant, Healing

> “Your pain lights the path for others.”

**Range:** One creature you touch
**Action Type:** Major Action (1 AD + 1 MD)

**Effect:**

- Make a Side Roll using dice equal to your Lore: Religion SL.
- Choose the lower of:
  - Critical Hits rolled, or
  - Your Lore: Religion skill level (minimum 1).
- The target:
  - Regains that many points of Vitality.
  - Moves that many Action Dice from their Wounds zone to their Spent AD zone.

### Shield of Grace

**Tags:** Reaction, Protection, Radiant

> “No wound falls alone.”

**Trigger:** When an ally within (Lore: Religion × 2) meters takes damage
**Action Type:** Reaction (1 AD + 1 MD)

**Effect:**

- Make a Lore: Religion check.
- **Spell DR:** + damage just dealt.
- **On success:**
  - You absorb half the incoming damage (rounded down).
  - The ally takes the remaining damage.

**Advanced Effect:** If 2+ Critical Hits are rolled:

- Reduce total incoming damage by 1 before the split.

### Soothing Word

**Tags:** Psychic, Support

> “Your spirit is seen. You are not alone.”

**Range:** One creature within (Lore: Religion × 4) meters
**Trigger:** During a social encounter or rest scene
**Action Type:** Major Action (1 AD + 1 MD)

**Effect:**

- Make a Lore: Religion check.
- **Spell DR:** + the number of active mental conditions on the target.
- **On success:**
  - Remove 1 Shaken or Frightened condition from the target.

**Advanced Effect:** If 2+ Critical Hits are rolled:

- Remove an additional condition or shift their Attitude one step positively.

## Tier 2 Shepherd Spells

### Vow of Preservation

**Tags:** Radiant, Protection, Area

> “My breath for yours. My shield is sacred.”

**Range:** All allies within (Lore: Religion × 2) meters
**Action Type:** Major Action (1 AD + 1 MD)

**Effect:**

- Make a Lore: Religion skill check.
- **On success:**
  - All affected allies reduce incoming damage by 1 until the start of your next turn.
  - You must hold at least 1 Channeling Die to maintain this aura.
  - **Early End Clause:** The aura ends early if you take 2+ Wounds from a single hit.

**Advanced Effect:** If 2+ Critical Hits are rolled:

- The aura lasts until the end of your next turn.

### Radiant Intercession

**Tags:** Radiant, Unnatural, Reaction

> “You shall not fall today.”

**Trigger:** An ally within (Lore: Religion × 2) meters takes damage that would reduce them to 0 Vitality
**Action Type:** Reaction (1 AD + 1 MD)

**Effect:**

- Make a Lore: Religion spell check.
- **Spell DR:** + damage just dealt.
- **On success:**
  - The ally remains at 1 Vitality.
  - They gain Advantage on all saves until the end of their next turn.

**Advanced Effect:** If 2+ Critical Hits are rolled:

- They also regain +1 Vitality.

### Aura of Resolve

**Tags:** Radiant, Psychic, Support, Area

> “Your faith is enough.”

**Range:** Allies within (Lore: Religion × 2) meters
**Action Type:** Passive

**Effect:**

- While you have at least 1 Available Channeling Die, this aura is active.
- Allies affected by the aura:
  - Gain Advantage on saves vs Fear, Charm, and mental influence.
  - If they succeed on such a save, they also refresh 1 AD (once per round).

**Advanced Effect:** If they roll 2+ Critical Hits on a save:

- They may immediately make a free Resist check against any ongoing condition.

## Tier 3 Shepherd Spells

Coming Soon.

---

# Path of the Charnel Prophet

## Tier 1 Spells

### Whisper to the Dead

**Tags:** Spirit, Unnatural

> “Their tongues are still, but not silent.”

**Range:** One corpse or preserved remains within (Lore: Arcana × 2) meters
**Action Type:** Major Action (1 AD + 1 MD)

**Effect:**

- Make a Lore: Arcana skill check.
- On success, ask 1 question per Critical Hit rolled (minimum 1).
- The spirit’s answers are constrained by its memories and disposition.
- The corpse must be intact enough to speak, or have lingering spirit essence.

**Advanced Effect:**

- If 2+ Critical Hits are rolled:
  - You receive a vivid sensory echo—a sound, image, or emotion from its final moments.
- You can only use Whisper to the Dead on a corpse once.

### Bonebound Servant

**Tags:** Necrotic, Summoning

> “Your bones remember how to serve.”

**Range:** A corpse within (Lore: Arcana × 2) meters
**Action Type:** Major Action (1 AD + 1 MD)

**Effect:**

- Summon a skeletal servant from a corpse or ambient death-energy.
- **Stats:**
  - 3 Vitality, 3 Action Die, Melee 1 (DR 1, Damage 1)
- Obeys simple commands and acts on your turn.
- **Duration:** (Lore: Arcana) minutes or until destroyed.

**Advanced Effect:**

- If 2+ Critical Hits are rolled:
  - It gains +1 Vitality, +1 Action Die or may intercept 1 attack against you this scene.
- Summoning a new servant causes the old one to crumble to ash immediately.

### Eyes of Anubis

**Tags:** Divination, Spirit, Psychic

> “See them as they are… and as they were.”

**Trigger:** You reduce a creature to 0 Vitality
**Action Type:** Major Action (1 AD + 1 MD)
**Target Defense (Spell DR):** 5 + number of skills the creature had

**Effect:**

- Make a Lore: Arcana skill check.
- **On success:**
  - Learn 1 of the creature’s known skills or secrets (Guide discretion).
  - You may mimic it once before your next Rest, using your stats.

**Advanced Effect:**

- If 2+ Critical Hits are rolled:
  - You increase the number of skills or secrets you learn by 2.

## Tier 2 Spells

### Lingering Echoes

**Tags:** Spirit, Psychic

> “The spell ends. Their whispers do not.”

**Trigger:** You cast a boosted spell with the Necrotic or Spirit tag
**Action Type:** Passive

**Effect:**

- Make a Side Roll using dice equal to your Lore: Arcana SL.
- Count the number of Critical Hits rolled.
- Choose one:
  - Gain Advantage on all Insight or Observation checks for that many rounds.
  - You may ask the Guide that many yes/no questions about spirits, curses, or death energy in the immediate area.

### Grasp Beyond Death

**Tags:** Necrotic, Control

> “Their hands are cold, but faithful.”

**Trigger:** Your Bonebound Servant is within 2 meters of a creature
**Action Type:** Major Action (1 AD + 1 MD)
**Target Defense (Spell DR):** Spell DR = Precision + Melee

**Effect:**

- Make a Lore: Arcana spell attack.
- **On Hit:**
  - The target is Grappled until the start of your next turn.

**Advanced Effect:**

- If 2 or more Critical Hits are rolled:
  - The servant also drains 1 Wound from the target.
  - The target cannot use defensive Class Skills until the start of your next turn.

### Death Demands Balance

**Tags:** Necrotic, Unnatural

> “A gift for a cost. An ending for a beginning.”

**Trigger:** You reduce a creature to 0 Vitality
**Action Type:** Reaction (1 MD)

**Effect:**

- Make a Side Roll using dice equal to your Lore: Arcana SL.
- Add +1 to the total rolled.
- Choose one:
  - Immediately refresh that many Channeling Dice.
  - For that many rounds, gain +1 Skill Die on all necrotic or healing spells.

---

# Path of the Devouring Flame

## Tier 1 Devouring Flame Spells

### Brand of Flame

**Tags:** Radiant, Fire, Curse

> “You have been judged.”

**Action Type:** Major Action (1 AD + 1 MD)
**Range:** One creature within (Influence × 4) meters
**Target Defense (Spell DR):** Resilience + higher of Athletics or Survival

**Effect:**

- Make an Influence spell attack.
- **On Hit:**
  - The target is Branded until the start of your next turn + (lower of Critical Hits or Influence skill level).
  - Your attacks on this target deal +1 damage as Elemental (Fire) harm when they hit.

**Advanced Effect:**

- If the target is Ignited or Poisoned, the bonus increases to +2.

Only one Brand can be active at a time. Casting again replaces the prior mark.

### Pain is Prayer

**Tags:** Psychic, Radiant

> “The wound is my altar. The scream, my hymn.”

**Trigger:** When you lose Vitality and Action Dice during your own turn
**Action Type:** Passive

**Effect:**

- Make a Side Roll using dice equal to your Influence SL.
- Add +1 to the total rolled.
- You may refresh a number of Magic Dice equal to the total.
- If this effect results in all of your Magic Dice being refreshed, you gain Advantage on all spell attack rolls until the start of your next turn.

### Righteous Command

**Tags:** Psychic, Fear, Control

> “Kneel. Or burn.”

**Action Type:** Major Action (1 AD + 1 MD)
**Range:** One creature within (Influence × 4) meters
**Target Defense (Spell DR):** Cognition + Insight

**Effect:**

- Make an Influence spell attack.
- **On Hit:**
  - Target must choose:
    - Fall Prone and end their turn, or
    - Move 4 meters directly away from you.

**Advanced Effect:**

- If 2+ Critical Hits are rolled:
  - The target also becomes Frightened until the end of their next turn.

**On Miss:**

- You suffer Disadvantage on your next spell targeting that creature.

## Tier 2 Devouring Flame Spells

### Cleansing Inferno

**Tags:** Fire, Radiant, Area

> “One must burn, that others may be purified.”

**Trigger:** When a creature that you can see who is affected by Brand of Flame is reduced to 0 Vitality
**Action Type:** Reaction (1 MD)
**Range:** (Influence × 2) meters, centered on the fallen creature

**Effect:**

- Make a Side Roll using dice equal to your Influence SL.
- **Total Damage:** Total Hits rolled + 1.
- Each enemy within range may make an Acrobatics check as a Reaction.
  - **Spell DR:** Your Spellcasting DR.
- For each creature that fails the check:
  - Compare total damage to their Resilience.
  - They take Elemental (Fire) damage equal to the excess.
  - If they take any damage from this effect, they also become Ignited.

### Searing Conviction

**Tags:** Fire, Radiant, Unnatural

> “You bleed, and still you burn.”

**Trigger:** Activate if at half Vitality or less
**Action Type:** Minor Action (1 MD)

**Effect:**

- Make an Influence skill check.
- **On success:**
  - For (lower of Critical Hits or Influence skill level) rounds:
    - Your damaging spells deal +1 damage as either Elemental (Fire) or Supernatural (Radiant) harm.
    - Enemies targeted by your spells suffer Disadvantage on Resistance checks.

**Advanced Effect:**

- If 2+ Critical Hits are rolled:
  - Extend the duration by 1 round.
- May not be cast again until after your next Rest.

### Wrath Undenied

**Tags:** Psychic, Retaliation

> “Your refusal is noted—and punished.”

**Trigger:** When one of your spells is resisted, countered, or negated
**Action Type:** Reaction (1 AD + 1 MD)
**Target Defense (Spell DR):** Cognition + higher of Observation or Insight

**Effect:**

- Make an Influence spell attack.
- **On Hit:**
  - Deal 1 damage as Supernatural (Psychic) harm.
  - The target suffers Disadvantage on their next Action.

**Advanced Effect:**

- If 2+ Critical Hits are rolled:
  - The backlash lingers—they also lose 1 Action Die on their next turn.

**On Miss:**

- No damage.
- But you gain Advantage on your next spell targeting that creature.


---

# Character Development

*Every hard-won change leaves its mark.*

Characters do not remain fixed after creation. What they survive can deepen
their Core Vitals. What they practise can strengthen their Skills. What they
commit themselves to can advance a Class or open an entirely new one.

Story Points measure that lasting growth. This chapter explains how characters
earn, save, and spend Story Points to increase Core Vitals, Skill Levels, and
Class Levels after character creation.

> What you endure becomes capacity. What you practise becomes skill. What you
> commit to becomes identity.

## How Character Development Works

Character development follows the story. At Story Checkpoints and the
resolution of Story Milestones, each player character earns Story Points (SP).
You may spend those SP on any increase for which your character meets the
requirements, or save them for later.

The three forms of development are:

- **Core Vital development:** increase a character's underlying capacity.
- **Skill development:** increase training in a particular discipline.
- **Class development:** deepen an existing Class or gain Level 1 in a new
  Class.

The chapters for [Core Vitals](/rules/core-vitals),
[Character Skills](/rules/character-skills), and
[Character Classes](/rules/character-classes) explain what those traits do.
This chapter governs how they increase after character creation.

## Story Milestones and Checkpoints

Story Milestones provide the structure for significant campaign progress. A Story Milestone is a major objective, transformation, discovery, or turning point. The Guide defines it broadly enough that play can change how it is reached or resolved.

### Story Checkpoints

A Story Checkpoint is significant, non-repeatable progress toward a Story Milestone. The Guide may identify likely Story Checkpoints when planning or recognise equivalent progress that emerges during play. The players do not need to follow a planned route.

A setback, failure, or compromise can be a Story Checkpoint if it materially changes the situation and advances the story.

- Award a Story Checkpoint when the characters make significant progress toward the Story Milestone.
- Do not award the same Story Checkpoint more than once.
- Let the number of Story Checkpoints reflect the length and scope of the Story Milestone, not the number of sessions played.
- Resolve the Story Milestone when its central situation reaches a meaningful conclusion through success, failure, compromise, or an unexpected course.

Story Checkpoints and resolved Story Milestones award Story Points. See
[**Story Points**](/rules/character-development#story-points) for the award
values and the rules for saving and spending them.

## Story Points

Story Points represent lasting character growth earned through meaningful
progress in the story. They are awarded at Story Checkpoints and when Story
Milestones are resolved.

See [Story Milestones and Checkpoints](/rules/character-development#story-milestones-and-checkpoints)
for the complete rules for defining and resolving them.

Story Point awards recognise progress, not a judgement of player performance.
Do not increase or reduce an award based on how well the players rolled, how
efficiently they acted, or whether the Guide approved of their decisions.

> **Playtest Values:**
>
> - At each Story Checkpoint, each player character gains 3 SP.
> - When the Story Milestone is resolved, each player character gains an
>   additional 5 SP.
>
> These values are provisional and will be tuned through playtesting.

These awards are cumulative. A Story Milestone with one Story Checkpoint awards
8 SP to each player character in total. One with two Story Checkpoints awards
11 SP to each player character in total.

### Saving Story Points

You do not need to spend Story Points as soon as you earn them. Record your
unspent SP on your [Character Sheet](/character-sheet) and save them across
Story Checkpoints and Story Milestones until you can pay the full cost of the
development you want.

When Story Points are spent on character development, deduct them only when the
increase is completed. You cannot make partial payments toward an increase.
Other rules may allow Story Points to be spent for another purpose, such as
creating [Synergy](/rules/skill-checks#synergy).

## Development Costs

The cost of an increase is based on the new Score or Level being gained. This
is its **Target Score** or **Target Level**.

| Increase | Advancement Cost |
|---|---:|
| Core Vital | Target Score × 2 SP |
| Skill Level | Target SL × 1 SP |
| Class Level | Target Class Level × 1 SP |

Core Vitals, Skills, and Classes each have a maximum Score or Level of 10.
Increasing a Skill requires its Linked Vital to equal or exceed the Target SL.
Increasing an existing Class has no Skill Level requirement; Class Levels and
Class Power Tier access develop independently.

Training Exchange can reduce the cost of a qualifying Skill Level or Class
Level increase, but never a Core Vital increase.

Scores and Levels increase one step at a time. If you increase the same trait
more than once, pay separately for every new Score or Level gained.

> **Example:** Raising Acrobatics from SL 2 to SL 4 costs 3 SP for SL 3 and
> another 4 SP for SL 4, for a total of 7 SP.

## Resolving Development

When developing your character:

1. **Choose the increase.** Name the Core Vital, Skill, or Class you want to
   increase and the new Score or Level you are gaining.
2. **Check the requirements.** Confirm that the increase is within its maximum
   and that every prerequisite is already met.
3. **Resolve enabling increases first.** A Core Vital increase may make a
   linked Skill increase legal. A Skill increase may unlock a higher Class
   Power Tier before you choose the Power granted by a Class Level increase.
   Skill thresholds do not restrict Class Level increases themselves.
4. **Calculate the cost.** Use the new Score or Level to determine the full SP
   cost.
5. **Apply Training Exchange if relevant.** A qualifying Training Exchange can
   reduce the cost of a Skill Level or Class Level increase, but never a Core
   Vital increase.
6. **Spend the Story Points.** Deduct the complete cost from your unspent SP.
7. **Record the result.** Update the character's Score or Level and any
   affected values, access, or Class Power choices.

When a Training Exchange is used, follow its simultaneous payment and increase
rules instead of applying the two increases separately.

> **Tip:** When you develop your character, describe what changed. The numbers
> record the growth; the story shows how it happened.

## Increasing a Core Vital

Core Vitals measure the capacities on which the rest of a character is built.
Increasing one can raise linked Skill limits, affect derived traits when a rule
calls for that Vital, and increase maximum Vitality when the character's
combined Vital total reaches a new threshold.

To increase a Core Vital:

- Spend SP equal to twice the new Core Vital Score.
- Increase the Core Vital by 1.
- Do not increase a Core Vital above 10.
- Recalculate the character's total Core Vitals and check the
  [Vitality table](/rules/vitality#vitality-calculation).
- Update any Linked Vital limits or derived traits affected by the increase.

> **Advancement Cost = Target Score × 2 SP**

Training Exchange cannot reduce the cost of increasing a Core Vital.

### Example: Increasing Strength

Graynor wants to increase their Strength from 3 to 4. After earning Story
Points through story progress, they spend 8 SP (i.e., 4 × 2) and increase their
Strength to 4.

Increasing Strength may now allow Graynor to train Strength-linked Skills to a
higher level. It also raises Graynor's combined Vital total; if that total
reaches a new threshold on the Vitality table, Graynor's maximum Vitality
increases.

## Increasing a Skill Level

Skills represent learned capability developed through instruction, practice,
and experience. Every Skill has a Linked Vital that limits how far that Skill
can develop.

To increase a Skill Level:

- The Skill's Linked Vital must be equal to or higher than the new Skill Level.
- Spend SP equal to the new Skill Level.
- Increase the Skill Level by 1.
- Do not increase a Skill above SL 10.

> **Advancement Cost = Target SL × 1 SP**

Increasing a Skill may change its Readiness Score, Boost limit, proactive-use
limit, and eligibility for Skill-based effects. See
[Character Skills](/rules/character-skills) for those rules.

### Example: Increasing Acrobatics

Nyra wants to raise Acrobatics from SL 2 to SL 3. Her Agility (AGI) is 3, so she
qualifies. She spends 3 SP and increases Acrobatics to SL 3.

Nyra may now Boost Acrobatics Skill Checks with up to 3 extra Action Dice.

> **Tip:** Invest in Skills that define your role. Mastery shapes
> scenes—scattered points rarely make an impact.

## Developing a Class

A Class is a structured training tradition that grants access to exclusive
Class Powers. Class Level represents a character's depth of commitment to that
Class.

Class development can deepen a Class the character already has or grant Level
1 in a new Class.

Class Level and Class Power Tier access are independent. Class Levels determine
how many Class Powers a character has. Total Skill Levels across the Class's
three core Skills determine which Tiers those Powers may be chosen from.

### Increasing an Existing Class Level

To increase an existing Class Level:

- Spend SP equal to the new Class Level.
- Increase the Class Level by 1.
- Choose 1 additional Class Power from any Tier currently unlocked for that
  Class.
- Do not increase a Class above Level 10.

> **Advancement Cost = Target Class Level × 1 SP**

Increasing a Class Level never requires a particular total of Skill Levels.
Each Class Level gained grants 1 additional Class Power, but the Power must be
chosen from a Tier the character has already unlocked.

### Example: Advancing Without Unlocking a Higher Tier

Kale is a Level 4 Fighter with only 3 total Skill Levels across the Fighter's
three core Skills. He has unlocked Tier 1 but not Tier 2. Kale spends 5 SP to
gain Fighter Level 5 and chooses a fifth Tier 1 Fighter Power.

Kale does not need 6 total core Skill Levels to gain Fighter Level 5. Until he
reaches that Skill threshold, however, he cannot choose Tier 2 Fighter Powers.

### Unlocking Class Power Tiers

Class Power Tiers are unlocked solely by the character's total Skill Levels
across that Class's three core Skills. Class Level does not contribute to Tier
access and does not limit which Tier can be unlocked.

At character creation, a character's starting Class grants 3 Skill Levels
across its three core Skills, unlocking Tier 1. After character creation, each
higher Tier unlocks as soon as the required Skill total is reached.

| Tier | Required Total across the Class's 3 Core Skills |
|---|---:|
| T1 | 3 Skill Levels |
| T2 | 6 Skill Levels |
| T3 | 9 Skill Levels |

> Unlocking a Tier grants access to its Class Powers. It does not grant a Class
> Level or a new Class Power.

When a Class Level grants a new Power, choose from any Tier currently unlocked
for that Class. If a Skill increase unlocks a Tier before that Power is chosen,
the newly unlocked Tier is available for the choice.

See [Class Powers](/rules/class-powers) for how Paths, Tiers, and Class Powers
work after they have been selected.

### Example: Unlocking Tier 2

Nira is a Level 1 Ranger with a total of 5 Skill Levels across the Ranger's
three core Skills: Beastcraft 2, Athletics 1, and Survival 2. Her Linked Vital
is high enough to increase Athletics.

Nira spends 2 SP to raise Athletics to SL 2. She now has 6 total core Skill
Levels and unlocks Tier 2, but she does not gain another Ranger Power merely for
unlocking the Tier.

When Nira next increases her Ranger Level, she may choose the additional Power
granted by that Level from either Tier 1 or Tier 2. She could have increased her
Ranger Level before reaching 6 total Skill Levels, but the resulting Power
would then have been limited to Tier 1.

### Gaining a New Class

Skills are the gateway to gaining a new Class. To gain Level 1 in a new Class
after character creation, you must first:

- have at least 3 total Skill Levels across the new Class's three core Skills;
- hold at least SL 1 in two of those Skills;
- complete an in-world achievement or training scene reflecting narrative
  transformation; and
- spend 1 SP to gain Level 1 in the new Class.

Once these requirements are completed, gain Level 1 in the new Class and select
one Tier 1 Power from any of its Paths.

Gaining a new Class after character creation does not grant another 3 Skill
Levels or another 120 Dritch. Those benefits are granted only when choosing a
starting Class during character creation.

### Example: Gaining a New Class

Sera, a Fighter, trains with an Ember Creed priest. She raises the Cleric's core
Skills until she has 3 total Skill Levels across them, with SL 1 in at least
two, then defends a shrine in silence. She spends 1 SP, gains Cleric Level 1,
and chooses Brand of Flame from the Devouring Flame Path. She does not gain any
additional Skill Levels or Dritch.

## Training Exchange

Any two different players whose characters spend time training together may agree to undertake a Training Exchange. Each player describes what their character teaches the other. Each then chooses one Skill Level or Class Level to increase and must meet all normal prerequisites for that increase.

For each chosen increase, the other character must already have a Level in that same Skill or Class equal to or higher than the new Level being gained. Both characters must qualify to train the other. A Level gained during the Training Exchange cannot be used to meet this requirement.

If both increases qualify, reduce the SP cost of each by 1 SP, to a minimum of 1 SP. Pay both costs and apply both increases together. If either character cannot complete their chosen increase, neither receives the reduction.

The characters may increase different Skills or Classes. Each Level increase can benefit from only one Training Exchange, and reductions from multiple Training Exchanges do not stack.

Training Exchange cannot reduce the cost of increasing a Core Vital.

> **Tip:** A Training Exchange can involve different Skills or Classes. Each character teaches from expertise they already possess; neither can use the Level they are currently gaining to qualify the other.

### Example: Training Exchange

Rika chooses to raise Finesse from SL 2 to SL 3, which normally costs 3 SP. Javi already has Finesse SL 3, so he qualifies to train her.

Javi chooses to raise Occult from SL 4 to SL 5, which normally costs 5 SP. Rika already has Occult SL 5, so she qualifies to train him.

Because each character qualifies to train the other, they complete the Training Exchange together. Rika pays 2 SP for Finesse SL 3, and Javi pays 4 SP for Occult SL 5.

If Rika had only Occult SL 4, the Training Exchange would not qualify. Javi could train Rika, but Rika could not train Javi to the new Level he is gaining, so neither increase would receive the reduction.

## Summary

- Story Checkpoints and resolved Story Milestones award Story Points for
  significant progress rather than player performance.
- Unspent SP may be saved across Story Checkpoints and Story Milestones.
- Increasing a Core Vital costs twice the new Score. Core Vitals cannot exceed
  10 and cannot benefit from Training Exchange.
- Increasing a Skill costs SP equal to the new SL. The Linked Vital must equal
  or exceed the new SL, and no Skill can exceed SL 10.
- Increasing a Class costs SP equal to the new Class Level, grants 1 additional
  Class Power, and cannot raise that Class above Level 10.
- Class Levels can increase regardless of the character's total Skill Levels.
- Class Power Tiers unlock at 3, 6, and 9 total Skill Levels across the Class's
  three core Skills. Class Level does not affect Tier access.
- Unlocking a Tier grants access to its Powers; it does not grant a Power by
  itself.
- Gaining a new Class requires its core-Skill prerequisites, an in-world
  achievement or training scene, and 1 SP.
- A qualifying Training Exchange reduces one Skill or Class Level increase for
  each participating character by 1 SP, to a minimum of 1 SP.


---

# Actions

*Intent becomes consequence.*

An Action is how a character deliberately changes the fiction. Describe what
your character wants and how they try to achieve it. The Guide then confirms
what the fiction permits, whether dice are needed, and which rule resolves the
attempt.

## What Is an Action?

An **Action** is a discrete attempt that the rules treat as a use of a
character's effort. An Action may be proactive because the character initiates
it, or reactive because a rule allows it in response to a specific Trigger.

Ordinary speech and rules language are not always identical. A player may
describe several movements, gestures, or words, but the Guide identifies which
parts—if any—are separate mechanical Actions. Movement may already be covered
by the character's chosen movement mode, and an Exchange Response occurs within
an existing Combat Exchange rather than creating another Action.

Every declared Action should make two things clear:

- **Intent:** What does the character want to change?
- **Method:** How are they trying to change it?

> **Principle:** State intent and method first. Procedure and cost follow from
> what the character actually does.

## Declaring an Action

1. **The Guide presents the situation.** Describe the relevant opportunities,
   obstacles, threats, and stakes.
2. **The player declares intent and method.** First person ("I leap the gap")
   and third person ("Selka leaps the gap") are equally valid.
3. **The Guide confirms the ruling.** Establish whether the attempt is
   possible, which procedure applies, and what must be committed before the
   player spends dice or resolves the outcome.

If the declaration is unclear, ask what the character wants to achieve and how
they are doing it. Do not make the player guess a hidden procedure before
describing their character's approach.

## Resolving an Action

Once intent and method are clear, check for a specific procedure first:

- **Specific procedure:** If another rule governs the attempt, use that rule.
  Common examples include a [Combat Exchange](/rules/combat#combat-exchange-flow),
  a [movement mode](/rules/movement#choose-a-movement-mode-one-per-turn),
  spellcasting, equipment, or a Class Power. That procedure supplies its own
  requirements and may include a Skill Check.

If no specific procedure applies, use the first path that fits:

- **Automatic outcome:** If the result is already certain and no meaningful
  uncertainty remains, the Guide narrates what happens. This may be success or
  an obvious consequence of the declared method.
- **Impossible as declared:** If the method cannot achieve the intent in the
  current fiction, the Guide identifies the obstacle. The player may revise the
  declaration before committing dice or other resources.
- **Skill Check:** If the attempt is risky, dramatic, contested, or meaningfully
  uncertain, follow [Resolving an Active Skill Check](/rules/skill-checks#resolving-an-active-skill-check).

> **Guide Principle:** Roll when both success and failure can matter. If the
> outcome is settled, say what happens and keep play moving.

### Changing Scene Mode

Changing Scene Mode does not resolve an Action. It changes how the scene is
represented and how much positional detail play requires. The Guide may shift
Scene Mode before resolving an attempt, but must preserve the declared intent
and any outcomes already established. See [Shifting Scene Modes](/rules/scene-modes#shifting-scene-modes).

## Action Tiers and Costs

Action Tiers provide a general cost for an Action that has no more specific
rule. Judge the whole attempt by the effort, attention, and time it demands in
the current fiction rather than measuring each small motion separately.

| Action Tier | General Cost | Use When | Typical Examples |
|---|---:|---|---|
| **Trivial Action** | 0 AD | The attempt is immediate, unopposed, and requires no roll. | Speak briefly, release a held object, open an unresisted door. |
| **Minor Action** | 1 AD | The attempt requires meaningful effort or attention but no Skill Check. | Load a Loading weapon, pull a stiff lever, secure ordinary gear under pressure. |
| **Major Action** | Stated cost; otherwise at least 1 AD | The attempt requires a Skill Check or another substantial procedure. | Make a Skill Check, initiate a Combat Exchange, Sprint, or cast a spell identified as a Major Action. |

A specific rule always takes precedence over the general Action tiers. It may
set the Action Tier, Base Cost, required dice, permitted Boost, timing, or other
restrictions. Do not charge separately for activity already covered by that
procedure: a movement mode pays for its normal movement, a weapon's Base Attack
Cost pays to initiate its Combat Exchange, and a spell's Casting Cost pays for
its casting.

A generic Action resolved with a Skill Check is a Major Action and requires at
least 1 AD unless a specific rule says otherwise. A similar intent may have a
different tier when the method or circumstances change. Opening an unbarred
door is Trivial; hauling open a heavy but unopposed door may be Minor; forcing a
barred door under pressure may require a Major Athletics Skill Check.

Several Trivial Actions that together demand meaningful time, effort, or
attention may be treated as one Minor Action. The Guide states this before the
player commits to the sequence.

## Actions During Your Activation

Narateer does not grant a fixed allotment such as one Major Action and one Minor
Action. During your activation, you may initiate any legal mix of Actions you
can afford, subject to:

- your available Ready AD and any other required resources;
- one chosen movement mode per turn;
- the proactive-use limit of each Skill you initiate; and
- restrictions imposed by the fiction, conditions, equipment, or specific
  rules.

Action Tiers establish costs, not action slots. Keeping AD Ready instead of
spending it preserves your ability to pay AD costs for later Exchange Responses
or Reactions.

## Common Actions

Describe what you want to achieve and how your character tries to do it. These common Actions explain how familiar attempts work. You can try other things whenever the situation allows.

An Action’s name does not always determine its cost. Opening an unlocked door may be Trivial. Forcing a barred door under pressure may require an Athletics Skill Check. The Guide confirms the rule and cost before you spend resources.

Follow a specific rule when one applies. Pay for each attempt once.

### Attack

To harm a creature with a weapon or an unarmed attack, initiate a **Melee or Ranged Exchange**. Follow [Combat](/rules/combat#combat-exchange-flow) for costs, Exchange Responses and damage.

Describe other combat goals clearly. You might try to disarm someone, push them away from a doorway or hold them still.

If no specific rule covers the attempt, the Guide names the Skill, target and possible results before you commit dice. Success achieves the agreed result. It does not also deal Wounds unless a rule says so.

### Cast a Spell

Follow the spell’s requirements and the rules in [Magic](/rules/magic). Its Casting Cost pays for the casting. Do not add another cost simply because casting is an Action.

The spell’s visible, audible and other effects determine what nearby creatures can notice.

### Move

Choose **Walk, Run or Sprint** and follow [Movement](/rules/movement).

You may divide your ordinary movement around other Actions when the route and situation allow. Continuing that movement does not restore movement already spent or make you pay its cost again.

Terrain, Conditions and specific rules may limit movement or increase its cost.

### Assist

Describe something you do that could help another character’s Skill Check.

**Assist is a Reaction.** Declare it after the Guide confirms the originating Skill and target, but before that character commits dice. Follow [Assist](/rules/skill-checks#assist) in Skill Checks for its requirements, cost and result.

Help that requires a separate task must first complete that task. Opening a gate for an ally has its own result. It does not also grant Advantage automatically.

### Hide

Hide to conceal your presence or location from creatures that might notice you. Describe where you hide and how you avoid giving yourself away.

**You hide from particular creatures.** You may be hidden from a guard outside a doorway while someone inside the room can see you clearly.

#### When You Can Hide

You need something that prevents the creature from clearly seeing or otherwise locating you. This might be a solid barrier, thick foliage, darkness or a suitable distraction.

Consider the creature’s other senses. Darkness does not silence footsteps, and a wall does not hide shouting. You cannot Hide from a creature that clearly perceives your position. You must first change the situation.

Being out of sight does not always hide your location. Someone who watched you step behind a pillar still knows where you went.

#### Making the Check

When there is a meaningful chance of detection, make a **Stealth Skill Check**. Commit 1 Ready AD and any legal Boost AD.

Make one roll for the attempt. Compare your final total separately against each creature that could notice you:

- **Not actively looking for you:** Compare against its **Observation Readiness Score**.
- **Actively looking for you:** The creature makes an **Observation Skill Check**. Compare against its final total instead of its Readiness Score.

A creature actively looking must be searching a place or following clues that could reveal you. Being alert or knowing that danger is nearby does not by itself count as an active search.

An active Observation check costs 1 Ready AD plus any legal Boost AD. If both sides roll for the same attempt, both commit their dice before either rolls.

You become hidden from each creature whose score or total you exceed. A tie or lower total means you fail to hide from that creature. You may succeed against some creatures and fail against others.

Record your final Stealth total while you remain hidden. Later attempts to find you use this result.

Failure does not let a creature see through a solid wall. It notices only what its senses could reveal, such as your arrival, footsteps or last position.

If there is no meaningful chance of detection, no check is needed. If a creature later has a chance to notice you, resolve the uncertain Hide attempt then.

#### What Being Hidden Does

A creature you are hidden from cannot locate you precisely enough to target you directly. It may still know you are nearby, remember your last position or affect an area that includes you.

Hiding does not make you physically invisible. Cover, visibility and other senses still matter. Follow [Combat](/rules/combat#hidden-and-unseen-creatures) when an attack involves an unseen creature.

You remain hidden until something reveals you. Starting or ending an Activation does not itself end hiding.

#### Moving While Hidden

You may **Walk or Run** while remaining hidden. Follow a continuous legal route that keeps you concealed from the relevant creature.

Each metre travelled while hidden costs **twice its normal movement cost**. This uses your ordinary movement allowance. It grants no extra movement.

Apply terrain costs too. Moving 1m through Difficult terrain normally costs 2m of movement. While hidden, that same metre costs 4m.

You cannot use ordinary Sprint movement while remaining hidden.

Moving along a suitable concealed route does not itself require another Stealth check. Keep your recorded Hide result.

If a new creature could notice you, compare that result against its Observation Readiness Score. If it is actively searching, it makes an Observation Skill Check as described under [Search](#search).

> **Example:** You have 12m of Walk movement left. You can sneak 6m along an ordinary concealed route, or 3m through Difficult terrain.

#### Being Revealed

You are no longer hidden from a creature when it clearly perceives your position or finds you with Search.

Stepping into clear view reveals you immediately. A sound or other clue also reveals you if it clearly identifies your position. If the clue only creates a chance of discovery, the Guide resolves that uncertainty through Observation.

An attack you initiate reveals you to its target after the Exchange resolves. If your approach exposes you before the attack, you are revealed at that earlier point. Other creatures notice whatever their senses allow.

Casting, speaking or using equipment may reveal you through the sounds, movements or other effects they produce. The Guide explains an obvious revealing consequence before you commit to the Action.

Once revealed, you must create suitable circumstances and Hide again to conceal yourself from that creature.

### Search

Search when you deliberately examine a place, object or set of clues. Describe what you inspect and how you inspect it.

The Guide confirms what the attempt covers. A Search does not automatically inspect a whole room, open sealed compartments or let you see through barriers.

If your method would certainly find something, the Guide describes it without a roll. If discovery is uncertain and the result matters, make an **Observation Skill Check**. Commit 1 Ready AD and any legal Boost AD.

For a concealed object or clue, the Guide sets the target based on how it is hidden and how you search.

Finding something does not always explain it. Observation might reveal a strange powder, while Alchemy identifies what it does.

#### Finding a Hidden Creature

You must search a place or examine clues that could reveal the creature’s current position.

If the creature is already hidden, compare your final Observation total against its recorded Hide total. You locate it if your total is higher. A tie or lower total fails.

If the creature is attempting to Hide during your search, resolve its Stealth check against your Observation check as described under [Hide](#hide). Use one Observation roll for that search attempt; do not roll again for the same contest.

Finding a creature reveals its position to you. Other creatures learn what they can perceive or what you communicate.

#### When a Search Fails

A failed Search does not prove that nothing is there. The Guide explains what failure risks before you commit dice.

Repeating the same search without changing anything does not grant another roll. A different method, new evidence or a meaningful further investment of time may allow another attempt.

### Use Equipment or the Environment

Describe what you use and what you want to happen.

Follow any specific equipment rule first. Otherwise, use the general Action tiers. A simple, immediate interaction may be Trivial. Substantial effort may be Minor. A risky or contested attempt may require a Skill Check.

Moving an object, opening a passage or changing your surroundings can create an opportunity without granting a numerical bonus.

### Attempt Something Else

You may negotiate, distract, climb, repair, investigate or try something else that fits the situation.

State your goal and method. The Guide checks for a specific procedure first. If none applies, the Guide decides whether the result is certain, the attempt is impossible as described or a Skill Check is needed.

Before you commit resources, establish what success achieves and what failure risks.

## Proactive Skill Uses

During your activation, each Skill limits how many times you may proactively
initiate it:

> **Proactive Skill Uses = Skill Level + 1**
>
> **Minimum = 1 proactive use, even at SL 0.**

Each proactive Action that uses a Skill consumes one use of that Skill. An
Action that uses no Skill consumes no proactive Skill use, although it may still
cost AD. Exchange Responses and Reactions are not proactive Actions and do not
consume these uses.

For example, a character with Melee SL 2 may proactively initiate Melee up to
three times during their activation. They could shove, feint, and initiate a
Combat Exchange as three separate uses, provided they can pay every required
cost and the fiction permits each attempt.

See [Character Skills](/rules/character-skills#proactive-skill-uses-during-your-activation)
for the complete Skill Level table.

## Boosting an Action

[Boosting](/rules/skill-checks#boosting) applies to any Skill Check, whether it
is made as a proactive Action, Reaction, or response. After committing the
required dice or Base Cost, you may add extra AD up to the Skill Level being
tested. Commit all Boost AD before rolling unless the relevant rule says
otherwise.

## Actions, Exchange Responses, and Reactions

| Procedure | What It Is | Proactive Skill Use? | Cost |
|---|---|---:|---|
| **Proactive Action** | A separate Action the character initiates to pursue an intent. | Yes, if it uses a Skill. | The Action Tier or specific procedure. |
| **Exchange Response** | A choice made as the responder within an existing Combat Exchange. | No. | The chosen Response's cost. |
| **Reaction** | A separate Action permitted in response to an explicit Trigger. | No. | The Reaction's stated cost. |

### Reactions

A Reaction may occur whenever its Trigger occurs, including during your own
activation. A Reaction does not count against a proactive Skill-use limit.

A Reaction is available only when a rule explicitly identifies it as one and
its full Trigger is satisfied. Follow the exact timing and cost stated by that
rule. The resources named by that rule, along with awareness, positioning, and
the fiction, limit whether the Reaction can be taken.

For Class Powers, the Trigger names the exact [Event](/rules/class-powers#what-is-an-event)
that permits the Power. A Power that only modifies its triggering Event is not
a Reaction unless its rule explicitly says otherwise.

An [Opportunity Attack](/rules/combat#opportunity-attacks) is a Reaction to a completed movement step within melee reach. Follow its written timing and cost.

### Exchange Responses Are Not Reactions

When another combatant with Tempo initiates a [Combat Exchange](/rules/combat#combat-exchange-flow)
against you, choosing No Response, Full Guard, or Clash is an
[Exchange Response](/rules/combat#exchange-responses) within that same
Exchange. You are participating as its responder; you are not taking a separate
Action or Reaction.

An Exchange Response is not prevented by a rule that says you cannot take
Reactions. For example, Stunned does not remove Full Guard or Clash through its
Reaction restriction; the condition's other effects still apply normally.

A Class Power declared as part of Full Guard or Clash modifies that Exchange
Response. It remains a Response unless it explicitly creates a separate
Reaction. A Power that triggers after the Exchange resolves may create a
Reaction if its rule says so.

## Summary

- Declare the character's intent and method before choosing procedure or cost.
- Use the specific procedure that governs an Action. Otherwise, resolve it
  automatically, reject it as impossible as declared, or make a Skill Check.
- Specific procedures override the general Action Tiers and are paid only once.
- Action Tiers set costs, not fixed action slots.
- During your activation, proactive uses of each Skill equal SL + 1, minimum 1.
- Any Skill Check may be Boosted within the tested Skill Level unless its rule
  says otherwise.
- Exchange Responses belong to their Combat Exchange. Reactions are separate
  triggered Actions and may occur during or outside your activation.


---

# Skill Checks

*Commit effort. Test preparation. Let consequence answer.*

A Skill Check resolves a risky, dramatic, or meaningfully uncertain attempt.
The player states what their character wants and how they pursue it. The Guide
identifies the Skill and target. The player commits the required dice, may
Boost, and rolls to discover what happens.

> When risk meets intent, the dice decide.

## What Is a Skill Check?

An **active Skill Check** is a roll made when both success and failure can
matter. The final dots must exceed the target number to succeed. Meeting the
target is not enough.

Not every uncertain moment needs an active roll. A **Readiness comparison**
uses a character's fixed Readiness Score when standing capability matters but
rolling would interrupt play. It costs no dice and is not an active Skill
Check.

If the outcome is already certain, do not call for either procedure. Follow the
[Action resolution paths](/rules/actions#resolving-an-action) and narrate what
happens.

Skill Level (SL) governs Boosting and Readiness. See
[Character Skills](/rules/character-skills) for those values and the
[Skills List](/rules/skills-list) for what each Skill covers.

> **Guide Principle:** Use a Skill Check only when the result can change the
> fiction. Establish the stakes before dice are committed.

## Choosing the Skill and Target

Every active Skill Check needs one Skill and one target number. Choose them from
the declared method and the procedure governing the attempt.

### Choosing the Skill

Identify the trained method that must succeed. Choose the Skill that governs
that method rather than the broad outcome the character wants. Different
methods may pursue the same intent through different Skills.

| Situation | Method that must succeed | Check |
|---|---|---|
| Perform difficult physical movement | A controlled stage dance depends on expressive rhythm and choreography; crossing collapsing rigging safely depends on balance and recovery. | Performance for the stage dance; Acrobatics for the rigging. |
| Create a false official order | Languages makes the idiomatic text convincing; Finesse matches the handwriting or seal. | Languages for the wording; Finesse for the physical imitation. |
| Find where a creature went | Observation identifies an immediate physical clue; Survival follows the trail across terrain and time. | Observation for the scene; Survival for the trail. |
| Sway a gathering | Performance moves an audience through artistic execution; Influence changes a decision through argument, leverage, deception, threat, or command. | Performance for the artistic effect; Influence for the decision. |

> **Guide Principle:** Clarify the method before choosing the Skill. Do not
> select a broad Skill solely because it could describe the desired result.

### Choosing the Target

The target number comes from one of three sources. Opposition describes the
fiction; it does not create another calculation method.

| Target Source | Use When | Target Number |
|---|---|---|
| **Environmental difficulty** | The world, task, pressure, or conditions create the uncertainty. | A Difficulty Rating set by the Guide. |
| **Standing capability** | Another creature's trained capability matters, but they are not making an active response. | The creature's relevant Readiness Score. |
| **Active or special procedure** | A rule permits an active response or names another comparison. | The roll or score supplied by that procedure. |

A [Combat Exchange](/rules/combat#combat-exchange-flow), spell, Class Power, or
other specific rule may name its own target and comparison. Use that procedure
instead of inventing a second opposed or contested system.

### Difficulty Ratings

| Difficulty | Target |
|---|---:|
| Routine | DR 0 |
| Challenging | DR 1 |
| Heroic | DR 3 |
| Epic | DR 5 |
| Legendary | DR 7 |
| Mythic | DR 9 |
| Impossible as Declared | No roll |

These named ratings are reference points, not the only legal numbers. The Guide
may use another integer when it describes the moment more precisely.

<span id="skill-check-process"></span>

## Resolving an Active Skill Check

Use this sequence unless a specific procedure says otherwise:

1. **Declare intent and method.** State what the character wants to change and
   how they try to change it.
2. **Confirm the procedure, Skill, target, and stakes.** The Guide decides
   whether a check is needed. For an ordinary visible attempt, state the target
   and meaningful consequences before anyone commits resources.
3. **Resolve support declared before commitment.** An eligible ally may Assist,
   or another player may grant Synergy, at the timings below.
4. **Commit the required dice or Base Cost.** A generic Action resolved with a
   Skill Check is a Major Action and requires at least 1 AD. A specific
   procedure supplies its own required dice and cost. Do not pay for the same
   attempt twice.
5. **Boost, if permitted.** Commit every Boost die before rolling.
6. **Roll all committed dice together.** Count Criticals as 2 dots, Hits as
   1 dot, and Misses as 0 dots.
7. **Resolve the Edge Phase.** Apply Advantage or Disadvantage before any later
   reroll, conversion, or modifier unless a specific rule says otherwise.
8. **Resolve other explicit rules at their written timings.** Do not add a
   general modifier or reroll phase.
9. **Compare final dots with the target.** The check succeeds only if the final
   total is higher.
10. **Resolve the outcome and move committed dice.** Apply the governing rule
    and its consequences. Committed AD become Used unless that rule says
    otherwise; other dice follow their own procedure.

> **Success = final dots exceed the target number.**
>
> **Failure = final dots equal or fall below the target number.**

Class Powers resolve when their written Trigger occurs. This may be at
declaration, during an interception, or after a named result; it is not a
universal phase at the end of every check. See
[Class Powers](/rules/class-powers#what-is-an-event) for Event timing.

### Boosting

Boosting applies to any Skill Check—whether it is made as an Action, Reaction,
or response—unless a specific procedure says otherwise. After committing the
required dice or Base Cost, you may commit extra Ready AD up to the tested
Skill's SL. Commit the Boost before rolling and roll all committed dice
together.

A specific procedure may permit different dice to Boost, set a different
limit, require a minimum Boost, or prohibit Boosting. For example,
[spellcasting](/rules/magic#spellcasting-sequence) can permit Ready AD, Ready
MD, or a combination of both. The specific procedure takes precedence.

An untrained Skill at SL 0 cannot be Boosted. Skill Level never grants default
rerolls; every reroll must come from an explicit rule.

### Edge Phase

Immediately after a roll, resolve Advantage or Disadvantage before any other
reroll, conversion, or modifier unless a specific rule changes that timing.

| Edge | Effect |
|---|---|
| **Advantage** | Reroll every Miss. |
| **Disadvantage** | Reroll every Hit and Critical. |
| **Both** | They cancel; make no Edge rerolls. |
| **Several instances** | Advantage and Disadvantage do not stack. Apply at most one of either. |

New results replace the old results; the second result stands. Each die may be
rerolled only once during the Edge Phase, even if another rule could otherwise
affect the same kind of result.

A Readiness comparison is not a roll, so it has no Edge Phase. Advantage or
Disadvantage changes Readiness only when a specific rule says exactly how.

### Example: An Active Skill Check

Rika leaps across a collapsing bridge during a storm. The Guide calls for
Athletics and sets Challenging DR 1. Rika commits the generic check's required
1 AD and Boosts with 1 more AD. She rolls Hit | Miss for 1 final dot.

Rika's total equals the target, so the check fails. The Guide resolves the
established consequence: she catches the far edge but loses the satchel she was
carrying. Her 2 committed AD become Used.

## Assist and Synergy

Assist and Synergy let other players support an active Skill Check before its
dice are committed. Both can grant Advantage, but several instances of
Advantage still do not stack.

### Assist

After the Guide confirms the Skill and target but before the originating
character commits their dice, one eligible ally may declare Assist. The ally
must be present, aware, able to act, and able to describe a concrete
contribution that could affect the attempt.

Assist is a **Reaction** with that declaration as its Trigger. Because Assist
is a Reaction, it does not consume a proactive Skill use, even when it occurs
during the assisting character's own activation.

The Guide confirms which Skill governs the contribution. It may be the same
Skill as the originating check, or a different Skill when the ally is helping
through another trained method.

The assisting character spends and rolls 1 Ready AD for a Routine Skill Check
at DR 0. They may Boost normally up to the assisting Skill's SL. On a success,
the originating check gains Advantage. Every AD committed to the Assist Check
becomes Used whether it succeeds or fails.

Only one Assist Check may be attempted for each originating Skill Check. An
Assist Check cannot itself be Assisted.

> **Tip:** Assistance must create a concrete benefit for the originating
> attempt. “I help” is not a method; say what the assisting character does and
> how it can improve the attempt.

#### Example: Assist

Rika prepares a Finesse Skill Check to repair a jammed portcullis mechanism.
Javi braces the buckled housing so it cannot shift while she works. The Guide
allows Javi to Assist with Athletics.

Javi has Athletics SL 1. He commits 1 Ready AD and Boosts with 1 more. He rolls
Hit | Miss for 1 final dot and succeeds against Routine DR 0. Both AD become
Used, and Rika makes the originating Finesse Skill Check with Advantage.

### Synergy

Synergy Points are a shared party resource created through mutual Story Point
investment. Once created, they belong to the party; do not track which
characters created them.

During a Rest, any two different players whose characters are resting together
may create 1 Synergy Point. Each spends 1 SP; add 1 Synergy Point to the
party's shared Synergy pool. The same players, or other eligible pairs, may
repeat this exchange as often as they choose and can afford. There is no limit
to the number of Synergy Points the party may create.

Synergy Points remain until spent. They do not expire at a Rest, Story
Checkpoint, or Story Milestone. See
[Character Development](/rules/character-development#story-points) for Story
Points.

After the Guide confirms an active Skill Check but before its dice are
committed, another player whose character is present may spend 1 Synergy Point.
The checking character gains Advantage on that Skill Check, including
cancelling Disadvantage. A player cannot grant Synergy to their own character.

Granting Synergy is not Assist. It requires no AD, Action, or Skill Check. The
granting player may describe encouragement, a warning, shared experience,
prior planning, or simple presence. This description is an opportunity, not a
requirement.

<span id="degrees-of-success-and-failure"></span>

## Success, Failure, and Outcome Tiers

After resolving every required reroll and modifier, calculate how far the final
total lies above or below the target.

> **Success Margin = final dots − target number**

A positive Success Margin succeeds. Zero or a negative Success Margin fails.

| Outcome Tier | Success Margin | Narrative Reading |
|---|---:|---|
| **Moment of Glory** | +7 or more | An extraordinary success whose full effect fits the established intent and stakes. |
| **Heroic Success** | +5 to +6 | An exceptional success with commanding execution. |
| **Strong Success** | +3 to +4 | A clear success with notable quality, speed, or control. |
| **Success** | +1 to +2 | The declared intent succeeds as established. |
| **Near Miss** | 0 to −1 | A failed check that falls just short; resolve the established consequence. |
| **Total Failure** | −2 to −3 | A failed check with a decisive shortfall. |
| **Catastrophic Failure** | −4 or lower | A failed check with an extreme shortfall and consequences fitting the risk. |

Outcome Tiers guide narration. They do not automatically grant extra effect,
Advantage, damage, progress, Conditions, or other mechanical benefits unless a
rule says they do. Likewise, a Near Miss is still a failed check unless the
governing rule explicitly creates partial success.

In ordinary Skill Checks, the difference is the **Success Margin**. A rule may
use a more specific name. [Combat](/rules/combat#hit-margin)
uses **Hit Margin** for attacks; Hit Margin is not Wound Margin.

### Example: Calculating an Outcome Tier

Raeline tries to hide from a beast with Observation Readiness 4. Her final
Stealth total is 7.

> 7 final dots − target 4 = +3 Success Margin

Raeline achieves a Strong Success. She disappears into the ruined brush with
the quality and control that the established fiction supports. The tier grants
no separate bonus unless another rule says it does.

<span id="readiness-scores"></span>

## Readiness and Passive Opposition

A Skill's **Readiness Score** represents trained standing capability when its
owner is not actively rolling. It can provide the target for another
character's Skill Check or be compared with a fixed target behind the screen.

Readiness is the rounded-down expected output of a fully committed ordinary
check: 1 required AD plus the maximum Boost allowed by Skill Level. Each
Narateer die produces an average of 0.625 dots.

> **Readiness Score = floor((Skill Level + 1) × 0.625)**
>
> **Minimum Readiness Score = 0.**

Use the table during play:

| Skill Level | Fully Committed Check | Readiness Score |
|---:|---:|---:|
| 0 | 1 die | 0 |
| 1 | 2 dice | 1 |
| 2 | 3 dice | 1 |
| 3 | 4 dice | 2 |
| 4 | 5 dice | 3 |
| 5 | 6 dice | 3 |
| 6 | 7 dice | 4 |
| 7 | 8 dice | 5 |
| 8 | 9 dice | 5 |
| 9 | 10 dice | 6 |
| 10 | 11 dice | 6 |

Readiness costs no dice, creates no roll, and never moves AD from Ready to Used.
Linked Vitals still matter because they cap Skill Level, but they do not add to
Readiness.

### Choosing Passive or Active Opposition

| Situation | Resolution |
|---|---|
| No meaningful uncertainty or opposition | Narrate the outcome. |
| The world or task creates the challenge | Roll against an environmental DR. |
| Another creature's standing capability matters | The acting character rolls against the relevant Readiness Score. |
| A rule permits deliberate active opposition | Follow that rule's response roll or named score. |
| Hidden or reflexive information matters | Compare the relevant Readiness Score with a fixed target behind the screen. |

For example, a guard routinely watching a gate supplies Observation Readiness
as the target for a sneaking character. If the guard is actively looking for the character, follow [Hide and Search](/rules/actions#hide): use an Observation Skill Check instead of Observation Readiness for that attempt.

### When Readiness Does Not Apply

Readiness applies only when the character can bring the relevant capability to
bear. If they cannot perceive the relevant cue, cannot physically or mentally
use the Skill, or are excluded by positioning or a specific rule, use the
fiction, an environmental DR, or the named procedure instead.

Being merely unaware of the attempt does not remove Readiness; Readiness still
applies when the relevant Skill represents the character's standing chance to
notice or resist it.

### Example: Readiness as a Target

A cutpurse rolls Finesse against Kaelin's Observation Readiness to lift his
coin pouch without him noticing. Kaelin has Observation SL 2, so his Readiness
Score is 1. The cutpurse rolls 1 final dot. Meeting the target is a failure, so
Kaelin feels the tug and the pouch remains his.

## Behind-the-Screen Readiness

A behind-the-screen Readiness comparison resolves hidden, reflexive, or quiet
uncertainty without asking the player to roll or revealing that a target was
present.

1. **Choose the Skill and target.** The Guide identifies the capability that
   matters and sets a DR or another fixed score.
2. **Account for circumstances.** Choose or adjust the target before comparing.
   Do not improvise Edge for a score that is not being rolled.
3. **Compare Readiness with the target.** Readiness must exceed the target to
   succeed. A tie fails.
4. **Narrate the result.** Reveal what the character perceives or experiences,
   not the hidden calculation.

A Readiness comparison is not a roll and is not an active Skill Check. It costs
no dice and creates no Edge Phase. A specific rule may modify Readiness or its
target only by saying how.

> **Guide Tip:** Keep the player characters' common Readiness Scores close at
> hand, especially Observation, Insight, Acrobatics, Athletics, Melee, and
> Survival.

### Example: Quiet Discovery

Elira enters a scorched camp where a faint trail remains beneath the ash. Her
Observation Readiness is 1. The Guide sets the subtle trail at Routine DR 0.
Because 1 exceeds 0, the Guide simply says, “You notice a faint trail leading
northeast, up the ridge.”

### Example: A Cue Opens an Active Check

Torren's Observation Readiness does not exceed the DR of a hidden mechanism in
a crypt. The Guide may let the detail remain hidden. Instead, the fiction
supports a faint cue: one footstep echoes as if stone shifted beneath him.

Torren pauses to investigate. The Guide now confirms a separate active
Observation Skill Check with its own target, stakes, and cost. The active check
does not erase the earlier passive result; it follows from the new opportunity
created by the cue.

## Summary

- Use an active Skill Check only when both success and failure can matter.
- Choose the Skill from the character's method, then take the target from the
  environment, Readiness, or a specific procedure.
- The final dots must exceed the target; a tie fails.
- A generic Action Skill Check is a Major Action costing at least 1 AD. A
  specific procedure owns its cost, required dice, Boost, timing, and result.
- Boost ordinary checks with extra Ready AD up to the tested Skill's SL. Resolve
  Advantage or Disadvantage during the Edge Phase.
- Class Powers use their written Triggers, not a universal post-roll phase.
- Assist is a Reaction made before the originating character commits dice. A
  successful Assist Check grants Advantage and consumes no proactive Skill use.
- Synergy is a shared party resource that another player may spend to grant
  Advantage before commitment.
- Outcome Tiers describe the Success Margin but grant no automatic mechanical
  benefit.
- Readiness is a fixed standing score. It costs no dice and has no Edge Phase.


---

# Magic

*To cast magic is not just to act—it is to shift. To become a vessel and a channel of volatile power.*

The practice of magic in Narateer is not a memorized trick or mechanical task. It is a surrender to something vast. You do not control magic—you open to it. Whether ancestral, elemental, divine, primal, psionic, infernal, or unknowable, the current flows through you in raw and volatile form. Every spell is a risk. Every surge is a story.

Each caster must learn to enter a Trance—a dangerous alignment of body, breath, focus, and will—to serve as conduit for the power they wield. In doing so, they do not command magic. They survive it.

> To act, to burn, to shape, to fracture—it begins with how much power you dare to hold.

## What Is Magic?

Magic is the act of surrendering to a power beyond the self and shaping it into form. This act is mediated through a Trance, a heightened state that allows a character to convert Action Dice (AD) into Magic Dice (MD).

Magic is:

- A force shaped through surrender and control.
- A resource flow tied to your Skills and limits.
- A volatile current that pushes back when forced.
- A state of attention, risk, and transformation.

Ask yourself:

- What stirs your magic: emotion, memory, pain, purpose, faith, hunger, command, or communion?
- How does your Trance appear at the table?
- What does it cost you to hold the current open?
- What happens when you reach for more than you can safely bear?

## Magic Dice and Dice Conservation

Magic Dice are not separate points, slots, charges, or tokens. They are your own dice turned toward magic.

A Trance changes the state of your dice. It does not create new dice.

> **Dice Conservation:** Your total number of Action Dice and Magic Dice should always equal your current dice body. Magic changes dice state; it does not create extra dice.

For example, if you convert 3 Ready AD into 3 Ready MD, you now have 3 fewer Ready AD and 3 more MD. Your total dice count has not changed.

## Wounds During Trance

Wounds take Ready AD or Ready MD first, then Used AD or Used MD only when neither kind of Ready die remains. The character taking the Wounds chooses which kind to take within that state. Each chosen die becomes Wounded AD. Convert a chosen MD to AD as it enters the Wounded pool. Reduce VIT by 1 for each Wound, as described in [Applying Wounds](/rules/combat#applying-wounds).

An MD converted to Wounded AD leaves the Magic Pool and no longer counts toward the [Magic Pool Limit](#magic-pool-limit). Apply the existing Overcharge and Empty Pool rules to the remaining MD.

## Magic Pool Structure

Your Magic Pool tracks the flow of Magic Dice (MD) as they move through three zones on your personal Magic Pool Card.

- **Ready MD** — Magic Dice ready to spend.
- **Casting Zone** — Dice currently committed to a spell.
- **Used MD** — Magic Dice already used or depleted, awaiting refresh or release.

Magic Dice may move between these zones through Trance, spellcasting, refresh, release, Scene Reset, and Overcharge.

## Magic Pool Limit

Your Magic Pool Limit (MPL) is the maximum number of Magic Dice you can safely hold across all Magic Pool zones.

> **Magic Pool Limit = Highest magic Skill Level**

Your MPL includes:

- Ready MD
- Used MD
- MD committed in the Casting Zone

You cannot safely hold more MD than your MPL. If your total MD exceeds your MPL, your Trance becomes Overcharged.

## Trance Uses

A caster can only safely open or deepen a Trance a limited number of times before completing a Rest.

> **Trance Uses per Rest = Highest magic Skill Level**

You spend 1 Trance Use when you:

- Enter Trance safely.
- Deepen Trance safely.

A Trance Use represents opening the channel with discipline, preparation, and control. Once all Trance Uses are spent, you may still force magic, but doing so is dangerous.

## Trance States

A Trance has a base state and may also become Overcharged.

| Trance State | Meaning |
|---|---|
| **Stable Trance** | Entered and deepened only by spending Trance Uses. The current is controlled. |
| **Unstable Trance** | Entered or deepened by force, violently disrupted, or otherwise made ragged by a rule or effect. |
| **Overcharged Trance** | Your total MD exceeds your MPL. You are holding more magic than your vessel can safely contain. |

Do not track Stable and Unstable Magic Dice separately. Track the Trance itself.

If any part of the current Trance is created by Forced Entry or Forced Deepening, the entire Trance becomes **Unstable** until it ends.

If your total MD exceeds your MPL, your Trance becomes **Overcharged**. While Overcharged, the entire Trance behaves as Unstable. Overcharge ends when your total MD is equal to or lower than your MPL.

If the Trance was Stable before becoming Overcharged and was not otherwise forced, it returns to Stable when Overcharge ends. If the Trance was already Unstable, it remains Unstable until it ends.

## Entering Trance Safely

You may Enter Trance safely if:

- You are not already in Trance.
- You have at least 1 Trance Use remaining.
- You have Ready AD available to convert.

To Enter Trance safely:

1. Spend 1 Trance Use.
2. Choose how many Ready AD to convert into MD, up to your Magic Pool Limit.
3. Move those dice directly into your Ready MD zone.
4. Your Trance becomes Stable.

No roll is required.

> **Example: Safe Entry**
>
> Senna has Magic Pool Limit 3 and 3 Trance Uses remaining. She spends 1 Trance Use and converts 3 Ready AD into 3 Ready MD. Her Trance is Stable.

## Deepening Trance Safely

If you are already in Trance, you may Deepen Trance safely if:

- You have at least 1 Trance Use remaining.
- You have Ready AD available to convert.
- You have space remaining in your Magic Pool.

To Deepen Trance safely:

1. Spend 1 Trance Use.
2. Choose how many Ready AD to convert into MD, up to your remaining Magic Pool space.
3. Move those dice directly into your Ready MD zone.
4. If your Trance was Stable, it remains Stable.

No roll is required.

> **Example: Safe Deepening**
>
> Marrow is already in a Stable Trance and currently holds 1 Ready MD. Her MPL is 3, so she has room for 2 more MD. She spends 1 Trance Use and converts 2 Ready AD into 2 Ready MD. She now holds 3 MD total and remains Stable.

## Forced Entry or Forced Deepening

If you have no Trance Uses remaining, or you choose not to spend one, you may force the channel.

Forced magic is dangerous. You are opening the current without safe control.

To Force Entry or Force Deepening:

1. Choose how many Ready AD you attempt to convert into MD, up to your available Magic Pool space unless a spell, power, relic, feature, or Guide ruling permits deliberate Overcharge.
2. Roll those dice.
3. Each die showing ⚫⚫ or ⚫ becomes 1 Ready MD.
4. Each die showing ⚪ fails to convert. Reroll each failed die:
   - ⚫⚫ or ⚫ → the die becomes Used AD.
   - ⚪ → the die becomes Wounded AD.
5. If this is Forced Entry and no MD are created, you do not enter Trance.
6. If this is Forced Deepening, your current Trance becomes Unstable whether or not new MD are created.
7. If at least 1 MD is created by force, your Trance becomes Unstable.
8. If your total MD now exceeds your MPL, your Trance becomes Overcharged.

Forced magic cannot create extra dice. Each die can only become one die: Ready MD, Used AD, or Wounded AD.

> **Example: Forced Entry**
>
> Veyra has no Trance Uses remaining but needs magic now. She attempts to force 3 Ready AD into MD.
>
> She rolls: ⚫⚫ | ⚫ | ⚪.
>
> Two dice show dots, so 2 dice become Ready MD. The blank fails to convert and is rerolled.
>
> The reroll is ⚪.
>
> That die becomes Wounded AD. Veyra enters an Unstable Trance with 2 Ready MD and suffers 1 Wounded AD.

## Overcharged Trance

Overcharge occurs when your total MD exceeds your Magic Pool Limit.

While Overcharged, the entire Trance behaves as Unstable. This means your Used MD do not refresh automatically, and Scene Reset or Release uses the Unstable rules while the excess remains.

> **Overcharge Amount = Total MD − Magic Pool Limit**

When your Trance becomes Overcharged, immediately test the excess MD before you may spend, release, refresh, or convert those dice.

To test Overcharge:

1. Count your Overcharge Amount.
2. Choose that many MD in your Magic Pool as excess MD, unless an effect says otherwise.
3. Roll those excess MD.
4. Resolve each die:
   - ⚫⚫ or ⚫ → the die holds. It remains MD in its current MD state.
   - ⚪ → the die burns out. Convert it into Wounded AD.

Unless an effect says otherwise, the caster chooses which MD count as excess. If an enemy effect causes Overcharge, that effect may specify which MD are tested.

At the start of each of your turns, before refreshing MD or taking actions, test Overcharge again if your total MD still exceeds your Magic Pool Limit.

Overcharge ends when your total MD is equal to or lower than your Magic Pool Limit.

If the Trance was Stable before becoming Overcharged and was not otherwise forced, it returns to Stable when Overcharge ends. If the Trance was already Unstable because of Forced Entry, Forced Deepening, violent disruption, or another effect, it remains Unstable until it ends.

> **Principle:** Power is not dangerous because it exists. It becomes dangerous when it exceeds the vessel carrying it.

### Deliberate Overcharge

Safe Entry and Safe Deepening cannot exceed your MPL.

Forced Entry, Forced Deepening, spells, relics, class powers, unstable environments, or magical backlash may push you beyond your MPL. If they do, your Trance becomes Overcharged.

A caster may deliberately force beyond their MPL only when a spell, power, relic, feature, or Guide ruling permits it. Otherwise, ordinary Forced Entry and Forced Deepening are limited by available Magic Pool space.

> **Example: Overcharged Trance**
>
> Ivara has MPL 3 and already holds 3 MD, plus 2 Ready AD. A forbidden relic converts those 2 Ready AD into 2 Ready MD, bringing her to 5 total MD. The relic permits Overcharge; it does not create extra dice.
>
> Her Overcharge Amount is 2.
>
> Before she can spend, release, refresh, or convert those dice, she immediately tests 2 excess MD and rolls: ⚫ | ⚪.
>
> One die holds as MD. One burns out and becomes Wounded AD.
>
> Ivara now holds 4 MD, still 1 above her MPL, so she remains Overcharged. While Overcharged, her whole Trance behaves as Unstable.
>
> At the start of her next turn, before refresh, if she still holds 4 MD, she tests 1 excess MD again.

## Refreshing Magic Dice

Magic Dice refresh differently depending on whether your Trance is Stable, Unstable, or Overcharged.

### Stable Trance Refresh

If your Trance is Stable, Used MD refresh automatically.

At the start of your turn:

- Move all Used MD to Ready MD, unless your refresh is impaired.

If your refresh is impaired, roll Used MD as normal for an Impaired Refresh:

- ⚫⚫ or ⚫ → returns to Ready MD.
- ⚪ → remains Used MD.

### Unstable Trance Refresh

If your Trance is Unstable, Used MD do not refresh automatically.

At the start of your turn:

1. Roll all Used MD.
2. Each ⚫⚫ or ⚫ returns to Ready MD.
3. Each ⚪ remains Used MD.

If another condition or effect also impairs your refresh, apply that effect as stated by the condition or rule. Weakened imposes Impaired Refresh; it does not add a second refresh roll to this procedure. Apply any explicit Advantage, Disadvantage or reroll effect to the refresh as written.

### Overcharged Trance Refresh

If your Trance is Overcharged, resolve Overcharge before refreshing.

At the start of your turn:

1. Check whether you began the turn Overcharged.
2. Test Overcharge if your total MD exceeds your MPL.
3. Check whether your Trance is still Overcharged.
4. If you began the turn Overcharged, refresh Used MD as Unstable for this turn, even if the Overcharge test reduces your total MD to your MPL or lower.
5. If you did not begin the turn Overcharged, refresh according to your current Trance state: Stable or Unstable.
6. Continue your turn.

> **Example: Unstable Refresh**
>
> Nyra is in an Unstable Trance with 3 Used MD. At the start of her turn, she rolls them: ⚫ | ⚪ | ⚫⚫.
>
> Two dice return to Ready MD. One remains Used MD.

## Spellcasting Sequence

Casting a spell follows the standard Skill Check sequence unless the spell says otherwise, with additional magical costs and effects.

Steps:

1. Declare what you attempt.
   - You must be in Trance.
   - State the spell, target, intent, and effect.
2. The Guide confirms whether a Skill Check is required.
3. Pay Casting Cost:
   - Spend 1 Action Die (AD), unless the spell says otherwise.
   - Spend 1 Ready Magic Die (MD), unless the spell says otherwise.
4. Decide whether to Boost:
   - You may Boost the spell by adding additional Ready AD, Ready MD, or a combination of both.
   - Unless the spell says otherwise, the maximum number of Boost dice you may add equals the Skill Level used for the spellcasting Skill Check.
   - AD committed to Boost a spell represent effort, focus, movement, breath, aim, force of will, or bodily strain poured into the casting.
   - MD committed to Boost a spell represent deeper magical current poured into the casting.
   - If a spell refers to **MD used to Boost this spell**, only Magic Dice count for that effect. AD Boosts can strengthen the casting attempt, but they do not count as MD-specific magical intensification.
5. Roll all committed casting dice.
6. Resolve the Edge Phase, if Advantage or Disadvantage applies.
7. Count dots: ⚫⚫ = 2, ⚫ = 1, ⚪ = 0.
8. Compare the result to the target number.

> **Success = total dots exceed the target number.**
>
> **Failure = total dots equal to or less than the target number.**

Class Powers resolve when their written Trigger occurs. This may be during
declaration, at an interception, or after a named result; there is no universal
post-roll phase after spellcasting. See
[Class Powers](/rules/class-powers#what-is-an-event) for Event timing.

A spell's target number may be a Difficulty Rating, a creature's Readiness Score, an active response roll, a Melee Exchange result where a spell specifically calls for one, or another score named by the spell or Guide.

If a spell attack targets a creature that cannot respond, the spell usually uses target number 0 unless the spell, scene, or Guide sets another number. If the target spends AD to respond, use the relevant active response roll or named response score.

After the spell resolves, all MD committed to the spell move to the Used MD zone unless the spell says otherwise. AD committed to the spell become Used AD unless another rule says otherwise.

### Spell Boosting Principle

AD can strengthen the casting attempt. MD can strengthen the magical effect when the spell specifically says so.

This distinction keeps spellcasting aligned with ordinary Skill Checks while preserving the unique importance of Magic Dice.

- **AD Boosts** help the caster succeed at the spellcasting check.
- **MD Boosts** help the caster succeed at the spellcasting check and may also fuel spell-specific magical enhancements when the spell says they do.
- A spell only gains extra effects from Boost dice if the spell explicitly says so.

For example, a fire spell might say, “For each MD used to Boost this spell, increase the Burning duration by 1 round.” In that case, AD Boosts would still add dice to the casting roll, but only MD Boosts would increase the Burning duration.

## Example: Spellcasting Skill Check

This example follows a Primant casting the Tier 1 spell Scorchpulse as a Skill Check attack.

1. **Declare Spell:** Greta, a Wildling Primant in Trance, declares Scorchpulse at a hulking brute. She names her target and intent—blast him with primal fire. Scorchpulse is a ranged spell using her Survival skill to aim and channel the effect.
2. **Guide Confirms & Casting Cost:** The Guide confirms this will be resolved as a spellcasting Skill Check. Because this is an attack spell, the brute's response determines the target number. If the brute cannot respond, the spell uses target number 0 unless modified. If the brute responds, Greta rolls against its active response.
3. **Casting Cost:** Greta pays the spell's casting cost: she spends 1 Action Die and 1 Ready Magic Die from her Magic Pool to cast Scorchpulse.
4. **Decide on Boost:** Greta may Boost the spell with Ready AD, Ready MD, or a combination of both, up to the spell's Boost limit. Survival is Greta’s highest magic Skill at SL 3, so her Magic Pool Limit is 3 and she may add up to 3 Boost dice. She had only 1 Ready MD and has already committed it to cast the spell, so she Boosts with 3 Ready AD. Her total casting dice are now 1 AD + 1 MD + 3 Boosted AD = 5 dice.
5. **Roll Casting Dice:** Greta rolls all 5 dice together for the spell attack: ⚫ | ⚪ | ⚫ | ⚪ | ⚪ = 2. This gives 2 dots.
6. **Edge Phase:** Scorchpulse has Thermal Amplification—if the area is already aflame or heated, the spell attack is rolled with Advantage. In this scenario, the environment is normal, so no Advantage or Disadvantage applies.
7. **Compare to Target:** Greta's 2 dots exceed the brute's target number of 1. The spell attack hits.
8. **Resolve Spell Effects:** Scorchpulse deals Elemental (Fire) harm and may inflict Lingering Harm (Burning), as described by the spell. If Scorchpulse includes any extra effect based on MD used to Boost the spell, Greta does not gain that extra effect because she Boosted with AD, not MD.
9. **Move Used Dice:** The MD committed to the spell moves to Used MD. The AD committed to the spell, including AD used to Boost, become Used AD.

## Scene Reset: Holding the Trance

A Scene Reset marks a meaningful shift in the fiction: a battle ends, a new scene begins, significant time passes, the tone changes, or the story moves from one dramatic beat to another.

When the Guide calls a Scene Reset, a caster in Trance must decide:

- Release the Trance before the reset; or
- Attempt to carry the Trance through the reset.

If the caster releases the Trance, resolve Voluntary Release.

If the caster carries the Trance forward, roll to see what remains.

### Stable Trance at Scene Reset

Roll all MD in your Magic Pool.

For Ready MD:

- ⚫⚫ or ⚫ → remains Ready MD.
- ⚪ → returns to Ready AD.

For Used MD:

- ⚫⚫ or ⚫ → remains Used MD.
- ⚪ → returns to Used AD.

If no MD remain, the Trance ends.

### Unstable or Overcharged Trance at Scene Reset

If your Trance is Overcharged at Scene Reset, test Overcharge first if your total MD exceeds MPL. Then resolve the Scene Reset according to the resulting state.

If the Trance is still Overcharged, or if the underlying Trance is Unstable, use the following rules.

Roll all MD in your Magic Pool.

For Ready MD:

- ⚫⚫ or ⚫ → remains Ready MD.
- ⚪ → reroll that die:
  - ⚫⚫ or ⚫ → becomes Used AD.
  - ⚪ → becomes Wounded AD.

For Used MD:

- ⚫⚫ or ⚫ → remains Used MD.
- ⚪ → becomes Wounded AD.

If no MD remain, the Trance ends.

After the Scene Reset is resolved, if your total MD still exceeds your MPL, your Trance remains Overcharged and you must continue testing Overcharge at the start of each turn.

> **Example: Stable Scene Reset**
>
> Kael ends a battle in a Stable Trance with 2 Ready MD and 1 Used MD. The Guide calls a Scene Reset.
>
> He rolls the Ready MD: ⚫ and ⚪. One remains Ready MD; one returns to Ready AD.
>
> He rolls the Used MD: ⚪. It returns to Used AD.
>
> Kael still has 1 Ready MD, so his Trance continues into the next scene.

> **Example: Unstable Scene Reset**
>
> Ivara carries an Unstable Trance across a Scene Reset with 2 Ready MD and 1 Used MD.
>
> Her Ready MD roll ⚫ and ⚪. One remains Ready MD. The blank is rerolled and comes up ⚪ again, becoming Wounded AD.
>
> Her Used MD rolls ⚪, becoming Wounded AD.
>
> Ivara keeps 1 Ready MD, but the unstable current burns her badly as the scene shifts.

## Voluntary Release: Ending Trance Safely or Unsafely

Once on your turn, as a Trivial Action costing 0 AD, you may voluntarily release your Trance. Any Overcharge test and release rolls below still apply.

If your Trance is Overcharged, test Overcharge before you may release the Trance.

When MD leave Trance, they return to the matching AD state. A die cannot exit Trance in a better state than it currently holds.

- Ready MD may return as Ready AD.
- Used MD may return as Used AD.
- Unstable or Overcharged release may worsen dice into Wounded AD.

### Stable Release

If your Trance is Stable:

- Move all Ready MD to Ready AD.
- Move all Used MD to Used AD.
- Your Trance ends.

No roll is required.

### Unstable or Overcharged Release

If your Trance is Unstable or still Overcharged after any required Overcharge test, roll all MD in your Magic Pool.

For Ready MD:

- ⚫⚫ or ⚫ → returns to Ready AD.
- ⚪ → reroll that die:
  - ⚫⚫ or ⚫ → becomes Used AD.
  - ⚪ → becomes Wounded AD.

For Used MD:

- ⚫⚫ or ⚫ → becomes Used AD.
- ⚪ → becomes Wounded AD.

After all dice are resolved, your Trance ends.

> **Example: Stable Release**
>
> Senna ends a Stable Trance with 2 Ready MD and 1 Used MD.
>
> The 2 Ready MD return to Ready AD. The 1 Used MD returns to Used AD. Her Trance ends cleanly.

> **Example: Unstable Release**
>
> Orric ends an Unstable Trance with 1 Ready MD and 2 Used MD.
>
> He rolls the Ready MD and gets ⚪. He rerolls it and gets ⚫, so it becomes Used AD.
>
> He rolls the 2 Used MD: ⚫ and ⚪. One becomes Used AD. The blank becomes Wounded AD.
>
> Orric's Trance ends, but the forced current leaves a wound behind.

## Empty Pool

If you ever hold 0 MD, your Trance ends automatically.

No release roll occurs. There is no current left to release.

## External Disruption

Some effects may end, suppress, or violently disrupt a Trance.

If an external effect suppresses or closes your Trance without violence:

- Ready MD become Used AD.
- Used MD become Used AD.
- Your Trance ends.

If an external effect violently tears, shocks, severs, corrupts, or overloads your Trance:

- Resolve Unstable Release, even if your Trance was Stable.

If an effect specifies its own result, follow that effect instead.

## Repeated Magic and Scene Pressure

Magic is not an unlimited background action. If a character attempts repeated magical casting after the immediate dramatic moment is resolved, the Guide should call a Scene Reset before further meaningful magical effects continue.

This applies to any repeated magical effect: healing, harm, warding, divination, shaping, control, or other spellcasting. The rule is not about the spell's purpose. It is about the strain of keeping the current open beyond the scene that called it forth.

> **Guide Principle:** If magic is being used to extend, bypass, or grind through the aftermath of a scene, call a Scene Reset before further meaningful magical effects continue and test whether the Trance carries forward.

## Caster Archetypes — Magic Pool Themes

All casters use Magic Dice and enter Trance, but how that magic manifests—its tone, ritual, and feel—is yours to shape. These variations do not alter mechanics, but they define identity and deepen roleplay.

| Caster Type | Magic Pool Name | Trance Theme |
|---|---|---|
| Arcane (Wizard, Warlock) | Mana Pool | Tune into the arcane weave |
| Divine (Cleric, Prophet) | Devotion Pool | Invoke spiritual connection |
| Primal (Druid, Primant, Shaman) | Resonance Pool | Align with nature's rhythm |
| Psionic (Mystic, Monk) | Focus Pool | Meditate into psychic harmony |

## Quick Reference: Trance States

| Situation | Stable Trance | Unstable Trance | Overcharged Trance |
|---|---|---|---|
| Refresh Used MD | Used MD → Ready MD unless impaired | Roll Used MD; dots → Ready MD, blanks stay Used MD | Test Overcharge first; if you began the turn Overcharged, refresh as Unstable for that turn |
| Scene Reset: Ready MD | Dots stay Ready MD; blanks → Ready AD | Dots stay Ready MD; blanks reroll → Used/Wounded AD | Test Overcharge first; if excess remains, resolve as Unstable |
| Scene Reset: Used MD | Dots stay Used MD; blanks → Used AD | Dots stay Used MD; blanks → Wounded AD | Test Overcharge first; if excess remains, resolve as Unstable |
| Voluntary Release: Ready MD | Ready AD | Roll; dots → Ready AD, blank reroll → Used/Wounded AD | Test Overcharge first; if excess remains, release as Unstable |
| Voluntary Release: Used MD | Used AD | Roll; dots → Used AD, blanks → Wounded AD | Test Overcharge first; if excess remains, release as Unstable |
| State Ends When | Trance ends or becomes Unstable/Overcharged | Trance ends | MD total ≤ MPL; then return to underlying Stable/Unstable state |

## Quick Reference: Spell Boosting

| Boost Source | Adds Dice to Casting Roll? | Counts for MD-specific Spell Effects? | Final Dice State |
|---|---:|---:|---|
| Ready AD | Yes | No | Used AD |
| Ready MD | Yes | Yes, if the spell says so | Used MD |
| Combination of AD and MD | Yes | Only the MD portion counts | AD → Used AD; MD → Used MD |

Unless a spell says otherwise, the maximum number of Boost dice you may add equals the Skill Level used for the spellcasting Skill Check.

## Summary

- Magic is accessed through Trance, converting AD into MD.
- Magic changes dice state; it does not create extra dice.
- Wounds take Ready AD or Ready MD first, then Used AD or Used MD only when neither kind of Ready die remains. The character taking the Wounds chooses which kind to take within that state. Each chosen die becomes Wounded AD.
- Total AD + MD must conserve the caster's current dice body.
- Magic Pool Limit (MPL) = highest magic Skill Level.
- Trance Uses per Rest = highest magic Skill Level.
- Safe Entry and Safe Deepening each cost 1 Trance Use and require no roll.
- Forced Entry and Forced Deepening roll the AD being converted, up to available Magic Pool space unless Overcharge is explicitly permitted.
- In forced conversion, dots become Ready MD; blanks are rerolled. A second blank becomes Wounded AD.
- A Trance is Stable if entered and deepened only with Trance Uses.
- A Trance becomes Unstable if any part of it is created by force.
- A Trance becomes Overcharged if total MD exceeds MPL.
- While Overcharged, the whole Trance behaves as Unstable.
- When Overcharge begins, immediately test excess MD before spending, releasing, refreshing, or converting those dice.
- Unless an effect says otherwise, the caster chooses which MD count as excess.
- While total MD remains above MPL, test excess MD again at the start of each turn before refresh.
- If you began the turn Overcharged, refresh Used MD as Unstable for that turn even if the Overcharge test ends the Overcharge.
- Overcharge ends when total MD ≤ MPL.
- If the Trance was Stable before Overcharge and was not otherwise forced, it returns to Stable when Overcharge ends.
- If the Trance was already Unstable, it remains Unstable until it ends.
- Stable Trance refreshes Used MD automatically unless impaired.
- Unstable Trance rolls Used MD to refresh.
- Casting a spell follows the standard Skill Check sequence unless the spell says otherwise.
- Spells compare their result to a target number, which may be a DR, Readiness Score, active response roll, Melee Exchange result where the spell calls for one, or another named score.
- Spells spend Ready MD and may be Boosted with Ready AD, Ready MD, or a combination of both unless the spell says otherwise.
- Unless a spell says otherwise, a spell's Boost limit equals the Skill Level used for the spellcasting Skill Check.
- AD Boosts strengthen the casting attempt and become Used AD after the spell resolves.
- MD Boosts strengthen the casting attempt and may also fuel MD-specific magical enhancements if the spell says so.
- A spell only gains extra effects from Boost dice if the spell explicitly says so.
- At Scene Reset, roll MD to see what remains in Trance.
- During a Stable Scene Reset, Ready MD either remain Ready MD or return cleanly to Ready AD.
- During a Stable Scene Reset, Used MD either remain Used MD or return to Used AD.
- Used MD cannot return as Ready AD.
- Once on your turn, you may voluntarily release Trance as a Trivial Action costing 0 AD. Resolve any required Overcharge test and release rolls.
- Stable Release: Ready MD → Ready AD; Used MD → Used AD.
- Unstable or Overcharged Release may convert MD into Ready AD, Used AD, or Wounded AD depending on state and roll.
- If you hold 0 MD, Trance ends automatically.
- Repeated magic beyond the immediate scene should trigger Scene Reset pressure before further meaningful magical effects continue.


---

# Death & Recovery

*Collapse starts a clock. Aid can stop it.*

When a character's Vitality (VIT) reaches 0 or falls below it, use this chapter
immediately. It establishes the character's state, tells you which roll happens
next, and explains how First Aid and magical healing can help. Unconscious is
stable; Critical is a diminishing recovery clock; Dying allows one Last Gasp.

> **Principle:** Resolve the character's state first. Then follow the recovery,
> aid, or healing procedure for that state.

These rules use the VIT and Action Dice (AD) relationship defined in
[Vitality](/rules/vitality). A character who becomes Unconscious, Critical, or
Dying is also Prone. Waking does not stand them up; standing costs 1 AD as
described in [Combat](/rules/combat#conditions).

## Collapse States

A character is either Active or in one of four collapse states: Unconscious,
Critical, Dying, or Deceased. A character can occupy only one state at a time.
When VIT reaches 0 or falls below it, use the character's current VIT and
Critical Recovery Pool to find the matching row.

| State | Trigger | Immediate result |
|---|---|---|
| **Active** | VIT is above 0. | Act normally with the AD that remain Ready. |
| **Unconscious** | VIT is exactly 0. | Become Prone and unable to act. You are stable and make Unconscious Recovery Rolls while pressure remains. |
| **Critical** | VIT is below 0 and the Critical Recovery Pool contains at least 1 die. | Become Prone and unable to act. Make Critical Recovery Rolls using the persistent pool. |
| **Dying** | VIT is below 0 and the Critical Recovery Pool reaches 0. | Do not roll immediately. Make one Last Gasp at the start of your following turn if still Dying. |
| **Deceased** | Last Gasp ends with a Hit or Miss. | Take no further turns or Recovery Rolls unless a rule explicitly affects a Deceased character. |

> **Tip:** Check VIT first, then the Critical Recovery Pool. You do not choose
> between Unconscious, Critical, and Dying; the character's current values
> determine the state.

A character who has collapsed does not make a [Continuation Check](/rules/combat#continuation-checks). Only characters who remain Active after Wounds can make that check.

## Recovery Rolls

A **Recovery Roll** tests whether an Unconscious character wakes or a Critical
character stabilises before their recovery clock runs out.

Recovery Dice are ordinary [Narateer dice](/rules/narateer-dice) used only for
this procedure. They are not taken from the character's Action Dice or Magic
Dice, and rolling them does not change either pool. Unconscious Recovery Dice
are gathered fresh for each roll. A Critical Recovery Pool is persistent and
can diminish between rolls.

A Recovery Roll is not a Skill Check and cannot be Boosted. Advantage and
Disadvantage can apply only when a rule explicitly grants either one to a
Recovery Roll. Resolve Advantage or Disadvantage during the Edge Phase, then
read only the final faces. Use the mutually exclusive outcome row that matches
those faces.

At the start of an Unconscious or Critical character's turn, make the Recovery
Roll for their current state before they could act. If a dangerous or urgent
scene has no formal turn order, the Guide calls for Recovery Rolls at
turn-length intervals.

Once the character is safe and no urgent pressure remains, do not repeat
Unconscious Recovery Rolls simply to seek a better result. The character
remains stable until a rule restores VIT or another Recovery Roll carries a
meaningful consequence. Critical and Dying characters remain on the clock even
outside turn order: a Critical character makes Recovery Rolls at turn-length
intervals, and a Dying character reaches Last Gasp at the next such interval.

## Unconscious

A character at exactly 0 VIT is Unconscious and stable. Failed rolls do not
reduce a pool and cannot move the character to Dying.

> **Unconscious Recovery Dice = RES**

At the start of the character's turn, gather Recovery Dice equal to their
Resilience (RES), resolve any Edge, and use this table:

| Final outcome | Effect |
|---|---|
| 2 or more Critical Hits | Restore VIT equal to the number of Critical Hits. For each VIT restored, move 1 Wounded AD to Ready. You wake Prone. |
| Exactly 1 Critical Hit | Restore 1 VIT and move 1 Wounded AD to Ready. You wake Prone. |
| No Critical Hits and at least 1 Hit | Remain Unconscious and stable. |
| All Misses | Remain Unconscious and stable. Your next Recovery Roll has Disadvantage. |

Disadvantage from All Misses applies only to the next Recovery Roll. It then
ends, whether it changed the roll or was cancelled by Advantage. A new All
Misses result can impose it again.

If an Unconscious character suffers another Wound, reduce VIT below 0 and
enter Critical. Establish the Critical Recovery Pool from the new VIT.

### Example: Unconscious Recovery

Roryn is at 0 VIT with RES 2. Her final faces are 1 Hit and 1 Critical Hit, so
the Exactly 1 Critical Hit row applies. She restores 1 VIT, moves 1 Wounded AD
to Ready, and wakes Prone. She must spend 1 AD if she wants to stand.

## Critical

A character below 0 VIT is Critical while their Critical Recovery Pool
contains at least 1 die. The pool measures how many Recovery Dice remain before
the character enters Dying.

> **Critical Recovery Pool = RES − number of VIT points below 0 (minimum 0)**

At VIT −1, for example, subtract 1 from RES. Record that number when you enter
Critical in the Critical Recovery field on the [character sheet](/character-sheet),
or place that many dice beside it. Do not reset the pool while you remain
Critical. If the initial pool is 0, enter Dying immediately.

At the start of the character's turn, roll every die currently in the Critical
Recovery Pool, resolve any Edge, and use this table:

| Final outcome | Effect |
|---|---|
| 2 or more Critical Hits | The first Critical Hit sets VIT to 0; each additional Critical Hit restores 1 VIT and moves 1 Wounded AD to Ready. You wake Prone and clear the Critical Recovery Pool. |
| Exactly 1 Critical Hit | Set VIT to 0, enter Unconscious, and clear the Critical Recovery Pool. |
| No Critical Hits and at least 1 Hit | Remain Critical and lose 1 Recovery Die from the Critical Recovery Pool. |
| All Misses | Remain Critical and lose 2 Recovery Dice from the Critical Recovery Pool. |

All Misses loses 2 Recovery Dice in total, not 1 and then 2 more. A pool cannot
fall below 0. If a result reduces it to 0, enter Dying; do not make a Last Gasp
until the start of the character's following turn.

Each further Wound suffered while Critical reduces VIT by 1 and reduces the
current Critical Recovery Pool by 1. Do not recalculate the pool upward or
restore dice lost on earlier rolls. If the pool reaches 0, enter Dying.

Whenever you leave Critical, clear the Critical Recovery Pool. If you later
re-enter Critical, establish a new pool from your VIT at that time.

> **Tip:** The Critical Recovery Pool is a clock, not a fresh dice pool. Record
> every die lost and roll only the dice that remain.

### Example: The Critical Clock

Taomkin has RES 3 and falls from 1 VIT to −1 after suffering 2 Wounds. He enters
Critical with 2 Recovery Dice. His first roll ends with 1 Hit and 1 Miss, so he
loses 1 Recovery Die and records a pool of 1. On his next turn, that remaining
die ends as a Critical Hit. Taomkin sets VIT to 0, becomes Unconscious, and
clears the pool.

## Dying and Death

A character enters Dying when their Critical Recovery Pool reaches 0. Dying
creates a rescue window: an ally may use an effect that can restore VIT before
the character's next turn.

If the character is still Dying at the start of their following turn, roll
exactly 1 Narateer die for their **Last Gasp**:

| Final outcome | Effect |
|---|---|
| Critical Hit | Set VIT to 0, enter Unconscious, and clear the Critical Recovery Pool. |
| Hit or Miss | Become Deceased. |

A Last Gasp is not a Recovery Roll or Skill Check. It cannot be Boosted and
does not resolve Advantage or Disadvantage unless a rule explicitly names Last
Gasp. A character rescued from Dying before this timing does not roll it.

Ordinary healing and First Aid cannot affect a Deceased character. Only a rule
that explicitly says it affects a Deceased character can do so.

> **Tip:** Dying lasts only until the start of the character's following turn.
> First Aid cannot rescue them; an effect that restores VIT can.

## First Aid

First Aid is a Major Action taken by a conscious character within reach of an
Unconscious or Critical target. The acting character must be able to reach and
treat the injury in the fiction.

1. Describe the immediate treatment.
2. Spend and roll 1 Ready AD for a Routine Medicine Skill Check at DR 0. You may
   Boost normally up to your Medicine SL.
3. Resolve the [Skill Check](/rules/skill-checks#resolving-an-active-skill-check).
   Every committed AD becomes Used whether the check succeeds or fails.
4. On a success, the target has Advantage on their next Recovery Roll. The
   benefit ends after that roll or when the target leaves Unconscious or
   Critical, whichever happens first.

Several successful First Aid attempts do not stack. First Aid restores no VIT
or Recovery Dice and does not affect a Last Gasp, a Dying character, or a
Deceased character.

> **Tip:** First Aid improves the target's next Recovery Roll. It does not add
> Recovery Dice, refill the Critical Recovery Pool, or delay Last Gasp.

## Magical Healing

Magical healing follows the effect's written amount and the general limits in
[Vitality](/rules/vitality#magical-healing), with these state rules:

- **Active or Unconscious:** Restore VIT normally. For each VIT restored, move
  1 Wounded AD to Ready. An Unconscious character wakes only if their VIT rises
  above 0, and they wake Prone.
- **Critical or Dying:** The first point of magical healing sets the target's
  VIT to 0, is consumed, clears the Critical Recovery Pool, and makes them
  Unconscious. Apply any remaining healing normally, moving 1 Wounded AD to
  Ready for each additional VIT restored. They wake only if their VIT rises
  above 0, and they wake Prone.
- **Deceased:** Magical healing has no effect on a Deceased character unless
  the effect explicitly says otherwise.

Magical healing that restores at least 1 point can therefore rescue a Dying
character before Last Gasp. An effect reduced to 0 healing does not stabilise
them.

### Example: Rescue Before Last Gasp

Lenora's Critical Recovery Pool reaches 0, so she enters Dying and will make
Last Gasp at the start of her following turn. Before then, an ally restores
2 VIT with magic. The first point sets Lenora to 0 VIT; the second raises her
to 1 VIT and moves 1 Wounded AD to Ready. She wakes Prone and does not make
Last Gasp.

## Quick Reference

| Situation | Immediate result | What happens next |
|---|---|---|
| VIT reaches 0 | Become Unconscious, stable, and Prone. | At the start of each pressured turn, roll Recovery Dice equal to RES. |
| VIT falls below 0 | Become Prone and establish the Critical Recovery Pool. If it contains at least 1 die, become Critical; if it starts at 0, enter Dying immediately. | While Critical, roll every remaining Recovery Die at the start of each turn. If Dying, use the next row. |
| Critical Recovery Pool reaches 0 | Enter Dying. | Wait until the start of the following turn. The character may be rescued before then. |
| Last Gasp ends with a Critical Hit | Set VIT to 0 and become Unconscious. | Clear the Critical Recovery Pool. |
| Last Gasp ends with a Hit or Miss | Become Deceased. | Take no further turns or Recovery Rolls. |
| First Aid succeeds | Gain Advantage on the next Recovery Roll. | Do not restore VIT or Recovery Dice. |
| Magical healing reaches a Critical or Dying target | The first point sets VIT to 0 and makes the target Unconscious. | Apply any remaining healing normally; wake only above 0 VIT. |

## Summary

- At 0 VIT, a character becomes Unconscious, stable, and Prone.
- Below 0 VIT, establish a persistent Critical Recovery Pool from RES and current
  VIT. Enter Critical if it contains at least 1 die, or Dying immediately if it
  starts at 0.
- Recovery Rolls are not Skill Checks, cannot be Boosted, and use only their
  final faces after the Edge Phase.
- Unconscious characters roll fresh Recovery Dice equal to RES. Critical
  characters roll only the dice remaining in their persistent pool.
- When the Critical Recovery Pool reaches 0, the character enters Dying and
  waits until the start of their following turn to make one Last Gasp.
- A Critical Hit on Last Gasp sets VIT to 0. A Hit or Miss makes the character
  Deceased.
- Successful First Aid grants Advantage on the next Recovery Roll but restores
  no VIT or Recovery Dice and cannot help a Dying character.
- Magical healing can rescue a Critical or Dying character. The first point is
  consumed to set VIT to 0; any remaining healing then applies normally.
- A character who wakes is Prone.


---

# Distance & Range

*One distance. Three ways to represent it.*

Distance determines whether movement can reach its destination, an attack can
reach its target, and an area can include a position. Metres are the source unit
for Narateer distances. The current [Scene Mode](/rules/scene-modes) determines
whether those metres are expressed through concrete fictional relationships,
Zones, or Spaces.

Changing Scene Mode changes how a distance is represented. It does not change
the underlying mechanic, eligible actor or targets, direction, scale, or
established outcome. The rules for the action being resolved remain
authoritative: see [Actions](/rules/actions), [Movement](/rules/movement),
[Combat](/rules/combat), and [Equipment](/rules/equipment).

## Distance at a Glance

| Scene Mode | Measurement | Position |
|---|---|---|
| **Story** | Concrete fictional relationships | Track who is nearby, separated, clustered, behind cover, or beyond reach. |
| **Cinematic** | Zones; printed metre values snap to 10 m steps | Track each character's Zone and any important local position inside it. |
| **Tactical** | Spaces; each Space represents 2 m | Track the exact Space occupied on a square or hex map. |

Use the least detailed mode that still makes the current decisions clear. A
mode never replaces a required roll, cost, target, route, or other specific
procedure.

## Core Terms

| Term | Meaning |
|---|---|
| **Distance** | The separation between two positions. |
| **Range** | The greatest distance across which an attack, effect, sense, or other rule can reach. |
| **Effective Range** | The distance within which a ranged weapon attacks without a range penalty. |
| **Maximum Range** | The furthest distance at which the ranged weapon can make a valid attack. |
| **Reach Rating** | A melee weapon's relative reach, rated 1 to 3. |
| **Origin** | The character, object, Space, Zone, or point from which a distance or area is measured. |
| **Target** | The creature, object, position, or other subject chosen by the rule. |
| **Chosen point** | A position used to place an area. A chosen point is not itself a creature target. |
| **Line of sight** | An unobstructed view from the observer to the subject. |
| **Line of effect** | An unobstructed path through which the declared attack or effect can travel. |

Measuring distance answers **how far**. It does not by itself make an action
legal. The acting rule may also require a valid target, line of sight, line of
effect, a legal route, ammunition, a particular weapon state, or another
condition. Cover and barriers remain relevant even when the target is within
range.

## Range

### Single and Paired Range Values

A single Range value is its maximum range. A paired weapon value is written as
**Effective Range / Maximum Range**, in metres. For example, a Bow with
`60 / 120` has an Effective Range of 60 m and a Maximum Range of 120 m.

For a ranged weapon attack:

- **Within Effective Range:** The attack takes no range penalty.
- **Beyond Effective Range but within Maximum Range:** The attack has
  Disadvantage.
- **Beyond Maximum Range:** The attack is invalid with that weapon.

Range applies separately to each attack. In a Ranged Exchange, the initiator
must be able to reach the target with the initiating weapon. A responder may
choose Ranged Clash only if their own weapon can reach the initiator. See
[Ranged Exchanges](/rules/combat#ranged-exchanges).

A rule that names a different consequence for its Range overrides this general
procedure. A range penalty does not remove requirements such as line of sight,
line of effect, ammunition, cover, or a loaded and ready weapon. Advantage and
Disadvantage follow the normal Edge rules and do not stack with another source
of the same type.

### Reach Ratings

Reach Rating determines whether a held melee weapon can reach a target. It is
not a distance in metres and does not grant Advantage or Disadvantage by
itself.

| Reach Rating | Tactical Mode | Story and Cinematic Modes |
|---:|---|---|
| **1** | A target 1 Space away. | Ordinary close or adjacent melee reach. |
| **2** | A target up to 2 Spaces away. | Extended reach, such as a long staff or polearm. |
| **3** | A target up to 3 Spaces away. | Exceptional reach, such as a pike or couched lance. |

Reach Rating 1 can target an adjacent Space. Reach Rating 2 can target up to
2 Spaces away. Reach Rating 3 can target up to 3 Spaces away. A target in the
same Space is at distance 0, although occupancy and the declared action must
still be legal.

In Story and Cinematic Modes, preserve the difference between ordinary,
extended, and exceptional reach whenever combatants contest engagement,
interception, or a narrow approach. Being in the same Zone does not
automatically place two combatants within melee reach.

## Story Mode

Story Mode records spatial relationships instead of counting units. Establish
the relationship clearly enough to resolve the declared action, then preserve
it until someone changes position or the fiction changes.

Useful relationships include:

- adjacent to or within melee reach;
- nearby but outside melee reach;
- within Effective Range;
- beyond Effective Range but within Maximum Range;
- beyond Maximum Range;
- clustered around a chosen point;
- separated by a barrier, hazard, elevation, or broken line of sight; and
- reachable only by crossing a named route or obstacle.

Use the character's movement allowance, the established terrain, and the
declared route when deciding whether movement changes one relationship into
another. Greater movement must permit a correspondingly more ambitious
reposition. Follow the movement mode, cost, route, and any required check in
[Movement](/rules/movement); Story Mode changes only how the result is
represented.

For a ranged action, identify its range band before the player commits the
action's resources. Weapon differences still matter: a Bow can establish a
valid relationship across a greater separation than a Throwing Knife. For an
area, identify the concrete cluster, line, cone, or nearby group that matches
the effect's written origin, shape, and extent. Tell the player which intended
positions or targets the area can include before they commit.

## Cinematic Mode

Cinematic Mode divides the scene into **Zones**. A Zone is one tactically
distinct area, such as a chamber, rooftop, bridge span, clearing, or section of
a street. Its fictional footprint may be irregular, larger, or smaller than
10 m. That fictional footprint does not change the formal 10 m conversion used
for printed distances.

Two Zones are **adjacent** when their boundaries touch or the fiction places
them immediately beside one another. Two Zones are **connected** when a legal
route allows movement between them. Movement follows connected Zones. Range is
measured through the fewest adjacent Zone steps; it does not require a legal
movement route, but line of sight and line of effect still apply.

Characters and objects in the same Zone are 0 Zones apart. They may still be
separated locally by cover, a barrier, elevation, melee reach, or another
established position. If separation inside one unusually large Zone could
change a Range band or movement outcome, split that area into additional Zones
before the player commits resources.

### Zone Snapping

To convert a printed distance or allowance:

1. Calculate the complete distance in metres, including any multiplier.
2. Round that total to the nearest 10 m. When the total is exactly halfway
   between two steps, round up.
3. Divide the rounded distance by 10.

> **Zone Count = Rounded Distance in metres ÷ 10**

This produces the following pattern:

| Metres | Zones |
|---:|---:|
| 0–4 | 0 |
| 5–14 | 1 |
| 15–24 | 2 |
| 25–34 | 3 |

Convert each named quantity separately. A paired weapon Range converts its
Effective Range and Maximum Range separately. An area's radius, length, width,
or other written extent converts as that same extent; do not replace it with a
different shape.

A result of 0 Zones does not erase an established local position, grant free
movement, or fill an entire Zone. Follow the specific movement or effect rule
for its zero-Zone result. When a rule preserves a local area, that area covers
only the local part of the chosen point's Zone, not the entire Zone.

## Tactical Mode

Tactical Mode represents the scene on a square or hex map. Each **Space** is a
2 m unit. A character normally occupies one Space unless a rule states
otherwise.

Convert a distance from metres to Spaces after calculating the complete metre
value:

> **Space Count = floor(Distance in metres ÷ 2)**

Round down any fraction. A 25 m distance therefore becomes 12 Spaces. A
non-zero area extent that converts to 0 Spaces includes only its origin Space
unless its rule states otherwise. A movement allowance of 0 Spaces cannot move
the character into another Space.

### Counting Spaces

Count the first Space after the origin as 1. Each orthogonally or diagonally
adjacent Space counts as 1 Space on a square map; each edge-adjacent Space
counts as 1 Space on a hex map. The distance between two positions is the
fewest such steps between their Spaces.

Measure range by the shortest direct Space count, not a legal movement route.
Blocked terrain does not make a target further away. Instead, walls, cover and
other obstructions determine line of sight, line of effect, and whether the
target is valid. Movement must still follow a legal route and cannot pass
through a blocked corner or occupied Space unless a rule permits it.

For an area, declare its origin and written shape before resolving it. Using the
2 m grid scale, measure from the chosen point to the centre of each Space. A
Space is included when its centre falls within the area's boundary, unless the
effect supplies a different inclusion rule.

## Area Effects

An area effect must state or inherit:

- its origin or chosen point;
- its shape, such as a radius, line, cone, or other defined form;
- its extent in metres or another formal unit;
- which creatures, objects, or positions inside it are eligible targets; and
- any rule for barriers, cover, or line of effect.

Translate those same facts into the current Scene Mode. Do not replace an
effect's written extent with a generic size category, change its shape, make it
selectively ignore allies or enemies, or expand or reduce it for dramatic
effect.

- **Story Mode:** Name the concrete cluster, line, nearby group, or other
  relationship covered by the written area. Preserve its relative scale and
  direction.
- **Cinematic Mode:** Snap each written extent to Zones. A specific effect must
  say what happens when a non-zero extent snaps to 0 Zones; a preserved local
  area covers only part of the chosen point's Zone.
- **Tactical Mode:** Convert each written extent to Spaces, place the written
  shape, and use the centre-of-Space inclusion rule.

Line of effect and barriers can exclude positions inside the measured area.
Cover modifies an affected target only when the effect or the relevant cover
rule says it does. Tell the player the area and known eligible targets before
they commit resources.

## Worked Examples

### Movement to Zones

Velka has BM 13 m and Runs for 26 m. Twenty-six metres rounds to 30 m, so her
movement allowance is 3 Zones. She may move through up to 3 connected Zones
along a legal route.

### Weapon Range Across Modes

| Weapon | Range in metres | Cinematic Mode | Tactical Mode |
|---|---|---|---|
| Bow | 60 m / 120 m | 6 Zones / 12 Zones | 30 Spaces / 60 Spaces |
| Light Crossbow | 80 m / 160 m | 8 Zones / 16 Zones | 40 Spaces / 80 Spaces |

A bandit 6 Zones from Kaelen is within his Light Crossbow's Effective Range, so
the attack takes no range penalty. An ogre 40 Spaces from Kitrina is beyond her
Bow's Effective Range of 30 Spaces but within its Maximum Range of 60 Spaces,
so her attack has Disadvantage.

### Area to Spaces

In Tactical Mode, Thurmalina's effect with a 4 m radius becomes a 2-Space
radius. She chooses the origin, then includes each Space whose
centre lies within that boundary. A wall may still block line of effect to a
Space inside the radius.

## Summary

- Begin with the distance in metres. Changing Scene Mode changes its
  representation, not the underlying mechanic.
- Story Mode expresses distance through concrete fictional relationships while
  preserving reach, scale, direction, targets, and outcomes.
- Cinematic Mode uses Zones. Snap printed distances to the nearest 10 m, rounding
  halfway values up.
- Tactical Mode uses 2 m Spaces. Convert the complete distance, then round the
  Space count down.
- A single Range value is its maximum. A paired value gives Effective Range,
  then Maximum Range.
- A ranged weapon attack beyond Effective Range but within Maximum Range has
  Disadvantage. Beyond Maximum Range, the attack is invalid.
- Reach Ratings preserve the same distinction between ordinary, extended, and
  exceptional melee reach in every Scene Mode.
- Range does not replace line of sight, line of effect, cover, route, occupancy,
  or any other requirement of the action.
- An area keeps its written origin, shape, extent, direction, and eligible
  targets when translated between Scene Modes.


---

# Movement

*Speed changes position. Position changes what happens next.*

Movement determines how far you can deliberately reposition during a scene. Every character has a **Base Movement**, measured in metres. During your Activation, choose whether to **Walk, Run, or Sprint**, then use the current Scene Mode to represent that movement.

Most movement does not require a roll.

> **Movement is normally automatic. Roll when an obstacle, hazard, or opponent makes the route meaningfully uncertain—not to discover whether your character remembered how to run.**

## Base Movement

Your **Base Movement (BM)** represents your normal movement in metres.

> **BM = 8 + Strength + Agility**

Record BM on your Character Sheet. If Strength or Agility changes, recalculate BM.

### Example: Base Movement

Kael has Strength 2 and Agility 4.

> **BM = 8 + 2 + 4 = 14 m**

Kael can Walk up to 14 m during his Activation before terrain, Conditions, or other effects change that movement.

---

## Movement Modes

During your Activation, choose one movement mode for your normal movement that turn.

| Mode | Cost | Movement | Skill | Roll |
|---|---:|---:|---|---|
| **Walk** | 0 AD | BM | — | None |
| **Run** | 1 AD | BM × 2 | — | None |
| **Sprint** | 2 AD | (BM × 3) + 2 m per Sprint Skill Level | Athletics or Acrobatics | None |

Pay the movement mode's cost once, even if you divide your movement around other Actions.

You may move less than your full allowance.

### Walk

Walking is ordinary controlled movement.

Walk costs no AD and allows movement up to your BM.

Walking is normally available whenever you are capable of moving unless another rule says otherwise.

### Run

Running is fast, reliable movement.

Spend 1 Ready AD to Run. Move up to twice your BM.

> **Run Distance = BM × 2**

Running does not require a Skill Check and does not use Athletics or Acrobatics.

### Sprint

Sprinting is an all-out burst of trained movement.

Spend 2 Ready AD and choose **Athletics or Acrobatics** as the Skill governing the Sprint.

> **Sprint Distance = (BM × 3) + (Sprint Skill Level × 2 m)**

Sprint is a **Major Action**, but it does not require a Skill Check and cannot be Boosted normally because no roll is being made.

A Sprint counts as one proactive use of the Skill governing it.

Because Narateer uses Action costs rather than fixed Action slots, Sprinting does not prevent you from taking other legal Actions during the same Activation if you still have the resources and opportunity to do so.

#### Choosing the Sprint Skill

Choose the Skill that matches how the character is moving.

- **Athletics** normally governs direct, forceful, sustained, or straightforward sprinting.
- **Acrobatics** governs sprinting where balance, rapid redirection, vaulting, tumbling, unstable footing, or similar agile control defines the movement.

Do not choose between Athletics and Acrobatics only because one Skill Level is higher. The declared method and route determine which Skill applies.

A specific rule or Class Power may require an **Athletics Sprint** or an **Acrobatics Sprint**. In that case, use the named Skill.

> **Example:** Sprinting straight across an open courtyard normally uses Athletics. Sprinting along a narrow wall, bounding between market stalls, or moving through an acrobatic route may use Acrobatics.

### Example: Sprinting

Arlen has Strength 4 and Agility 3.

> **BM = 8 + 4 + 3 = 15 m**

Arlen has Athletics SL 4 and sprints directly across open ground.

> **Sprint Distance = (15 × 3) + (4 × 2)**
> **Sprint Distance = 45 + 8 = 53 m**

Arlen spends 2 AD and may move up to 53 m.

No Sprint roll is required.

---

## Movement Sequence

Resolve normal movement in this order:

1. **Determine BM.** Apply other explicit effects that modify Base Movement, then apply your current [Encumbrance state](/rules/bulk-and-encumbrance#calculating-encumbered-movement). Keep fractional metres until the completed allowance is converted through Distance & Range.
2. **Choose your movement mode.** Walk, Run, or Sprint.
3. **Pay its cost.**
4. **If Sprinting, choose the governing Sprint Skill** and calculate the Skill bonus.
5. **Determine your legal route** and any increased movement costs caused by terrain or other effects.
6. **Resolve any genuinely uncertain obstacle or hazard** encountered along that route.
7. **Move up to your available allowance.**
8. **Represent the movement through the current Scene Mode** using [Distance & Range](/rules/distance-and-range).

You choose only one normal movement mode during your Activation.

---

## Dividing Movement

You may divide your normal movement around your other Actions if the fiction and route allow it.

For example, you might:

- Run 8 m, attack, then use your remaining Run movement;
- Sprint to cover, interact with an object, then continue moving;
- Walk around an obstacle, act, then reposition again.

You do not pay the movement mode's cost again when continuing the same movement allowance.

Your total normal movement during the Activation cannot exceed the allowance produced by your chosen movement mode.

---

## Opportunity Attacks

Moving from one Space within an opponent’s melee reach to another Space within their reach can trigger an Opportunity Attack. Complete the step, then resolve the Reaction before continuing. Entering or leaving their reach does not trigger this Reaction. See [Combat — Opportunity Attacks](/rules/combat#opportunity-attacks).

---

## Additional Movement

Some Class Powers, spells, Reactions, equipment, or other rules grant **additional movement**.

Additional movement is separate from your normal movement allowance unless the rule explicitly says otherwise.

It does not inherit your Walk, Run, or Sprint multiplier.

If a rule tells you to **continue your Sprint**, use whatever Sprint movement remains.

If a rule instead grants a specific amount of additional movement, use that amount exactly as written.

> **Rule Principle:** A movement mode determines your normal movement. A specific rule determines its own additional movement.

---

## Skill Checks During Movement

Walking, Running, and Sprinting do not normally require Skill Checks.

A Skill Check may still be required when something about the **route** is risky, contested, or meaningfully uncertain.

Examples include:

- leaping a dangerous gap;
- balancing across a collapsing beam;
- climbing an unstable wall under pressure;
- swimming through violent water;
- vaulting a hazardous obstacle;
- maintaining footing on shifting ground;
- forcing through physical resistance;
- escaping something that is actively contesting your movement.

Resolve that challenge using the Skill that matches the method.

Athletics usually covers force, endurance, climbing, swimming, powerful leaps, and overcoming physical resistance.

Acrobatics usually covers balance, tumbling, agile traversal, controlled landings, rapid redirection, and similar precision movement.

Failure affects the **obstacle or route**, not whether the character was capable of Running or Sprinting in the first place.

The Guide establishes the stakes before dice are committed.

Possible consequences might include:

- movement stopping at the obstacle;
- losing part or all of the remaining movement;
- falling Prone;
- ending in a worse position;
- suffering Harm;
- being forced onto another route.

Follow the normal [Skill Check](/rules/skill-checks) procedure.

### Example: Sprinting Through a Hazard

Mira has BM 14 and Acrobatics SL 4. She sprints through a collapsing market route where rapid vaults and changes of direction define her movement.

> **Sprint Distance = (14 × 3) + (4 × 2) = 50 m**

Mira spends 2 AD and begins an Acrobatics Sprint with 50 m of movement.

Partway through the route, a falling stall blocks the street. Clearing it safely is genuinely uncertain, so the Guide calls for an Acrobatics Skill Check and establishes the consequence of failure.

The check resolves whether Mira clears the obstacle.

It does **not** determine her Sprint distance and cannot turn her Sprint into a Run.

If she succeeds, she continues with whatever Sprint movement remains. If she fails, resolve the established consequence.

---

## Terrain and Route Costs

Terrain changes how quickly movement allowance is spent.

### Difficult Terrain

Moving through Difficult terrain costs twice as much movement.

> **1 m travelled through Difficult terrain costs 2 m of movement allowance.**

Several ordinary reasons for terrain being difficult do not multiply the cost repeatedly. Apply the Difficult terrain cost once unless a specific rule explicitly creates an additional or stacking cost.

Examples may include:

- dense rubble;
- deep mud;
- thick undergrowth;
- steep unstable ground;
- crowded spaces where speed is restricted;
- waist-deep water;
- other terrain that materially slows progress.

Terrain is Difficult because of what the route demands, not merely because it is unfamiliar.

### Moving While Hidden

[Hide](/rules/actions#moving-while-hidden) allows concealed Walk or Run movement at twice its normal movement cost. Apply terrain costs too: 1 m through Difficult terrain costs 4 m of movement while hidden. Ordinary Sprint movement cannot preserve hiding.

### Climbing and Swimming

Climbing or swimming does not automatically require a Skill Check.

If the movement is possible and no meaningful uncertainty exists, resolve it normally and apply an appropriate movement cost if the route is slower than ordinary ground.

If danger, pressure, instability, exhaustion, or another meaningful risk makes success uncertain, call for the appropriate Skill Check.

Athletics normally governs swimming and forceful climbing. Acrobatics may govern routes where balance, precision, agile traversal, or controlled movement is the defining challenge.

### Obstacles

An ordinary obstacle that does not meaningfully threaten success simply changes the route or movement cost.

Call for a Skill Check only when both success and failure would materially change the scene.

---

## Conditions and Movement

Conditions are defined in [Combat](/rules/combat). Apply their written effects before calculating or resolving movement.

Movement does not redefine those Conditions.

In particular:

- a Condition that reduces **Base Movement** changes BM before applying a movement mode;
- a Condition that prevents movement prevents normal movement;
- a Condition that prevents Sprinting prevents Sprint;
- a Condition that restricts direction or positioning still applies while moving;
- standing from **Prone** costs the AD stated by that Condition before movement continues.

Follow the Condition itself whenever its wording is more specific than the general movement rules.

---

## Encumbrance and Movement

Carried Bulk can reduce or prevent movement.

Apply the character's current Encumbrance state through [Bulk & Encumbrance](/rules/bulk-and-encumbrance#calculating-encumbered-movement) to **Base Movement**, after other BM modifiers and before calculating Walk, Run, or Sprint. Add the governing Skill bonus after tripling the reduced BM for Sprint.

Encumbrance owns its movement penalties. Do not apply a second separate penalty from this chapter.

A character who cannot Sprint because of their Encumbrance state cannot choose Sprint as their movement mode.

---

## Movement and Class Powers

Class Powers may refer directly to a movement mode.

For example, a Power may require:

- a Sprint;
- an Athletics Sprint;
- an Acrobatics Sprint;
- moving a minimum distance;
- remaining Sprint movement;
- a particular route;
- additional AD committed to that Power.

A Sprint requirement means the character must have chosen Sprint and paid its normal cost.

An **Athletics Sprint** or **Acrobatics Sprint** means that Skill is governing the Sprint.

A Power may require the player to spend additional AD when declaring it. Those AD belong to the Power and do not increase Sprint distance unless the Power explicitly says they do.

A Power may also create its own Skill Check when something exceptional or contested occurs during the Sprint.

> **Core Principle:** Sprint supplies reliable movement. The Power supplies the exceptional mechanic.

---

## Work With Scene Modes

Movement is calculated in metres first, then represented through concrete relationships in Story Mode, Zones in Cinematic Mode, or Spaces in Tactical Mode.

[Distance & Range](/rules/distance-and-range) owns those conversions. For example, its Tactical conversion makes a 25 m allowance 12 Spaces; Movement does not introduce a second conversion rule.

### Story Mode

Track meaningful spatial relationships rather than counting exact units.

Movement allowance determines how ambitious a reposition can reasonably be. A faster character or a Sprint should permit materially greater repositioning than a Walk or Run.

Preserve established terrain, barriers, routes, cover, elevation, and other important relationships.

### Cinematic Mode

Convert movement through the normal Zone rules in [Distance & Range](/rules/distance-and-range#cinematic-mode).

Calculate the complete movement allowance before applying Zone conversion.

Terrain and required routes still matter. Being able to cross enough metres does not allow movement through a disconnected or illegal route.

### Tactical Mode

Convert movement to 2 m Spaces through the normal Tactical Mode rules.

Movement follows a legal route through the map. Terrain costs movement according to the Spaces actually crossed.

A character cannot enter or cross a blocked or otherwise illegal Space unless a rule permits it.

---

## Example: Difficult Terrain

Dorn has BM 13 and Runs.

> **Run Distance = 13 × 2 = 26 m**

A pillar is 16 m away.

The route contains:

- 9 m of Difficult rubble;
- 7 m of ordinary ground.

The rubble costs:

> **9 m × 2 = 18 m of movement**

The ordinary ground costs another 7 m.

> **Total route cost = 18 + 7 = 25 m**

Dorn has 26 m of Run movement, so he can reach the pillar with 1 m of movement remaining.

No Athletics or Acrobatics check is required unless something about crossing the rubble makes success meaningfully uncertain.

---

## Summary

- **Base Movement = 8 + Strength + Agility.**
- Movement is measured in metres before being represented through the current Scene Mode.
- Choose one normal movement mode during your Activation.
- **Walk:** 0 AD, move BM.
- **Run:** 1 AD, move BM × 2.
- **Sprint:** 2 AD, move **(BM × 3) + 2 m per Sprint Skill Level**.
- Sprint uses Athletics or Acrobatics according to the declared method and route.
- Sprint is a Major Action and one proactive use of its governing Skill, but **does not require a Skill Check**.
- Do not roll merely to determine normal movement speed.
- Roll only when an obstacle, hazard, contest, or other meaningful uncertainty makes the route itself uncertain.
- Difficult terrain costs 2 m of movement allowance per 1 m travelled.
- You may divide normal movement around other Actions without paying its movement cost again.
- Additional movement from Powers and other rules is separate unless the rule says otherwise.
- Conditions are governed by Combat. Encumbrance is governed by Bulk & Encumbrance.
- Class Powers may require a particular Sprint and may introduce their own additional AD costs or Skill Checks.
- Distance & Range owns Story, Cinematic, and Tactical representation and conversion.


---

# Combat

Combat is a Scene in which characters attempt to harm, hinder, or out-manoeuvre each other through force, weaponry, magic, or similar danger.

Narateer's preferred combat model is the **Combat Exchange**.

A Combat Exchange is one dangerous beat in which an attacker presses and an aware defender decides whether to evade, answer with force, or preserve their effort. Melee Exchanges represent footwork, pressure, feints, cuts, parries, and the moment one combatant gains the better line. Ranged Exchanges represent exchanged fire, changing aim, evasive movement, and the moment one combatant lands the decisive shot.

It is not "I attack, then you defend, then you attack." It is a contested exchange of tempo.

## Core Combat Attributes

| Purpose | Vital |
|---|---|
| Melee Damage, light weapons | Strength or Agility |
| Melee Damage, heavy weapons | Strength |
| Ranged thrown damage | Strength or Agility |
| Ranged loaded projectile damage | Agility |

Each Skill has its own fixed Linked Vital, as listed in [Skills List](/rules/skills-list). Use the Skill required by the procedure; do not choose a different Linked Vital for an individual check.

Light weapons may use Strength or Agility for damage. Heavy weapons use Strength for damage. Weapon damage always uses the applied Damage Vital after the weapon's Damage Vital Cap is enforced.

## Skill Level In Combat

During your activation, proactive combat actions are limited by the Skill used.

> **Proactive Melee uses during your activation = Melee SL + 1**
>
> **Proactive Ranged uses during your activation = Ranged SL + 1**
>
> **Minimum = 1 proactive use of either Skill, even at SL 0.**

Melee uses include separate exchanges, shoves, trips, feints, disarms, grapples, or other initiated Melee actions. Ranged uses include separate ranged weapon attacks or other initiated distance-based targeting actions.

The Skill Level being used also limits Boost on the roll.

> **Maximum Boost AD = Skill Level being tested**

Skill Level does not grant default rerolls. Rerolls come from Advantage, Disadvantage, class powers, equipment traits, conditions, or specific rules.

> **Example:** Mira has Melee SL 3. She may initiate up to four proactive Melee actions during her activation and may add up to 3 Boost AD to any one Melee roll, provided she has enough Ready AD. Sera has Ranged SL 2, so she may initiate up to three proactive Ranged actions and add up to 2 Boost AD to a Ranged roll.

## Tempo

The combatant whose activation it is normally has **Tempo**.

Tempo means they are the one pressing the immediate moment. They choose whether to initiate an exchange, where pressure is applied, and how much AD they commit.

Having Tempo does not mean the other combatant is passive. If the responder is aware, able to act, can make the declared response in the fiction, and has Ready AD available, they may answer the exchange.

## Combat Exchange Flow

1. The combatant with Tempo declares a Melee or Ranged Exchange and names the target.
2. Confirm the tempo-holder has not exceeded the proactive-use limit for the attacking Skill.
3. The tempo-holder spends the weapon's Base Attack Cost.
4. The tempo-holder may Boost within the attacking Skill Level and available Ready AD.
5. If the responder is aware and able to act, they choose No Response, Full Guard, or Clash.
6. The responder commits the AD required by that response and any legal Boost AD.
7. Roll all committed AD.
8. Resolve Edge and explicit reroll rules.
9. Compare the final totals.
10. If a combatant who can deal damage wins the exchange, calculate Wounds.

> **Attack Dice = weapon Base Attack Cost + Boost AD**
>
> **Example:** Mira surges at Orin with an arming sword. Its Base Attack Cost is 1 AD, and she adds 2 Boost AD. She commits 3 AD to the exchange.

## Exchange Responses

| Response | Cost | Skill | Can Deal Damage? | Use |
|---|---:|---|---:|---|
| No Response | 0 AD | None | No | The responder cannot or chooses not to answer. |
| Full Guard | 1 AD Base Cost + optional Boost AD | Melee against Melee; Acrobatics against Ranged. Roll with Advantage. | No | The responder focuses entirely on stopping the attack. |
| Clash | Response weapon's Base Attack Cost + optional Boost AD | Melee against Melee; Ranged against Ranged. | Yes | The responder attacks back inside the same exchange. |

### No Response

If the responder is unaware, unable to act, out of Ready AD, unable to make a legal response, incapacitated, or chooses not to answer, they make no roll.

The tempo-holder rolls against target number 0. Cover, range, visibility, position, conditions, or special rules may still impose Edge, prevent the attack, or otherwise modify the exchange.

### Full Guard

Full Guard means the responder is focused entirely on not being hurt.

- Against a Melee Exchange, Full Guard uses **Melee**.
- Against a Ranged Exchange, Full Guard uses **Acrobatics**.

Full Guard has a Base Cost of 1 AD. It always rolls with Advantage and may Boost within the Skill Level being used.

Resolve this Advantage through the normal Edge Phase. It does not stack with another source of Advantage, and Disadvantage cancels it normally.

If the Full Guard result equals or exceeds the tempo-holder's result, the attack is stopped and neither combatant deals damage.

If the tempo-holder wins, calculate Wounds normally.

A combatant using Full Guard cannot deal damage in that exchange.

> **Example:** If Orin chooses Full Guard and his final total equals Mira's, he stops her attack. The tie favours Full Guard because its purpose is to prevent the hit, but Orin cannot wound Mira in return.
>
> Against a Ranged Exchange, Acrobatics is mandatory for Full Guard. A responder with Acrobatics SL 0 may still commit the required 1 AD and roll it with Advantage, but cannot add Boost AD.

### Clash

Clash means both combatants commit to harming the other inside the same exchange.

The responder must have a legal attack that can reach the tempo-holder and pays that attack's Base Attack Cost before adding any legal Boost AD.

- In a Melee Exchange, both combatants roll Melee.
- In a Ranged Exchange, both combatants roll Ranged.

The higher final total wins the exchange. Only the winner may deal damage, using their own weapon and active Damage Vital.

If both results are tied, neither combatant lands a clean hit.

## Melee Exchanges

A Melee Exchange requires the combatants to be within the reach needed for their declared attacks.

- The tempo-holder attacks with Melee.
- Melee Full Guard uses Melee with Advantage and cannot deal damage.
- Melee Clash uses Melee and allows the winner to deal damage.

## Opportunity Attacks

Moving within an opponent’s melee reach can give them an opening to attack you.

### When You Can React

After a creature moves from one Space within your melee reach to another Space within your melee reach, you may make an **Opportunity Attack** against it.

An Opportunity Attack is a **Reaction**. You must be able to perceive the creature, make a legal melee attack against it and pay the attack’s cost.

Check each movement step separately:

| Movement step | Opportunity Attack? |
|---|---|
| Outside your reach to inside your reach | No |
| Inside your reach to another Space inside your reach | Yes |
| Inside your reach to outside your reach | No |

The direction does not matter. Moving forwards, backwards or sideways can create the same opening.

The same trigger applies whether the creature moves willingly or is moved by another effect. Follow any specific rule that prevents Reactions to that movement.

Reach alone does not allow an attack through a wall or other obstruction.

### Resolving the Attack

The creature completes its step and spends any required movement before you react.

Initiate a **Melee Exchange** against it at its new position. This Reaction allows you to initiate the Exchange outside your own Activation. You are the initiator for this Exchange; it does not give you a new Activation.

Pay your weapon’s normal Base Attack Cost. You may Boost normally. The moving creature chooses a legal Exchange Response as usual.

Resolve the Exchange before the creature continues moving or takes another Action. It remains in the Space it reached unless an effect moves it elsewhere.

An Opportunity Attack does not automatically stop movement. After the Exchange, the creature may continue if it has movement remaining and is still able to move.

If several opponents can react to the same step, identify their opportunities before resolving any of them. Resolve them in initiative order, or table order if no initiative order is in use. Before each attack, check that the attacker can still perceive, reach and legally attack the creature. Finish these Reactions before the next step.

### Further Opportunities

Each qualifying step creates a new opportunity. You may react again whenever the requirements are met and you have enough Ready AD.

Opportunity Attacks do not consume proactive Melee uses.

If a Power or another rule says that movement does not trigger Reactions, it does not trigger Opportunity Attacks.

### Moving Around an Opponent

Moving around a creature does not, by itself, hide you from it or prevent it from responding to your attack.

An aware creature can follow your movement. Reaching a position behind its miniature does not automatically grant Advantage or make your attack unseen.

### Other Scene Modes

In Story and Cinematic Modes, use the same distinction: entering or leaving melee reach does not trigger an Opportunity Attack. Moving between positions that are both within melee reach can trigger one.

Agree on those positions before resolving the movement. Resolve the Reaction at the position the creature reaches.

## Ranged Exchanges

A Ranged Exchange requires a valid target, line of sight, ammunition, and a
ranged weapon that is loaded or otherwise ready to fire. The target must be
within that weapon's Maximum Range. An attack beyond Effective Range but within
Maximum Range has Disadvantage. A target beyond Maximum Range cannot be
targeted with that weapon. See [Range](/rules/distance-and-range#range).

- The tempo-holder attacks with Ranged.
- Ranged Full Guard uses Acrobatics with Advantage and cannot deal damage.
- Ranged Clash uses Ranged and allows the winner to deal damage.

To choose Ranged Clash, the responder must have a ranged weapon that is loaded
or otherwise ready to fire, must have ammunition if the weapon requires it,
and must be able to target the tempo-holder within that weapon's Maximum Range.
If the tempo-holder is beyond the responder's Effective Range but within their
Maximum Range, the responder's Ranged Clash roll has Disadvantage. A responder
who cannot make that return attack may still choose Ranged Full Guard or No
Response.

When both combatants exchange fire, each uses their own weapon's Base Attack Cost, Boost limit, ammunition, damage values, and weapon state. Firing expends ammunition and resolves the weapon's Loading state whether that combatant wins or loses the exchange.

> **Example:** Sera fires her bow at Veyr. Veyr is aware and has a loaded light crossbow, so he may Ranged Clash. Sera rolls Ranged with her committed attack dice; Veyr rolls Ranged with his committed response dice. They are exchanging fire, and the higher final total determines whose shot lands.

## Winning An Exchange

Compare the final totals.

> **Winner = higher final total**
>
> **Tie = no clean hit**

Winning an exchange does not automatically cause damage. Only a combatant whose declared action or response can deal damage proceeds to Calculating Wounds.

- Clash can deal damage if it wins.
- Full Guard cannot deal damage, even if its roll is higher.
- No Response cannot deal damage.

> **Melee example, continued:** Orin chooses Clash and commits 2 AD. Mira rolls 4 dots and Orin rolls 2 dots. Mira wins by 2. Because her declared sword attack can deal damage, she continues to Calculating Wounds with a Hit Margin of 2.

## Calculating Wounds

When a damaging Combat Exchange, spell, or other effect scores a hit, calculate harm in the following order unless its rule supplies a different damage procedure.

### Hit Margin

Hit Margin measures how decisively the attack or effect succeeded.

> **Hit Margin = Winner's total - Loser's total**
>
> For an attack against a fixed target number, use:
>
> **Hit Margin = Attacker's final total - target number**

Use the exact, unrounded Hit Margin when calculating Wound Margin.

### Strike Rating

Strike Rating measures the force and weapon threat behind a clean hit.

> **Strike Rating = Weapon Damage + min(active Damage Vital, Damage Vital Cap)**

A spell or other effect may supply a fixed **Strike Rating**. Use that value instead of the weapon formula. If a Power modifies a weapon attack's Strike Rating, calculate the weapon's normal Strike Rating first, then apply the stated modifier.

There is no separate **Damage Rating** in this pipeline.

### Protection Rating

Protection Rating measures passive protection against the hit.

> **Protection Rating = armour Soak + other explicit modifiers, if any**

Shields and defensive weapons do not add a default extra defence pool to Combat Exchange resolution. They may still matter through equipment traits, fictional positioning, cover, class powers, or special rules, but they are not part of the default exchange math.

### Wound Margin

Wound Margin measures how much harm gets through after dominance, weapon threat, force, armour, and any explicit protection modifiers.

> **Wound Margin = Hit Margin + Strike Rating - Protection Rating**

If Wound Margin is 0 or less, the hit causes no Wound.

### Wound Conversion

| Wound Margin | Wounds |
|---:|---:|
| 0 or less | 0 |
| 1-2 | 1 |
| 3-4 | 2 |
| 5-6 | 3 |
| 7-8 | 5 |
| 9+ | 8 |

### Harm Domains And Types

Every source that can cause Wounds has a **Harm Domain** and a **Harm Type**.
The Domain is the broad family of harm; the Type is the formal subtype within
that family. Write the complete classification as **Domain (Type)**, such as
**Physical (Piercing)**.

This classification describes how the harm affects the target. It does not add
another roll, value, or Wound.

At the table, state the result as: “You suffer 2 Wounds from **Physical
(Piercing)** harm.”

| Harm Domain | Harm Type | Use For |
|---|---|---|
| Physical | Slashing | Cuts and tears from edges, claws, shards, or similar force. |
| Physical | Piercing | Punctures and penetration from points, projectiles, spikes, or similar force. |
| Physical | Impact | Blunt blows, crushing, falls, collisions, pressure, shockwaves, or similar force. |
| Elemental | Fire | Flame, extreme heat, scalding, or burning. |
| Elemental | Cold | Freezing, frost, ice-burn, or extreme cold. |
| Elemental | Lightning | Electricity, lightning, or electrical discharge. |
| Elemental | Acid | Caustic, corrosive, or dissolving substances. |
| Affliction | Bleeding | Ongoing blood loss. |
| Affliction | Poison | Venom, toxins, and poisonous substances. |
| Affliction | Disease | Illness, infection, and harmful parasites. |
| Affliction | Suffocation | Choking, drowning, strangulation, or lack of breathable air. |
| Affliction | Exhaustion | Overexertion, starvation, dehydration, or sleep deprivation. |
| Supernatural | Necrotic | Deathly decay, withering, or the draining of life force. |
| Supernatural | Psychic | Direct harm to thought, perception, memory, or emotion. |
| Supernatural | Radiant | Divine or celestial power that sears, judges, or purges. |
| Supernatural | Spirit | Direct harm to a soul, spirit, or incorporeal essence. |
| Supernatural | Arcane | Raw magic or reality distortion with no more specific Type. |

Use these governing rules whenever harm is classified:

- If a rule states the classification, use it.
- Otherwise, the Guide chooses the closest listed Domain and Type according to
  what is actually harming the target, not what created the effect. Magic does
  not automatically make harm Supernatural.
- Set the classification when the harmful effect is declared or becomes clear,
  before resolving any rule that depends on its Domain or Type.
- Give one Wound result one classification. Do not split it into several Types
  because its description could fit more than one. If a rule creates distinct
  harms, classify and resolve each one separately.
- A rule that names only a Domain applies to every Type within that Domain.
- If no Type is an exact match, use the closest listed Type rather than creating
  a new one during play.

> **Examples:** A mundane sword cut and an enchanted sword cut can both be
> **Physical (Slashing)**. A conjured flame is **Elemental (Fire)**. A thunderous
> pressure wave is **Physical (Impact)**, while its electrical discharge is
> **Elemental (Lightning)**. A poisoned arrow may cause **Physical (Piercing)**
> harm on impact and also inflict **Lingering Harm: Poisoned**. Its later Wounds
> default to **Affliction (Poison)** harm. A terror spell that attacks the mind
> is **Supernatural (Psychic)**.

Earth, water, wind, sound, and similar descriptions are often sources rather
than Types. Classify their actual effect: stone shards may be **Physical
(Piercing)**, a crashing wave or thunderclap may be **Physical (Impact)**, and
drowning is **Affliction (Suffocation)**.

Harm Types classify Wounds; Conditions and Statuses describe effects on a
character. These are separate rules: a Harm Type does not automatically impose
a matching Condition, and a Condition causes Wounds only if its rule says so.
For example, poison may impose Disadvantage without causing **Affliction
(Poison)** Wounds, while **Lingering Harm: Burning** causes **Elemental (Fire)**
Wounds over time.

### Applying Wounds

For each Wound dealt:

- Reduce the target's Vitality by 1.
- The target chooses 1 Ready AD or Ready MD and moves it into the Wounded pool as Wounded AD.
- Only when neither Ready AD nor Ready MD remain may the target choose 1 Used AD or Used MD instead, also moving it to Wounded AD.
- The character taking the Wound chooses between AD and MD within the required state. Ready dice always come before Used dice, regardless of type.

If no unwounded dice remain, further Wounds still reduce Vitality. Resolve [collapse and recovery](/rules/death-recovery) from the resulting VIT.

> **Example: Wounds during Trance.** Senna has 1 Ready AD, 2 Ready MD and 1 Used AD. She suffers 2 Wounds and chooses to move both Ready MD to Wounded AD. If she suffers another Wound, she must take her remaining Ready AD before her Used AD.

This means a hard hit can immediately reduce the target's ability to act, answer, or press tempo.

### Lingering Harm

Lingering Harm is an ongoing condition that causes Wounds over time. It is not
a Harm Domain or Harm Type.

Write each instance as **Lingering Harm: Form**, such as **Lingering Harm:
Bleeding**. The Form names what persists; the Harm classification states what
kind of Wounds each tick causes.

Unless its source says otherwise, Lingering Harm causes 1 Wound at the end of
each round until treated. Use these default classifications:

| Form | Default Harm Classification |
|---|---|
| Bleeding | Affliction (Bleeding) |
| Burning | Elemental (Fire) |
| Poisoned | Affliction (Poison) |

A source may state a different Harm classification, number of Wounds, tick
timing, duration, or ending condition. Its explicit rule overrides these
defaults.

A rule that names a Form interacts with the ongoing condition. A rule that
names a Harm Domain or Harm Type interacts with the Wounds it causes. For
example, ending **Lingering Harm: Poisoned** removes the ongoing condition;
reducing **Affliction (Poison)** harm applies when that condition causes Wounds
of that classification.

Separate sources of Lingering Harm stack, even when they have the same Form.
Track and resolve each source separately.

### Worked Example: One Melee Exchange

Mira drives Orin backwards with a fast sword cut. The fiction and commitment have already been established: Mira committed 3 AD, Orin answered with a 2 AD Clash, and their final totals were 4 to 2.

1. **Hit Margin:** Mira won by 2.
2. **Strike Rating:** Her arming sword has Weapon Damage 2. She uses Agility 3 as its active Damage Vital, within its cap of 3, for Strike Rating 5.
3. **Protection Rating:** Orin's leather armour has Soak 1.
4. **Wound Margin:** 2 + 5 - 1 = 6.
5. **Wounds:** Wound Margin 6 converts to 3 Wounds.

> **At the table:** “Mira slips inside Orin's mace and cuts across his guarded side. Hit Margin 2, plus Strike Rating 5, minus Protection 1: Wound Margin 6. That is 3 Wounds.”

Orin has no MD. He loses 3 Vitality and moves 3 AD into Wounded, taking Ready AD first. One roll produced the exchange result and the numbers already on the character sheets resolved the harm.

### Worked Example: One Ranged Exchange

Sera fires at Veyr through a gap in a broken wall. She commits 3 AD to her bow attack. Veyr is aware and has a loaded light crossbow, so he chooses Ranged Clash and commits 2 AD. Sera rolls 3 dots and Veyr rolls 1 dot. Sera wins the exchange, so her arrow lands with a Hit Margin of 2.

1. **Hit Margin:** Sera's 3 dots - Veyr's 1 dot = 2.
2. **Strike Rating:** Her bow has Weapon Damage 2. A loaded projectile uses Agility for damage; Sera's Agility 3 meets the bow's cap of 3, for Strike Rating 5.
3. **Protection Rating:** Veyr's leather armour has Soak 1.
4. **Wound Margin:** 2 + 5 - 1 = 6.
5. **Wounds:** Wound Margin 6 converts to 3 Wounds.

> **At the table:** “Sera beats Veyr's return fire by 2. Her bow's Strike Rating is 5, and Veyr has Protection 1. Wound Margin 6 means 3 Wounds.”

Veyr has no MD. He loses 3 Vitality and moves 3 AD into Wounded, taking Ready AD first. Both combatants used Ranged because both fired. If Veyr had chosen Full Guard instead, he would have rolled Acrobatics with Advantage and could not have wounded Sera.

## Continuation Checks

After Wounds are applied, first resolve the combatant’s [state](/rules/death-recovery#collapse-states). Only a combatant who remains Active (VIT above 0) makes a Continuation Check when either of the following occurs:

- Their current Vitality falls below half their Maximum Vitality for the first time in that combat.
- A single damage source causes more Wounds than half their Maximum Vitality in one resolution.

Collapsed characters do not make Continuation Checks. Follow the recovery procedure for their state.

If the same damage source meets both conditions, make only one Continuation Check.

To make a Continuation Check, make a [Side Roll](/rules/class-powers#side-rolls) using dice equal to Resilience.

- **1 or more dots:** The combatant passes and may continue fighting.
- **0 dots:** The combatant fails and cannot continue the current fight on the same terms. Resolve an appropriate consequence from the fiction, such as retreat, surrender, collapse, or another end to their participation in the combat.

> **Example:** Veyr had Maximum Vitality 4 and was unhurt before Sera's arrow. Three Wounds reduce him to Vitality 1, so he remains Active. The same damage both drops him below half Vitality and causes more Wounds than half his Maximum Vitality, so he makes only one Continuation Check. With Resilience 2, he makes a 2-die Side Roll. A Hit and a Miss total 1 dot, so he passes and may continue fighting.

## Tactical Notes

- Heavy attacks are strong because they commit to a decisive exchange.
- Double Tap creates repeated pressure without going all-in on one roll.
- Flurry can still pressure Ready AD, but proactive Skill uses prevent unlimited attack spam.
- Defensive play now means choosing Full Guard often. It survives pressure well but cannot win if it never Clashes or presses Tempo.
- Armour matters after the exchange is won. It does not stop the opponent from winning the exchange.
- Full Guard is a simple defensive posture: it rolls with Advantage to stop the attack and cannot deal damage.
- Undefended targets are vulnerable because target number 0 means any positive result can land.

## Combat Lab Strategy Reference

These strategy names are used in the combat lab and matrix tests. They describe spending priorities, not equipment type.

| Strategy | Tempo Plan | Response Plan |
|---|---|---|
| Balanced | Prefer one moderate exchange, usually Boost 1 when able. | Prefer a moderate response, usually Boost 1 when able. |
| Double Tap | Prefer two exchanges if possible, reducing Boost if needed. | Clash without planned Boost. |
| Flurry | Initiate as many unboosted exchanges as proactive Melee uses and Ready AD allow. | Clash without planned Boost. |
| Defensive | Prefer one lighter/moderate exchange. | Prefer Full Guard with maximum legal Boost whenever able. |
| Heavy | Prefer one maximum-Boost exchange, capped by Skill Level and Ready AD. | Clash without planned Boost if able. |

Players are not locked into these named strategies. They are testing profiles and useful shorthand for common combat behaviours.

## Combat Modifiers

| Situation | Effect |
|---|---|
| Attacker blinded / in darkness | Attacks have Disadv |
| Attacker invisible | First attack pre-reveal gains Adv |
| Attacker prone | Attacks you make have Disadv |
| Ranged attack while engaged in melee | Your ranged attack has Disadv |
| Ranged target beyond Effective Range but within Maximum Range | Attack has Disadv |
| Ranged target beyond Maximum Range | Cannot be targeted with that weapon |
| Target has full cover | Cannot be targeted unless the cover is bypassed |
| Target has partial cover | Attacks against the target have Disadv |
| Target invisible / unseen | Attacks have Disadv; if location unknown, cannot be targeted |
| Target is prone | Melee attacks gain Adv; Ranged attacks suffer Disadv |
| Target restrained / paralysed / stunned | Attacks gain Adv |
| Target significantly larger (≥2 size steps) | Attacks gain Adv |
| Target significantly smaller (≥2 size steps) | Attacks suffer Disadv |
| Target sprinting | Ranged attacks suffer Disadv unless target moves toward/away. |
| Target is Surprised | First attack gains Adv |
| Using an improvised weapon | Attacks made with it have Disadv |

- Only one source of Advantage and one source of Disadvantage can apply per roll; they do not stack.
- If both apply, they cancel.
- The Guide may apply Adv / Disadv for other situational factors (wind, footing, chaos, etc.).

### Hidden and Unseen Creatures

[Hide](/rules/actions#hide) determines who you are hidden from, how you move while hidden and what reveals you. Being hidden does not make you physically invisible.

If a creature cannot see you but knows your position, its attacks against you have Disadvantage. If it cannot locate you, it cannot target you directly. It may still affect an area that includes you.

Your first attack while unseen by its target gains Advantage. If you attack while hidden, follow Hide for when the Exchange or your approach reveals you. An aware target may choose a legal Exchange Response normally; an unaware target follows No Response.

## Conditions and Statuses

| Condition | Effect |
|---|---|
| Blinded | You can’t see. Disadv on sight-based actions. Your ranged attacks have Disadv; if the target’s location is unknown, you can’t target it. |
| Deafened | You can’t hear. Disadv on hearing-based actions/checks. Immune to purely auditory effects. |
| Hindered | Disadv on physical actions and Refresh rolls. Can’t Sprint or Boost. |
| Inspired | Advantage on all Refresh rolls. Advantage on one action each turn. |
| Invisible | If your location is known, attackers have Disadv to hit you; if unknown, you can’t be targeted. Your first attack while unseen gains Adv; you’re revealed afterward. |
| [Lingering Harm](#lingering-harm) | An ongoing condition that causes classified Wounds at its stated tick rate. Separate sources stack. |
| Panicked | Disadv on all actions. You must spend Movement to move away from the fear source if able; can’t move closer. Can’t Boost checks other than movement. |
| Paralyzed | Can’t move or take physical actions; only purely mental/verbal if allowed. All attackers have Adv. |
| Prone | Your melee attacks have Disadv. Melee attacks against you have Adv; ranged attacks against you have Disadv. Standing costs 1 AD. |
| Restrained | Base Movement 0; you can’t leave your space. Disadv on physical actions. All attackers have Adv. |
| Slowed | All actions cost ×2 AD. Base Movement halved. |
| Stunned | Disadv on all actions and Refresh rolls. Can’t take Reactions. |
| Unconscious | You can’t act, move, or perceive (you’re Prone). Automatically fail checks. All attackers have Adv. |
| Unnerved | Disadv on attacks and checks. |
| Weakened | Your Refresh is [Impaired](/rules/narateer-dice#impaired-refresh). Roll Used AD and Used MD: each Hit or Critical Hit returns that die to Ready; each Miss remains Used. |

- **No stacking of like effects:** Multiple instances of the same condition don’t stack; use the worst intensity or duration. Lingering Harm is the exception and tracks each source separately.

### Tips

**Players:** Create Advantage whenever possible—through positioning, teamwork, or exploiting the field. It boosts success and cancels Disadvantage before it costs you. Look for modifiers and conditions that tip the balance. Use cover. Treat Lingering Harm early before it grinds you down.

**Narateer Guides:** Make rulings quickly and confidently—pacing matters more than perfection. Keep control effects impactful but avoid overusing full lockdowns—they should feel earned. And remember to tick Lingering Harm each round if it hasn’t been treated.

## “Close-Enough” Conditions Picker

When strange effects crop up, match to the closest existing condition, say the effect, and keep play moving.

- If out cold, use Unconscious. Being unaware of an attack does not make a character Unconscious; an unaware target follows [No Response](/rules/combat#no-response).
- If aware but can’t take physical actions, use Paralyzed.
- If held in place (net/grapple/roots), use Restrained; if only hampered, Hindered.
- If harm persists over time, use Lingering Harm; name its Form and use or
  override its default Harm classification and tick rate.
- If actions feel sloggy, use Slowed.
- If recovering effort or magical power is difficult, use Weakened.
- If rattled but functional, use Unnerved; if fear forces retreat, use Panicked.
- If on the ground, Prone.
- If can’t see or hear, Blinded or Deafened.
- If unseen, use the visibility rules above. Use [Hide](/rules/actions#hide) for concealment and the Invisible condition when an effect grants it.

## Summary

- Combat uses the shared Combat Exchange procedure.
- Melee Exchanges use Melee for the attack, Full Guard, and Clash.
- Ranged Exchanges use Ranged for the attack and Clash.
- Ranged Full Guard always uses Acrobatics.
- The combatant with Tempo initiates the exchange.
- The responder may choose No Response, Full Guard, or Clash.
- Full Guard rolls with Advantage to stop the attack, but cannot deal damage.
- Clash lets either combatant win and deal damage.
- Ranged Clash requires a loaded or otherwise ready ranged weapon, ammunition,
  line of sight, and the tempo-holder within the weapon's Maximum Range.
- Ties land no clean hit.
- During your activation, proactive Melee uses are limited to Melee SL + 1, minimum 1.
- During your activation, proactive Ranged uses are limited to Ranged SL + 1, minimum 1.
- Boost is capped by the Skill Level being tested.
- Hit Margin = winner's total - loser's total.
- Strike Rating = Weapon Damage + min(active Damage Vital, Damage Vital Cap).
- Protection Rating = armour Soak, plus other explicit modifiers if any.
- Wound Margin = Hit Margin + Strike Rating - Protection Rating.
- Wounds: 1-2 = 1, 3-4 = 2, 5-6 = 3, 7-8 = 5, 9+ = 8.
- Harm is classified as Domain (Type), using the closest listed effect rather
  than the source that created it.
- Wounds take Ready AD or Ready MD first, then Used AD or Used MD only when neither kind of Ready die remains. The character taking the Wounds chooses which kind to take within that state. Each chosen die becomes Wounded AD.
- Only combatants who remain Active after Wounds make Continuation Checks: the first time current Vitality falls below half Maximum Vitality, or when one damage source causes more Wounds than half Maximum Vitality. Collapsed characters follow Death & Recovery instead.
- A Continuation Check is a Side Roll using dice equal to Resilience; 1 or more dots passes, while 0 dots fails.
- Older combat-loop material has been archived and is not an optional rule.


---

# Scene Modes

*Three ways to frame a moment. One seamless system.*

The rhythm of story shifts like the wind—sometimes whispered, sometimes screamed. Whether it's soft steps in a ruin, a leap through flame, or blades drawn in the rain, every scene carries a tone—and Narateer meets it with clarity.

Scene Modes define how the world is presented and how spatial detail is
represented. They frame resolution; they do not replace the procedure that
resolves an Action, movement, attack, or effect. See
[Distance & Range](/rules/distance-and-range) for the complete measurement and
conversion rules.

Before you strike, speak, or stand your ground—know how the moment is framed.

---

## What Are Scene Modes?

*Every tale demands its own lens.*

### Definition

Scene Modes are Narateer’s three distinct approaches to framing a scene: Story Mode, Cinematic Mode, and Tactical Mode. Each mode changes how the Guide describes and tracks the scene, including its spatial detail. The same rules, costs, limits, and outcomes still apply.

The Narateer Guide may shift modes to match the scene's pacing and focus. A
shift must preserve the same actor, eligible targets, scale, direction, and
established outcome. It cannot grant a second mechanic or erase a restriction.

Scene Modes help answer:

- How free or structured is this moment?
- Are we acting for drama, for clarity, or for outcome?
- Do spatial or mechanical details matter right now?

---

## Story Mode

*Theatre of the mind—fluid, fast, and collaborative.*

### Mode Overview

Story Mode uses concrete fictional relationships instead of measured units or a
grid.

- Track relationships such as adjacent, nearby, separated, clustered, behind
  cover, or beyond range.
- Preserve the differences created by Base Movement, weapon Range, Reach,
  terrain, and specific effects.
- Resolve Actions through their normal rules; Story Mode changes only how
  position and distance are expressed.

Use Story Mode when:

- Characters are exploring, socializing, or planning.
- The moment thrives on emotional tone, not logistics.
- Freedom and ambiguity enrich the scene.

### Example: Shrine Approach

> "You reach the ridge easily—your ranger’s quick and unburdened."

> **Tip:** Let players lead with intent. If it’s plausible, it flows.

---

## Cinematic Mode

*Quick positioning for high-stakes action without full tactical overhead.*

### Mode Overview

Cinematic Mode divides the scene into **Zones**: tactically distinct areas such
as a chamber, rooftop, bridge span, or section of a street. It tracks meaningful
position without a Space-by-Space map.

- Track each character's Zone and any important local position inside it.
- Convert printed metre values through the formal 10 m Zone-snapping rule.
- Track adjacent Zones separately from the connected Zones that form a legal
  movement route.
- Preserve cover, line of sight, line of effect, melee reach, and local
  separation inside a Zone.

Use Cinematic Mode when:

- Spells, chases, or chaos enter the scene.
- Relative positions matter, but exact geometry doesn’t.
- You want fast flow without battle maps.

### Example: Ledge Leap

> "The ledge is 2 connected Zones away. Sprint now, or it collapses."

> **Tip:** Emphasize intent and pacing. Keep tension high, and resolution sharp.

---

## Tactical Mode

*Exact geometry. Precise decision-making. Rules-first resolution.*

### Mode Overview

Tactical Mode is detail-rich and procedural. Use it when every Space, area
shape, or terrain feature can affect the outcome.

- Movement is counted in Spaces (2 m each).
- Cover, lines, and area effects are tracked.
- Turn order and actions follow core resolution rules.

Use Tactical Mode when:

- Combat depends on exact positioning.
- Terrain or area effects are decisive.
- A battle map or puzzle grid is in use.

### Example: Altar Dash

> "The altar is 6 Spaces away: 12 m along this route. Two of those Spaces are Difficult terrain. The four ordinary Spaces use 8 m of movement allowance, and the two Difficult Spaces use another 8 m: 16 m in total."
>
> "Your Base Movement is 12 m, and you have not moved this turn. Walk is not enough. If you have 1 Ready AD, Run gives you 24 m of movement allowance—enough to reach the altar along this route."

> **Tip:** Tactical Mode demands clarity. Ensure all elements are visible and unambiguous.

---

## Shifting Scene Modes

*Scenes evolve. So does their focus.*

The Narateer Guide can shift modes when pacing, tone, or stakes change. Announce
the shift before resolving an affected declaration and establish the converted
positions clearly.

### Principle

When a scene shifts:

- Announce the new mode clearly.
- Record the current actor, targets, positions, barriers, routes, and areas.
- Convert those facts through the rules in
  [Distance & Range](/rules/distance-and-range).
- Preserve the same scale, direction, target eligibility, and established
  outcomes.
- Resolve any zero-Zone result through the specific movement or effect rule.

### Example: Phase Shift

An effect has already established a 4 m radius and the positions inside it when
the scene shifts from Tactical to Cinematic Mode. Preserve those established
positions and targets for that effect; changing the representation does not add
or remove them.

> **Tip:** Transitions work best when you treat the shift like a camera cut: sharp, clear, and focused.

---

## Summary

- Scene Modes define how the Guide frames each scene.
- There are three: Story (narrative), Cinematic (dynamic), and Tactical (precise).
- Modes affect pacing, description, and spatial detail while preserving the rules being resolved.
- Story Mode is for exploration, dialogue, and free-form moments.
- Cinematic Mode uses Zones for high-stakes sequences with fast spatial
  resolution.
- Tactical Mode is for exact positioning, combat, and detailed resolution.
- A shift preserves the underlying actor, targets, scale, direction, and
  established outcome.


---

# Bulk and Encumbrance

*Every burden has a cost. Some are carried in hand. Others are carried in blood and breath.*

Adventurers carry more than steel and rope. They carry trophies, tools, relics, stolen crowns, broken shields, emergency rations, spare boots, and questionable decisions wrapped in oilcloth. But every pack has a limit. Sooner or later, the weight of survival becomes a threat of its own.

Narateer does not track every kilogram, coin, buckle, and button. Instead, it uses **Bulk**: a simple measure of how difficult an item is to carry, move with, wear, drag, or fight around.

> Carry what matters. Leave what slows your legend.

## What Is Bulk?

*Weight is not only mass. It is awkwardness, strain, and the way a thing pulls against motion.*

**Bulk** is an abstract measure of an item’s weight, size, awkwardness, and carrying difficulty. A compact item may be heavy but easy to pack. A lighter item may be awkward enough to slow you down. Bulk measures the practical burden, not exact weight.

A character’s ability to carry Bulk is based on **Strength**.

Ask yourself:

- How much can I carry before it slows me down?
- Is this item easy to wear, pack, drag, or fight with?
- Am I carrying useful gear—or dragging the whole dungeon behind me?

## Comfortable Carry Load

Your **Comfortable Carry Load** is the amount of Bulk you can carry without penalty.

> **Comfortable Carry Load = Strength × 5 Bulk**

If your total carried Bulk is equal to or less than your Comfortable Carry Load, you suffer no encumbrance penalty.

If your total carried Bulk exceeds your Comfortable Carry Load, you become Encumbered.

## Encumbrance Thresholds

Use the table below as a quick reference.

| Strength | No Penalty | Encumbered | Heavily Encumbered | Overburdened |
|---:|---:|---:|---:|---:|
| 1 | 0–5 Bulk | 6–10 Bulk | 11–15 Bulk | 16+ Bulk |
| 2 | 0–10 Bulk | 11–20 Bulk | 21–30 Bulk | 31+ Bulk |
| 3 | 0–15 Bulk | 16–30 Bulk | 31–45 Bulk | 46+ Bulk |
| 4 | 0–20 Bulk | 21–40 Bulk | 41–60 Bulk | 61+ Bulk |
| 5 | 0–25 Bulk | 26–50 Bulk | 51–75 Bulk | 76+ Bulk |
| 6 | 0–30 Bulk | 31–60 Bulk | 61–90 Bulk | 91+ Bulk |
| 7 | 0–35 Bulk | 36–70 Bulk | 71–105 Bulk | 106+ Bulk |
| 8 | 0–40 Bulk | 41–80 Bulk | 81–120 Bulk | 121+ Bulk |
| 9 | 0–45 Bulk | 46–90 Bulk | 91–135 Bulk | 136+ Bulk |
| 10 | 0–50 Bulk | 51–100 Bulk | 101–150 Bulk | 151+ Bulk |

If a character’s Strength is not listed, use the formula:

- **No Penalty:** total Bulk is equal to or less than Strength × 5.
- **Encumbered:** total Bulk is greater than Strength × 5 and no more than Strength × 10.
- **Heavily Encumbered:** total Bulk is greater than Strength × 10 and no more than Strength × 15.
- **Overburdened:** total Bulk is greater than Strength × 15.

## Encumbrance States

Encumbrance states describe the effect of carried Bulk. They are not Conditions unless another rule says so.

A severe burden may resemble or cause a Condition such as Hindered or Slowed if the Guide rules that the load has become extreme, injurious, magical, or scene-defining. By default, however, Encumbered, Heavily Encumbered, and Overburdened are carrying states, not separate Conditions.

### No Penalty

If your total carried Bulk is equal to or less than your Comfortable Carry Load, you move normally.

You can fight, climb, run, sneak, and travel without Bulk interfering unless the fiction says otherwise.

### Encumbered

If your total carried Bulk is greater than your Comfortable Carry Load but no more than twice that amount, you are **Encumbered**.

While Encumbered:

- You have Disadvantage on Acrobatics and Athletics checks.
- Reduce your **Base Movement (BM) by one quarter**: use **BM × ¾** before calculating Walk, Run, or Sprint.
- The Guide may apply Disadvantage to other physical checks where your load clearly interferes.

### Heavily Encumbered

If your total carried Bulk is greater than twice your Comfortable Carry Load but no more than three times that amount, you are **Heavily Encumbered**.

While Heavily Encumbered:

- You have Disadvantage on Acrobatics and Athletics checks.
- Halve your **Base Movement (BM)**: use **BM × ½** before calculating Walk, Run, or Sprint.
- The Guide may call for Athletics checks during forced marches, climbing, swimming, running, or other strenuous movement.
- Failure may cause lost time, dropped gear, fatigue, strain, a worsened position, or another fitting consequence.

### Overburdened

If your total carried Bulk is greater than three times your Comfortable Carry Load, you are **Overburdened**.

While Overburdened:

- You cannot move normally.
- You cannot Sprint.
- You cannot take actions that require free movement unless the load is braced, dragged, supported, or otherwise controlled.
- Dragging, lifting, shifting, or bracing the load may require an Athletics Skill Check.
- You may need assistance, equipment, leverage, or time to move the load safely.

> **Tip:** Overburdened does not always mean helpless. A character might drag a chest, brace a collapsing beam, crawl under a burden, or haul a wounded ally—but they are no longer moving freely.

## Calculating Encumbered Movement

First apply any other effects that modify Base Movement. Then multiply that BM once for your current Encumbrance state: **¾ if Encumbered**, or **½ if Heavily Encumbered**. Do not combine the two states' reductions.

Use the reduced BM in the normal [Movement](/rules/movement#movement-modes) formulas. Walk uses it once, Run doubles it, and Sprint triples it before adding **2 m per governing Sprint Skill Level**. Encumbrance does not reduce that separate Skill bonus. Keep any fractional metres through the calculation.

These reductions apply in every Scene Mode. In Story Mode, use the reduced allowance to judge the reposition. In Cinematic or Tactical Mode, calculate the complete allowance in metres, then use the normal [Distance & Range](/rules/distance-and-range) conversion. Do not round BM first or apply Encumbrance again to the completed allowance.

Terrain still changes how the allowance is spent. Additional movement follows its own written rule. Movement restrictions, including being unable to leave your Space or being unable to Sprint, still apply.

### Example: Carrying a Burden

Kaelen has BM 12 m and uses Athletics SL 2 for a straightforward Sprint. His allowances are:

| Carrying state | BM used | Walk | Run | Sprint |
|---|---:|---:|---:|---:|
| No Penalty | 12 m | 12 m | 24 m | 40 m |
| Encumbered | 9 m | 9 m | 18 m | 31 m |
| Heavily Encumbered | 6 m | 6 m | 12 m | 22 m |

His Encumbered Sprint is **(9 × 3) + (2 × 2) = 31 m**. That becomes **3 Zones** in Cinematic Mode or **15 Spaces** in Tactical Mode.

For a fractional example, a character with BM 13 m who is Encumbered uses **9.75 m** as BM. With Sprint Skill Level 2, their Sprint is **33.25 m**, which becomes **3 Zones** or **16 Spaces**. Keep the fractions until that final conversion.

## Worn, Wielded, Packed, and Dragged Gear

Bulk normally counts whether an item is worn, wielded, packed, carried, dragged, or strapped to the body.

However, how an item is carried matters.

A properly fitted suit of armour may be easier to move in than the same armour bundled awkwardly in a sack. A backpack can be dropped quickly. Armour usually cannot. A shield on the arm is combat-ready. A shield tied to a pack is just another carried object until drawn.

Use these principles:

- **Worn items** count toward Bulk, but may be easier to manage if fitted and secured.
- **Wielded items** count toward Bulk and may also affect combat rules.
- **Packed items** count toward Bulk, but may be dropped if the pack can be freely released.
- **Dragged items** count as practical burden and may require Athletics checks, assistance, or time.
- **Loose or awkward items** may count as more Bulk than their weight suggests.
- **Proper containers, straps, carts, sledges, or mounts** may reduce practical difficulty if the fiction supports it.

> **Guide Tip:** Judge Bulk by how hard the item is to carry during play, not by exact weight. Shape, balance, grip, fragility, and how the item is carried all matter.

## Bulk Categories

Most items use a simple Bulk category.

| Category | Bulk | Meaning | Examples |
|---|---:|---|---|
| Insubstantial | 0 | Too small or light to matter individually | coins, rings, scrolls, potions, small charms, tiny tools |
| Light | 1 | Easy to carry, wear, or wield | most one-handed weapons, bows, quivers, small shields, light armour |
| Medium | 2 | Noticeable load | larger shields, heavy crossbows, mail, medium armour, packed gear |
| Heavy | 3 | Major carried burden | heavy armour, heavy packs, large weapons, bulky tools |
| Oversized | 5+ | Awkward or massive load | bodies in armour, siege gear, chests, statues, heavy salvage |

Insubstantial items usually count as 0 Bulk unless carried in large quantities.

As a quick rule:

> **Ten insubstantial items may count as 1 Bulk if the amount becomes awkward, heavy, noisy, fragile, or difficult to manage.**

Tiny weapons such as daggers, knives, darts, and similar sidearms may count as 0 Bulk individually. Several carried together may count as 1 Bulk if they become a meaningful load.

The Guide may ignore tiny items when they do not matter, or group them when they become part of the scene.

## Assigning Bulk

When assigning Bulk, consider the item’s practical burden.

Ask:

- Is it heavy?
- Is it awkward?
- Is it fragile?
- Is it easy to grip?
- Is it worn, packed, dragged, or carried by hand?
- Does it interfere with climbing, stealth, swimming, fighting, or running?

If unsure, choose the closest Bulk category and keep the story moving.

Bulk should create meaningful choices, not slow accounting.

## Bulk, Weapons, and Armour

Weapons and armour use Bulk like other equipment, but they may also interact with combat rules.

Weapon Bulk is not only carrying weight. It also reflects how much mass, leverage, and handling commitment the weapon requires in combat.

Some combat rules use Bulk as a threshold. For example:

- Melee weapons of **1 Bulk or less** may usually use Strength or Agility for damage.
- Melee weapons of **more than 1 Bulk** usually use Strength for damage.
- Heavy carried loads may justify Disadvantage on attacks, responses, Acrobatics, Athletics, or movement-based actions.

Weapon Damage belongs to the weapon. Soak belongs to armour or another mitigation source.

A weapon may define:

- Weapon Damage;
- Bulk;
- attack Skill;
- common attack Vitals;
- common damage Vitals;
- traits.

Armour may define:

- Soak;
- Bulk;
- armour category;
- traits.

> **Rule Reminder:** Soak represents armour and other damage reduction. It does not come from the attacking weapon.

## Bulk in Combat

A character can fight while carrying gear, but if the gear interferes with motion, balance, reach, footing, or stamina, the Guide may apply the relevant encumbrance effects.

Bulk may matter in combat when a character:

- fights while carrying a heavy pack;
- tries to Sprint while loaded down;
- climbs, jumps, swims, or crawls under pressure;
- drags an ally out of danger;
- carries treasure during a chase;
- uses a heavy or awkward weapon;
- wears bulky armour;
- attempts a precise physical action while overloaded.

If Bulk does not affect the moment, do not stop play to count it.

## Bulk Outside Combat

Bulk often matters most during exploration.

The Guide may check Bulk when characters:

- climb, swim, crawl, leap, or balance;
- flee a collapsing ruin;
- carry treasure under pressure;
- drag an unconscious ally;
- travel through harsh terrain;
- sneak while overloaded;
- carry fragile, noisy, or awkward objects;
- attempt a long forced march.

Bulk should create meaningful choices, not bookkeeping for its own sake.

> **Guide Tip:** Use Bulk when the load changes the scene. Ignore it when it does not.

## Example: Mid-Level Fighter

A fighter carries the following gear:

| Item | Bulk |
|---|---:|
| Arming Sword | 1 |
| Battleaxe | 1 |
| Dagger | 0 |
| Heavy Crossbow | 2 |
| Quiver of Bolts | 1 |
| Mail Hauberk | 2 |
| Kite Shield | 1 |
| Backpack with Basic Gear | 2 |

Total Bulk: **10**

If the fighter has Strength 5:

> Comfortable Carry Load = 5 × 5 = 25 Bulk

The fighter is carrying 10 Bulk, which is below 25. They are not Encumbered.

If the fighter had Strength 1:

> Comfortable Carry Load = 1 × 5 = 5 Bulk

At 10 Bulk, they would be Encumbered.

## Example: Dragging a Fallen Ally

Nyra has Strength 2, giving her a Comfortable Carry Load of 10 Bulk. Her own gear totals 8 Bulk. During a fight, she tries to drag an armoured ally to safety.

The Guide rules the fallen ally counts as 8 Bulk while dragged.

Nyra’s total effective Bulk becomes 16.

For Strength 2:

- 10 Bulk or less = no penalty.
- 11–20 Bulk = Encumbered.

Nyra can drag the ally, but she is Encumbered while doing so. If she must climb, sprint, or dodge falling debris, the Guide may call for Athletics with Disadvantage.

## Example: Too Much Treasure

The party finds a carved stone idol worth a fortune. It is compact but brutally heavy. The Guide assigns it 5 Bulk.

Kaelen already carries 14 Bulk and has Strength 3.

> Comfortable Carry Load = 3 × 5 = 15 Bulk

If Kaelen takes the idol, his total becomes 19 Bulk. He becomes Encumbered.

He can carry it, but every chase, climb, jump, and desperate escape now has a price.

## Tips

### Players

Carry what supports your role. A spare weapon, shield, or tool kit can save a scene, but carrying everything makes every dangerous moment worse. If you expect climbing, stealth, swimming, or long travel, lighten the load before the Guide makes the load matter.

### Narateer Guides

Use Bulk to create choices, not punishment. A heavy chest, fallen ally, sacred relic, or stolen siege part should change how the scene feels. Do not stop play to count every cup and candle unless the load is actually part of the tension.

When unsure, assign a simple Bulk value and keep moving.

## Summary

- Bulk measures weight, size, awkwardness, and carrying difficulty.
- Narateer uses Bulk instead of exact weight.
- Comfortable Carry Load = Strength × 5 Bulk.
- If total Bulk is equal to or less than Comfortable Carry Load, there is no penalty.
- If total Bulk exceeds Comfortable Carry Load, the character becomes Encumbered.
- Encumbered characters have Disadvantage on Acrobatics and Athletics checks and use **¾ of BM** before calculating Walk, Run, or Sprint.
- Heavily Encumbered characters have Disadvantage on Acrobatics and Athletics checks and use **½ of BM** before calculating Walk, Run, or Sprint. Strenuous movement may risk fatigue, strain, dropped gear, lost time, or other consequences.
- Use only the current state’s BM reduction. Keep fractional metres until the completed allowance is converted through Distance & Range; the same reduction applies in every Scene Mode.
- Overburdened characters cannot move normally without dropping gear, dragging the load, bracing it, or receiving help.
- Encumbrance states are not Conditions unless another rule says so.
- Worn, wielded, packed, carried, and dragged items usually count toward Bulk, but how an item is carried may change its practical burden.
- Insubstantial items are usually 0 Bulk unless carried in large quantities.
- Weapon Damage belongs to weapons. Soak belongs to armour or other mitigation.
- Bulk matters most when it changes movement, combat, exploration, stealth, travel, or survival.
- Use Bulk as a fast pressure system, not as slow accounting.


---

# Equipment

*Steel remembers the hand that carries it. Armour remembers the blow.*

Adventurers are shaped by what they carry. A sword changes how a warrior
threatens space. A shield changes what an enemy can reach. Armour changes
whether a clean hit becomes a wound. A tool kit changes what a clever character
can attempt when the door is sealed, the bridge is broken, or the poison is
already spreading.

Narateer treats equipment as practical, story-facing rules. Equipment should
matter at the moment it changes the fiction. It should not slow play into
accounting unless the burden, risk, or tactical choice is meaningful.

> Gear is not a shopping list. It is a promise about what your character is
> ready to do.

## What Is Equipment?

Equipment includes the weapons, armour, shields, tools, kits, supplies, and
carried objects a character uses during play.

Equipment may define:

- **Bulk**, showing how difficult it is to carry, wear, wield, or transport.
- **Cost**, showing its relative purchase value.
- **Weapon Damage**, for attacks.
- **Damage Vital Cap**, limiting how much Vital force can be applied through a
  weapon.
- **Physical Harm Type**, such as Slashing, Piercing, or Impact.
- **Base Attack Cost**, the minimum AD committed to make an attack or exchange
  with the weapon before Boost.
- **Reach Rating**, showing how many Spaces away a melee weapon can reach in
  Tactical Mode and its relative reach in other Scene Modes.
- **Range**, showing a ranged weapon's Effective Range and Maximum Range in
  metres.
- **Soak**, reducing Wound Margin after a hit.
- **Traits**, giving special rules or fictional permissions.

## Equipment Values

| Value | Meaning |
|---|---|
| Bulk | How difficult the item is to carry, wear, wield, or transport. |
| Cost | The item's approximate price in standard trade units. |
| Weapon Damage | The weapon's base contribution to Strike Rating. |
| Damage Vital Cap | The maximum value of the active Damage Vital that can be applied through the weapon. |
| Physical Harm Type | The formal Physical Type caused by the weapon or chosen attack. |
| Base Attack Cost | The minimum AD committed to make an attack or exchange with the weapon before Boost. Standard weapons cost 1 AD; heavy weapons cost 2 AD. |
| Reach Rating | A melee weapon's relative reach. In Tactical Mode, the rating is the greatest number of Spaces away it can target. See [Distance & Range](/rules/distance-and-range#range). |
| Range | A ranged weapon's Effective Range / Maximum Range in metres. See [Distance & Range](/rules/distance-and-range#range). |
| Soak | Passive damage reduction, usually from body armour. |
| Traits | Special rules, qualities, or fictional permissions. |

Not every item uses every value.

A sword uses Weapon Damage. Armour uses Soak. A shield mainly uses Bulk, traits,
fictional positioning, and cover. A rope mostly uses Bulk and fictional
permission.

## Bulk And Equipment

Equipment Bulk follows the rules in **Bulk and Encumbrance**.

Bulk covers how difficult an item is to carry, wear, wield, pack, drag, or
transport. Heavy armour, large shields, packed gear, and awkward weapons do not
need a separate speed value. Their burden is handled through Bulk and the
character's encumbrance state.

## Physical Harm Types

Physical weapons usually deal one or more of the Physical Types defined under
[Harm Domains And Types](/rules/combat#harm-domains-and-types).

| Physical Harm Type | Meaning |
|---|---|
| Slashing | Cuts and tears from blades, edges, claws, and similar force. |
| Piercing | Punctures and penetration from points, arrows, bolts, spikes, and similar force. |
| Impact | Blunt blows, crushing, falls, collisions, pressure, and shockwaves. |

Many weapons can deal more than one Physical Harm Type. A sword may cut or thrust. A
dagger may slash or stab. A halberd may cut with the blade, thrust with the
point, or strike with force depending on its form.

Choose the active Physical Harm Type when declaring the attack. The table's
**Physical Harm Type** heading establishes the Domain, so its entries use the
short Type names; elsewhere, use the complete form, such as **Physical
(Slashing)**.

## Weapons

*Weapons are not only damage. They are reach, threat, leverage, timing, and
fear.*

A weapon defines how a character turns a successful attack into harm.

When a combatant wins an exchange and can deal damage, calculate Strike Rating:

> **Strike Rating = Weapon Damage + min(active Damage Vital, Damage Vital Cap)**

Then calculate Wound Margin:

> **Wound Margin = Hit Margin + Strike Rating - Protection Rating**

Weapon Damage represents the weapon's inherent lethality.

The active Damage Vital represents the character's force, precision, control,
or tactical application.

The Damage Vital Cap limits how much of that Vital can be applied through that
weapon.

## Weapon Damage Scale

| Weapon Scale | Weapon Damage | Examples |
|---|---:|---|
| Unarmed or harmless improvised strike | 0 | fist, shove, weak improvised blow |
| Small lethal weapon | 1 | dagger, light hammer, sling, throwing dart |
| Standard sidearm | 2 | arming sword, spear, mace, handaxe |
| Military weapon | 3 | longsword, battleaxe, falchion, warhammer |
| Heavy weapon | 4 | greatsword, halberd, heavy crossbow, maul |

## Damage Vital Cap

A weapon's **Damage Vital Cap** limits the Vital value used in Strike Rating.

> **Applied Damage Vital = min(active Damage Vital, Damage Vital Cap)**

| Weapon Type | Typical Damage Vital Cap |
|---|---:|
| Unarmed or tiny improvised weapon | 1 |
| Dagger or light weapon | 2 |
| Standard one-handed weapon | 3 |
| Military one-handed or versatile weapon | 4 |
| Heavy two-handed weapon | 5-6 |
| Siege, mounted, monstrous, or special weapon | Special |

## Active Damage Vital

The active Damage Vital is the Vital used to calculate Strike Rating.

| Vital | Use |
|---|---|
| Strength | Heavy blows, forceful strikes, crushing impact, large weapons. |
| Agility | Precision, speed, finesse, light weapons, accurate placement. |
| Cognition | Tactical, ranged, siege, calculated, or technical attacks when the fiction supports it. |

Most melee weapons use Strength or Agility. Heavy melee weapons usually favour
Strength. Light weapons often allow Agility.

## Shields

*Armour takes the blow. A shield denies the blow a path.*

Shields do not add to Strike Rating or Soak by default.

Shields matter through:

- fictional positioning;
- cover;
- reach and engagement;
- class powers;
- traits;
- Guide rulings when the shield clearly changes what is possible.

Shields do not provide passive Soak by default because the attacker is usually
trying to get around the shield and hit the person. Once a clean hit lands,
armour and other protection decide how much harm gets through.

| Shield | Bulk | Cost | Traits / Notes |
|---|---:|---:|---|
| No Shield | 0 | 0 | - |
| Buckler | 1 | 10 | Small defensive shield; useful for parrying, close control, and tight spaces. |
| Targe | 1 | 25 | Compact shield; may support anti-ranged or cultural traits. |
| Rondache | 1 | 30 | Round shield; may support parry or close-defence traits. |
| Kite Shield | 1 | 70 | Broad battlefield shield. |
| Heater Shield | 1 | 75 | Standard serious shield. |
| Pavise | 2 | 100 | Can be set as cover if the fiction allows. |

If a shield is on the character's back, hanging from a pack, dropped, or not
positioned usefully, it does not help until brought back into the fiction.

## Armour

*Armour does not stop the enemy from touching you. It decides how much the
touch matters.*

Armour provides **Soak**.

Soak contributes to Protection Rating after an exchange is won against the
wearer.

> **Protection Rating = armour Soak + other explicit modifiers, if any**
>
> **Wound Margin = Hit Margin + Strike Rating - Protection Rating**

Armour does not make the character harder to hit by default. Instead, it makes
successful hits less damaging.

| Armour Type | Soak | Bulk | Cost | Notes |
|---|---:|---:|---:|---|
| No armour | 0 | 0 | 0 | Clothing only. |
| Gambeson / padded armour | 1 | 1 | 30 | Light protection. |
| Leather / hide armour | 1 | 1 | 40 | Light protection. |
| Studded leather / reinforced leather | 2 | 1 | 50 | Light armour with reinforcement. |
| Jack of plates | 2 | 2 | 60 | Light-to-medium layered protection. |
| Mail hauberk | 3 | 2 | 180 | Strong protection, especially against cutting. |
| Scale armour | 3 | 2 | 140 | Overlapping protection, strong against many weapon strikes. |
| Lamellar armour | 3 | 2 | 130 | Structured medium armour. |
| Brigandine | 3 | 2 | 160 | Concealed or riveted plate protection. |
| Splint armour | 4 | 3 | 190 | Heavy reinforced armour. |
| Plate cuirass | 4 | 3 | 200 | Heavy torso protection. |
| Full plate | 5 | 3 | 800 | Complete battlefield harness. |

Only body armour provides default passive Soak.

## Helms

Helms are not currently tracked as separate equipment.

For now, assume an armour set includes appropriate head protection for that
armour type.

> **Development Note:** Separate helm rules are unresolved. Helms may later
> become distinct equipment if the system gains called shots, location-based
> injuries, critical injury tables, or another clean reason to track head
> protection separately.

## Armour Traits

Some armour has a trait that describes a special quality.

| Trait | Effect |
|---|---|
| Mail | May reduce Physical (Slashing) harm by 1 if the rule is active. |
| Padded | May reduce Physical (Impact) harm by 1 if the rule is active. |
| Plated | May reduce Physical (Piercing) or Physical (Slashing) harm by 1 if the rule is active. |
| Complete Harness | May protect against severe injury when advanced armour rules are active. |

These traits are inactive until the Guide or a rules module uses them.

## Weapon Table

| Weapon | Weapon Damage | Damage Vital Cap | Physical Harm Type | Base Attack Cost | Hands | Reach Rating | Range (Effective / Maximum, m) | Bulk | Cost | Traits / Notes |
|---|---:|---:|---|---:|---|---:|---|---:|---:|---|
| Unarmed Strike | 0 | 1 | Impact | 1 | 1 | 1 | - | 0 | 0 | - |
| Dagger | 1 | 2 | Slashing / Piercing | 1 | 1 | 1 | 10 / 20 | 0 | 5 | Concealable |
| Throwing Dart | 1 | 2 | Piercing | 1 | 1 | - | 10 / 20 | 0 | 5 | Concealable |
| Throwing Knife | 1 | 2 | Slashing / Piercing | 1 | 1 | - | 10 / 20 | 0 | 5 | Concealable |
| Sling | 1 | 2 | Impact | 1 | 1 | - | 30 / 60 | 0 | 2 | Loading |
| Club | 1 | 2 | Impact | 1 | 1 | 1 | - | 1 | 1 | - |
| Light Hammer | 1 | 2 | Impact | 1 | 1 | 1 | 10 / 20 | 1 | 6 | - |
| Bow | 2 | 3 | Piercing | 1 | 2 | - | 60 / 120 | 1 | 50 | Loading |
| Warbow | 4 | 4 | Piercing | 1 | 2 | - | 120 / 240 | 2 | 160 | Loading, Strength-gated |
| Hand Crossbow | 1 | 2 | Piercing | 1 | 1 | - | 30 / 60 | 1 | 120 | Loading |
| Arming Sword | 2 | 3 | Slashing / Piercing | 1 | 1 | 1 | - | 1 | 100 | - |
| Handaxe | 2 | 3 | Slashing | 1 | 1 | 1 | 16 / 30 | 1 | 10 | - |
| Battleaxe | 3 | 4 | Slashing | 1 | 1 | 1 | - | 1 | 40 | - |
| Dane Axe | 4 | 5 | Slashing | 2 | 2 | 2 | - | 2 | 60 | Heavy weapon, Strength-gated |
| Javelin | 2 | 3 | Piercing | 1 | 1 | 1 | 30 / 50 | 1 | 8 | - |
| Mace | 2 | 3 | Impact | 1 | 1 | 1 | - | 1 | 15 | - |
| Morningstar | 2 | 3 | Piercing / Impact | 1 | 1 | 1 | - | 1 | 20 | Armour-piercing |
| Rapier | 2 | 3 | Piercing / Slashing | 1 | 1 | 1 | - | 1 | 130 | Defensive |
| Spear | 2 | 3 | Piercing | 1 | Versatile | 2 | 20 / 40 | 1 | 10 | Set against charge |
| Trident | 2 | 3 | Piercing | 1 | Versatile | 1 | 16 / 30 | 1 | 30 | Set against charge |
| Quarterstaff | 1 | 3 | Impact | 1 | Versatile | 2 | - | 1 | 5 | Defensive |
| Falchion | 3 | 4 | Slashing | 1 | 1 | 1 | - | 1 | 80 | - |
| Longsword | 3 | 4 | Slashing / Piercing | 1 | Versatile | 1 | - | 1 | 120 | - |
| Messer | 3 | 4 | Slashing / Piercing | 1 | 1 | 1 | - | 1 | 80 | - |
| Scimitar | 3 | 4 | Slashing | 1 | 1 | 1 | - | 1 | 110 | - |
| War Pick | 3 | 4 | Piercing | 1 | 1 | 1 | - | 1 | 25 | Armour-piercing |
| Warhammer | 3 | 4 | Impact / Piercing | 1 | Versatile | 1 | - | 1 | 25 | Armour-piercing |
| Flail | 3 | 4 | Impact | 1 | 1 | 1 | - | 1 | 30 | Shield-bypass |
| Light Crossbow | 2 | 3 | Piercing | 1 | 2 | - | 80 / 160 | 2 | 140 | Loading |
| Heavy Crossbow | 4 | 4 | Piercing | 1 | 2 | - | 100 / 240 | 2 | 180 | Loading |
| Bardiche | 4 | 5 | Slashing / Piercing | 2 | 2 | 2 | - | 2 | 50 | Heavy weapon, Strength-gated, Set against charge |
| Billhook | 3 | 4 | Slashing / Piercing | 1 | 2 | 2 | - | 2 | 40 | Shield-bypass |
| Glaive | 3 | 5 | Slashing / Piercing | 1 | 2 | 2 | - | 2 | 50 | - |
| Greatsword | 4 | 6 | Slashing / Piercing | 2 | 2 | 2 | - | 2 | 150 | Defensive, Heavy weapon, Strength-gated |
| Halberd | 4 | 6 | Slashing / Piercing / Impact | 2 | 2 | 2 | - | 2 | 60 | Defensive, Heavy weapon, Strength-gated, Set against charge, Armour-piercing |
| Lance | 3 | special | Piercing | 1 | Special | 3 | - | 2 | 50 | Mounted charge, Strength-gated |
| Maul | 4 | 6 | Impact | 2 | 2 | 1 | - | 2 | 60 | Heavy weapon, Strength-gated |
| Partisan | 3 | 4 | Piercing / Slashing | 1 | 2 | 2 | - | 2 | 50 | Defensive, Set against charge |
| Pike | 2 | 4 | Piercing | 2 | 2 | 3 | - | 3 | 25 | Defensive, Heavy weapon, Strength-gated, Set against charge |

## Armour Table

| Armour | Soak | Bulk | Cost | Traits / Notes |
|---|---:|---:|---:|---|
| No Armour | 0 | 0 | 0 | - |
| Gambeson | 1 | 1 | 30 | Impact-resistant |
| Leather | 1 | 1 | 40 | - |
| Studded Leather | 2 | 1 | 50 | - |
| Jack of Plates | 2 | 2 | 60 | Piercing-resistant |
| Mail Hauberk | 3 | 2 | 180 | Slashing-resistant |
| Scale Armour | 3 | 2 | 140 | Piercing-resistant |
| Lamellar Armour | 3 | 2 | 130 | Slashing-resistant |
| Brigandine | 3 | 2 | 160 | Impact-resistant |
| Splint Armour | 4 | 3 | 190 | Slashing-resistant |
| Plate Cuirass | 4 | 3 | 200 | Piercing-resistant |
| Full Plate | 5 | 3 | 800 | Full harness |

## Shield Table

| Shield | Bulk | Cost | Traits / Notes |
|---|---:|---:|---|
| No Shield | 0 | 0 | - |
| Buckler | 1 | 10 | Small shield, parrying, close control |
| Targe | 1 | 25 | Compact shield |
| Rondache | 1 | 30 | Round shield |
| Kite Shield | 1 | 70 | Broad battlefield shield |
| Heater Shield | 1 | 75 | Standard serious shield |
| Pavise | 2 | 100 | Set cover |

## Equipment And Combat Exchanges

When an exchange is won, equipment enters damage through Strike Rating and
Protection Rating:

> **Strike Rating = Weapon Damage + min(active Damage Vital, Damage Vital Cap)**
>
> **Protection Rating = armour Soak + other explicit modifiers, if any**

Armour Soak is the default passive protection value.

Shields and defensive weapons may still matter through fiction, reach, cover,
traits, positioning, and class powers. They do not add a default extra defence
pool to Combat Exchange.

## Equipment Traits

Traits are short rules or permissions that make equipment distinctive.

| Trait | Meaning |
|---|---|
| Light Weapon | Easy to draw, conceal, or use with quick movement. |
| Versatile | Can be used in one or two hands. |
| Set Against Charge | May gain benefit against charging enemies when prepared. |
| Mounted Charge | Gains benefit while mounted and charging. |
| Armour-Piercing | May gain benefit against armoured targets when rules apply. |
| Shield-Bypass | May ignore or reduce shield-based cover or positioning when rules apply. |
| Cover | Can be positioned to block lines of attack. |
| Defensive | Useful for parrying, controlling lines, threatening approach, or supporting class powers. |
| Loading | Must be loaded before it can be fired or used for Ranged Clash. Firing leaves it unloaded whether the combatant wins or loses the exchange. |

Traits can be descriptive until the Guide or another rule uses them.

### Loading Weapons

A weapon with the Loading trait must be loaded before it can be fired. Unless a
weapon or special rule says otherwise, loading it is a Minor Action costing 1
AD. Loading requires no Skill Check and does not count as a proactive Ranged
use.

A loaded weapon remains loaded until it is fired, unloaded deliberately, or
the fiction makes that state impossible. After it is fired, it becomes
unloaded whether the attack wins, loses, is stopped by Full Guard, or ends in a
tie.

A combatant may use a Loading weapon for Ranged Clash only if it is already
loaded when the Ranged Exchange is declared.

## Example: Armour In A Combat Exchange

Brom carries an arming sword, a heater shield, and wears mail.

If Brom is hit, his mail contributes Protection Rating through Soak 3.

The heater shield may still shape the fiction, justify cover, or interact with
traits and class powers, but it is not part of a default extra defence formula.

## Example: Full Plate Against A Weak Strike

A low-level attacker hits a knight in Full Plate.

The attacker has:

- Hit Margin 1.
- Active Damage Vital 2.
- Weapon Damage 2.
- Damage Vital Cap 3.

Strike Rating:

> 2 + min(2, 3) = 4

Wound Margin:

> Hit Margin 1 + Strike Rating 4 - Full Plate Soak 5 = 0

The attack lands, but it does not meaningfully wound the knight.

## Example: Dagger In Strong Hands

A very strong character attacks with a dagger.

The attacker has:

- Strength 6.
- Dagger Weapon Damage 1.
- Dagger Damage Vital Cap 2.

Strike Rating:

> 1 + min(6, 2) = 3

The character's strength matters, but the dagger cannot carry all of it. A
small weapon remains dangerous, not absurd.

## Tips

### Players

Choose equipment that matches how you fight. Armour makes you harder to wound.
A heavy weapon lets you apply more force. A light weapon gives flexibility,
speed, and concealability. A shield shapes positioning, cover, and defensive
fiction. Carrying everything makes you ready for anything until Bulk makes you
slow.

### Narateer Guides

Use equipment to support clear fictional choices. Do not punish players with
hidden gear math. Tell them when their shield changes position or cover, when
their armour absorbs the blow, and when a weapon's reach, weight, or form
changes the scene.

Keep traits simple until they matter.

## Summary

- Equipment includes weapons, armour, shields, tools, supplies, and carried
  objects.
- Equipment Bulk follows the Bulk and Encumbrance rules.
- Weapons provide Weapon Damage.
- Armour provides passive Soak.
- Shields matter through positioning, cover, traits, class powers, and fiction.
- Helms are included in armour sets for now and have no separate mechanics.
- Strike Rating = Weapon Damage + min(active Damage Vital, Damage Vital Cap).
- Wound Margin = Hit Margin + Strike Rating - Protection Rating.
- Damage Vital Cap limits how much Vital can be applied through a weapon.
- Traits make equipment distinct but can remain descriptive until used by the
  Guide or another rule.
- Loading a Loading weapon is normally a 1 AD Minor Action. It must already be
  loaded to be used for Ranged Clash.
- Bulk measures how difficult equipment is to carry, wear, wield, or transport.


---

# Combat Modifier EV Reference

*Use this table when designing combat modifiers, class powers, equipment traits, and tactical exceptions.*

This chapter is a design reference, not a player-facing rules chapter. It records the expected value of common combat modifiers and, more importantly, where each modifier sits in the combat pipeline.

The central rule is:

> **A modifier's value depends on where it enters the pipeline.**

A fixed +1 before a comparison is not the same thing as +1 Strike Rating after an exchange is won. A reroll is not the same thing as a fixed bonus. +1 Protection Rating is not the same thing as +1 Strike Rating.

## Baseline Action Die EV

A Narateer Action Die is a custom d8:

| Face | Dots | Count |
|---|---:|---:|
| Critical Hit | 2 | 1 |
| Hit | 1 | 3 |
| Miss | 0 | 4 |

Expected dots from 1 Action Die:

> **EV = (2 x 1 + 1 x 3 + 0 x 4) / 8 = 5 / 8 = 0.625**

Therefore:

| Reference | Value |
|---|---:|
| 1 raw AD | 0.625 expected dots |
| 1 fixed dot | 1.6 raw AD equivalent |
| Advantage gain per rolled die | +0.3125 expected dots |
| Disadvantage loss per rolled die | -0.3125 expected dots |

The 1.6 AD equivalence is a raw dot-space comparison only. It does not mean that every fixed +1 should cost exactly 1.6 AD in game design terms.

The Advantage and Disadvantage values above assume the current Narateer Edge rule: Advantage rerolls Misses once; Disadvantage rerolls Hits and Critical Hits once; Advantage and Disadvantage cancel.

## Combat Pipeline

Use this pipeline to classify any proposed modifier.

| Step | Pipeline Site | Example Values |
|---:|---|---|
| 1 | Action declaration | Exchange, response, movement, reaction |
| 2 | AD cost paid | Base exchange cost, load cost, response cost |
| 3 | Boost dice committed | Extra AD up to Skill Level |
| 4 | Edge phase | Advantage, Disadvantage |
| 5 | Explicit reroll rules | Class powers, equipment, conditions, or named features |
| 6 | Final roll total | Total dots after Edge and explicit reroll rules |
| 7 | Exchange / target comparison | Tempo roll vs response roll, target 0 when unanswered, scene target number for non-exchange effects |
| 8 | Hit Margin | Winner's total minus loser's total |
| 9 | Strike Rating | Weapon Damage + capped Damage Vital |
| 10 | Protection Rating | Armour Soak plus other explicit mitigation |
| 11 | Wound Margin | Hit Margin + Strike Rating - Protection Rating |
| 12 | Wound conversion | Wound Margin to Wounds |
| 13 | Dice pool impact | Wounds take Ready AD or MD before Used AD or MD; the target chooses the type within that state. Each chosen die becomes Wounded AD. |

## Formal Modifier Table

| Modifier | Pipeline Site | Raw EV Basis | AD Equivalent | Main Effect | Design Risk | Best Practice |
|---|---|---:|---:|---|---|---|
| +1 rolled AD | Boost / roll size | +0.625 dots before rerolls | 1.0 AD | Improves success and margin if it rolls dots | Medium | This is the baseline unit. Use when a cost is being paid directly through action economy and is capped by Skill Level. |
| +1 fixed exchange total | Final roll total before comparison | +1 dot | 1.6 raw AD | Improves chance to win the exchange, Hit Margin, Wound Margin, and Wounds | Very high | Use sparingly. This is much stronger than it first looks because it can both win the exchange and deepen damage. |
| +1 fixed target number / passive Guard | Target comparison | -1 attacker margin | 1.6 raw AD responsively | Reduces success chance, Hit Margin, Wound Margin, and Wounds | Very high | Not the normal Combat Exchange model. Use only for scene targets, passive values, special powers, or narrow exceptions. |
| Response Boost die | Clash or Full Guard roll size, costs +1 AD | +0.625 raw dots before rerolls | 1.0 AD | Lets the responder commit more dice without buying a guaranteed target bump | Medium | Current core response choice for rolled responses. Apply the usual Skill Level limit unless the response specifies another limit or disallows Boosting. |
| Full Guard | Response choice and Edge phase | Advantage: +0.3125 dots per committed die | 0.5 raw AD per die | Improves the chance to stop the attack but allows no counter-damage | High | Melee Full Guard uses Melee; Ranged Full Guard uses Acrobatics. Its price is the committed response AD and forfeited counter-damage. |
| +1 Boost cap | Skill limit | No value unless the character has AD to spend | Conditional | Allows one more AD to be committed as Boost on each relevant check | Medium to high | Stronger on characters with enough AD and repeated opportunities. This changes ceiling, not the die result directly. |
| +1 proactive Skill use limit | Activation limit | Extra initiated use opportunity | Scenario-dependent | Allows one more proactive use of the Skill during the character's activation | High | Treat as action-volume expansion. It can reopen flurry pressure if granted broadly. |
| +1 Strike Rating | Post-exchange damage | +1 Wound Margin on damaging wins only | Breakpoint-dependent | Increases Wound conversion only after the exchange is won and damage is allowed | Medium | Do not price as +1 exchange total. It is breakpoint-dependent and does nothing when no damage is dealt. |
| +1 Wound Margin | Post-exchange damage | +1 Wound Margin on damaging wins only | Breakpoint-dependent | Similar to Strike Rating unless applied after other reductions | Medium | Good for class powers that should reward winning an exchange without improving exchange dominance. |
| -1 target Soak | Post-hit damage | +1 Wound Margin on affected hits | Breakpoint-dependent | Mirrors +1 Wound Margin against protected targets | Medium | Best as an anti-armour or precision feature. Stronger when armour is common. Weak against unarmoured targets. |
| +1 Protection Rating | Post-exchange protection | -1 Wound Margin on damaging wins only | Breakpoint-dependent | Reduces Wounds only after an exchange is won against the protected target | Medium | Mirrors Strike Rating more than exchange-total modifiers. It does not prevent exchange dominance. |
| +1 Weapon Damage | Post-exchange damage | +1 Strike Rating on damaging wins only | Breakpoint-dependent | Improves Wound conversion on won damaging exchanges | Medium | Belongs on weapons or strong offensive powers. Watch thresholds rather than raw EV alone. |
| +1 Damage Vital Cap | Post-exchange damage ceiling | Conditional | Build-dependent | Allows high Vital characters to express more Strike Rating | Medium | This rewards build investment. It may be worthless below the old cap and valuable above it. |
| Advantage | Edge phase | +0.3125 dots per rolled die | 0.5 raw AD per die | Improves reliability by rerolling Misses | Medium to high | Best for situational setup, teamwork, position, surprise, and class powers with clear windows. |
| Disadvantage | Edge phase | -0.3125 dots per rolled die | -0.5 raw AD per die | Suppresses roll output by rerolling Hits and Critical Hits | Medium to high | Good for conditions and bad position. Stronger on larger dice pools. |
| Explicit reroll | Power, item, condition, or named rule | Depends on trigger | Varies by dice count and timing | Converts specified dice into another chance at dots | Medium to high | No longer granted by default Skill Level. Use rerolls as special, event-limited design space. |
| Reroll one Miss | Explicit reroll rule | +0.625 dots if a Miss is available | 1 raw AD conditional | Converts one known Miss into a fresh AD result | Medium | Stronger than adding an unconditioned die when the Miss is guaranteed. Limit by trigger or event. |
| Turn one Miss into one Hit | Result conversion | +1 dot if a Miss exists | 1.6 raw AD conditional | Guaranteed improvement after seeing a Miss | High | Much stronger than a reroll. Use with strict limits. |
| Turn one Hit into one Critical Hit | Result conversion | +1 dot if a Hit exists | 1.6 raw AD conditional | Guaranteed margin increase after seeing a Hit | High | Strong when it can push thresholds. Avoid broad always-on access. |
| Extra exchange | Action economy | Full exchange package | Scenario-dependent | Adds another chance to win, force a response, and deal Wounds | Very high | Price through AD cost, base exchange cost, opportunity cost, and timing. Test heavily. |
| Reduced base exchange cost | Action economy | Saves 1+ AD per exchange | At least 1 AD per use | Enables more exchanges and more response pressure | Very high | Extremely sensitive. Use rarely and avoid stacking with high action-volume strategies. |
| Free Response | Action economy and comparison | Saves response AD | At least 1 AD plus timing value | Preserves Ready AD while still answering an exchange | Very high | Reserve for special class features or narrow triggers. Can distort combat pacing quickly. |
| Move 1 enemy Ready AD to Used | Resource pressure | Denies 1 Ready AD | 1 AD tempo swing | Reduces future actions and responses without causing Wounds | High | Good tactical pressure. Very strong if repeatable or attached to easy triggers. |
| Move 1 Used AD to Ready | Resource recovery | Restores 1 Ready AD | 1 AD tempo gain | Improves future action economy | High | Stronger in combat than raw EV suggests. Limit by timing and frequency. |
| Reduce Wounds by 1 | Wound-side protection | Prevents 1 Wounded AD | At least 1 AD saved | Protects action economy and survival after damage is known | High | Excellent protective class-power space. Use strict triggers because it works after the hit. |
| Add 1 Wound | Wound-side offence | Wounds +1 after conversion | At least 1 AD lost by target | Bypasses damage thresholds once hit condition is met | Very high | Use very cautiously. Prefer Wound Margin bonuses unless the power is meant to be brutal. |

## Explicit Reroll EV Table

Skill Level no longer grants default rerolls. This table is retained for class powers, equipment traits, conditions, or other explicit rules that grant miss-first rerolls.

The values below assume a neutral pool: no Advantage, Disadvantage, or earlier result changes. If a reroll happens after Edge or another result change, calculate its gain from the eligible Misses remaining at that point. Do not add this neutral-pool gain unchanged to an Edge-adjusted total.

Formula:

> **Reroll Gain = 0.625 x E[min(Misses, Reroll Limit)]**

Where:

> **Misses ~ Binomial(committed dice, 0.5)**

| Committed Dice | Limit 0 | Limit 1 | Limit 2 | Limit 3 | Limit 4 |
|---:|---:|---:|---:|---:|---:|
| 1 | 0.0000 | 0.3125 | 0.3125 | 0.3125 | 0.3125 |
| 2 | 0.0000 | 0.4688 | 0.6250 | 0.6250 | 0.6250 |
| 3 | 0.0000 | 0.5469 | 0.8594 | 0.9375 | 0.9375 |
| 4 | 0.0000 | 0.5859 | 1.0156 | 1.2109 | 1.2500 |
| 5 | 0.0000 | 0.6055 | 1.1133 | 1.4258 | 1.5430 |
| 6 | 0.0000 | 0.6152 | 1.1719 | 1.5820 | 1.7969 |
| 7 | 0.0000 | 0.6201 | 1.2061 | 1.6895 | 2.0020 |

Total expected roll dots before target comparison:

> **Total Roll EV = 0.625 x committed dice + explicit Reroll Gain**

## Wound Margin Breakpoints

Post-hit modifiers should be judged against the Wound conversion table, not only against raw dot EV.

Current Wound conversion:

| Wound Margin | Wounds |
|---:|---:|
| 0 or less | 0 |
| 1-2 | 1 |
| 3-4 | 2 |
| 5-6 | 3 |
| 7-8 | 5 |
| 9+ | 8 |

Marginal value of +1 Wound Margin:

| Wound Margin Before Modifier | Wounds Before | Wounds After +1 | Wound Delta |
|---:|---:|---:|---:|
| 0 | 0 | 1 | +1 |
| 1 | 1 | 1 | +0 |
| 2 | 1 | 2 | +1 |
| 3 | 2 | 2 | +0 |
| 4 | 2 | 3 | +1 |
| 5 | 3 | 3 | +0 |
| 6 | 3 | 5 | +2 |
| 7 | 5 | 5 | +0 |
| 8 | 5 | 8 | +3 |
| 9+ | 8 | 8 | +0 |

Marginal value of +1 Protection Rating is the inverse at the same breakpoints: it prevents Wounds only when it pushes Wound Margin below a threshold. This is why Strike Rating, Wound Margin, Weapon Damage, Protection Rating, and protection reduction are all marked breakpoint-dependent rather than assigned a single AD equivalent.

## Pipeline-Based Design Guidance

| Design Question | Prefer | Avoid |
|---|---|---|
| Should this power make the character more likely to win the exchange? | Advantage, reroll a Miss, or a narrow +1 exchange total | Broad always-on +1 exchange total |
| Should this power reward winning an exchange without improving accuracy? | +1 Strike Rating, +1 Wound Margin, reduce Protection Rating | +1 exchange total |
| Should this power help protection before Wounds happen? | Full Guard's Advantage, +1 Protection Rating for a short window, Disadvantage against one exchange | Returning broad free defence dice to default exchange math |
| Should this power help after damage happens? | Reduce Wounds, increase Protection Rating, refresh after surviving | Retroactive Guard or cancelling exchange dominance entirely |
| Should this power pressure enemies without killing faster? | Move Ready AD to Used, force response spending, apply Disadvantage | Automatic Wounds |
| Should this power express armour-piercing? | Reduce Soak or ignore part of Soak on a hit | Increase hit chance |
| Should this power express precision? | Damage Vital Cap increase, Wound Margin on hit, Hit Margin rider | Flat universal attack bonus |
| Should this power express tactical setup? | Advantage for an ally, response penalty against next exchange, Ready AD pressure | Permanent character-sheet bonuses |

## Important Non-Equivalences

### +1 Strike Rating Is Not +1 Exchange Total

+1 exchange total can change who wins the exchange. If damage is allowed, it can also increase Hit Margin and therefore Wound Margin.

+1 Strike Rating does nothing unless the exchange has already been won by a combatant who can deal damage. It only increases Wound Margin after that point.

So:

| Bonus | Can change exchange winner? | Changes Hit Margin? | Changes Wound Margin? | Works when no damage is allowed? |
|---|---:|---:|---:|---:|
| +1 exchange total | Yes | Yes, if it affects the winning side or margin | Sometimes, indirectly | Yes; it can still change the winner or stop an attack with Full Guard |
| +1 Strike Rating | No | No | Yes, directly | No |

These should not be costed or distributed as equivalent modifiers.

### +1 Protection Rating Is Not +1 Exchange Total

+1 Protection Rating reduces Wound Margin after an exchange has already been won against the protected target. It does not prevent the opponent from winning the exchange. It does not reduce Hit Margin. It does not stop riders that trigger simply on exchange dominance unless those riders require Wounds.

+1 exchange total may prevent the opponent from winning the exchange or may deepen your own winning margin.

### Advantage Is Not A Flat +1

Advantage gains +0.3125 expected dots per rolled die. Its value scales with dice pool size and changes when explicit reroll rules are also available.

Advantage is usually better design than a flat +1 when the fiction is situational, unstable, or created through teamwork.

### A Reroll Is Not A New Die

A raw extra AD adds 0.625 expected dots before explicit rerolls.

A reroll of a known Miss also adds 0.625 expected dots, but only because the Miss is already known. That makes it powerful as an after-seeing-the-roll effect.

## Class Power Budgeting Recommendations

| Power Strength | Rough Shape | Examples |
|---|---|---|
| Minor | Conditional, narrow, or post-hit only | +1 Wound Margin on a specific trigger; Advantage on one narrow check; move after surviving an exchange |
| Standard | Strong but event-limited | Reroll one Miss; reduce Protection Rating by 1 on a declared exchange; +1 Protection Rating until start of next turn after a trigger |
| Major | Changes action economy, target numbers, Wounds, or action volume | Free response; reduce Wounds by 1; move enemy Ready AD to Used; +1 proactive Skill use |
| Dangerous | Can dominate if repeatable | Extra exchanges, reduced base exchange cost, automatic Wounds, always-on +1 exchange total |

## Recommended Defaults

- Use **Advantage/Disadvantage** for circumstances, visibility, position, pressure, and temporary fictional leverage.
- Use **Full Guard's Advantage** for the core all-defence response: it stops attacks more reliably and gives up counter-damage.
- Use **Strike Rating or Wound Margin** when a power should make won exchanges hurt more without increasing the chance to win the exchange.
- Treat free shield or weapon defence dice as archived design space, not current default rules.
- Use **Boost cap** and **proactive Skill-use limit** increases carefully. They alter how often a character can apply AD, not merely how well one roll performs.
- Use **Protection Rating** for passive durability after an exchange is won against the target, not for winning the exchange.
- Use **Ready AD to Used** for pressure, harassment, suppression, and flurry-style tactics.
- Use **Wound reduction** for tough, heroic, or survival-focused class powers.
- Avoid broad always-on fixed bonuses unless they define a major character identity and have been tested in the matrix.

## Testing Requirement

Any modifier in the following categories should be matrix-tested before being treated as final:

- fixed +1 exchange total;
- fixed +1 target-number effects or broad free defence dice reintroduction;
- increased Boost caps;
- increased proactive Skill-use limits;
- reduced base exchange cost;
- free or discounted responses;
- extra exchanges;
- automatic Wounds;
- repeated Ready AD drain;
- any modifier that changes Wound conversion or bypasses Soak.

The EV table is a starting point. The duel matrix remains the proving ground.



---

# Rules Changelog

This page records player-facing changes to the Narateer Rules Compendium. The
version shown here identifies the rules corpus as a whole, including every
numbered chapter and reference page.

Formal release history begins with Pre-alpha v0.1.0. Earlier development remains
available in the repository's Git history.

## Pre-alpha v3.0.0 — 9 September 2026

### Changed

- Replaced Rogue Phantom’s Clean Abort (Tier 1), Measured Hands (Tier 2), and Shadow Hand (Tier 3) with False Lead, Covert Recovery, and Prepared Blind respectively. These replace the previous mechanics; existing character selections should be reviewed with the Guide.
- Alphabetised the Powers within every Rogue Tier. Existing Power links remain usable.

## Pre-alpha v2.1.1 — 9 September 2026

### Changed

- Clarified Killing Line: choose whether to exploit the opening when initiating the next attack, before the opponent chooses their Exchange Response. Simplified the wording and removed the redundant opening-replacement clause.

## Pre-alpha v2.1.0 — 9 September 2026

### Added

- Added Killing Line to Warrior Tier 3, between Deathblow and Passage of Blows. Forgo a won Melee Exchange’s Wounds to risk a second strike for twice Melee SL added to Wound Margin.

## Pre-alpha v2.0.0 — 9 September 2026

### Changed

- Moved Eviscerate from Fighter Warrior Tier 3 to Rogue Viper Tier 3. Its existing wording, Melee-linked mechanics, Tier and stable link identity are unchanged. The Finesse revision remains separate. This changes which Class offers the Power.

## Pre-alpha v1.0.5 — 9 September 2026

### Changed

- Removed Optional Random Difficulty and its summary reminder. The fixed Difficulty Rating table remains unchanged.
- Clarified that a Skill has a fixed Linked Vital; removed per-check Vital selection from Combat and the conflicting Resilience reference from Venom Vials. Skill, dice, difficulty and Damage Vital rules are preserved.
- Linked the Primant Trance overview directly to the governing Trance and spellcasting procedures.

## Pre-alpha v1.0.4 — 9 September 2026

### Changed

- Renamed the Witch Class to **Primant** throughout the rules, Class navigation, Bloodlines, Magic examples and quickstart download. Existing Class page links redirect to Primant.
- Replaced the Primant introduction, Path descriptions, Starting Kit and Trance overview with the approved Primal magic description. Class Powers are unchanged.

## Pre-alpha v1.0.3 — 9 September 2026

### Changed

- Separated Venom Vials into coating, trigger, failure and limit steps. Its uses, target check, difficulty, duration and restrictions are unchanged.
- Restored Tier headings inside the expandable Class Power groups on all five Class pages, preserving Power text, order and deep links.

## Pre-alpha v1.0.2 — 8 September 2026

### Changed

- Classified voluntary Trance release as a Trivial Action costing 0 AD. Its once-on-your-turn limit, Overcharge tests and release rolls remain in effect.

## Pre-alpha v1.0.1 — 8 September 2026

### Changed

- Specified that Encumbered reduces Base Movement by one quarter and Heavily Encumbered halves Base Movement, before calculating Walk, Run, or Sprint. The separate Sprint Skill bonus is unchanged.
- Applied the same Encumbrance calculation in every Scene Mode, retaining fractional metres until the completed allowance is converted through Distance & Range. Added worked examples and aligned the Movement sequence.

## Pre-alpha v1.0.0 — 8 September 2026

### Changed

- Wounds now take Ready AD or Ready MD before any Used dice. The character taking the Wounds chooses the type within that state; injured MD become Wounded AD. Updated the dice, Vitality, Magic and combat references to match.
- Replaced Weakened’s melee-damage penalty with Impaired Refresh for Used AD and Used MD. Unstable Trance still makes only its existing refresh roll.
- Limited Continuation Checks to characters who remain Active after Wounds. Collapsed characters use Death & Recovery.
- Corrected the illustrative relic Overcharge to convert existing AD into MD, preserving Dice Conservation.

## Pre-alpha v0.18.1 — 8 September 2026

### Changed

- Put specific procedures first in the **Actions** decision path, preserving their existing precedence and costs.
- Added a concrete explanation of play at the start of **What Is a TTRPG?**.
- Added a practical reading route to **How to Use This Rules Compendium**, linked its Guide advice to **Scene Modes** and **Character Development**, and corrected introductory **Narateer Guide** references.
- Clarified that the faces on **Narateer Dice** contribute to the procedure being resolved; a Hit on one die does not automatically make an action succeed.
- Separated **Necrokin** magical-healing cases for easier reference without changing their effects.
- Corrected **Altar Dash** to distinguish its 12 m route from the 16 m movement allowance it uses, and supplied the Base Movement needed for the example.
- Corrected Greta’s **Magic Pool Limit** to 3 while retaining her single available Ready MD and the same casting dice.
- Replaced the obsolete History Skill reference on **Scripture Scroll** with **Society**, which governs historical knowledge. Its Occult option and other requirements remain unchanged.

- Clarified the general Skill Check defaults and target-number summary without changing specific Action or Exchange Response procedures.
- Aligned the **Attempt Something Else** reminder with specific-procedure precedence and removed a duplicated **Story Milestone** definition.
- Clarified that spending Ready AD moves it to Used without reducing Vitality.
- Corrected the **Death & Recovery** quick reference to enter Dying immediately when the initial Critical Recovery Pool is zero.
- Distinguished being unaware of an attack from being **Unconscious** in Combat's conditions picker.
- Corrected **Narateer Guide** references in **Scene Modes** and clarified that changing modes preserves the rules being resolved.
- Clarified the neutral-pool assumptions of the explicit-reroll EV table and corrected the reference comparison for exchange-total bonuses when damage is not allowed.
- Corrected grammar and first-person prompts in **Character Origins**.

## Pre-alpha v0.18.0 — 8 September 2026

### Added

- Added **Coillarn**, a non-human woodland-fey Bloodline from Crann Bethadh, with a choice of +1 Agility or Cognition, **Woodland Concealment**, and **Fey Instinct**.
- Added three Coillarn Origins: **Hidden Grove Watcher**, **Hollow Herbalist**, and **Keeper of Small Promises**, with starting Skills, equipment, resources, and role-playing prompts.
- Added Coillarn to the Bloodline directory and Crannach neighbour relationships, with the owner-selected stream-crossing portrait.

## Pre-alpha v0.17.2 — 7 September 2026

### Changed

- Moved **Story Milestones and Checkpoints** from **How to Use This Rules Compendium** to **Character Development**, immediately before **Story Points**. Preserved the rules wording and updated the cross-reference to its new location.

## Pre-alpha v0.17.1 — 6 September 2026

### Changed

- Updated **Vanishing Strike**’s Tags: replaced **Boost** with **Positioning** to emphasise its concealment and relocation effect. The Power’s mechanics are unchanged.

## Pre-alpha v0.17.0 — 6 September 2026

### Changed

- Reworked **Vanishing Strike** at Phantom Tier 1. Once during your Activation, winning an initiated Melee or Ranged Exchange begun hidden from its target Refreshes AD equal to Wounds dealt, capped by Stealth SL.
- The escape uses remaining movement to reach a new hiding position and make a new Stealth Hide check with at least 1 Boost AD. Wounds, displacement, or an incomplete route end the escape without a Hide.
- Opposing witnesses whose Observation Readiness scores the Hide check beats lose sight of the Rogue at the recorded starting position and do not notice where the Rogue went.

## Pre-alpha v0.16.0 — 5 September 2026

### Added

- Added **The Waiting Blade** and **Ghost Run** at Phantom Tier 3, completing the Path’s three-Power Tier 3 selection alongside **Shadow Hand**.
- **The Waiting Blade** prepares a hidden ambush that interrupts an enemy’s declared activity and carries the Hide investment into temporary attack Boost dice.
- **Ghost Run** permits a continuous concealed Sprint segment, bounded by the Hide investment and remaining Sprint allowance.

## Pre-alpha v0.15.0 — 5 September 2026

### Changed

- Replaced **Shadow Dread** with the owner-approved **Clean Abort** at Phantom Tier 1 and **Dark Terror** with **Measured Hands** at Phantom Tier 2, preserving existing Power links.

### Added

- Added the owner-approved **Shadow Hand** at Phantom Tier 3, creating a temporary Stealth-based reserve for light-weapon attacks, Stealth Advantage, and discreet manual tasks.

## Pre-alpha v0.14.0 — 5 September 2026

### Changed

- Rewrote **Ghostwalker** with the owner-approved movement benefit: after a successful Boosted Hide check, move up to 4m per Boost AD using remaining Walk or Run movement without hiding’s extra movement cost. Normal terrain costs and Hide rules still apply.
- Clarified Ghostwalker’s early stops, exposed or illegal routes, pauses, endings, and separate Cinematic distance conversion. Ending Ghostwalker does not itself end hiding.

## Pre-alpha v0.13.0 — 5 September 2026

### Added

- Added **Common Actions** to Actions, with Attack, Cast a Spell, Move, Assist, Hide, Search, equipment use, and other attempts.
- Defined **Hide and Search**, including observer-specific detection, passive Observation Readiness or active Observation checks, recorded Hide results, reveal timing, and concealed Walk or Run movement at twice normal movement cost.
- Added **Opportunity Attacks**: a completed step between two Spaces within melee reach can trigger a normally paid Melee Exchange. Entering or leaving reach does not trigger it; each qualifying step offers a new Reaction while resources and legal attacks remain available.
- Defined shared-step Reaction order and applied the same movement trigger to willing and forced movement, subject to specific Reaction exemptions.

### Changed

- Linked Movement and Actions to Opportunity Attacks, and clarified that movement around an aware opponent does not automatically create an unseen attack.
- Connected hidden and unseen combat rules to Hide without treating ordinary concealment as physical invisibility.
- Linked active searches in Skill Checks to the common Hide and Search procedures.

## Pre-alpha v0.12.0 — 5 September 2026

### Added

- Added **Movement** to the responsive illustrated chapter-banner treatment.

### Changed

- Rebuilt **Movement** around deterministic Walk, Run, and Sprint modes. Base Movement remains 8 + Strength + Agility; Run costs 1 AD for BM × 2, while Sprint costs 2 AD for (BM × 3) + 2 m per governing Athletics or Acrobatics Skill Level.
- Removed the universal Sprint Skill Check and bespoke Sprint Result Table. Normal movement no longer rolls to determine speed; Skill Checks occur only when an obstacle, hazard, contest, or route is meaningfully uncertain.
- Formalised the movement sequence, divided movement, additional movement, Difficult terrain, climbing and swimming, and ownership boundaries for Conditions, Encumbrance, and Scene Mode conversion.
- Migrated **Wallrunner**, **Breakneck Vault**, and **Unstoppable Charge** so their exceptional AD spends and rolls belong to the Powers rather than to Sprint itself.
- Aligned **Distance & Range** with the deterministic Movement procedure.

## Pre-alpha v0.11.1 — 4 September 2026

### Added

- Added a responsive illustrated banner to **Distance & Range**.

### Changed

- Replaced the chapter's **Quick Reference** ending with the standard written
  **Summary**, revised to recap the complete distance procedure in decision
  order.

## Pre-alpha v0.11.0 — 4 September 2026

### Changed

- Rebuilt **Distance & Range** as one rules-first procedure using metres as the
  source unit and preserving the same mechanics across Story, Cinematic, and
  Tactical Scene Modes.
- Formalised single and paired Range values, Effective and Maximum Range,
  beyond-effective Disadvantage, invalid beyond-maximum attacks, and weapon
  Reach Ratings across all three Scene Modes.
- Defined concrete Story relationships, formal Zone adjacency and connection,
  10 m Zone Snapping, 2 m Space conversion and rounding, square and hex
  distance counting, direct range measurement, and area inclusion.
- Aligned **Scene Modes**, **Movement**, **Combat**, and **Equipment** with the
  shared distance contract, including explicit weapon-table headings and
  corrected cross-references.

## Pre-alpha v0.10.2 — 4 September 2026

### Changed

- Rebuilt **Redline Chain** as a Tier 3 Daredevil Acrobatics Power. A successful
  Routine Skill Check now creates 1 Redline Point per Boost AD. Until the
  Rogue's next Activation, those points can prevent Reactions to their movement
  or action, cross Difficult terrain at normal cost, or automatically pass an
  Acrobatics Skill Check needed to get past an obstacle or hazard.

## Pre-alpha v0.10.1 — 4 September 2026

### Changed

- Corrected **Death & Recovery** so its state flow runs from Critical to Dying
  and then Last Gasp. Under this procedure, a Hit or Miss on Last Gasp is the
  route to Deceased.
- Reworked the chapter into the established rules-page format: examples now sit
  beside the rules they demonstrate, contextual tips clarify state handling,
  the quick-reference table is concise and complete, and the page ends with a
  proper Summary.

## Pre-alpha v0.10.0 — 4 September 2026

### Added

- Added a responsive illustrated banner to the **Death & Recovery** chapter.
- Added Current VIT and Critical Recovery fields to the fillable character
  sheet so negative Vitality and the persistent recovery clock can be recorded.

### Changed

- Rebuilt **Death & Recovery** as one rules-first procedure covering the five
  mutually exclusive states: Active, Unconscious, Critical, Dying, and
  Deceased.
- Formalised Unconscious Recovery Rolls, the persistent Critical Recovery Pool,
  the delayed Last Gasp, and the effects of further Wounds while Critical.
- Separated First Aid from magical healing, including exact action, check,
  timing, VIT, Wounded AD, waking, and Dying-rescue rules.
- Aligned **Vitality** and Necrokin recovery wording with the same collapse-state
  procedure, and preserved VIT comparison operators in generated search text.

## Pre-alpha v0.9.2 — 4 September 2026

### Changed

- Replaced **Lead Them On** with **Borrowed Momentum**, a Tier 3 Daredevil
  Acrobatics Response. When its Full Guard Response is Boosted with at least
  3 AD, a strict win causes 1 Wound from Physical (Impact) harm, increasing to
  2 Wounds with at least 4 Boost AD. This follow-on harm does not calculate a
  Wound Margin, and existing links to Lead Them On remain valid.

## Pre-alpha v0.9.1 — 4 September 2026

### Changed

- Revised the **Difficulty Ratings** reference table: added Epic at DR 5,
  moved Legendary to DR 7 and Mythic to DR 9, and added Impossible as Declared
  as a no-roll result.

## Pre-alpha v0.9.0 — 3 September 2026

### Added

- Added a responsive illustrated banner to the **Skill Checks** chapter.

### Changed

- Rebuilt **Skill Checks** around one active-check procedure, three distinct
  target sources, and a compact player-facing structure. Specific procedures
  now own their required dice, costs, Boost rules, and comparison methods, so
  the same attempt is never charged twice.
- Formalised **Assist** as a Reaction declared after the Guide confirms the
  Skill and target but before the originating character commits dice. It never
  consumes a proactive Skill use, including during the assisting character's
  own activation.
- Removed the obsolete universal Class Power Phase from Skill Checks and
  spellcasting. Class Powers now resolve only at the exact timing named by
  their written Trigger.
- Clarified that Readiness comparisons have no Edge Phase, corrected concealed
  pickpocketing to test Finesse against Observation Readiness, and made Outcome
  Tiers narrative guidance unless another rule grants a mechanical effect.
- Clarified optional random DR timing, disclosure, and overlapping ranges, and
  updated shared rules publication details to show the current release rather
  than the long-lived edition identifier.

## Pre-alpha v0.8.0 — 3 September 2026

### Added

- Added a responsive illustrated banner to the **Actions** chapter.

### Changed

- Rebuilt **Actions** around a single declaration and resolution flow:
  automatic outcomes, impossible attempts, Skill Checks, and specific rules
  such as Combat Exchanges, movement, spellcasting, equipment, and Class
  Powers. Scene Mode changes now frame resolution rather than replacing it.
- Clarified that specific rules override general Action Tiers, their costs are
  paid only once, and Narateer uses Ready AD and other limits instead of fixed
  Major and Minor Action slots.
- Distinguished proactive Actions, Exchange Responses, and Reactions. A
  Reaction may now occur whenever its explicit Trigger occurs, including during
  the reacting character's activation, without consuming a proactive Skill use.

## Pre-alpha v0.7.1 — 3 September 2026

### Changed

- Replaced **First to the Finish** with **Sweep the Floor**, a Tier 3 Daredevil
  Acrobatics Power. A low sweep Boosted with at least 3 AD can make up to
  1 chosen enemy per Boost AD Prone without Wounds, if its final dots are higher
  than the highest Melee Readiness Score among the chosen enemies.
- Alphabetised the Tier 3 Daredevil Powers and preserved existing links to the
  replaced Power.

## Pre-alpha v0.7.0 — 3 September 2026

### Added

- Added **Character Development** as the single rules chapter for earning,
  saving, and spending Story Points; increasing Core Vitals, Skills, and
  Classes; unlocking Class Power Tiers; multiclassing; and Training Exchange.

### Changed

- Corrected Class advancement so increasing a Class Level has no Skill Level
  prerequisite and each gained Class Level grants one Class Power from any
  Tier already unlocked for that Class.
- Corrected Class Power Tier access so the Tiers unlock solely at 3, 6, and 9
  total Skill Levels across the Class's three core Skills. Class Level does not
  determine Tier access, and unlocking a Tier does not itself grant a Power.
- Replaced duplicate advancement procedures in the Core Vitals, Character
  Skills, Character Classes, Class Powers, and milestone overview chapters
  with references to Character Development. Training Exchange is unchanged.

## Pre-alpha v0.6.1 — 3 September 2026

### Changed

- Replaced **Mentorship** with **Training Exchange**, allowing two characters
  who train one another to each reduce the SP cost of a qualifying Skill or
  Class Level increase by 1 SP, to a minimum of 1 SP. Both increases resolve
  together, reductions do not stack, and Core Vitals remain exempt.

## Pre-alpha v0.6.0 — 2 September 2026

### Added

- Added **Story Milestones and Checkpoints**, with progress-based Story Point
  awards and provisional playtest values of 3 SP per Story Checkpoint and an
  additional 5 SP when the Story Milestone is resolved.
- Added **Synergy**, a persistent shared party resource created during Rests
  through mutual Story Point investment and granted by a present ally as
  Advantage on a Skill Check.
- Added **Mentorship**, allowing a more experienced party character to reduce
  the Story Point cost of one Skill or Class Level increase by 1 SP, to a
  minimum of 1 SP. Core Vitals are exempt.

### Changed

- Aligned existing advancement rules with the formal Story Milestone resolution
  timing and reserved that term for the campaign progress structure.

## Pre-alpha v0.5.1 — 2 September 2026

### Added

- Added an **Assist** tip and worked example showing how a concrete contribution
  can use a different Skill, Boost normally, and grant Advantage on the
  originating Skill Check.

## Pre-alpha v0.5.0 — 2 September 2026

### Added

- Added a universal **Assist** procedure to Skill Checks. One ally may spend and
  roll 1 Ready AD for a Routine Skill Check, Boosting normally, to grant
  Advantage when their concrete contribution succeeds. Only one Assist Check
  may support an originating Skill Check, and an Assist Check cannot itself be
  Assisted.

## Pre-alpha v0.4.0 — 2 September 2026

### Added

- Added the first three Tier 3 Daredevil Class Powers, all linked to Acrobatics:
  **First to the Finish** contests an enemy's completed movement, **Lead Them
  On** turns Full Guard into a pursuit, and **Redline Chain** banks escalating
  stunt risks for a later Melee Exchange.

### Changed

- Completed the executable Class Power projection contract with the adopted
  Scene Modes doctrine references required for validated movement-Power Cards.

## Pre-alpha v0.3.9 — 29 August 2026

### Changed

- Revised **Corkscrew Takedown** so a target that loses the Exchange falls
  Prone after Wounds are applied. The target can no longer spend Ready AD to
  resist the takedown.

## Pre-alpha v0.3.8 — 29 August 2026

### Changed

- Replaced **Rooftop Rush** with **Corkscrew Takedown**, a Tier 2 Acrobatics
  Melee Exchange Power that limits harm to 1 Wound of Physical (Impact), then
  forces the target to fall Prone or move Ready AD equal to the committed Boost
  AD to Used. A Prone target may exchange positions with the Rogue.
- Alphabetised the Tier 2 Daredevil Class Powers.

## Pre-alpha v0.3.7 — 29 August 2026

### Changed

- Rebuilt **Breakneck Vault** so an Acrobatics Sprint can carry its total into
  Full Guard and, on a win or an uncontested approach, vault through and past
  the enemy before continuing.

## Pre-alpha v0.3.6 — 29 August 2026

### Changed

- Rebuilt **Wallrunner** as a point-of-contact Acrobatics Sprint manoeuvre.
  Its Wallrunner movement is limited to 2m per Boost AD, uses the Sprint’s
  movement rather than granting bonus movement, and alone avoids Reactions.

## Pre-alpha v0.3.5 — 29 August 2026

### Changed

- Clarified **Feint & Flow** so Acrobatics explicitly supplies its Response
  roll and determines its maximum Boost AD. Its mechanics are unchanged.

## Pre-alpha v0.3.4 — 29 August 2026

### Changed

- Moved **Unpredictable Motion** to Tier 1 and lowered its minimum Boost to
  1 AD, with declaration preceding its Routine Acrobatics Skill Check.
- Moved **Cut It Close** to Tier 2 and clarified its eligible harm, AD-state
  transition, and single modified-Wound application.
- Alphabetised the Daredevil Class Powers within each Tier.

## Pre-alpha v0.3.3 — 28 August 2026

### Changed

- Clarified the compact Class Power Card reading order by naming the Power
  heading before its signature, Trigger, Effect, optional Scene Modes, and
  Tags.
- Adopted Class Power Rules-Language Standard v0.2.0 as the operative
  authoring standard through its atomic alignment package. This adoption does
  not migrate, approve, adopt, or publish any individual Class Power.

## Pre-alpha v0.3.2 — 27 August 2026

### Changed

- Rebuilt **Rooftop Rush** so its minimum 2 AD Boost gates declaration while its
  Effect alone selects the route, discounts one distinct feature per Boost AD,
  and resolves failed, interrupted, and completed movement.
- Reordered **Unpredictable Motion** so its Routine Acrobatics Skill Check and
  minimum 2 AD Boost commitment gate declaration; its Effect is unchanged.
- Clarified **Breakneck Vault** by keeping every eligibility condition in its
  Trigger and every Exchange, crossing, and failure result in its Effect.
- Added explicit Story and Cinematic Mode translations to both movement Powers.

## Pre-alpha v0.3.1 — 26 August 2026

### Changed

- Limited **Cut It Close** to sudden harm that an immediate acrobatic manoeuvre
  could lessen; Lingering Harm and ambient or ongoing exposure no longer
  qualify.
- Repaired **Feint & Flow** so its Full Guard choice, Boost commitment, and
  declaration sit wholly in Trigger, while its Acrobatics substitution, win
  gate, and Reaction-free movement sit wholly in Effect.
- Clarified **Wallrunner** by separating its guaranteed Run-distance route from
  the Sprint movement used to complete it, naming its Reaction handling and
  failure result, and making Boost-scaled Story and Cinematic crossings clear.
- Kept each Trigger, Effect, and Scene Modes field as one rendered paragraph
  while retaining one complete sentence per source line.

## Pre-alpha v0.3.0 — 26 August 2026

### Added

- Added three Tier 2 Viper Class Powers linked to Finesse.
- Added **Widow’s Measure**, which trades Wound Margin for a measured poison
  dose that Hinders its target and pressures their Ready AD.
- Added **Mortal Geometry**, which converts selected committed Boost AD from
  attack dice into post-hit Wound Margin.
- Added **Gone Before the Echo**, which converts a successful unseen strike
  into Reaction-free movement and an advantaged attempt to Hide.
- Kept all three Powers independent of named Power prerequisites and required
  at least 2 Boost AD for activation.

## Pre-alpha v0.2.20 — 26 August 2026

### Changed

- Rebuilt **Surgical Incision** as a Tier 1 precision Power that spends Ready AD
  to reach exactly the next Wound-conversion threshold, with both its cost and
  added Wounds bounded by Finesse SL.
- Rebuilt **Woundblade** as a Tier 1 injury-poison Power that progresses from
  Weakened to Hindered across successful applications and pressures the target
  to spend Ready AD after Refresh to end it.
- Replaced **Tendon Slice** with **Clean Exit**, a Tier 1 unseen-strike escape
  that turns Ready AD into Reaction-free additional movement without granting
  Hide or changing normal revelation.
- Preserved all three Powers' stable IDs, Viper placement, Tier, Finesse
  linkage, and light-weapon identity.

## Pre-alpha v0.2.19 — 26 August 2026

### Changed

- Rebuilt **Shadow Dread** as a Tier 1 Stealth feint that lets an enemy spend a
  Reaction testing a false threat cue before an immediate Melee or Ranged
  Exchange reveals its Response commitment first.
- Rebuilt **Dark Terror** as a Tier 2 Stealth setup that lets the Rogue or a
  willing ally exploit a longer-lived false cue, while the enemy can spend AD
  to restore normal Exchange order.
- Kept both Powers mundane, preserved normal legal Exchange Responses, and
  prevented their threat cues from detecting or locating the Rogue.
- Preserved both Powers' existing names, canonical IDs, Tier placement, and
  Stealth linkage.

## Pre-alpha v0.2.18 — 26 August 2026

### Changed

- Rebuilt **Ghostwalker** as a Tier 1 Stealth movement Power that converts AD
  invested in a successful Hide check into bounded movement along a legal,
  concealed Walk or Run route.
- Rebuilt **Flickering Escape** as a Tier 2 Stealth Reaction that contests a
  successful Observation check and repositions the Rogue through an existing
  concealed route before detection.
- Kept both Powers mundane and observer-scoped, with no invisibility,
  teleportation, terrain bypass, or suppression of normal Reactions.
- Preserved both Powers' existing names, canonical IDs, Tier placement, and
  Stealth linkage.

## Pre-alpha v0.2.17 — 26 August 2026

### Changed

- Rebuilt **Vanishing Strike** as a Tier 1 Stealth follow-through that lets a
  hidden Rogue who draws blood attempt to Hide again with Advantage.
- Rebuilt **Shadow Execution** as a Tier 2 assassination setup that converts AD
  invested in a successful Hide check into bounded Wound Margin after winning
  a prepared Melee or Ranged Exchange.
- Preserved normal Exchange Responses and both Powers' existing names,
  canonical IDs, Tier placement, and Stealth linkage.

## Pre-alpha v0.2.16 — 25 August 2026

### Changed

- Replaced **Agile Recovery** with **Cut It Close**, a Tier 1 Acrobatics Wound
  gamble that commits Ready AD before the result and increases the triggering
  Wounds on 0 dots.
- Replaced **Velocity Strike** with **Breakneck Vault**, a Tier 2 Acrobatics
  Sprint stunt that creates a normal Melee Exchange with Advantage, crosses the
  enemy's position on a win, and leaves the Rogue Prone without one.
- Preserved both Powers' canonical IDs and former title fragments so existing
  links continue to reach the renamed Cards.

## Pre-alpha v0.2.15 — 25 August 2026

### Changed

- Rebuilt **Feint & Flow** as a Tier 1 Acrobatics Full Guard Response that
  converts a stopped Melee or Ranged attack into Boost-scaled repositioning.
- Rebuilt **Unpredictable Motion** as a Tier 2 Acrobatics setup that creates
  bounded Misdirection Points and spends them after an enemy commits its AD to
  impose Disadvantage on that Exchange.
- Published both Trickster Powers in the standard Card structure as independent
  choices, with each Power remaining fully functional without the other.

## Pre-alpha v0.2.14 — 25 August 2026

### Added

- Added a player-facing Rogue Path guide, numbered character-creation flow,
  Daredevil, Phantom, and Viper quick starts, and responsive Rogue chapter
  artwork.
- Added collapsed navigation for all nine Rogue Path and Tier combinations,
  including clear Coming Soon states for tiers still in development.

### Changed

- Brought the full **Rogue** chapter into the Fighter presentation standard:
  one H1, Path sections at H2, Tier sections at H3, and Powers at H4.
- Migrated all 15 existing Rogue Powers into semantic Power Cards with the
  standard Trigger, Effect, optional Scene Modes, and quiet Tags order.
- Added stable `power.rogue.*` anchors, preserved legacy fragments, and opened
  the correct collapsed Tier when a Power is reached through a deep link.
- Applied mechanically neutral language and terminology cleanup to the legacy
  Rogue Powers. **Wallrunner** and **Rooftop Rush** retain their approved
  mechanics and single-paragraph Effects.

## Pre-alpha v0.2.13 — 25 August 2026

### Changed

- Rebuilt **Wallrunner** as a Tier 1 Acrobatics Sprint Power that can make one
  bounded wall or gap section legal movement while preserving Sprint distance,
  route limits, and a supportable landing.
- Rebuilt **Rooftop Rush** as a Tier 2 Acrobatics Sprint Power that reduces the
  movement cost of distinct, normally traversable route features without making
  impassable routes legal.
- Published both Powers in the standard Card structure with single-paragraph
  Effects, canonical Power anchors, and preserved legacy fragments.

## Pre-alpha v0.2.12 — 22 August 2026

### Changed

- Added the supplied **Class Powers** artwork as a responsive chapter banner
  with AVIF and WebP sources, a lightweight preview, and descriptive alternative
  text.
- Reordered the chapter so **What Are Class Powers?** introduces the rules
  before **Using Your First Class Power**, and replaced the ASCII progression
  arrows with typographic chevrons.
- Presented Tier qualification in its table and examples in play order: first
  reach the required total Skill Levels, then spend SP to gain the required
  Class Level. The matching **Character Classes** rule now uses the same order.
- Consolidated **What Is An Event?** and **Event Trigger Timing** into one
  player-facing section while preserving the timing categories, Reaction rule,
  and existing deep-link target.

## Pre-alpha v0.2.11 — 22 August 2026

### Changed

- Rebuilt **Class Powers** as a player-facing rules reference and removed the
  authoring taxonomy, balance guidance, writing template, standard-wording
  examples, and source filenames that had appeared on the public page.
- Reconciled Tier 3 access with **Character Classes**: Class Level 3+ and 9
  total Skill Levels across the Class's three core Skills. A Class Mastery Event
  is not required.
- Made each Power's written Trigger authoritative for its exact timing and
  clarified declaration, interception, resolved-Event, and Reaction timing.
- Kept the one-Power-per-Event limit, simultaneous Trigger order, chained Event
  procedure, and Side Roll rules together as table-ready player procedures.

## Pre-alpha v0.2.10 — 21 August 2026

### Changed

- Completed the **Character Classes** creation rules. An Origin now supplies
  basic starting gear, while a starting Class grants 120 Dritch for purchasing
  equipment.
- Clarified that raising a Class Level costs Story Points equal to the new
  Level, grants another Power, and is currently capped at Class Level 10.
- Added the Class Power Tier requirements directly to the chapter: Class Level
  1/2/3 and 3/6/9 total Skill Levels across the Class's three core Skills.
- Clarified multiclassing as Skill-gated advancement: meet the core-Skill and
  narrative prerequisites, then spend 1 Story Point for Level 1 in the new
  Class without gaining the creation-only Skill Levels or Dritch again.
- Added player-facing links to all five Classes, Class Powers, Character
  Origins, Equipment, and the Character Sheet, and removed the internal design
  note from the chapter.

## Pre-alpha v0.2.9 — 20 August 2026

### Changed

- Published the approved full Fighter page language and structure pass. All 27
  Fighter Powers now use the H1/H2/H3/H4 hierarchy, exact `power-card` source
  wrappers, stable `power.fighter.*` anchors, semantic article regions, and
  registered legacy fragment aliases.
- Reprojected **Guardbreaker**, **Parry**, **Whirlwind Step**, **Precise Shot**,
  **Swift Reposition**, **Resurgence**, **Stalwart**, **Toughness**, **Shake It
  Off**, and **Loving The Pain** into the approved Card form while preserving
  their mechanics. Applied mechanically neutral structure, typography,
  referent, and Tag-vocabulary repairs to the other Fighter Powers.
- Updated the Fighter Quick Starts to use canonical Power anchors while
  preserving the former title-based fragments as aliases.

## Pre-alpha v0.2.8 — 20 August 2026

### Changed

- Replaced **Borrowed Time** with **Loving The Pain**, a Tier 3 Titan Power that
  turns the final dots from a heavily Boosted Routine Athletics Skill Check into
  Pain Points, then spends them after survived Wounds to move Used AD to Ready.

## Pre-alpha v0.2.7 — 19 August 2026

### Changed

- Removed the redundant “before rolling” wording from Fighter Power triggers.
  Their declaration timing and mechanics are unchanged.

## Pre-alpha v0.2.6 — 19 August 2026

### Changed

- Revised **Unstoppable Charge** into a straight-route Athletics Sprint that
  selects enemies by Boost AD, compares the Sprint total with Athletics
  Readiness, and drives successful blockers off the route and Prone.

## Pre-alpha v0.2.5 — 19 August 2026

### Changed

- Revised **Last Bastion** so it is declared before its Athletics roll, requires
  at least 1 Bastion Point for movement, makes movement and swap legality
  explicit, and transfers the intercepted Melee Exchange to the Fighter.

## Pre-alpha v0.2.4 — 19 August 2026

### Changed

- Revised **Shake It Off** so the Fighter chooses and spends Ready AD up to
  Athletics SL, rolls those AD, and prevents the triggering condition on at
  least 1 dot. Shake It Off is no longer a Reaction or Side Roll.

## Pre-alpha v0.2.3 — 19 August 2026

### Changed

- Revised **Driving Impact** so its straight-line run-up must end within melee
  reach and immediately initiate a Melee Exchange against that enemy. Athletics
  may now set the Exchange's maximum Boost AD, and the resulting push follows
  the Fighter's line of movement.

## Pre-alpha v0.2.2 — 19 August 2026

### Changed

- Clarified on the **Combat** page that Harm classifications identify the
  Wounds a source causes, while Conditions and Statuses describe effects on a
  character.
- Formalised **Lingering Harm** as an ongoing condition with a named Form,
  default Harm classifications for Bleeding, Burning, and Poisoned, explicit
  source overrides, and separate-source stacking.
- Distinguished rules that interact with a Lingering Harm Form from rules that
  interact with the Harm Domain or Type of the Wounds it causes.

## Pre-alpha v0.2.1 — 19 August 2026

### Changed

- Revised **Adamant Guard** so it may be declared with any Melee Full Guard
  Boosted by at least 2 AD, makes the Athletics substitution optional, and
  explicitly requires a win rather than a tie to gain Guard Points.
- Formally named Full Guard's fixed 1 AD **Base Cost**, which Guard Points may
  pay.

## Pre-alpha v0.2.0 — 19 August 2026

### Added

- Added four formal **Harm Domains**—Physical, Elemental, Affliction, and
  Supernatural—with a lean, closed set of Harm Types and a closest-fit rule
  based on how an effect harms its target.

### Changed

- Clarified that a Class Power is a Reaction only when it creates a separate
  action and explicitly says it is a Reaction; a Power that only modifies its
  triggering Event is not one.
- Revised **Toughness** so the Fighter chooses and spends actual Ready AD up to
  Athletics SL, rolls those AD, and reduces the triggering Wounds by 1 on at
  least 1 dot. Toughness is no longer a Reaction or Side Roll.
- Renamed the Physical **Bludgeoning** Harm Type to the shorter, broader
  **Impact**, covering blunt blows, crushing, falls, pressure, and shockwaves.

## Pre-alpha v0.1.22 — 19 August 2026

### Changed

- Revised **Resurgence** to apply only to Used AD left by an Impaired Refresh
  and explicitly permit its reroll after Advantage or Disadvantage, with each
  new result standing.

## Pre-alpha v0.1.21 — 19 August 2026

### Changed

- Revised **Kill Shot** so Aim Points scale from total AD committed up to Ranged
  SL, each Aim Point can be spent only once, and both spending timings are
  explicit.

## Pre-alpha v0.1.20 — 19 August 2026

### Changed

- Revised **Point-Blank Breakout** so its post-Exchange movement scales from the
  Boost AD committed rather than the character's full Ranged SL.

## Pre-alpha v0.1.19 — 19 August 2026

### Changed

- Revised **Firing Solution** so only one character may declare it for each
  Ranged Exchange, clarified Spotter Point spending after the Edge Phase, and
  made its result-change limit and Exchange-end expiry explicit.

## Pre-alpha v0.1.18 — 19 August 2026

### Changed

- Revised **Watchpoint** so the Fighter prepays and reserves the attack's AD
  during their Activation, then uses those reserved dice for one qualifying
  Reaction Ranged Exchange after the Activation ends. Clarified watched-area
  scaling, Tempo restoration, and ending conditions.

## Pre-alpha v0.1.17 — 19 August 2026

### Changed

- Clarified **Snapfire Rhythm** so Rhythm Points explicitly substitute for AD
  when paying reload costs or a ranged weapon's Base Attack Cost, and aligned
  the point pool's expiry wording with the Fighter's other temporary pools.

## Pre-alpha v0.1.16 — 18 August 2026

### Changed

- Rebuilt **Suppressing Fire** around consecutive, normally resolved Ranged
  Exchanges that can deal Wounds and generate Suppression Points. Those points
  can impose Disadvantage on exposed Skill Checks within the chosen area until
  the Fighter's next Activation.

## Pre-alpha v0.1.15 — 18 August 2026

### Changed

- Revised **Swift Reposition** so its post-Exchange movement is a direct,
  additional effect scaled by the Boost AD committed, without requiring a
  Reaction or reducing other movement.
- Added concise **Scene Modes** adjudication to **Whirlwind Step**, **Passage of
  Blows**, **Suppressing Fire**, **Swift Reposition**, **Watchpoint**,
  **Point-Blank Breakout**, **Stalwart**, **Driving Impact**, **Last Bastion**,
  and **Unstoppable Charge** while preserving their Tactical distances and
  existing mechanics.

## Pre-alpha v0.1.14 — 18 August 2026

### Changed

- Revised **Passage of Blows** so it can be declared only once per Activation,
  grants Passage Points only after a win, limits spending to once after each
  qualifying Melee Exchange, and retags its Used-to-Ready effect as AD Pressure.

## Pre-alpha v0.1.13 — 18 August 2026

### Changed

- Revised **Eviscerate** to state its follow-up Melee Exchange and weapon use
  directly, name Eviscerate as the source of Lingering Harm (Bleeding), and
  clarify when pre-existing Bleeding also makes the target Hindered.

## Pre-alpha v0.1.12 — 18 August 2026

### Changed

- Revised **Deathblow** to require at least 1 Wound from the triggering Exchange
  after Wound reductions, check the target's remaining Vitality against Melee
  SL, and inflict its remaining Vitality +1 as additional Wounds that may also
  be reduced. Its remaining Ready AD is now moved to Used after the Exchange,
  whether the Fighter wins, ties, or loses.

## Pre-alpha v0.1.11 — 18 August 2026

### Changed

- Revised **Riposte** to require a held melee weapon that can reach the attacker,
  commit that weapon's Base Attack Cost and Boost before the counter Exchange,
  and scale enhanced Critical Hits from the Boost AD committed after the Edge
  Phase.

## Pre-alpha v0.1.10 — 18 August 2026

### Changed

- Revised **Concussive Blow** so the target may end Unnerved after Refresh by
  moving Ready AD equal to the Boost committed into Used, and clarified that a
  later successful Concussive Blow replaces the existing effect.

## Pre-alpha v0.1.9 — 18 August 2026

### Changed

- Revised **Whirlwind Step** so its additional movement scales directly from the
  Boost AD committed, and it imposes Disadvantage only after moving at least 4m.

## Pre-alpha v0.1.8 — 18 August 2026

### Changed

- Clarified **Combat Flow** Flow Point spending, including its AD Base Attack
  Cost substitution, +1 bonus, normal Boosting, and expiry.

## Pre-alpha v0.1.7 — 18 August 2026

### Changed

- Clarified **Precise Shot** by naming the Edge Phase explicitly and stating its
  Ranged SL reroll cap in direct dice terms. Its mechanics are unchanged.

## Pre-alpha v0.1.6 — 18 August 2026

### Changed

- Revised **Parry** so it can be declared only against a Melee Exchange initiated
  during that enemy's Activation, and clarified its one-Exchange Boost penalty,
  expiry, and replacement timing.

## Pre-alpha v0.1.5 — 18 August 2026

### Changed

- Clarified **Guardbreaker** so its Boost is committed before the enemy chooses
  a Response, and explicitly allowed its post-Edge rerolls to reroll dice
  already rerolled during the Exchange.
- Retagged **Guardbreaker** with Full Guard as its most-specific procedure.

## Pre-alpha v0.1.4 — 18 August 2026

### Changed

- Reworked **Guardbreaker** to trigger against Full Guard and reroll Misses
  after the Edge Phase according to the Boost AD committed.

## Pre-alpha v0.1.3 — 17 August 2026

### Changed

- Removed an outdated status note from the Fighter chapter.

## Pre-alpha v0.1.2 — 17 August 2026

### Added

- Added a short **Using Your First Class Power** guide explaining Trigger,
  Effect, Tags, and how to use one chosen Power at the table.
- Added plain-language Fighter Path promises and optional Warrior, Marksman,
  and Titan quick starts with valid Skill spreads and recommended first Powers.
- Added responsive Fighter chapter artwork.

### Changed

- Clarified that Paths are signposts for finding Powers, not locked progression
  tracks, and removed internal design terminology from player-facing rules.
- Clarified that a Class Power grants its named mechanical Effect but never
  limits what a character may attempt through ordinary fiction and core rules.

## Pre-alpha v0.1.1 — 17 August 2026

### Changed

- Renamed the Fighter's ranged Path from **Deadeye** to **Marksman**. No Powers
  or mechanics changed as part of this rename.
- Moved each Fighter Power's Tags below its Effect and presented them as quiet
  reference metadata with middle-dot separators.
- Removed the obsolete `— T3` suffix from the remaining Titan Power headings;
  Tier is already established by the section heading.

## Pre-alpha v0.1.0 — 17 August 2026

The first formally versioned release of the complete working rules corpus.

### Added

- Added this Rules Changelog as the final Reference page of the Compendium.
- Added a complete, readable Markdown edition of the current rules to the
  GitHub repository.
- Added a versioned manifest and generated specialist context packs so tools can
  work from the same rules release without repeatedly traversing the live site.
- Published the current Fighter Tier 3 Powers, including Deathblow, Eviscerate,
  Passage of Blows, Firing Solution, Kill Shot, Point-Blank Breakout, Borrowed
  Time, Last Bastion, and Unstoppable Charge.

### Changed

- Updated Combat Flow, Snapfire Rhythm, and Adamant Guard to use temporary point
  pools with explicit spending and expiry rules.
- Established `content/rules/` as the single editable rules source. The live
  Compendium, downloadable rules, GitHub compendium, audit manifest, and
  specialist context packs are generated from that source.

### Notes

- Narateer remains in active pre-alpha development. These are Working rules and
  may change through playtesting.
- Git history remains the detailed record of wording-level changes; this page is
  the player-facing summary.
