Special main actions, maneuvers, and more that a creature can use to affect other creatures, objects, and the environment.
A power roll made as part of using an ability. Skills can't be applied to ability rolls.
Within 1 square.
The squares affected by an ability that creates an aura, burst, cube, line, or wall. (An ability that creates an area of effect affects targets simply by those targets being in its area, as opposed to a strike.)
A plea the heroes make during a negotiation to convince one or more NPCs to work with them.
A powerful treasure that can unbalance the game.
A follower who undertakes crafting projects for a hero.
You can attempt to assist another creature with a test, provided:
When assisting, make a test using the skill you choose, and with a characteristic chosen by the Director.
| Result | Outcomes |
|---|---|
| 11 or lower | You get in the way or make things worse. The creature takes a bane on their test. |
| 12–16 | Your help grants the other creature an edge on their test. |
| 17+ | Your help gives the other creature a double edge on their test. |
A bane is a situational disadvantage that gives a creature a −2 penalty to a power roll.
When a creature has two or more banes and no edges applied to a power roll , they have a double bane on the roll. A double bane applies no penalty to a power roll, but instead automatically decreases the tier outcome of the roll by one tier.
A condition that causes a creature to take 1d6 + level damage whenever they use a main action or triggered action, or make a power roll using Might or Agility.
A natural 19 or 20 on a project roll. When a character experiences a breakthrough, they can make another project roll for the same project as part of the same respite activity.
Statistics used to represent a creature's mental and physical prowess, broken out as Might, Agility, Reason, Intuition, and Presence. Each characteristic has a score that ranges from −5 to +5.
When you take the Charge action, you move up to your speed in a straight line, then make a melee free strike (see Free Strikes) against a creature when you end your move. You can’t shift when you charge.
A state where a target has their form entirely covered in a concealing effect that doesn't block line of effect, such as darkness or fog. While a target has concealment, strikes used against them take a bane.
A state where a target has at least half their form, but not all their form, blocked by a solid obstruction. While a target has cover, damage-dealing abilities used against them take a bane.
When a creature rolls a natural 19 or 20 on an ability roll made as part of a main action, that creature gains an additional main action that they can use immediately. An ability roll made as part of a maneuver can't score a critical hit.
A condition that limits a creature to doing only one thing on their turn: use a main action, use a maneuver, or use a move action. A dazed creature also can't use triggered actions, free triggered actions, or free maneuvers.
The number of squares away that a creature using an ability can affect targets with that ability. The "Distance" entry in an area ability also includes the type of area of effect created by that ability.
Certain ability effects allow you to move and affect other creatures or objects during that move, such as the shadow's One Hundred Throats ability. For such abilities, the move begins in the space you first leave when you start the move and ends in the last space you move into.
A situational advantage that grants a creature a +2 bonus to a power roll.
When a creature has two or more edges and no banes applied to a power roll l, they have a double edge on the roll. A double edge adds no bonus to a power roll, but instead automatically increases the tier outcome of the roll by one tier.
An abbreviation used in an ability tier outcome for an effect that lasts until the end of the affected creature's next turn.
When a creature falls 2 or more squares, they take 2 damage for each square they fall (to a maximum of 50 damage) and land prone. A falling creature can reduce the effective height of their fall by a number of squares equal to their Agility score (minimum 0).
A creature who falls and lands on another creature causes that creature to take the same damage from the fall. The falling creature then lands prone in the nearest unoccupied space of their choice. If the falling creature’s size is greater than the Might score of the creature they land on, that creature is knocked prone.
When two or more allied creatures are adjacent to and on opposite sides of an enemy, those creatures are flanking that enemy. A creature flanking an enemy gains an edge on melee strikes against that enemy.
When an ability or effect compels a creature to move, usually against their will. There are three types of forced movement: a pull, a push, and a slide. Forced movement is always along the ground unless noted as vertical. Forced movement can be reduced by stability.
The simplest and most basic weapon attack any creature can make. A free strike is most often used on another creature's turn, when a rule gives a creature not taking their turn an opportunity to make a quick hit against a foe. A creature can also make a free strike as a main action, but it's not the best bang for buck.
A condition that causes a creature to take a bane on ability rolls against the source of their fear. The creature can't willingly move closer to the source of their fear, and that source gains an edge on ability rolls made against the creature.
A condition that reduces a creature's speed to 0 and causes them to take a bane on abilities that don't target the creature, object, or effect that has them grabbed.
A group resource that is shared by all heroes, and which can be spent to gain surges, succeed on saving throws, reroll tests, or regain Stamina.
You can only hide when you're not observed. You are observed by a creature if it knows exactly where you are before you hide. You need "2 degrees of concealment". First get out of sight (gain concealment), then go somewhere else to hide.
In combat you automatically hide. Outside of combat you might have to make a roll.
While hidden you have an edge on ability power rolls. You can only be targeted by area abilities. These benefits lasts until the end of the turn you become no longer hidden.
You're no longer hidden if you don't sneak, use an ability, interact with enemies or do other actions that would reveal you. You are hidden until the action is resolved.
Invisible creatures are always concealed. Strikes against them take a bane. Tests to find them take a bane.
Whenever an effect allows you to move (including using the Advance move action), you can automatically long jump a number of squares up to your Might or Agility score (your choice; minimum 1 square) as part of that movement. The height of your jump is automatically 1 square as part of that movement.
If you want to jump even longer or higher than your baseline jump allows, make a Might or Agility test: Power Roll + Might or Agility:
| Result | Effect |
|---|---|
| ≤11 | You don’t jump any farther than your baseline jump allows. |
| 12—16 | You jump 1 square longer and higher than your baseline jump allows. |
| 17+ | You jump 2 squares longer and higher than your baseline jump allows. |
You can’t jump farther or higher than the distance of the effect that allows you to move. You can’t jump out of difficult terrain or damaging terrain (see below).
To target a creature or object with an ability or effect, a creature must have line of effect to that target. If any solid object, such as a wall or pillar, completely blocks the target from the creature, then the creature doesn't have line of effect.
Toi determine line of effect to a target, draw a straight line from any corner of the space the creature occupies to any corner of a space the target occupies. If one or more corners of the creature's space connect to any corner of the target's space with no obstruction in between, the creature has line of effect to the target.
At the Director's discretion, flimsy or fragile obstructions such as a glass window or linen curtains don't block line of effect, and might be automatically broken or torn by strikes or other abilities used through them.
An activity used to accomplish the most impactful endeavors a creature can accomplish during combat. A creature can also use their main action to use a maneuver or move action instead.
An activity that requires less focus and exertion during combat than a main action.
The act of moving on an encounter map, measured in squares.
When the result of a power roll is 19 or 20 before adding any modifiers. A natural 19 or 20 always achieves a tier 3 outcome on a power roll.
On an ability roll with an ability that uses a main action, it is also a Critical Hit.
When an adjacent enemy willingly moves away from a creature without shifting or teleporting, the creature can make a melee free strike as an opportunity attack against the enemy.
If the power roll has a bane or double bane, the creature can’t make the free strike.
A condition that causes a creature to become flat on the ground. Strikes made by a prone creature take a bane, and melee abilities used against a prone creature gain an edge.
You must crawl to move along the ground, which costs you 1 additional square of movement for every square you crawl. You can’t climb, jump, swim, or fly while prone. If you are climbing, flying, or jumping while you are knocked prone, you fall.
While prone, you can stand up as a maneuver, unless the ability or effect that imposed the condition says otherwise. You can use a maneuver to make an adjacent prone creature stand up.
See Forced Movement.
See Forced Movement.
A limited healing resource that all heroes have, allowing them to regain Stamina lost to damage.
The amount of Stamina a hero regains when they spend a Recovery, equal to one-third of their Stamina maximum.
A respite is a focused period of rest and recuperation that allows heroes to regain Stamina and Recoveries. During a respite, you must spend 24 hours uninterrupted and doing nothing but sleeping, eating, dressing your wounds, and recuperating in a safe place. You can also undertake one respite activity, such as making a project roll, or changing your kit. After 24 hours, your respite ends. You can take as many respites as you like in a row to keep accomplishing respite activities—just know that while you’re resting, the enemies are still scheming and carrying out their dastardly plans.
When you finish a respite, you regain all your Recoveries and Stamina, and your Victories convert to Experience. It is best to take a respite in a safe place where you aren’t in a hostile environment or at risk of being attacked. If your respite is interrupted, the respite ends early and you don’t gain the benefits for finishing it.
The standard eightish hours of sleep one gets at night doesn’t count as a respite. The rules assume that all heroes take the time to sleep, eat, and take care of all the other functions necessary for life even if they aren’t engaged in a respite.
A creature who is restrained has speed 0, can't use the Stand Up maneuver, and can't be force moved. A restrained creature takes a bane on ability rolls and on Might and Agility tests, and abilities used against them gain an edge.
If a creature teleports while restrained, that condition ends.
When an ability targets multiple creatures, you make one power roll and apply the result to all the creatures you target. If you have edges or banes against some but not all of your targets, you might apply a different tier of result to individual targets.
An effect noted as "(save ends)" lasts until the creature affected by it succeeds on a saving throw, or until a combat encounter ends.
A saving throw represents your luck in shaking off an effect. You likely already got a chance to resist the effect using your characteristic score to resist a potency, so now it’s down to fate. To make a saving throw, roll a 1d10. On a result of 6 or higher, the effect ends. Otherwise, it continues.
A creature's size indicates how many squares they occupy during combat, which defines the creature's space. If a creature's size is 1, they occupy a space of 1 square. If a creature is larger than 1 square, their size equals the number of squares they take up in length, width, and height. For example, a horse has a size of 2, which means that during combat, they occupy a space that is 2 squares long, 2 squares wide, and 2 squares high. You could also think of that space as a cube that is 2 squares on all sides.
The minimum amount of space a creature can take up during combat is 1 square, but size 1 creatures can run the range from tiny pixies to small polders, medium humans, and large hakaan. As such, for creatures of size 1, that size is further broken down as 1T, 1S, 1M, or 1L—abbreviations for tiny, small, medium, and large. Size 1T is one size smaller than size 1S, two sizes smaller than 1M, three sizes smaller than 1L, and four sizes smaller than size 2. If a mechanic mentions size 1 creatures, that mechanic applies to all creatures of size 1.
Objects also have a size rating, which usually indicates how many squares they occupy. Some objects are identified as having an irregular size, with that size instead representing the object's mass and weight relative to a creature of the same size. If a mechanic mentions objects of a certain size, that mechanic includes all objects of that size, including irregular objects.
The Creature Sizes table shows example sizes for creatures up to size 5, but larger sizes are possible. There is no limit to what a creature's size might be.
| Size | Example Creature |
|---|---|
| 1T | Pixie |
| 1S | Polder |
| 1M | Human |
| 1L | Hakaan |
| 2 | Ogre |
| 3 | Shambling mound |
| 4 | Hill giant |
| 5 | Omen dragon |
Special knowledge or training that can be applied to a test. When a skill applies to a test, it grants a +2 bonus to the power roll.
When you force move a creature into another creature, the movement ends and both creatures take 1 damage for each square remaining in the first creature's forced movement. You can also force move an object into a creature. The object's movement ends, and the creature takes 1 damage for each square remaining in the object's forced movement.
It's possible to move a creature or object of a larger size into several creatures of a smaller size at the same time. When this happens, the larger creature in the collision takes damage only once, not once for each smaller creature they slam into.
If a creature is killed by damage from an ability or effect that also force moves them, a second creature they are slammed into still takes damage unless the Director deems otherwise.
You can force move another creature into yourself with a pull or a slide.
When a creature force moves a target into a stationary object that is the target's size or larger and the object doesn't break, the movement ends and the target takes 2 damage plus 1 damage for each square remaining in their forced movement.
If you force move a creature downward into an object that doesn't break (including the ground), they also take falling damage as if they had fallen the distance force moved and their Agility score was 0.
See Forced Movement.
A condition that reduces a creature's speed to 2.
A measure of a creature's immovability. When a creature is forced moved, the distance they can be force moved is reduced by a number of squares equal to their stability.
A measure of a creature's health and vitality. When a hero's Stamina is reduced to 0 or lower, they are dying. When a nonhero creature's Stamina is reduced to 0, they die or are knocked unconscious, as determined by the creature who reduced them to 0 Stamina.
After any damage a creature takes is reduced by damage immunity or other effects, the Stamina is reduced by an amount equal to the remaining damage.
But if both sides have creatures who aren’t surprised, the Director or a player they choose rolls 1d10. On a result of 6 or greater, the heroes’ side acts first. Otherwise the other side acts first.
Surges can be used in combat to deal extra damage to your foes and increase the value of your potencies, as follows:
You lose surges as you spend them. At the end of combat, you lose any surges you have remaining.
Any creature who isn't ready for combat at the start of an encounter is surprised until the end of the first combat round. A surprised creature can't take triggered actions or free triggered actions, and ability rolls made against them gain an edge.
A creature or object affected by an ability or other effect. The target of an enemy's ability typically takes damage, has a condition or harmful effect imposed on them, or both. The target of an ally's ability typically gains some beneficial effect.
A condition that causes a creature to have a double bane on ability rolls that don't target the creature or effect that taunted them.
When making a test, it has one of three difficulties: easy, medium, or hard, as decided by the Director.
| Result | Easy Outcomes | Medium Outcomes | Hard Outcomes |
|---|---|---|---|
| 11 or lower | Success with consequence | Failure | Failure with consequence |
| 12-16 | Success | Success with consequence | Failure |
| 17+ | Success with reward | Success | Success |
| Natural 19-20 | Sucess with reward | Success with reward | Success with reward |
Tests can be assisted.
Each creature in combat gets to take a move action, a maneuver, and an action on their turn. Each combatant can perform their maneuver and action in any order, and can break up the movement granted by their move action before, after, or between their maneuver and action however they like.
You can also turn your action into a move action or a maneuver, so that your turn can alternatively consist of two move actions and a maneuver; or two maneuvers and a move action.
A condition that causes a creature to take a bane on power rolls.
A state a creature enters when their Stamina is equal to or less than their winded value (half their Stamina maximum).
You can tell when other creatures are winded and vice versa.