Actions
Spent 0 of 7 | max 2 at creation, 3 with experience
Witsexp
what you notice, know, and make
Hunt
Study
Tinker
Nerveexp
what you dare with your body
Fight
Sneak
Wreck
Willexp
what you do to other people
Command
Comfort
Manipulate
An Action with no points is unrated: roll 2d6 and keep the lowest.
The Bond
your link to the god sealed inside you. Optional, and secret. Costs 2 points, so you distribute 5 instead of 7.
Tick a School only if your Bond is intact and you know it. The world calls magic the Ether and believes it is Jaar. It is neither.
A magic roll is always unrated: 2d6, keep the lowest, and nobody can help. The will always manifests; the Threat is whatever else does.
Consequences
a mark the world will not forget about you, and it need not be flesh.
A Consequence costs you a die only when it plausibly interferes with what you are doing, and that is judged
fresh each roll, in the fiction. A cracked rib takes a die from climbing and nothing from lying to a clerk.
If marks leave you no dice at all, the roll is unrated: 2d6, keep the lowest.
There is no timer and no slot to erase one from. If you want one gone, do something in the world about it.
The roll. Roll a d6 per Action point and keep the highest.
6 you get it and the Threat does not happen ·
4-5 you get it and the consequence brushes you ·
1-3 it arrives in full, as named.
The Master names what failing costs (Light / Heavy / Dire) before you choose.
A Dire moment has no brush: only a 6 keeps it off.
Unrated: 2d6 keep the lowest. Help: +1d, and the helper shares the Threat.
Nothing is rolled until you say you are going through with it.
The Pack
NimbleLoadedOverloaded
Load
Nimble
0 of 16 slots
Pack your shapes wherever they fit.
Your load is the deepest colour you touch, never the count.
Empty slots do not save you: a sword forced upright
into the red makes you Overloaded with amber still free.
What the load does
Nimble. +1d on any Threat that turns on speed, stealth or reaching high. You can run from what a laden body cannot.
Loaded. Nothing added, nothing taken.
Overloaded. The Master may make your load the Threat, or make an existing one worse. You lose a die on running, sneaking, climbing and swimming.
You can always drop the pack, and an Overloaded pack falls to Nimble in the time it takes to shrug free.
Everything you dropped is on the ground behind you.
What things weigh
- 1×1 a potion, a scroll, a charged item, throwing weapons, a tool kit
- 1×2 a one-handed weapon, or a pair of light ones
- 2×2 a shield, or light armor
- 1×4 a ranged or two-handed weapon
- 2×4 heavy armor
- 1 to 4 an unusual weapon or item, by what it is
Shapes may be turned, and turning them matters, because orientation decides how deep you reach.
A heavy two-hander laid flat across a green row costs you nothing. Stood upright through the red, it makes you Overloaded on its own.
Carried
Notes