The basic Dice types used in the game are D20, D12, and D10. Certain spells and abilities may include properties such as Bonus Dice, Active Dice, and more.
Primary dice used in most rolls. Include all relevant modifiers, including Risk and Critical effects.
Enhance or diminish a roll’s outcome without interacting with Risk or Critical effects.
Bonus Dice: Can be added to attack rolls or applied as additional damage/effects after a hit.
Penalty Dice: Reduce a roll’s outcome without affecting other mechanics.
Roll another die of the same type as the Core Die and apply the best or worst roll.
Rolled automatically, independent of an Action or Reaction. Affects Critical Effects but not Risk.
Roll an additional die of a different type alongside others for special cases. Affects Critical Effects but not Risk.
When a die rolls its maximum value, roll the same die again and add to the total. Risk and Critical factors are unaffected.
When multiple dice of different types are rolled simultaneously, all dice are resolved per event. Risk is calculated using the largest die.
Example: An Archer performs a Scissor Shot against two targets:
Target A: D20 → rolls 13
Target B: D12 → rolls 1
Damage: 13 to Target A, 1 to Target B
Risk is only calculated from the D20.
Explosive Dice allow rerolls on maximum values to achieve otherwise unreachable numbers.
Example: D10 roll of 10 allows a second D10 roll to attempt remaining damage.
Grit Points determine Grit Levels: Prime, Reduced, Frail. Risk, wounds, or conditions can reduce Grit temporarily.
Prime Grit: 21+ Points → D20 for Actions
Reduced Grit: 11–20 Points → D12 for Actions
Frail Grit: ≤10 Points → D10 for Actions
Grit Table Example
Attributes | Prime | Reduced | Frail |
|---|---|---|---|
Threat (m) | 20 | 10 | |
Mobility (m) | 8 | 4 | 2 |
Vigor (m) | 10 | 8 | 6 |
Perception (m) | 10 | 8 | 6 |
Grit Points | 21+ | 11–20 | ≤10 |
Dice | D20 | D12 | D10 |
Characters cannot act until Grit is restored.
Core Grit: Actual condition; determines base die.
Effective Grit: Situational performance after environmental or conditional modifiers.
All actions have a default Risk of 1 (fail on roll of 1).
Determined by the nature of each Action. Example: Great Axe Base Risk = 3.
Total accumulated Risk including weapons, environment, effects, and maneuvers.
Use D20, D12, or D10 based on Grit Level.
Movement consumes Actions. Grit affects maximum movement, including climbing, swimming, flying.
Combine movement and an action. Roll once at the destination.
Require activation and Risk Roll; impose Active Risk.
Follow standard grappling mechanics with additional options.
Aggressive actions performed outside your turn; do not trigger reactions.
Defensive maneuvers, spells, or limited movement outside your turn. Only highest reaction roll applies.
Melee: Roll attack, apply damage. Critical within Critical Range.
Ranged: Beyond Perception reduces Grit.
Stealth: Target’s Perception as passive defense. Melee surprise attack = x2 Damage.
Extra damage or effects within Critical Range. Influenced by Grit Levels.
Defending: Roll ≥ attacker’s roll to succeed.
Supporting: Roll to enhance ally’s attack; reaction roll must match or exceed ally’s roll.
Offer power at the cost of increased Risk.
Unlocked via Spellbooks. Risk varies by spell and Shapes.
Measured in tiles per Shape. Radius example: 1 (Field) = 3x3 tiles.
Spell Attack: Roll for spell force; autonomous critical effects.
Spell Defense: Reaction or Vigor resistance.
Sustained Shapes (Armor, Enchant, Wall) use Active Dice; not affected by Risk.
Active bonuses/penalties applied each round. Active Risk accumulates; dropping below Frail Grit cancels effects.
Determines stealth, ranged reach, and reaction ability. Attacking beyond perception reduces Grit by 1 Level.
Armor: Absorbs damage, lowers critical hit chance.
Shields: Provide block reactions and guard actions.
Conditions: Temporary or permanent effects altering Grit and other stats.
Injuries: Occur at 0 Grit; require special treatment.
Altitude | Extra Damage |
|---|---|
1 | +1D10 |
2 | +1D12 |
3 | +1D20 |
4 | +2D20 |
5 | +3D20 |
6 | Withering Roll |
7 | Withering + 1D10 |
8 | Withering + 1D20 |
Occurs when obstacles or creatures block attacks. Includes chance of accidental damage.
Half-Cover: Move near obstacle; normal attacks, reduced hit chance.
Full-Cover: Action to gain full protection; attacking exposes character.
Into obstacles: damage = difference between roll and obstacle distance.
Into other targets: damage shared equally.
Hide Action vs highest Perception.
Success = Invisible, free movement until aggressive Action.
Melee surprise attack = x2 Damage.
Roll vs highest Perception among targets.
At least one Stealth Skill → D20 Roll; otherwise D10.
Success grants Free Round with Surprise Actions.
Roll individually against GM-set Difficulty. Success = flee; failure = left behind.
Roll for grouped allies/enemies: 2 Rolls total (allies vs enemies). Individual turns follow as preferred.
Certain effects deal permanent damage that requires Treatment or Rest.
Consumable magical/alchemical effects. Only one active essence at a time.
Elixirs: Drinkable; potent effects; poisons apply on consumption/contact.
Tonics: Heal or protect.
Salves: Applied to skin; provide protection.
Balms: Applied to weapons; effects last multiple attacks.
Bombs: Explosive, effects scaled by Throwables skill.