Core Mechanics

Core Mechanics


Dice

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.

Core Dice

Primary dice used in most rolls. Include all relevant modifiers, including Risk and Critical effects.

Bonus/Penalty Dice

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.

Strong/Weak Dice

Roll another die of the same type as the Core Die and apply the best or worst roll.

Active Dice

Rolled automatically, independent of an Action or Reaction. Affects Critical Effects but not Risk.

Mixed Dice

Roll an additional die of a different type alongside others for special cases. Affects Critical Effects but not Risk.

Explosive Dice

When a die rolls its maximum value, roll the same die again and add to the total. Risk and Critical factors are unaffected.

Mixed Dice Rolls Explained

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 Rolls Explained

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

Grit Points determine Grit Levels: Prime, Reduced, Frail. Risk, wounds, or conditions can reduce Grit temporarily.

Grit Thresholds

  • 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

Below Frail Grit

Characters cannot act until Grit is restored.

Core vs Effective Grit

  • Core Grit: Actual condition; determines base die.

  • Effective Grit: Situational performance after environmental or conditional modifiers.


Risk

Default Risk

All actions have a default Risk of 1 (fail on roll of 1).

Base Risk

Determined by the nature of each Action. Example: Great Axe Base Risk = 3.

Active Risk

Total accumulated Risk including weapons, environment, effects, and maneuvers.


Actions

Action Rolls

Use D20, D12, or D10 based on Grit Level.

Movement

Movement consumes Actions. Grit affects maximum movement, including climbing, swimming, flying.

Mobile Actions

Combine movement and an action. Roll once at the destination.

Active Actions

Require activation and Risk Roll; impose Active Risk.

Grapple Actions

Follow standard grappling mechanics with additional options.

Free Actions

Aggressive actions performed outside your turn; do not trigger reactions.

Reactions

Defensive maneuvers, spells, or limited movement outside your turn. Only highest reaction roll applies.


Combat

Attacking

  • 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.

Critical

Extra damage or effects within Critical Range. Influenced by Grit Levels.

Defense & Support

  • Defending: Roll ≥ attacker’s roll to succeed.

  • Supporting: Roll to enhance ally’s attack; reaction roll must match or exceed ally’s roll.

Maneuvers

Offer power at the cost of increased Risk.


Spells

Casting

Unlocked via Spellbooks. Risk varies by spell and Shapes.

Area of Effect (AoE)

Measured in tiles per Shape. Radius example: 1 (Field) = 3x3 tiles.

Attacking & Defending

  • Spell Attack: Roll for spell force; autonomous critical effects.

  • Spell Defense: Reaction or Vigor resistance.

Active Spells

Sustained Shapes (Armor, Enchant, Wall) use Active Dice; not affected by Risk.

Sustaining Effects

Active bonuses/penalties applied each round. Active Risk accumulates; dropping below Frail Grit cancels effects.


Perception

Determines stealth, ranged reach, and reaction ability. Attacking beyond perception reduces Grit by 1 Level.


Armor & Shields

  • Armor: Absorbs damage, lowers critical hit chance.

  • Shields: Provide block reactions and guard actions.


Conditions & Injuries

  • Conditions: Temporary or permanent effects altering Grit and other stats.

  • Injuries: Occur at 0 Grit; require special treatment.

Fall Damage

Altitude

Extra Damage

1

+1D10

2

+1D12

3

+1D20

4

+2D20

5

+3D20

6

Withering Roll

7

Withering + 1D10

8

Withering + 1D20

Misfire

Occurs when obstacles or creatures block attacks. Includes chance of accidental damage.

Cover & Obstacles

  • Half-Cover: Move near obstacle; normal attacks, reduced hit chance.

  • Full-Cover: Action to gain full protection; attacking exposes character.

Driving Targets

  • Into obstacles: damage = difference between roll and obstacle distance.

  • Into other targets: damage shared equally.


Stealth

Individual

  • Hide Action vs highest Perception.

  • Success = Invisible, free movement until aggressive Action.

  • Melee surprise attack = x2 Damage.

Group (Ambush)

  • Roll vs highest Perception among targets.

  • At least one Stealth Skill → D20 Roll; otherwise D10.

  • Success grants Free Round with Surprise Actions.


Group Mechanics

Retreat

Roll individually against GM-set Difficulty. Success = flee; failure = left behind.

Advantage

Roll for grouped allies/enemies: 2 Rolls total (allies vs enemies). Individual turns follow as preferred.


Grit Toll

Certain effects deal permanent damage that requires Treatment or Rest.


Essences

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.