Core Mechanics

Dice The basic Dice types used in the game are D20, D12 and D10. In certain spells & abilities you will see properties attached to them, like Bonus Dice, Active Dice and more.

Core Dice These are the primary dice used in most rolls. They factor in all relevant modifiers, including Risk and Critical effects.

Bonus/Penalty Dice These dice enhance or diminish a roll’s outcome but do not interact with modifiers like Risk or Critical effects. They simply adjust the final result without affecting other mechanics. Bonus Dice can be added to an attack roll before resolution or applied as additional damage or effects after a successful hit.

Strong/Weak Dice Another die of the same type as the Core Die (or all Core Dice) is rolled and the best or worst roll applies.

Active Dice A die is rolled automatically, independent of an Action or Reaction. It applies to Critical Effects but is unaffected by Risk (also referred to as Active Damage or Effect).

Mixed Dice An additional die of a different type is rolled alongside others for special cases. It applies to Critical Effects but is unaffected by Risk.

Explosive Dice When a die rolls its maximum value, an additional die of the same type is rolled and added to the total. Risk and Critical factors remain unaffected.

Mixed Dice Rolls Explained Certain occasions might require rolling two or more different Dice at the same time (Mixed Dice). This can happen when multiple factors come into play at the same time. Attacks, spells and effects that target opponents under different conditions will have this effect. In such a scenario, all Dice are rolled at the same time according to each event. The only exception comes when calculating Risk. Risk factors will be calculated according to the largest Die.

Example: An Archer wishes to perform a Scissor Shot maneuver against two targets. One of the targets is located on Higher Ground, enforcing a dynamic penalty of -1 Grit Level to the Archer. The Archer must roll a D20 and a D12 simultaneously but only the D20 Roll will be taken into account when considering Risk. A Roll of 13 (D20) and 1 (D12) would mean 13 Damage to target A and 1 Damage to target B respectively. Note: Normally, a Scissor Shot Maneuver occurs with a single Roll against both opponents. The Rolls were split into 2 Dice out of necessity. This pattern is to be followed with similar scenarios that might require the splitting of Dice to cover all needs accordingly.

Explosive Dice Rolls Explained The concept of Explosive Dice exists to allow hope when your Dice dictate otherwise. It grants a reroll of the same Die when you score its maximum number, solely to achieve a higher, otherwise unreachable number. This means that if a character needs to Roll a 14 but is currently on Frail Grit, they can roll their D10 and if they score a 10 on the Die Roll, they get to roll the D10 again to go for the remaining 4. This type of mechanism will give Players a few more shots and a chance of an epic highlight of achieving something through extraordinary effort.

Grit Points Grit points determine Grit Levels (Prime, Reduced, or Frail). Failing actions by rolling within Risk reduces Grit Levels temporarily. Dropping below Frail Grit renders the character unable to perform related tasks until Grit levels recover.

Grit Thresholds All characters begin with 50 Grit Points, while monsters and veterans have higher amounts. At this level, they are in Prime Grit, using a D20 for all Actions/Reactions and referencing the left section of their Attributes. When Grit Points drop to 20, they enter Reduced Grit, switching to a D12 and using the middle section of their Attributes. At 10 Grit Points or lower, they reach their final stage, rolling a D10 and relying on the right section of their Attributes. Example of character with Medium Attributes.

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 or higher 11-20 10 or below Dice D20 D12 D10

Below Frail Grit Falling below Frail Grit may render characters unable to act for the current round until factors causing the situation are addressed.

Grit Levels in Spells When spells are cast for any type of purpose by the caster, their Rolls will be determined by the current state of the caster’s Grit Level.

Grit Levels in Weapons Each weapon has a Critical Range with three stages, influenced by the user’s Grit Level. A character with Medium Threat (20/10/-) using a Longsword (Critical Range: 17/11/10) applies different critical effects based on Grit.

Prime Grit: Rolls a D20, adding +20 damage on a 17 or higher. Reduced Grit: Rolls a D12, adding +10 damage on a Critical. Frail Grit: Rolls a D10 but gains no extra Critical damage due to Threat limitations.

Core Grit Core Grit represents your actual condition and personal performance level, tied directly to your Grit Points, special abilities, or temporary buffs like potions and combat stances. It determines the base die you roll for all related situations. Example: A wounded Berserker retains Core Grit (D20) while raging, even if at 5 Grit Points.

Effective Grit Effective Grit is the situational performance level after applying external conditions that hinder or alter your ability to act, such as darkness, terrain, or defensive maneuvers. It is used to resolve specific actions, such as attacking in darkness or targeting a character who is Guarding. Example: That same Berserker in total darkness has Effective Grit (D10) for attack rolls until they light a torch or leave the area.

Risk Rolling within a risk zone incurs a -2 Grit level penalty for the current round and cancels the current action.

Default Risk All actions have a default Risk of 1, meaning they fail when a roll results in a ‘1.’

Base Risk Risk is determined by the nature of each Action. Powerful maneuvers and spells increase Risk. To calculate Risk, start with the Base Risk of the Action. For example, using a Great Axe has a Base Risk of 3, meaning any Action with the Great Axe (like Attack or Parry) carries this Risk. However, if a character wielding a Great Axe casts a spell or performs an unrelated Action, the weapon’s Risk does not apply.

Active Risk Active Risk is the total accumulated Risk, including all factors such as heavy weapons, active effects, bad weather, and more.

Actions Each character can perform actions during their turn, including weapon attacks, casting spells, using abilities, or items. Roll a D20, D12, or D10 based on your Grit to determine success.

Action Rolls Actions require a D20, D12, or D10 according to Grit Levels.

Movement Characters can move a certain number of tiles per action they spend, with Grit affecting movement. This includes climbing, swimming, flying, and other forms of movement. Mobile Actions Certain maneuvers combine movement with action in a single action. If movement occurs before an action, roll once the creature reaches the desired location since risk is not involved in movement.

Active Actions Certain actions require activation, which involves making a Risk Roll. Once activated, they impose an Active Risk that contributes to the total Risk value.

Grapple Actions Grapple actions provide additional options once you’ve successfully grappled an opponent, and they follow the standard grappling mechanics.

Free Actions Characters can take advantage of specific moments in combat to perform an aggressive action against a vulnerable target as a reaction while outside their turn. Free actions do not trigger further reactions.

Reactions Characters can react to actions of others outside their turn, such as defensive maneuvers, spells, or limited movement. Roll to match or exceed another character’s action roll.

Multiple Reactions Multiple reactions can occur simultaneously against a single action. Apply only the highest roll. Remaining reactions are lost efforts and do not apply effects or consume grit or reactions.

Attack Attacks are determined by a single roll, dictating damage and effectiveness. Success depends on overcoming a target’s reaction or rolling into Risk if no reaction is available.

Attacking (Melee) Roll for attack force, with successful attacks inflicting damage. Critical attacks deal additional damage within the critical range.

Attacking (Ranged) Similar to melee attacks, but attacking beyond perception range compromises your Grit level.

Attacking (Stealth) Attacking while in Stealth Mode treats the target’s Perception as passive defense. If the attack surpasses the target’s Perception, they cannot react. If the Stealth attack is melee, its damage is doubled.

Critical All Attacks have a chance of critical hits within their critical range, causing extra damage or effects. Critical, as all attacks, is affected by the three stages of Grit.

Defense & Support Defensive or supportive actions require rolls equal to or higher than the attacker’s roll.

Defending Roll to counter incoming attacks. Success depends on rolling equal to or higher than the attacker’s roll.

Supporting Roll a D20 to enhance an ally’s attack, requiring a reaction roll matching or exceeding the ally’s action roll.

Maneuvers Maneuvers incur Risk penalties but offer varying degrees of power. The more powerful the maneuver, the higher the Risk.

Spells Spells are unlocked via Spellbooks, they carry individual risks and can be combined with Shapes. Powerful spells are riskier while Area of Effect Shapes add to total Risk.

Area of Effect Any spell or effect that targets multiple creatures is considered an Area of Effect. AoE is measured in Tiles and defined by its Shape. The Radius follows the Shape in notation. For example, a spell with Radius: 1 (Field) affects all adjacent tiles, covering a 3x3 area (9 tiles).

Attacking (Spell) Roll to determine the spell’s force. Spells have autonomous critical effects. Targets can react to spells according to each spell’s resistance.

Defending (Spells) Spells in projectile form that trigger Reactions can be countered similarly to ranged weapons (blocked, dodged, parried, etc.).

Resistance Each spell has a Resistance modifier, indicating how it can be countered. There are two types of Resistance: Reaction and Vigor.

Resistance (Reaction) A spell with Reaction Resistance can be countered by any standard Reaction, similar to how Physical Attacks are defended against.

Resistance (Vigor) Spells not visible or countered via reactions must overcome another target’s vigor to successfully apply their effect. In this case, the recipient does not get to make any rolls.

Active Spells Spells with sustained Shapes such as Armor, Enchant or Wall are not affected by Risk as they use Active Dice. Only direct Actions or Reactions are subject to Risk factors.

Sustaining Effects A Sustained effect is a condition that is active for a duration of time providing a bonus or a penalty to one or multiple characters. While effects are being sustained, a character is encumbered by an Active Risk, which adds up with other factors that contribute to the increase of total Risk. It is up to the character to manage how many effects they are willing to sustain. Dropping below Frail Grit will force a character to lose focus and cancel any sustained effects. Sustained spells will inflict their effect at the moment they are cast and will repeat their effect at the end of each Round. Perception Perception affects combat, halting characters in stealth and determining ranged attack reach. Attacking a target beyond your perception reduces Grit by 1 level.

Armor & Shields Armor absorbs damage and lowers the chance of critical hits, while shields offer block reactions and guard actions.

Conditions Conditions alter character status temporarily or permanently, affecting Grit levels and other parameters.

Injuries Injuries occur when a creature reaches 0 Grit Points. They require longer healing times and may need special treatment, unlike Grit, which replenishes after each battle.

Fall Damage Roll a D20 for damage when a character falls from a high altitude, with extra Damage based on altitude (vertical tiles).

Fall Damage Table (1D20) Altitude Extra Damage 1 +1D10 2 +1D12 3 +1D20 4 +2D20 5 +3D20 6 Withering Roll 7 Withering Roll, 1D10 Penalty Die 8 Withering Roll, 1D20 Penalty Die

Misfire A Misfire can occur when Obstacles or Creatures stand between an attacker and their target. Characters or Obstacles must stand on a straight (or diagonal) line to risk being hit accidentally or be adjacent to a target. In such cases, a regular attack roll is made that includes a chance of Misfire. Cover & Obstacles Characters can cover behind Obstacles. Half-Cover: Characters who move near an obstacle without taking an action receive half-cover. They can attack normally but still risk being hit. Full-Cover: Characters who use the Cover action while near an obstacle (within 1 tile) gain full-cover. They cannot be hit by attacks while in full-cover. Attacking from full-cover exposes the character, requiring 1 action to regain full-cover. Attacks that roll low (1-10) will misfire, hitting an Obstacle or causing damage to a target by accident. Targets that receive damage by Misfire or are recipients of failed attacks that Misfire are not qualified for Reactions.

Driving Targets Into Obstacles It is possible, through various ways, to drive targets into Obstacles. This usually occurs by using spells related to Wind or Core magic. In any case, Obstacles will stop the course of such an effect and the difference that derives will result in Physical Damage.

Example: A caster casts Wind against a target and rolls a 14. The target is pushed 14 Tiles away but the caster drives the target into a rock located just 4 Tiles away, forcing the target to receive 10 Points of Damage instead.

Driving Targets Into Other Targets As mentioned in the previous section, we can use the same mechanics to drive targets into other targets. The only difference is that the two involved targets will share the amount of Damage equally.

Example: A caster casts Wind against a target and rolls a 15. The target is pushed 15 Tiles away but hits another target only 5 Tiles away. The two affected targets receive 5 Points of Damage each.

Stealth You can utilize Stealth for a covert and potentially lethal attack. If a character possesses the Stealth Skill, they can execute a Hide Action against a Difficulty based on the Perception of the target(s). The highest Perception among hostile targets determines the target roll. A Hide Action is feasible only near Obstacles. Upon success, the character becomes Invisible and can move freely without another roll until initiating an aggressive Action. When attacking, another Roll is made against a specific target’s Perception. If the Attack Roll surpasses the Target’s Perception, it is deemed a Surprise Attack that bypasses Reactions. If the Surprise Attack is executed with a Melee Weapon, it receives a bonus of X2 Damage. Once a character is Invisible, other characters have the option to Scan the battlefield through an Observe Action, provided the character in Stealth has undertaken any (non-aggressive) Action other than Movement. An Observation Skill entitles a D20 Roll when using the Action and triggers a contesting Roll between the two parties (Observation vs Stealth).

Group Stealth (Ambush) It’s typical for adventurers (or encounters) to try to ambush one or multiple targets as a group, often before the battle commences, leading to Advantage Rolls. In such scenarios, a Group Roll is conducted against a Difficulty set by the Highest Perception Attribute among the hostile targets. The efficacy of the Roll depends on the group’s skill level. If at least one character possesses the Stealth Skill, the Roll is a D20; otherwise, it is a D10. Successful characters earn a Free Round with Surprise Actions before Advantage Rolls are initiated.

Group Retreat A Retreat maneuver is possible either individually or as a group. A roll must be made by each character while in combat mode, against a Difficulty set by the Game Master. The Difficulty may vary according to each scene. If involved characters succeed in the Roll, they flee, but characters who fail are left behind.

Group Advantage An alternative and easy method for rolling Advantage is to group creatures and characters together. Make only 2 Rolls, one for enemies and one for allies and allow individuals to take their turns in anyway they prefer. You can also allow alternate turns between Allies and Enemies for variety and balance.

Essences Essences are alchemical or magical concoctions that provide various bonuses and effects. Only one Consumable Essence can be active at a time. Elixirs: Drinkable essences stored in vials, granting potent magical effects. Poisons take effect upon consumption or contact with blood. Tonics: Therapeutic or protective drinkable essences designed to heal or safeguard. Salves: Essences applied to the skin, offering protective benefits. Balms: Essences used on weapons to create a range of effects. Bombs: Explosive essences contained in small palm-sized containers, producing diverse effects upon detonation.