Rules

Characters

Relationships

Skills

  • Skills are measured on a scale of 1 to 4: Untrained, Apprentice, Journeyer, Master.
  • All Skills require regular use to be maintained.
    • Skill progression toward the next level is reduced when skills are not used based on their level:
      • Untrained: 1/day
      • Apprentice: 1/week
      • Journeyer: 1/month
      • Master: 1/year
    • Progression toward the next level can decrease below 0.

Attributes

  • Every character possesses the following six Attributes, measured on a scale of 1 to 4:
    • Health, representing physical fitness.
    • Coordination, representing physical agility and deftness.
    • Attention, representing sensory perception and reflexes.
    • Discipline, representing mental control.
    • Education, representing learned knowledge.
    • Reputation, representing societal expectations.

Needs

  • Hunger
  • Thirst
  • Exhaustion

Equipment

  • Every major piece of Equipment has a Durability score.
    • Every action that uses a piece of Equipment and requires a roll reduces that Equipment's Durability by at least one point.
    • Durability can decrease below 0. Negative Durability is referred to as Wear.
    • Characters using Equipment with Wear take a penalty to all rolls using that Equipment equal to level of Wear.
    • If a character uses Equipment when its Wear is at a Trigger Level (-4, -8, etc.), they must make an immediate Maintenance check with a DC equal to Wear. On a failure, the Equipment suffers a Break.
    • Characters can roll Maintenance against Equipment's Wear. On a success, the Equipment's Durability increases by one point, plus one additional point for every 4 by which the roll exceeds the DC. On a failure, the Equipment's Durability decreases by one point, plus one additional point for every 4 by which the roll failed the DC.

Conflict resolution

Core mechanic

Span

Boons and banes

Stamina

  • Every action that requires a roll, and some that don't, requires a character to spend at least one point of Stamina.
  • Maximum Stamina is equal to level of Health + level of Discipline.
  • Characters can spend Stamina past 0. Negative Stamina is referred to as Fatigue.
  • Characters with Fatigue take a penalty to all rolls equal to their level of Fatigue.
  • If a character takes an action when their Fatigue is at a Trigger Level (-4, -8, etc.), they must make an immediate Health or Discipline roll with a DC equal to their Fatigue. If the character fails this roll, they gain a Injury.
  • All characters can Rest, rolling Health or Discipline against their Fatigue. On a success, characters regain one point of Stamina, plus one additional point of Stamina for every 4 by which their roll exceeds the DC. Characters never lose Stamina by Resting.