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How to Play Doing Things - Fighting Things - Quick Guide
Character Creation Character Advancement - Example Character Sheets - Quick Start
System Stuff Skill List - Class List - Permissions List - Stunts List
GM Information Bestiary - Random Injury Table - Worldbuilding
Classes
Battle Cunning Thought Charm
Fighter Rogue Scholar Diplomat
Barbarian Assassin Sage Spy
Knight Gleeman Tactician Chevalier
Sorcerer Druid Summoner Namer
Monster Enchanter Abjurer Priest
Warrior Monk Ranger Wizard Skald
Specialist Classes
Soldier Thief Mage Leader
Martial Artist Wanderer Loremaster Performer

You Are A Player

You do things. When you do things, you roll four dice. High numbers are good, low numbers are bad.

Number Result
5-6 +1
3-4 +0
1-2 -1

You Have A Character

The character is the person you're pretending to be. Characters have Skills, specific things they're good at. You add your character's Skill rating to dice rolls when you use it.

Player says... GM says...
I want to punch that guy. Roll the dice, then add Combat.
I want to steal that guy's watch. Roll the dice, then add Stealth.
I want to chase the thief that stole that guy's watch. Roll the dice, then add Athletics.
I want to figure out what happened at this crime scene. Roll the dice, then add Investigate.
I want to convince this guy that I didn't steal the watch. Roll the dice, then add Persuade.

Your Character Has A Class

A class tells you what your character is good at. It tells you what Skills they have by lumping them into broad groups. A Knight looks like this:

Class Primary Archetype Secondary Archetype
Knight Battle Charm

Battle adventurers are at their best when they’re fighting. They tend to be natural athletes.

Cunning adventurers have useful abilities like outdoorsmanship or lockpicking. They tend to be sneakier than others.

Thought adventurers are knowledgeable about many things, including medicine. They tend to think their way through problems.

Charm adventurers have a way with people. They tend to talk their way out of (or into) trouble.

Your Character Has A Permission

A Permission lets your character do something impossible, like magic. Every permission is different, and lets you do something different. You can find a full list here.

Regeneration You heal unnaturally fast, able to recover from injuries at twice the speed of a normal human. Those who witness it can’t help but wonder why...
Alchemist You know how to make useful things out of rare plants and strange creatures. Effects will vary.

Your Character Will Get Hurt

Sometimes you fall from a building or get stabbed by a sword. It happens.

When it does, you take damage. Stress is temporary damage that goes away after the problem does (like when a fight ends). Injuries are long-lasting damage that give you penalties.

The more stress boxes your character has, the harder it is to hurt them. Injuries happen when you don't have enough stress boxes left to take damage. Injuries heal eventually, but they make taking action harder in the mean time.