Totally obscured: 3 banes and you must guess the target's location.
Worn or carried object: 2 banes and the GM decides whether the object can be damaged.
Weather or difficult firing conditions can impose 1 or more banes.
Attack Rolls
General
Attack rolls are used to harm, hinder, or influence a creature or object.
Melee weapon attacks normally use Str.
Ranged weapon attacks normally use Agi.
Finesse melee weapons can use Agi instead of Str.
Spell and stunt attacks use the attribute named by the effect or action.
On a success, the attack deals damage or applies its effect. On a failure, it misses or fails to take hold.
Boons & Banes
General
Each boon adds 1d6. Keep the highest boon die and add it to the d20.
Each bane adds 1d6. Keep the highest bane die and subtract it from the d20.
Boons and banes cancel one-for-one.
Challenge Rolls
General
Challenge rolls are used for uncertain tasks that are not directly opposed by another creature.
The default target number is 10.
Attribute or Perception modifiers apply based on the task.
A roll of 10 or more succeeds.
Damage
General
Add damage taken to your Damage total.
If Damage equals Health, you become incapacitated.
Damage never exceeds Health; excess damage is ignored.
If you ever take damage equal to your Health at once, you die.
Damage from one attack is rolled once and applied to each target it hits.
Half damage is rounded down.
Disabled
General
Disabled characters are defenseless.
At the end of each round while disabled, make a Fate roll.
On a 1, you start dying.
On a 6, you heal 1 damage and become impaired for 1 minute.
On 2-5, nothing changes.
After 3 consecutive disabled rounds, you become unconscious for 1d3 hours, heal 1 damage, and become impaired for 1 minute.
Dying
General
Dying characters are unconscious.
Fate rolls at the end of each round: 6 go back to disabled; 2-5 nothing; 1 die.
Fortune
General
Spend 1 point of Fortune to turn a failed roll into a success.
Or give another player 2 boons on their roll.
Or treat any d6 roll as a 6.
Free Attacks
General
If a creature willingly moves out of your reach, you can use a triggered action to make an attack against it with a melee weapon you are wielding.
Healing
General
Healing reduces your Damage total by the amount healed.
Damage can be healed by rest, talents, magic, or equipment.
Healing Rate
General
Healing rate equals one-quarter of your Health, minimum 1.
If Health increases, healing rate increases with it.
Incapacitated
General
A creature becomes incapacitated when its Damage equals its Health.
It falls prone immediately.
If an incapacitated creature takes any damage, it dies.
Most non-player creatures die or fall unconscious for 1d3 hours, at the GM's choice.
Player characters become disabled instead.
Injured
General
You are injured while your Damage equals or exceeds half your Health.
This state does not change your normal capabilities by itself, but other effects can key off it.
Minor Activities
General
Minor activities do not use an action, triggered action, or move.
Examples include dropping or picking up an item, drawing or stowing a weapon, and opening or closing a door.
You can usually do 1 minor activity on a fast turn or 2 on a slow turn.
Obscurement
General
Partially obscured areas impose 1 bane on rolls involving sight.
Heavily obscured areas impose 2 banes on rolls involving sight.
Totally obscured areas cannot be seen into; creatures there are blinded.
Invisible creatures count as totally obscured and can hide anywhere.
Range
General
You: yourself.
Reach: the target must be within your reach and you must be able to touch it.
Touching an unwilling target requires a Str or Agi attack roll vs Agi.
Short: 5 yards.
Medium: 20 yards.
Long: 100 yards.
Extreme: 500 yards.
Sight: whatever can be seen.
Resting
General
8 hour rest: heal up to your healing rate.
24 hour rest: heal up to twice your healing rate.
A rest cannot be interrupted for more than 1 minute.
Social
General
Social conflict uses attack rolls to alter behavior or belief outside combat.
Befriend: Will attack vs Will; on success the creature becomes friendly.
Deceive: Int attack vs Int; on success the creature believes the deception until it is shown false.
Intimidate: Will or Str when inflicting pain, vs Will; on success the creature behaves as desired.
Persuade: Will attack vs Will; on success the creature does as you wish.
Taunt: Int attack vs Will; on success the creature becomes angry and reacts as the GM deems appropriate.
If the total is 0 or lower, the attempt backfires and can worsen the target's attitude.
Surprise
General
If one side is hidden, appears suddenly, or catches the other side off guard, surprise is possible.
Creatures on the side that could be surprised make a Perception challenge roll.
On a failure, the creature is surprised until the end of the first round.
Triggered Actions
General
You also get one triggered action each round.
A triggered action can be used when its trigger condition is met, if you have not already used one this round.
Triggered actions resolve immediately, even if they interrupt another creature's turn.
Turn Order
General
Each round, choose a fast turn or a slow turn.
Players resolve fast turns first, then enemy fast turns.
Players resolve slow turns next, then enemy slow turns.
End-of-round effects resolve last.
A fast turn lets you move or use an action, not both.
A slow turn lets you move and use an action.
Weapons
General
Cumbersome: attack with 1 bane.
Defensive +X: add X to Defense while wielding it.
Finesse: choose Str or Agi to attack.
Misfire: if the attack roll is 0 or less, roll d6; odd explodes for 2d6 damage, even needs 1 minute of repair.
Range (Short, Medium, Long): weapon range length.
Reach +X: add X to your reach.
Reload: can attack only if loaded.
Size 1+: must be at least that Size to wield.
Uses (ammunition): uses a listed ammo type, 1 ammo per attack.
Thrown: weapon can be thrown as a ranged attack.
Actions
Cast Spell
Actions
Cast a utility spell and resolve its effects.
Attack spells use the normal attack rules instead of this action entry.
Charge
Actions
Move up to your Speed and make one melee attack, Knock Down, or Shove.
All attack/challenge rolls you make have 1 bane until the end of the round.
Concentrate
Actions
Prolong certain spells and effects.
If you take damage or gain Insanity, make a Will challenge roll or lose concentration.
Defend
Actions
Until the end of the round, all attacks against you suffer 1 bane and all challenge rolls you make to resist attacks are made with 1 boon.
These benefits end if you are prevented from using actions.
Disarm
Actions
Make a Str or Agi attack roll against the higher of the target's Str or Agi.
On success they drop one object they are holding.
If you are unarmed, make the roll with 2 banes.
Distract
Actions
Make an Int attack roll against the Int of a target that can see you within short range.
On success the target makes its next attack/challenge roll before the end of the round with 2 banes.
End an Effect
Actions
End an ongoing effect from your spells or talents.
Escape
Actions
Make a Str or Agi attack roll vs target's Str to free yourself from a grab.
On success you are freed and can move up to half your Speed without triggering free attacks.
Feint
Actions
Make an Agi attack roll vs the Perception of a target within short range that can see you.
On success choose one: your next attack against the target before the end of the next round is made with 2 boons, or your movement does not trigger free attacks from the target for 1 round.
Find
Actions
Make a Perception challenge roll to search for a hidden object, or a Perception attack roll against the Agi of a hidden creature to reveal it to you and your allies.
Grab
Actions
You need a free hand and cannot already be grabbing another creature.
Choose a target within reach that has a physical body and make a Str or Agi attack roll vs the target's Agi.
If you choose a creature you are already grabbing, you automatically succeed.
On a success, the target is grabbed until the end of the next round.
The grab ends if you cannot use actions or can no longer reach the target.
Help
Actions
Make an Int challenge roll to provide 1 boon to a target within 5 yards on the next attack/challenge roll they make this round.
Hide
Actions
Make an Agi challenge roll to hide when not being observed and heavily obscured or in three-quarters cover or better.
You stay hidden until the conditions end or you reveal your position by attacking, casting, shouting, or otherwise exposing yourself.
While hidden, attack rolls with 1 boon against the Defense or Agi of targets from whom you are hidden.
A creature can guess your location; it attacks with 3 banes only if it guesses correctly.
Knock Down
Actions
Make a Str attack roll vs the target's Agi.
If you are larger, take 1 bane per size difference; if smaller, take 1 boon per difference.
On success the target falls prone.
Melee Attack
Actions
Make a melee attack vs the target's Defense.
Driving: 1 bane; on success both you and the target move yards equal to your Str modifier in the same direction.
Guarded: 1 bane; next attack against your Defense before end of round is made with 1 bane.
Lunging: increase reach by 1 yard and attack with 1 bane.
Shifting: 1 bane; on success your movement does not trigger free attacks from the target until end of round.
Unbalancing: 1 bane; if the target is your Size or smaller, it makes an Agi challenge roll or falls prone.
Prepare
Actions
Prepare an action to go off as a triggered action when a specified event occurs this round.
Attack or challenge rolls during the triggered action are made with 1 boon.
If the trigger never occurs before the end of the round, nothing happens.
Pull
Actions
Make a Str attack roll vs the Str of a target you are grabbing if it is smaller than you.
On success, move up to half your Speed while taking the target with you.
Ranged Attack
Actions
Make a ranged attack vs the target's Defense.
Called Shot: choose a body location with 2 banes for an additional effect set by the GM.
Distant Shot: attack up to double your weapon's range with 1 bane.
Staggering Shot: attack a target your Size or smaller with 2 banes; on success it makes an Agi challenge roll or falls prone.
Reload
Actions
Reload a weapon.
Retreat
Actions
Move up to half your Speed without triggering free attacks.
Rush
Actions
Move up to twice your Speed.
Shove
Actions
Make a Str attack roll vs the target's Str.
If you are larger, take 1 bane per size difference; if smaller, take 1 boon per difference.
On success, move the target 1 + your Str modifier yards, minimum 1 yard.
Stabilize
Actions
Make an Int challenge roll on an incapacitated, disabled, or dying creature.
If the creature is dying, make the roll with 1 bane.
On a success, it heals 1 damage.
Two Weapons
Actions
You can only attack with two weapons if neither weapon is cumbersome.
If you attack with a shield, the shield loses its defensive property until the end of the round.
Same target: 2 banes on the main-hand attack; on success deal normal damage plus off-hand modifier damage.
Different targets: attack main-hand then off-hand; both attacks are made with 3 banes.
Use an Item
Actions
Interact with an item you are holding or wearing, or with an object you can reach.
Examples include picking a lock, retrieving an item from a pouch or backpack, or lighting a torch.
Afflictions
Asleep
Afflictions
A sleeping creature is prone and unconscious.
Another creature can use an action to wake it.
Unless otherwise noted, taking damage removes this affliction.
Blinded
Afflictions
The creature cannot see and treats its surroundings as totally obscured.
Other creatures make attack rolls with 1 boon against its Defense or Agi.
Perception challenge rolls relying on sight automatically fail.
Speed becomes 2 unless the normal Speed is lower.
Charmed
Afflictions
The creature sees the source of the affliction as a trusted friend and ally.
It cannot choose the source of the affliction as the target of its attacks.
Compelled
Afflictions
The creature cannot use actions or move.
During each fast turn, the source of the affliction can force it to move up to its Speed or use an action.
The source makes all decisions on the compelled creature's behalf.
Dazed
Afflictions
A dazed creature cannot use actions.
Deafened
Afflictions
A deafened creature cannot hear.
Perception challenge rolls made to listen automatically fail.
Defenseless
Afflictions
Defense becomes 5.
The creature cannot use actions.
It automatically fails challenge rolls involving attributes.
It still perceives its surroundings and can make Perception challenge rolls as normal.
Diseased
Afflictions
A diseased creature makes all attack/challenge rolls with 1 bane.
Fatigued
Afflictions
A fatigued creature makes all attack/challenge rolls with 1 bane.
Frightened
Afflictions
A frightened creature makes attack rolls and challenge rolls with 1 bane.
A frightened creature cannot take fast turns.
Grabbed
Afflictions
If the grabbed creature's Size is equal to or smaller than the grabber's, it cannot move away from the grabber.
If the grabbed creature's Size is larger than the grabber's, the grabber moves with it by clinging on or ends the grab.
Immobilized
Afflictions
Speed is 0 and the creature cannot benefit from bonuses to Speed.
Other creatures make all attack rolls against it with 1 boon.
Impaired
Afflictions
An impaired creature makes all attack/challenge rolls with 1 bane.
Multiple Afflictions
Afflictions
Gaining the same affliction again usually adds no new immediate effect.
You must remove each instance of the affliction to end it completely.
Poisoned
Afflictions
A poisoned creature makes all attack/challenge rolls with 1 bane.
Prone
Afflictions
A prone creature lies on the ground.
It can crawl or use its move to stand.
The prone creature makes Str and Agi rolls with 1 bane.
Creatures that can reach the prone creature make attack rolls against it with 1 boon.
Creatures that cannot reach it make attack rolls against its Defense with 1 bane.
Slowed
Afflictions
A slowed creature can take only a slow turn.
Its Speed is halved and it cannot gain bonuses to Speed.
Stunned
Afflictions
A stunned creature cannot move or use actions.
It automatically fails any challenge roll it would make.
Other creatures make all attack rolls against it with 1 boon.
Surprised
Afflictions
A surprised creature cannot use actions and cannot move.
It automatically gets a failure on any challenge roll it would make.
Unconscious
Afflictions
An unconscious creature cannot act, move, or perceive its surroundings.
Defense is 5.
It cannot use actions or move, and all challenge rolls fail.
Overlay
Artifacts
Overlay
Artifact grades: Minor, Standard, Major, Sealed.
Using an artifact always triggers an Exposure check.
An artifact may also trigger Insanity gain, Corruption gain, or a conditional aftereffect.
Resolve in order: primary effect, immediate cost, Exposure check, aftereffect.
Corruption
Overlay
Corruption modifies NPC reaction, corruption affinity, and magic instability.
For every 2 Corruption, gain 1 boon on interactions with corrupted entities.
For every 2 Corruption, take 1 bane on interactions with non-corrupted NPCs.
At 3: subtle environmental reactions.
At 6: spell side effects begin.
At 9: passive aura with mechanical consequences.
At 12+: mutation risk enters play.
Death State
Overlay
"Dead" can be a mechanical state instead of permanent narrative death.
While marked dead, some enemies and effects cannot target you.
While marked dead, take 1 bane on all rolls and suffer interaction restrictions.
The state ends when the source condition is fulfilled.
Escalation
Overlay
On failed critical rolls, gain an Escalation token.
Each token adds 1 bane on the next related roll.
Escalation clears when the related task succeeds or the scene ends.
Exposure
Overlay
Tier 0 Stable: no effect.
Tier 1 Disturbed: minor perception distortion.
Tier 2 Fractured: mechanical penalties and hallucination bleed.
Tier 3 Unstable: loss of control risk.
Exposure Effects
Overlay
Tier 1 Disturbed: 1 bane on Perception challenge rolls.
Tier 2 Fractured: 1 bane on Perception and Intellect rolls; once per session the GM may alter a declared action interpretation.
Tier 3 Unstable: at the start of each turn, make a Will challenge roll; on failure the GM controls the action, forces inaction, or mis-targets it.
Exposure Gain
Overlay
Gain +1 Exposure tier when learning forbidden information.
Gain +1 Exposure tier when witnessing supernatural events beyond current Power.
Gain +1 Exposure tier when using abilities outside safe limits.
Gain +1 Exposure tier on GM-flagged failed sanity-based rolls.
Gain +1 Exposure tier when interacting with artifacts.
Exposure Relief
Overlay
A full rest in a safe location reduces Exposure by 1 tier.
Specific abilities, artifacts, or stabilizing events can also reduce Exposure.
Insanity
Overlay
Insanity is a scaling instability modifier tied to knowledge and power usage.
For every 3 Insanity, take -1 on Will challenge rolls.
For every 3 Insanity, increase Exposure trigger frequency by 1 step when the GM flags it.
At 3: minor behavior distortion.
At 6: persistent delusion with mechanical impact.
At 9: gain +1 Exposure tier.
At 12+: gain a permanent instability trait.
Invulnerability
Overlay
Some enemies ignore damage unless a condition is met.
If the condition is not met, damage is 0.
If partially met, damage is halved, rounded down.
Conditions can be knowledge-based, environmental, timing-based, or resource-based.
Knowledge Gate
Overlay
Some actions require prior knowledge unlocks.
Unknown: cannot interact properly.
Partial: limited interaction.
Known: full access.
Without the needed knowledge, an action auto-fails or resolves at reduced effect.
Repetition
Overlay
Repeating the same action consecutively is penalized.
Second time: 1 bane.
Third time: 2 banes.
Fourth time and later: 3 banes.
The penalty resets when the action changes.
Spell Consequence
Overlay
Trigger on Rank 3+ spells, forbidden traditions, or repeated casting in a short timeframe.
Roll 1d6: 1 no effect; 2-3 minor anomaly; 4-5 Exposure +1; 6 Corruption +1 and anomaly.
Each additional cast in the same scene adds +1 to the result.