## Core Concepts ### Roles **Players** Every natural person playing the game. **Adventurers** - Players who undergo Expeditions - Have access to Momentum [✠] - Optional roles: Cartographer, Quartermaster, Archivist, Shotcaller, Marshall, Torchbearer **Dungeon Master/Mistress (DM)** - Controls Adversaries and Hazards - Has access to Threat [✦] **Models** Any entity on the Game Board controlled by a Player, represented by a miniature. ### Model Types **Party Models** (controlled by Adventurers) - Characters: One per Adventurer; access to most Activities; evolve via Advances - Followers: Follow a single Character; use Obedience to track loyalty - Henchmen: Specialized hired help; use Morale to track loyalty **Adversaries** (controlled by DM) - Minion [⁎]: Basic Activities - Elite [⁑]: Situational Activities - Champion [⁂]: Wide array of Activities; can use Threat directly; can become Nemesis - Nemesis [⋇]: Returning adversary; evolves like Characters **Non-Player Characters (NPCs)** - Spawned by Events, Hazards, or Scenarios - Represent neutral parties or quest objectives ### Resources **Character Resources** - Luck Points: Re-roll checks - Fate Points: Escape certain death **Party Resources** - Momentum [✠]: Used during Encounters; fuels Manoeuvres and tactical options; fluctuates throughout combat **DM Resources** - Threat [✦]: Used during Expeditions and Encounters; powers Adversary abilities and escalates Encounters **Momentum Uses** - Varies: Perform an Action - 1pt: Decrease Check Difficulty by 2 - 1pt: Automatically perform Change Place Manoeuvre - 2pt: Automatically perform Disengage Manoeuvre - 2pt: Activate Weapon Quality requiring Critical Hit - 2pt: Gain 1 additional Reaction until start of next Model's activation - 4pt: Increase Attacks by 1 for next Action ### Time Structure Nested scales from largest to smallest: **Season** - Consumed by Endeavours and Expeditions - Represents weeks of activity **Event** - Immediately resolved incident **Endeavour** - Downtime activity characters undertake **Expedition** - Single delve into a Dungeon - Contains one or more Encounters **Encounter** - Isolated interaction with Adversaries or Hazards - Consists of one or more Rounds **Round** - Each Model acts once - Consists of structured phases **Activity** - Single action taken by Model - Interaction with location, Hazard, or other Models ### Locations **Dungeon Structure** - Dungeon: Confined locality where Expeditions take place; can have multiple Dungeon Levels - Dungeon Level: Single floor/area; represented by Game Board; danger increases with depth - Board Section: Physical tiles representing rooms and corridors **Overland Locations** - Region: Large area containing multiple location types - Settlement: Safe haven for trading and Endeavours - Wilderness: Dangerous areas connecting Settlements and Dungeons; contains Encounters and Hazards **Hazards** Catch-all term for interactive environmental dangers and obstacles. **Keywords** Used to signify synergies and antipodes; multiple occurrences usually beneficial for cost or outcome. --- ## Checks System ### Overview - Always use D6 - Determines outcome of activities - Rolled against Obstacle (Ob.) - Three check types: Basic, Complex, Extended ### Check Components **Reference Value** Denotes the Skill or Characteristic used for calculating Target Number. **Check Mode** - Unopposed [⥤]: Reference Value based on Model's Skill - Opposed [⇌]: Reference Value based on Target's skill **Difficulty** Always modifies Reference Value, never Obstacle: - Very Easy [○] - Easy [◔] - Routine [◑] - Challenging [●] - Difficult [∶] - Hard [∵] - Very Hard [∷] - Impossible [∺] **Notation Format** `[Check Type] [Check Difficulty] [Check Mode]` Examples: - `Basic[∶] Cool` (unopposed marker usually omitted) - `Extended[∷] Charm⇌Perception` ### Check Outcomes **Bane [⊗]** Check fails with dire consequences. If not specified, treat as Failure. **Failure [⊖]** Check simply fails. **Complication [⊜]** Check succeeds but with consequences. If not specified, treat as Success. **Success [⊕]** Check succeeds as intended. **Boon [⊛]** Check succeeds with additional benefits. If not specified, treat as Success. ### Favour & Peril **Favour [⥣]** Increases chances of success. **Peril [⥥]** Reduces chances of success. **Resolution** Multiple instances cancel each other: - Peril > Favour: Roll is perilous - Peril = Favour: Normal roll - Favour > Peril: Roll is favourable ### Re-Rolls **Limitation** One attempt per check (except Dark Deal). Re-rolled result is always final. **Sources** - Luck Points: Spend 1 LP - Dark Deal: Suffer 1 Corruption - Push: Suffer 1 Stress or Fatigue ### Basic Checks **Procedure** Single D6 roll against Obstacle. **Outcomes** - Bane: Roll = 1 - Failure: Roll < Obstacle - Complication: Roll = Obstacle - Success: Roll > Obstacle - Boon: Roll = 6 **Note** For Obstacle ≥6, Boon requires confirmation by rolling success again. ### Complex Checks **Procedure** Roll multiple D6 (number equals Reference Value). Each die ≥ Target generates one Mark. **Evaluation** - Rolling 1: -1 Mark - Rolling 6: Roll again for bonus Mark **Resolution** Compare total Marks to Obstacle for Outcome. **Obstacle Determination** - Unopposed: Fixed number (1-10) - Opposed: Target's Reference Value ### Extended Checks **Procedure** Use Complex Check rules. Multiple rolls allowed until Obstacle reached. **Time Cost** Each roll consumes 1 unit of Time. **Failure Condition** If Marks reach 0 or below, Check ends as Bane. --- ## Abilities ### Main Characteristics Innate abilities of a Model. Each has 2 associated Skills. **Weapon Skill (WS)** Close combat aptitude. Governs Melee and Defense. **Ballistic Skill (BS)** Hand-eye coordination. Governs Shooting and Throwing. **Strength (S)** Brute force and stamina. Governs Brawn and Toil. **Toughness (T)** Physical resistance. Governs Consume Alcohol and Endurance. **Initiative (I)** Speed of thought and perception. Governs Perception and Dodge. **Dexterity (Dex)** Fine manual tasks. Governs Streetwise and Crafting. **Agility (Ag)** Physical coordination and athleticism. Governs Stealth and Athletics. **Intelligence (Int)** Analytical thinking. Governs Intuition and Education. **Willpower (WP)** Mental strength. Governs Cool and Animal Handling. **Fellowship (Fel)** Social aptitude. Governs Leadership and Charm. ### Secondary Characteristics **Wounds (W)** Number of Wounds before knocked out. **Movement (M)** Movement distance under normal conditions. **Attacks (A)** Number of attacks per round. **Magic (Mag)** Wizard level; determines Magic Pool for spellcasting. **Corruption Threshold (CT)** Ability to resist Corruption. **Insanity Threshold (IT)** Ability to resist Insanity. **Fate Points (FP)** Used to avoid death and dark fates. **Luck Points (LP)** Used for re-rolls. ### Skills Skills are used in Checks. Each associated with a Main Characteristic. **Melee (WS)** Make Melee Attack actions. **Defense (WS)** Defend against Melee Attack actions. **Shooting (BS)** Make Ranged Attack actions with Missile weapons. **Throwing (BS)** Make Ranged Attack actions with Throwing weapons. **Brawn (S)** Immediate feats of strength. **Toil (S)** Prolonged manual labor. **Consume Alcohol (T)** Resist short-term hazards like alcohol and poison. **Endurance (T)** Endure hardship, withstand deprivation, survive harsh environments. **Perception (I)** Notice things. **Dodge (I)** Evade attacks and immediate hazards like traps. **Stealth (Ag)** Move quietly and conceal. **Athletics (Ag)** Running, jumping, climbing, swimming. **Streetwise (Dex)** Lockpicking, pickpocketing, disarming traps, sleight of hand. **Crafting (Dex)** Create trappings. **Intuition (Int)** Detect subterfuge and determine value of objects. **Education (Int)** Recall relevant information. **Cool (WP)** Remain calm under stress, resist fear and psychological coercion. **Animal Handling (WP)** Charm, train, and care for animals. **Leadership (Fel)** Intimidation, command, coerce obedience. Often resisted by Discipline. **Charm (Fel)** Deceiving, blathering, haggling, gossiping. Usually resisted by Intuition. ### Traits Inherent abilities based on Species. Examples: Flier, Dark Vision, Mutation. ### Lores Define what a character knows and specialist skills. **Categories** - Academic: Various fields like Accountancy, Anatomy, History, Law - Cultural: Knowledge of social groups and languages - Enemy: Knowledge of adversaries and combat tactics against them - Environment: Surviving in hazardous environments - Magic Lores: Knowledge of magic forms; enables spell casting - Specialist Weapon Groups: Training with special weapons (Polearms, Two-Handed Swords, Blackpowder Guns) - Trade Lores: Knowledge to create trappings or work in fields (Blacksmith, Weaver, Engineer, Artist) - Vehicle Lores: Operating vehicles and mounts ### Talents Represent knacks, tricks, and innate abilities. Examples: Ambidextrous, Aetheric Attunement, Menacing, Acute Senses. ### Manoeuvres Special combat actions and tactics. Examples: Formation Fighting, Disarm, Shield Bash. ### Careers Building blocks of a character providing Skills, Lores, Talents, Manoeuvres, etc. Only applicable for Player Characters. --- ## Encounters & Combat ### Overview Encounter is a conflict between Adventurers and Adversaries. Triggered by Event or Location. ### Turn Sequence **1. Encounter Setup (First Round Only)** _I. Determine Encounter Parameters_ - Encounters may have specific Effects - DM spends Threat to modify duration/severity or buy additional Effects _II. Determine Surprise_ Company Surprised: - No Momentum in first round - Henchmen and Followers receive no Activation - Declare all actions before Adversaries Adversaries Surprised: - No Adversary Pool in first round - Common Adversaries lose Activation - Elite and Champion Adversaries use Basic Actions only - Declare all actions after Company _III. Calculate Initial Momentum_ Starting Momentum equals Company's current Fortune Pool. _IV. Prepare Adversaries_ - DM selects Adversary Group and Models - Spend Threat for Talents, better models, or additional Pool values - Prepare Adversary Pool by summing A/C/E values of each Model - Position Adversary Models on board **2. Determine Winds of Magic** See Magic Systems section. **3. Declare Actions** - Roll D6: Even = Explorers declare first, Odd = DM declares first - Alternate declaring actions - DM declares Adversary actions in Groups **4. Determine Initiative** Roll 1D6 + Initiative Characteristic - Action modifier Resolve in descending order (highest first). **5. Resolve Actions** Each Model receives Activation in Initiative order. **6. Bookkeeping** _Update Momentum_ 1. Torchbearer modifies Pool: - +1 per Elite Adversary defeated - +2 per Champion Adversary defeated - +5 Nemesis Adversary defeated - +2 if Company outnumbers Adversaries - Varies for Action/Talent effects 2. Subtract Action costs from Pool 3. Result is Momentum Pool for next turn 4. If below 0: All Company Models gain Banes equal to deficit; set Pool to 0 _Refresh Adversary Pool_ Sum A/C/E values of remaining non-routed Adversaries. _Apply Global Effects_ Resolve effects discreetly. Reduce Duration trackers by 1. Remove effects with Duration 0 after applying. _Check Morale_ See Psychology & Leadership rules. _End Condition_ Combat ends when no Adversaries remain on Board Section. ### Activation **Structure** Each Model receives one discrete Activation per Round. Activation must finish before next begins. **Exception** Interrupts can occur during another Activation. **Activation Sequence** _1. Start Phase_ Apply condition effects. _2. Action Phase_ - Perform one Major Action OR gain 2 free Minor Actions - Perform one free Minor Action (before or after Major Action) - Main Characters: Additional Minor Actions cost 1 Fatigue each _3. End Phase_ - Reduce condition tracker by 1 (remove if zero) - Gain Interrupts equal to Attacks Characteristic ### Actions **Minor Actions [◇]** Standard activities like Movement. **Major Actions [⬡]** Complex combat actions like Attacks and Spell Casting. **Reactions [▽]** Reactive activities that break normal turn order. ### Minor Actions **Assist** Aid another Model. **Interact** Open doors, grab items, use hazards/trappings. **Movement** - Advance: Move up to Movement (M) - Drag: Move adjacent prone Model up to ½M - Disengage: Challenging Opposed Athletics vs WS to leave enemy Danger Zone - Change Place: Challenging Opposed Athletics vs WS to swap with adjacent engaged ally - Reposition: Move to adjacent square within enemy Danger Zone **Manage Equipment** Switch weapon, sling/unsling shield, drink potion, draw from container. **Recuperate** - Recover Stress: Challenging Cool check to recover 1 Stress - Recover Fatigue: Challenging Endurance check to recover 1 Fatigue **Mount/Dismount** Mount or dismount vehicle/creature. **Prepare** Reduce single check Difficulty by 1. **Use a Skill** Apply relevant skill to situation. --- ## Combat - Attacks ### Melee Attacks **Overview** Made with Melee Weapons against targets in Danger Zone (DZ). Usually Opposed Simple Checks. **Danger Zone** Area controlled by weapon's Reach rating: - Reach M: Ring of fields directly adjacent to Model - Reach P: Squares directly front, back, left, right of Model - Reach R: Reach M plus additional adjacent ring **Engaged** Models in enemy's Danger Zone. Model stops when entering enemy DZ regardless of remaining Movement. **Movement Restrictions** Only Disengage, Change Place, or Reposition allowed in DZ. Other Manoeuvres trigger Interrupts. **Interrupts** Actions with Interrupt keyword. Performed during another Model's Activation by spending a Reaction. Resolved before interrupted action. **Two-Weapon Fighting** - Use 1-H Melee Weapon, Shield, or Pistol in off-hand - Off-hand actions: Difficulty +2 - Gain +1 additional Interrupt ### Ranged Attacks **Overview** Made with Ranged Weapons against targets in Line of Sight. Usually Unopposed Simple Checks. **Exceptions to Unopposed** Opposed if target has Shield Rating 2+ or is in Point Blank Range. **Engagement Restriction** Cannot attack when Engaged unless weapon has Pistol Quality. **Line of Sight** Draw line from center of attacker's square to any point of target square. Line must not cross walls, obstacles, or models. **Shooting into Melee** Each Model target is engaged with: Difficulty +1. On miss: Randomly determine hit model. **Size Modifiers (Attack Difficulty)** - Tiny: +3 - Little: +2 - Small: +1 - Average: 0 - Large: -1 - Enormous: -2 - Monstrous: -3 **Template Attacks** All Models in template affected unless specified otherwise. --- ## Wounds & Healing ### Damage Resolution **Dealing Damage** Opposed Damage vs Toughness check to cause a Wound. Armor increases Toughness value. **Wound Effects** When Wound caused, draw Injury card with Severity rating and effects. - Severity = Obstacle for healing - Wounds < 0 = Death - Wounds = 0 = Out-of-play **Out-of-Play** - Adversaries: Removed from board - Characters: Must be dragged or abandoned (dire consequences) ### Soak Mechanic Certain actions/armor provide Soak. Soak cancels Wound before dealt (no Injury drawn). Using Soak damages armor. ### Healing Healing uses Extended Toughness check. Usually performed as Endeavour in settlements. ### Additional Conditions **Injuries** Can become permanent. **Disease/Poison** Work similarly to Injuries with Severity rating. --- ## Conditions & Effects ### Duration Types **Fleeting** Ends at character's next End Phase. **Persistent** Has X counters. Reduce by 1 each End Phase. X = number of tokens/stacks. **Ongoing** Lasts until specific condition met. ### Common Conditions **Staggered (Fleeting)** Cannot perform Manoeuvres. If X > 1: Limited actions. **Hidden (Ongoing)** Movement: ½M Attacks vs ▷Hidden Model: Attacker treated as [*Blinded*] [▷Hidden attacks] ⇒ Remove *Hidden* @End Phase **Stunned (Fleeting)** Miss next Activation. **Surprised (Fleeting)** Miss next Activation. **Bleeding (Persistent)** Start Phase: Automatic S[X] hit. **Prone (Ongoing)** Melee attacks against: Favour. Ranged attacks against: Peril. Remove: Spend Major Action to stand. **Engaged (Ongoing)** Cannot use Ranged actions. Remove: Leave Danger Zone. **Entangled (Ongoing)** Movement -X. Remove: Athletics check [X]. **Ablaze (Ongoing)** Start Phase: Automatic S[varies] hit. **Broken (Ongoing)** Move away from enemies. Cannot use Actions. **Blinded (Ongoing)** All checks: Peril. Cannot use Ranged actions. **Frenzied (Ongoing)** Attacks ×2. Attack nearest Model. Only Melee Strike actions and Advance manoeuvres. Immune to Psychology. After removal: Fatigue [X]. **Hatred (Ongoing)** Against specified target: Favour on Opposed checks. Immunity to Fear of target. **Distressed (Ongoing)** Mental checks: Peril. **Drained (Ongoing)** Physical checks: Peril. **Strained (Ongoing)** All checks: Peril. Start Phase: Cool check or gain Broken. **Animosity (Ongoing)** Against specified target: Cannot use Teamwork actions. Social actions: +1 Difficulty. **Deafened (Ongoing)** Immune to Social actions. **Weakened (Persistent)** Strength -[X]. **Inspired (Persistent)** All checks: -[X] Difficulty. **Demoralized (Persistent)** All checks: +[X] Difficulty. **Cowed (Persistent)** Against specified source: Opposed checks +[X] Difficulty. --- ## Magic Systems ### Arcane Magic **Casting Procedure** Extended Check using Magic Pool. Magic Pool = number of dice equal to Mag attribute. **Obstacle** Casting Number of spell. **Miscasts** Count total 1s rolled across all attempts = Miscast Number. **Miscast Severity** - Miscast Number = Mag: Minor Miscast - Miscast Number > Mag: Major Miscast - Miscast Number ≥ Mag×2: Catastrophic Miscast ### Divine Magic Handled as Manoeuvres. Specific mechanics vary by deity and prayer. --- ## Keywords & Synergies Keywords signify synergies and antipodes. Multiple occurrences of same keyword usually beneficial for cost or outcome. Used throughout Activities, Traits, Equipment, and Effects. --- _End of Rules Reference Document_