Reference

Quick-reference tables, charts, and comprehensive lists

Combat Quick Reference

Your Turn

  • Action Economy: 3 actions per turn
  • Action Types: Strike, Technique, Stride, Other
  • Reactions: You can use reactions outside your turn (e.g., Active Guard, opportunity attacks)

Initiative & Order

At the start of combat, each combatant draws cards: 1 card for Mind, 1 card for Spirit. Highest combined value acts first. Ties go in any order the GM decides.

Attack Resolution

Step Action
1. Declare Target & Attack Say what enemy you're attacking and which weapon/technique you're using
2. Draw Cards Draw from your deck based on stat (Body for melee, Mind for ranged)
3. Play a Card Choose one card to play, add weapon/technique bonus
4. Compare to Guard Your result vs. target's Guard. If you meet or exceed, you hit!
5. Deal Damage Damage = (Your Result − Target Guard) + Weapon Bonus
6. Target Loses Vitality Reduce their Vitality by the damage amount

Talents Reference

Combat Talents

Swordplay — +2 EV on melee weapon attacks
Brawler — +2 EV on unarmed strikes and grappling
Polearm Master — +2 EV with spears, halberds, reach weapons
Shield Wall — +2 EV on Active Guard while wielding shield
Marksmanship — +2 EV on ranged weapon attacks
Gunslinger — +2 EV with firearms, quick draw
Dervish — +2 EV when dual-wielding light weapons
Mounted Fighting — +2 EV while mounted on beast or vehicle

Social Talents

Silver Tongue — +2 EV on persuasion and negotiation
Grifter — +2 EV on lies, cons, bluffs, misdirection
Intimidation — +2 EV on fear and threat-based checks
Empath — +2 EV reading emotions and detecting deception
Courtier — +2 EV on etiquette and social hierarchies
Performer — +2 EV on music, acting, entertainment

Exploration Talents

Keen Ear — +2 EV on listening and auditory perception
Tracker's Instinct — +2 EV following trails and identifying tracks
Navigation — +2 EV on finding paths and way-finding
Climbing — +2 EV on climbing and scaling surfaces
Spelunker — +2 EV in underground environments
Forager — +2 EV finding food and natural materials
Acrobat — +2 EV on balance, tumbling, contortion
Thievery — +2 EV on lock-picking and sleight of hand

Knowledge Talents

Arcana — +2 EV on magic and magical phenomena
History — +2 EV recalling historical events
Theology — +2 EV on religion and divine matters
Nature — +2 EV on plants, weather, survival
Beast Lore — +2 EV identifying creatures and animal behavior
Artificer — +2 EV crafting, repairing magical items

Perks Reference

Adrenaline Surge — When you drop below half Vitality, draw 2 bonus cards. Once per encounter.
Vanguard — On Round 1 of combat, +1 to all EV. Your Stride doesn't trigger reactions.
Grudge Bearer — When a creature damages you, gain +2 damage on your next attack against them.
Pack Tactics — When fighting alongside an ally vs. same enemy, +1 bonus damage on your Strikes.
Stubborn Bastard — When reduced to 0 Vitality, take one final action at −4 EV before falling.
Soulbound Deck — Non-combat fatigue costs 1 fewer card (minimum 1). Protects your reserves.
Card Counter — Start each round: look at top 2 cards of deck, rearrange order. No cost.
Fateweaver — Once per rest: swap a played card with your deck's top card. Must accept result.

Status Conditions

Condition Effect Duration
Broken 0 Vitality. Cannot act. Three failed stabilization checks → Defeated Until stabilized or Defeated
Burning Lose 2 Vitality at start of turn. Douse with water or magical effect Until doused
Frozen Cannot move. −2 EV on actions. Melt with fire or warmth Until thawed
Stunned Lose your next turn 1 round
Weakened −2 EV on damage rolls 1 minute or until rest
Poisoned Lose 1 Vitality per round. Requires antidote or healing Until cured

Difficulty Class by Task

Difficulty DC Definition
Trivial 3–4 Automatic success (barely requires a check)
Routine 5–6 Easy, well within normal competency
Moderate 7–9 Standard challenge, typical encounter
Hard 10–12 Requires significant effort or skill
Very Hard 13–15 Dangerous, unlikely to succeed
Nearly Impossible 16+ Legendary feat, luck required

Experience & Advancement

The GM awards Advancement Points (AP) based on accomplishments, good roleplay, and milestones.

  • Defeating a major enemy: 1 AP
  • Completing an objective/quest: 2 AP
  • Resolving character drama or arc: 1–2 AP
  • Exceptional roleplay or creativity: 1 AP
  • Session milestone (e.g., completing an arc): 2–3 AP

Spending AP

  • Learn a Technique — 2 AP (1 AP if from current Trait Tree)
  • Advance Trait Tree Tier — 3 AP
  • Learn a Talent — 1 AP
  • Learn a Perk — 2 AP
  • Increase a Stat — 2 AP (max +1 per level-up session)