# Narateer Core Rules — Working Edition v0.1

The rules are the commons. This file is compiled from the current public rulebook spine.


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# Shatterholme

*A World Torn by Gods, Waiting for Heroes*

The world trees had stood for eons, holding the realms in a sacred, unbreakable balance since the dawn of existence.

Yggdrasil, the Bodhi Tree, Eden’s Tree of Life, the Haoma Tree, Crann Bethadh, the Acacia Tree, and others—these were more than symbols; they were ancient forces, forming an unseen network that wove together realms of gods and mortals, heavens and hells.

Each tree served as a root in the foundation of myth and reality—a guardian, a wellspring of harmony linking gods across pantheons, each attuned to the sacred balance of life and death, power and restraint. Yet this peace, though profound, was achingly fragile.

Into this tenuous order came Loki, the Norse God of Trickery, who refused to accept the fate of his prophesied end at Ragnarök. For ages, the gods had tolerated—even respected—Loki’s cunning, for it brought change to their unyielding realms. But as Ragnarök loomed closer, his mischief darkened into wrath. Determined to defy his fate, Loki retreated to Jolmnarr, a hidden citadel veiled in the mists of Niflheim. There, beyond the gaze of other gods, he crafted his most twisted scheme: a dark ritual to summon an army of warped spirits, bound in loyalty to him alone.

## The Fallen Citadel: Loki’s Last Betrayal

In Jolmnarr’s depths, Loki called to the fallen warriors whose souls had drifted into the mist of Niflheim. To these spirits, Loki presented himself as their new guide, twisting them under the pretense of training them for Ragnarök. Yet, instead of preparing them as warriors, he warped them, blending their souls with monstrous energies, creating beings of both spectral horror and flesh—his Cursed Legion.

But Loki’s ambition outgrew even this army. Soon, he began to plot how to tear apart the very roots of the realms themselves, to reshape the cosmos with himself as the sole sovereign. His deception, however, was soon uncovered. A band of heroes, once his loyal followers, discovered his true plan and brought word to the Æsir gods. Enraged by his betrayal, the gods mounted an attack on Jolmnarr. The citadel fell, but Loki, ever the trickster, was not without a final act.

Cornered and desperate, Loki unleashed a curse of cataclysmic power—the Sundering Curse—a spell so devastating it shattered the cosmic trees across time and fractured reality itself. The roots of the world trees splintered, snapping the ancient connections that once held the multiverse in harmony. Realms collided, histories bled into one another, and the fabric of existence tore, leaving scars so deep they reshaped time itself. The result was Shatterholme, a single, twisted world born from fragments of myth, a place where magic runs wild and reality is a fluid, chaotic force.

## Shatterholme: A Land of Gods and Shadows

Now, Shatterholme stands as the devastation of Loki’s wrath. Gods, once omnipotent in their realms, are now scattered and broken, their power fractured and weakened. Some hide within secret enclaves, while others cling to influence, manipulating the world in shadows. Echoes of their strength resonate across Shatterholme through ancient artifacts and forgotten shrines, waiting for the bold to claim them. These relics are more than objects; they are fragments of divinity, capable of altering Shatterholme’s fate, leading either toward healing or deeper chaos.

Imagine glimpsing the shade of Anubis, the Egyptian god of death, wandering ruins once sacred, his spirit yearning to restore his fractured dominion. Or discovering a grove where Ceridwen’s power lingers, still capable of bringing life, if only briefly, to this cursed land. Even a fleeting brush with such divinity could alter a player’s fate forever, revealing powers that defy mortal understanding.

## Shattered Landscape: Realms Fragmented

Shatterholme’s fractured landscape recalls its violent birth, bound together by the grotesque fusion of World Trees at its core. This twisted fusion of twelve cosmic pillars burns within, its flame shifting between searing heat and icy cold, setting the seasons. Around it, land fragments drift in the mists of Shatterholme, held by twisted roots and branches that claw out to anchor shattered realms. Once-distinct lands, warped by Loki’s curse, now bleed into one another, with magical rifts coursing through plains and spectral fey-light casting eerie shadows over forests.

These realms are remnants of once-great mythologies, each tied to a world tree that once embodied life, balance, and order. Scattered temple ruins lie across the land—some reclaimed by nature, others scorched by dragon fire. Every ruin is both threat and lure, guarded by spectral sentries and flora pulsing with chaotic energy. Moving between fragments is dangerous, as the fused trees distort natural laws. Survival requires resilience and cunning, as every step in Shatterholme offers both peril and discovery.

## Shatterholme Survivors: Cultures Entwined

In Shatterholme, entire civilizations cling to fragments of their shattered worlds, each landmass a piece of a once-complete tapestry, now bound by ancient roots and twisted branches of the grotesque, fused world tree. These survivors hold fiercely to their ways, their rituals and stories preserved like embers in the wake of cataclysm. Every realm that once stood proud and apart has been torn from its foundation, tethered now to this chaotic landscape. Here, myths once separated by time and distance exist side by side, islands of tradition floating in a sea of unfamiliarity, where each culture’s remnants breathe defiance into the harsh, unpredictable reality around them.

These survivors aren’t just clinging to the past—they’re adapting, forging paths through realms where the old rules no longer apply. The power of their gods and new terrifying magics pulses stronger in this twisted world, intensifying rituals and rekindling abilities that were once myth.

Strange hybrid beings emerge from the unnatural forces at play—rare mysteries in a world where the impossible has become everyday life. Through trade, tentative alliances, and shared tales of survival, these isolated cultures are learning to connect in ways they never imagined, each one carrying the fierce will to survive and thrive, turning Shatterholme’s devastation into a testament of resilience.

## Factions and Forces: Brink of War

With the gods scattered and realms fused, powerful factions have risen to vie for control. From divine loyalists who remember the gods as they once were and seek to restore what was lost, to mortal coalitions eager to exploit Shatterholme’s instability, to eldritch beings—creatures warped by Loki’s curse—each faction has its own ambitions. These are not mere alliances; they are intricate webs of loyalty, revenge, and mutual need. Aligning with a faction is a commitment to its vision, but alliances here are as fragile as the world itself, and every choice reverberates through the land’s fractured history.

Will you join the ranks of the Iggdra Council, ancient priests who believe Yggdrasil can be reborn, and who guard relics with near-religious zeal? Or will you walk with the Eldrik Circle, a coalition of scholars and spellcasters dedicated to studying the anomalies of the broken world, and willing to sacrifice anything—or anyone—to understand the curse? Will you side with those striving for balance, those thriving in chaos, or walk a solitary path in this realm of shifting power?

## Magic: A Volatile Legacy

Magic in Shatterholme is wild and untamed, a chaotic force born from the violent fusion of world-trees. Where it once lay dormant, it now surges through the land, supercharged yet dangerously unstable. Spells that once whispered now roar to life—healing might drain the caster’s life, and flames may sear not only flesh but memory itself. Magic permeates everything, potent yet perilous, luring those brave enough to wield its unpredictable power.

The gods, once distant, are now a volatile presence, weakened and erratic. Stripped of their former might, some teeter on the edge of fading entirely. Clerics channel their power through unstable rites, even drawing from the ash eternally falling from Yggdrasil—a tangible fragment of divine essence. Coveted by mortals, this ash awakens newfound abilities in those attuned to it. In Shatterholme, magic is dangerously real—unpredictable, potent, and woven into survival itself.

## Legends and Prophecies: Maps to Lost Power

Legends whisper of heroes who might reshape Shatterholme’s broken reality or fall prey to its dangers. These prophecies are more than mere stories; they are maps pointing toward artifacts, forbidden texts, and hidden places that hold the keys to unraveling Loki’s curse. Tales circulate of the Eye of Yggdrasil, a crystal shard housing knowledge of lost realms, or The Breath of Ra, an amulet that ignites life force but ages the user with every attempt.

Drawn to these legends, the bold and the curious risk all, knowing that each artifact brings them closer to Shatterholme’s deepest mysteries. Yet each discovery is guarded by riddles and twisted entities, warning that bravery alone will not suffice. To seek these powers is to walk the edge of knowledge and danger, every step a confrontation with the chaos Loki left behind, and each choice bringing players closer to rewriting their own fates.

## Your Legend Begins Now: History Awaits

In Shatterholme, each choice is more than a path; it carves a legacy, resonating across myth and memory in a world fractured by divine wrath. Alliances may spark wars or foster fragile peace, and battles will mark ruins already rich with ancient tales. Uncovering relics, unraveling mysteries, forging oaths—each action shapes the future of this broken tapestry.

Will you become the hero who dares to heal Shatterholme, mending the fractured roots of the cosmic trees? Or will you seize its chaotic power, bending it to your will and forging a legend of dominance and ambition? Here, your story is more than a part of Shatterholme—it becomes history itself, remembered, feared, or revered in the echoes of this fractured world.

Welcome to Shatterholme.

Here, every decision reverberates through time, myth, and the remnants of broken gods.


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# What Is a TTRPG?

*The tale begins—not on the page, but at the table.*

A tabletop roleplaying game (TTRPG) is not a product. It’s a ritual. A gathering. A reckoning. It's the moment when a dozen fates sit across from one another and agree—if only for a few hours—that what we imagine together matters more than what we do alone.

You will not find victory here in the way you’re used to. No high score. No cutscene. No final screen. What you find is a story. Raw. Alive. Authored by your every decision and forever altered by your mistakes.

> This is not a story you’re told. This is a story you tell—with others—until it becomes legend.

## TTRPG Defined

*Every decision writes a sentence. Every roll shapes a myth.*

A tabletop roleplaying game (TTRPG) is a shared storytelling engine where players embody fictional characters in a collectively imagined world. One participant—called the Guide—acts as the world’s anchor, framing danger, mystery, and consequence. The others—players—inhabit heroes, villains, or anything between. Together, you navigate challenges, explore worlds, and alter fates through spoken intention and structured randomness.

The rules are not a script—they’re scaffolding. They don’t tell you what happens. They help you find out.

Ask yourself:

- What kind of voice do I want to have in this story?
- How will my choices ripple outward to shape what comes next?
- What does it mean to play a legend, not just follow one?

## Example: No One’s Watching

A young thief stands before a vault door—his breath catches as he imagines what treasure may lay within. The others are asleep. No one will ever know if he opens it.

> “I press my ear to the metal and start working the lock—as quietly as I can.”

The Guide nods and asks for a skill check roll. The story pivots. And now, no matter what happens next, the silence has weight.

## Core Elements of Play

*Beyond storytelling—a TTRPG is structured improvisation.*

A tabletop roleplaying game has a few core ingredients—each essential to the experience. Strip any one out, and you lose the form.

### Players

Each person at the table controls a single character within the world. That character has skills, flaws, goals, and a past. As a player, your job is to speak as that character, take risks, make decisions, and pursue their fate.

### The Guide

One person takes the role of Narrateer Guide (NG). They describe the world, embody every character not played by the players, and present obstacles and consequences.

They are not the opponent. They are the world.

They are not a god. They are the gravity of the shared story.

### The Table

The “table” may be physical or virtual—but it’s shared space. It's where decisions become action. Dice are rolled here. Maps are drawn here. Meaning is forged here.

### The Dice

Dice introduce uncertainty. You declare what you want to do, and the dice decide whether the world allows it—or punishes you for trying. The Narateer system uses D8s called Action Dice, Core Dice, and Magic Dice to represent effort, skill, and chaos.

### The Rules

Rules don’t tell you what to do. They help everyone agree on what happens when there’s risk. They define how characters are built, how damage works, how magic interacts with the world, and how fate tilts when you reach too far.

### The Fiction

Everything happens in-world. You’re not pushing numbers around—you’re making choices for people who don’t exist yet matter anyway. The world reacts to you, not because the book says so, but because the table agrees it should.

> **Tip:** If you’ve ever told a story with friends and said “Wouldn’t it be cool if...?”—you’ve already played. TTRPGs just give that moment structure.

## Summary

- A TTRPG is a collaborative storytelling game powered by rules and roleplay.
- Players control characters; one player guides the world as the Narrateer Guide.
- The table is the shared space where fiction, action, and rules meet.
- Dice determine uncertain outcomes, transforming ideas into consequences.
- The rules keep it fair, structured, and meaningful.
- Every player shapes the world—not through control, but through intent and impact.


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# What You Need to Play Narateer

*You bring the story. Narateer brings the spark.*

**Narateer: Forging Legends Together** is a game of epic choices, character-driven consequences, and unforgettable stories set in the fractured world of Shatterholme.

Before you begin, here’s what you’ll need—and what to expect—as a player or Guide.

## Player Roles: Narateers

Each player is a Narateer—a hero navigating a broken world, making decisions that drive the adventure forward.

As a Narateer, you will:

### Create a Character

Choose your Bloodline, Origin, Skills, and Class. Define what drives you, what you fear, and how you shape the world.

### Engage the Story Through Action

Use Action Dice and Skill Checks to take risks, survive challenges, and shape your fate.

### Collaborate with Your Party

Work together to solve problems, confront adversaries, and pursue your collective goals.

### Steer the Story Through Choices

Your decisions shape outcomes. Whether you charge into danger or negotiate peace, your path helps determine what happens next.

> You shape the world through every choice you make.

## One Player Steps Up: The Narateer Guide

The Narrateer Guide runs the world of Shatterholme—its mysteries, factions, threats, and twists. They prepare scenes, control NPCs, manage pacing, and respond dynamically to the party’s actions.

As the Guide, you will:

### Present the World

Reveal regions, ruins, and histories drawn from the lore of Shatterholme.

### Roleplay Allies and Adversaries

Bring characters to life—scheming gods, lost spirits, desperate warlords, and more.

### Frame Encounters & Dynamic Scenes

Use Narateer’s systems to turn player momentum into cinematic story moments.

### Facilitate Fairness and Flow

Interpret rules, track Action Dice, and ensure each player's impact is felt and balanced.

> The Guide shapes the stage where outcomes come to life.

## What You’ll Need to Play

### Required

- **Pen and Paper**  
  For tracking characters, notes, and vital choices.

- **Narateer Dice (D8s)**  
  Every player will roll custom 8-sided dice to resolve actions. You can easily make your own Narateer dice by using the printable templates at the end of the manual.

- **Character Sheet & Action Cards**  
  Organize your stats, skills, and dice flow easily.

- **Comfortable Play Space**  
  A table, a living room, or a virtual tabletop—anywhere you can gather and focus together.

### Optional Extras

- **Narateer Guide Screen**  
  Quick-reference rules and story cues for behind-the-scenes flow.

- **Scene & Campaign Templates**  
  Useful for planning encounters, plotting story arcs, or managing NPCs.

- **Atmospheric Tools**  
  Music, visuals, or even printed lore maps to bring Shatterholme to life.

## Safety and Accessibility

Narateer encourages a safe and welcoming table.

Before play begins, consider using tools like Lines and Veils, X-Cards, or Session Zeros to establish boundaries, build trust, and support everyone’s enjoyment.

The game is designed for flexibility, but if players need accommodations—visual aids, alternate character formats, etc.—Narateer Guides are encouraged to adapt openly.

## Getting Started

All you need is:

- 2–6 players (Narateers)
- 1 Game Master (Narateer Guide)
- Dice, character sheets, and imagination
- A shared space to play

Choose your characters. Open the world. Begin your legend.

Whether your first steps take you into an ash-choked ruin or a crumbling temple of thunder gods, remember this:

> The rules are your compass.  
> The world is your canvas.  
> The story belongs to all of you.


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# How To Use This Manual

*You hold the tools to forge legends.*

This manual is your torch and map. Within these pages lies the framework of Narateer—a system of collaborative mythmaking, bold character arcs, and decisive play. Whether you’re stepping into your first campaign or guiding others through fractured realms, this book grants the tools to shape Shatterholme’s fate.

It is both a rules compendium and a narrative springboard. Learn it. Bend it. Breathe life into it.

> Carve your name in story and dice!

## Playing as a Narateer

As a Narateer, you play a character tied to Shatterholme’s fate. You make choices, face trials, and leave marks on a shared world. This manual helps you build a character, learn the system, and shape story through consequence.

### Create a Character

- Choose a Bloodline, tying your ancestry to divine echoes or broken realms.
- Select an Origin, grounding your character in survival and culture.
- Train in a Class, unlocking tactical power and narrative potential.

### Master the Mechanics

- Learn how to roll and manage Narateer Dice.
- Track Vitality (VIT) to gauge endurance.
- Use Skill Checks, Combat, and Magic to shape the game world.

### Enter the World

- Discover gods, ruins, factions, and timelines across a splintered setting.
- Tie your character to objects, events, or locations with narrative weight.
- Use setting details to drive quests, roleplay, and development arcs.

### Shape the Story

- Collaborate with fellow Narateers and the Guide to create scenes with impact.
- Drive the plot through action, intention, and interaction.
- Each scene is a shared canvas. Paint boldly.

> **Player Tip:** Great players bring momentum. Don’t wait for the story—help create it.

## Guiding as a Narateer Guide

*You are not the author of the story—you are its gravity.*

As the Narateer Guide, you facilitate play, create dramatic structure, and bring Shatterholme to life. This manual helps you manage rules, create scenes, and adapt to player direction without breaking flow.

### Use the Core System

- Apply the core mechanics like Vitality, Action Dice, and the skill system to build responsive challenges.
- Maintain rhythm and escalation with clear action economies.
- Scale threats using Stats, Conditions, and Encounters.

### Build the World

- Draw from a fractured realm shaped by myth, ash, and broken timelines.
- Anchor player stories in regions, factions, and legendary relics.
- Weave player backstories into the world’s lore and tension.

### Manage Narrative Systems

- Use Scene Types to frame story beats and focus drama.
- Track Milestones, guide Character Growth, and enforce Consequences.
- Reward initiative, intent, and meaningful roleplay.

> **Guide Tip:** Don’t plan every detail. Frame bold questions and trust your Narateers to answer them.

## It Begins

This manual is not just rules—it’s a foundation.

Whether you’re a first-time player or a seasoned Guide, you’ll find tools, systems, and inspiration to build your own saga.

You are a Narateer.

This is your story.

All for one, and one for all.

Let’s begin.

## Summary

- This manual teaches both players and Guides how to use the Narateer system.
- Narateers create characters, roll dice, and make impactful choices.
- Guides facilitate the world, balance mechanics, and guide collaboration.
- Use this manual as a rulebook, story engine, and shared creative tool.


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# Tools for Safety and Accessibility

Narateer empowers collaborative storytelling—but shared safety makes that collaboration possible. The tools below ensure everyone feels respected, heard, and free to explore the world of Shatterholme at their own pace.

## Session Zero

A Session Zero is held before play begins. It sets the tone, builds group trust, and surfaces unspoken expectations or boundaries.

### How to Run It

- **Discuss Story Tone:** Are we aiming for grim survival, high heroism, political drama?
- **Set Boundaries:** Ask players to name any themes or topics they do not want in the game, e.g. torture, child harm, sexual content.
- **Define Player Priorities:** Is the group here for deep roleplay, tactical challenges, or chaotic fun?
- **Establish Mechanics Comfort:** Clarify if players want rules enforced strictly or if the Guide can bend for flow.
- **Align Character Roles:** Encourage players to connect characters through shared goals or past events.

> **Tip:** Use a guided checklist or printed template to walk through key topics. Everyone should have the chance to speak—or opt out quietly.

## Lines and Veils

Lines and Veils are simple narrative boundaries agreed on by the group:

- A **Line** means this will not appear at all.
- A **Veil** means this might happen, but it will fade to black or be implied offscreen.

### How to Implement

- Ask players to share Lines and Veils during Session Zero—verbally, privately, or via anonymous form.
- The Guide compiles the list before play begins.
- Keep the list visible in Guide notes or behind the screen as a constant reference during the game.

### Example: Lines and Veils

“Sexual violence” is a Line—it never appears. “Torture” is a Veil—we may hear it happened, but never see it described.

## X-Card

The X-Card is a live tool used during gameplay. If something makes a player uncomfortable in the moment, they can signal it—and the scene rewinds or redirects, no questions asked.

### How to Use It

- Print or draw a card with a large "X" and place it in the center of the table.
- Online? Players can type “X” in chat or raise their hand.
- If anyone activates the X-Card:
  - The Guide immediately stops the scene.
  - No one questions or pressures the player.
  - The group rewinds and reframes that part of the scene.

> **Tip:** The goal is: No embarrassment. No justification. Just safety.

## Open Door Policy

At any time, a player may leave the table, take a break, or step away from a scene. No explanation required.

### How to Normalize It

- Announce the policy during Session Zero and again in the first session.
- If someone needs a break, respect it instantly—pause if needed or keep the story moving without pressure.
- If a player exits mid-scene, let them rejoin naturally or give a brief recap when they return.

> **Tip:** Phrase to use: “You’re always welcome, and you’re never stuck. Take the space you need.”

## Accessibility Accommodations

Every player’s needs are different. Accessibility is not just physical—it’s cognitive, sensory, emotional, and social. Be proactive and flexible.

### Examples and Practical Adjustments

- **Visual Accessibility:** Offer high-contrast, large-print, or screen-reader friendly character sheets.
- **Cognitive Accessibility:** Break rules down step-by-step. Offer summaries after complex scenes.
- **Sensory Needs:** Allow players to wear headphones, stim, or adjust lighting/music levels.
- **Pacing:** Build in 5–10 minute breaks every hour. Don’t rush emotionally intense scenes.
- **Alternate Engagement:** Let players express decisions through drawing, gestures, or roleplay if writing or dice-rolling is difficult.

## Tips

- Guides are not therapists—but they can be thoughtful facilitators. Ask “What helps you enjoy the game most?” and be willing to adapt.
- Safety is not a side rule. It’s a shared enchantment—one that lets the world of Shatterholme come alive without fear.
- Start strong. Play boldly. Respect each other.


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# Why Narateer's Core Rules Will Always Be Free

## Thirty Years of Work, and More

Narateer is the result of more than thirty years of design, failure, rebuilding, and rediscovery. I started it as a teenager—scribbling ideas in the margins of school notebooks. Over the decades, it evolved through campaigns that broke it, through lessons that reshaped it, and through a relentless commitment to better play.

What stands today is the product of that persistence. Of hard-won insight, sleepless nights, and a long memory for every mistake made at the table. But Narateer does not stand solely because of me.

## The Collective Genius I Drew From

In recent years, I began using modern AI tools—like OpenAI’s ChatGPT—to brainstorm ideas, stress-test logic, and reframe my assumptions. They didn’t write Narateer. I did. Every rule has been shaped, rewritten, and battle-tested by hand. But the AI sharpened my process—and revealed something profound.

It wasn’t just machine assistance. It was collective resonance.

Somewhere in those outputs were the echoes of a million conversations: forum threads, rules arguments, blog posts, theory debates, game design critiques. The wisdom of the community—sometimes flawed, often brilliant—surfaced through the questions I asked and the answers I received.

Through AI, I wasn’t shortcutting creation. I was listening to the cumulative imagination of gamers across decades. And I made decisions—human ones—on what to keep, what to reject, and how to make it whole.

Narateer is my life’s work. But it’s also the silent work of those who unknowingly helped shape it.

## Why Ownership Must Be Shared

That realization left no room for traditional gatekeeping.

I claim authorship, yes—thirty years of iteration, design, and narrative discipline. But I will never claim exclusive ownership. Not when so much of Narateer was built atop a foundation laid by others—knowingly or not.

And not when the very tools I used were built on open discourse, collective creativity, and shared cultural memory.

So, I’ve chosen the only path that feels honest:

> The Narateer’s core rules in this manual are released in full under the Creative Commons Attribution 4.0 International Licence (CC BY 4.0).

Use them. Adapt them. Build on them. Sell your own content if you want to. All I ask is attribution.

This license is irrevocable, commercially safe, and permanent. No take-backs. No surprise fees. No hidden clauses. What’s free today is free forever—for you, and for anyone you choose to create with.

Even if others fork the system or take it in their own direction, I welcome that. Narateer was never meant to be a walled garden. Let it grow wild. Let it become more.

## Free, Forever

This isn’t a marketing hook. It’s not a ploy to build goodwill before monetizing access. Narateer’s core will always be free because it’s the right thing to do.

Storytelling belongs to communities, not corporations. Shared imagination should never live behind a paywall.

If you want to play, play. If you want to write, remix, or run it your way, you don’t need permission. You already have it.

You will never need to pay to play Narateer.

You will never need permission to build on it.

You will never lose access to its core.

This is a moral stance. Not a brand. Not a tactic. A promise.

## Optional Tools, Not Mandatory Gates

Narateer will offer optional tools—AI-powered sidekicks, encounter builders, lore assistants, and more. Use them if you want to support the project or enrich your table.

But they will never be required.

Nothing will ever stand between you and the core rules—not a subscription, not a download code, not a sign-up form. The heart of Narateer is human connection, not digital mediation. AI serves the table. It doesn’t replace it.

Innovation should lighten the load—not take the reins.

## My Promise

When you open Narateer, you’re not just holding one creator’s design. You’re holding the echoes of thousands of conversations, the questions and answers of decades of gamers, the long, layered growth of a system that came from all of us.

And what’s born from the commons should return to the commons.

So take it. Play it. Make it your own.

If it speaks to you, build on it. Teach it. Share it.

Narateer’s core will never be taken from you.

Not now. Not ever.


---

# Declaration of How AI Was Used

Narateer was created with care, creativity, and a clear conscience. Because players deserve to know how something was made, I want to be open about how AI supported my process—what it did, and what it didn’t.

This is not a disclaimer. It’s a declaration of method, intent, and authorship.

## 1. AI Didn’t Create Narateer—I Did

Narateer began over 35 years ago when I started hacking 2nd Edition D&D to fit my own vision. That work grew across decades of playtesting, frustration, iteration, and ambition—until a new system took shape.

Every rule in Narateer is my own: forged at the table, refined through failure, and rewritten by hand. AI tools were never used to generate content wholesale. They supported the work, but they didn’t replace it.

## 2. AI Helped Me Think, Not Decide

I used modern AI tools—like ChatGPT—to brainstorm alternatives, stress-test mechanical logic, and examine assumptions. Sometimes those interactions led to new insights. Often, they reinforced the choices I’d already made.

I discarded more than I kept. AI helped me explore—but the compass and destination were always mine.

## 3. Organization, Not Invention

AI tools helped me structure the rulebook more clearly—offering draft headings, reorganizing outlines, and highlighting gaps. This sped up the editorial process and helped the final product feel cohesive.

But the material itself—the rules, the vision, the purpose—was built long before those tools existed.

## 4. Final Words Were Always Mine

When drafting sections, I often asked AI to refine phrasing or clarify sentence flow—similar to a smart editor. I reviewed every suggestion. I kept what aligned with my voice, and I rewrote what didn’t.

Think of it like using spellcheck with a brain. Polishing? Yes. Substituting? Never.

## 5. Mechanics Were Human-Made

Narateer’s core mechanics—narrative systems, Vitals, Action Dice, skill system, classes, etc.—are original. They were conceived and tested by me, then validated through structured play and data-informed modelling.

I used AI’s Python capabilities and simulation tools to test probability curves and edge cases, which made my process faster and more rigorous. But AI didn’t generate these systems—it helped stress-test them.

## 6. AI Images With Manual Control

The imagery included in this book were initially generated using AI tools such as ChatGPT. However, many of these AI images required significant enhancements to meet my personal creative standards.

I manually edited most images in GIMP—adjusting composition, exposure, repainting details, and refining pixel-level inconsistencies to meet my standards. The result is a blended medium: AI provided an initial base, with final creative control in human hands.

I’ve avoided derivative styles and have taken care to ensure all visual elements align with Narateer’s tone and aesthetic integrity.

## 7. AI Is an Amplifier, Not Author

AI has made me faster. It has saved me from reinventing wheels, helped me organize ideas more clearly, and challenged me to think harder.

But it never replaced the work. It never made decisions. It never carried the vision.

Narateer is mine—built on my failures, driven by my curiosity, and sharpened through human hands.

## 8. A Commitment to Ethical Creation

I believe AI, used responsibly, can enhance creative work without undermining human authorship. In Narateer’s development, that’s exactly how it was used: to increase clarity, improve quality, and accelerate iteration—not to outsource the creative core.

No content was copied. No existing RPG material was extracted or imitated. I’ve treated these tools with discipline and integrity—and I stand by the originality of this system.

If you ever have questions about how something was made, I’ll answer them. If you ever want to know where something came from, I’ll show you.

Narateer is open, honest, and human at heart.

That will never change.

— Stuart Shaw  
Founder and Steward of Narateer


---

# Narateer Dice

*Same shape. Different voice. Every roll speaks.*

Each Narateer die is a vessel of fate—an eight-sided interpreter of story, action, and consequence. The dice do not simply generate numbers. They translate intent into impact.

In Narateer, **Action Dice** are the heart of active play. When you act, push, defend, or risk yourself, you spend Action Dice. Your Vitals shape how far you can push. Your Skills shape how well you control the result.

> Through dice cast, your voice enters the world.

## What Are Narateer Dice?

*Your hands roll numbers—your choices roll fate.*

Narateer Dice are custom eight-sided dice (D8s) used to resolve action, challenge, risk, and magic. All Narateer dice share the same faces, but their purpose depends on how they enter the story.

The main dice types are:

- **Action Dice (AD)** — Your effort, stamina, agency, and risk in the moment.
- **Magic Dice (MD)** — Channelled magical force used by spellcasters and supernatural effects.

Ask yourself:

- How much effort am I willing to spend?
- How hard can my character safely push this kind of action?
- What narrative weight does this roll carry?

## Understanding Dice Faces

All Narateer dice follow the same face layout:

| Symbol | Per Die | Outcome | Value | Meaning |
|---|---:|---|---:|---|
| ⚫⚫ | x1 | Critical Hit | 2 | Great Success |
| ⚫ | x3 | Hit | 1 | Success |
| ⚪ | x4 | Miss | 0 | Failure |

> **Tip:** Count the dots to determine the outcome and narrative impact value of each roll.

> **DIY Tip:** To make your own Narateer Dice, there is a print-and-play template and instructions at the back of this manual. You may use a distinct colour for each dice type to easily identify them at the table.

## Action Dice (AD)

Action Dice (AD) represent your effort, focus, stamina, and ability to shape the scene. They are tied directly to Vitality.

> **Max AD = Your Maximum Vitality.**

Your Action Dice are both a resource and a risk. The more you spend, the more you can attempt. The more you hold back, the more you can react. When you are harmed, your Action Dice are wounded, reducing your ability to act.

Using Action Dice:

- Spend AD to perform meaningful actions.
- Spend AD to make Skill Checks.
- Spend extra AD to boost a Skill Check, up to the Skill Level.
- During your activation, proactive uses of a Skill are limited by Skill Level + 1.
- Hold AD back to defend, react, or respond later.
- Move AD to Wounded when you lose Vitality. Wounds strip Ready AD first; only if no Ready AD remain do they move Used AD to Wounded.
- Move Used AD back to Ready at the start of your turn, unless your refresh is impaired.

> **Action Dice show what you are willing to spend in the moment.**

## Vitals and Action Dice

Vitals define your character’s natural capacity. They do not give you automatic success. Instead, they determine how far you can train, how hard you can push, and how naturally prepared you are when pressure rises.

A linked Vital determines:

- the maximum Skill Level of Skills linked to that Vital;
- your Readiness Score when combined with a linked Skill;
- your total Vitality when added with your other Vitals;
- derived traits such as movement, damage, defence, recovery, or resistance where relevant.

> **Your Vital shows what you can sustain. Your Skill shows what you have mastered. Your Action Dice show what you dare spend.**

## Skill Checks at a Glance

When making a Skill Check:

1. Declare what your character attempts.
2. The Guide confirms the Skill, linked Vital, and Difficulty Rating (DR).
3. Spend the required Action Dice.
4. Decide whether to boost by spending extra Action Dice, up to the Skill Level.
5. Roll the committed Action Dice.
6. Apply Advantage or Disadvantage if relevant.
7. Count dots.
8. Compare the result to the DR.

> **Success = total dots exceed the DR.**
>
> **Failure = total dots equal to or less than the DR.**

## Magic Dice (MD)

Magic Dice (MD) represent your ability to channel arcane force, divine will, primal resonance, or other supernatural power.

Magic Dice are not used for ordinary Skill Checks. They enter play when casting spells, invoking relics, entering Trance, or resolving magical effects.

Using Magic Dice:

- Spend MD when casting spells, invoking relics, or resolving magical effects.
- Add MD to magical rolls when a spell or effect allows it.
- Roll that many dice and count all ⚫⚫ and ⚫ results.
- Add total dots to the magical outcome score.

> **Note:** Magic Dice rules are explained fully in the Magic chapter.

## Dice States

Action Dice and Magic Dice cycle through different statuses depending on how and when they are being used.

1. **Ready** — Available to spend now.
2. **Used** — Spent or exhausted. Used Action Dice normally return to Ready at the start of your next turn.
3. **Wounded (AD only)** — Lost due to harm. Unusable until healed. Combat Wounds move Ready AD to Wounded first, then Used AD only if no Ready AD remain.

Dice may be picked up and rolled during an action, but they do not need a separate tracked state while the roll is being resolved. Once the action resolves, spent Action Dice move to Used unless a rule says otherwise.

## Refreshing Action Dice

Action Dice represent effort, agency, timing, breath, and focus. When you spend them, that effort is committed. When they refresh, you recover enough presence to act again.

At the start of your turn, move all Used Action Dice back to Ready.

This represents catching your breath, resetting your stance, reclaiming your focus, finding your timing, or seeing the next opening.

Wounded Action Dice do not refresh this way. They remain Wounded until healed.

### Impaired Refresh

Do not roll to refresh unless the fiction is actively resisting recovery.

Some conditions, hazards, injuries, magical effects, or environmental pressures may impair your refresh. When your refresh is impaired, roll your Used Action Dice instead of returning them automatically.

- Each ⚫⚫ or ⚫ returns 1 Used AD to Ready.
- Each ⚪ remains Used.
- Wounded AD are not rolled.

The fiction should always explain why your refresh is impaired: choking smoke, panic, stunning force, dragging magic, poison, exhaustion, crushing restraint, unstable footing, or another active pressure.

If nothing is actively interfering with recovery, do not roll. Refresh automatically.

## The Core Rhythm

Narateer’s dice rhythm is simple:

1. Spend Action Dice.
2. Roll them.
3. Apply Edge or other explicit reroll rules.
4. Count dots.
5. Face the consequence.

The fiction decides when a roll matters. The dice decide how the moment turns.

## Summary

- All Narateer dice are D8s with fixed faces: 1x ⚫⚫, 3x ⚫, and 4x ⚪.
- Action Dice (AD) are the main active dice of play.
- Action Dice represent effort, stamina, agency, risk, defence, and wounds.
- Vitals define Skill caps, Readiness Scores, Vitality, and derived traits.
- Skill Level (SL) determines Boost limit and how many proactive uses of that Skill you may initiate during your activation.
- Magic Dice (MD) are used for spells, relics, Trance, and magical effects.
- Dice tracking uses three main states: Ready, Used, and Wounded.
- Used Action Dice normally return to Ready at the start of your turn.
- If your refresh is impaired, roll Used AD: Hits and Criticals return to Ready; Misses remain Used.
- Wounded Action Dice do not refresh this way; they remain Wounded until healed.
- Combat Wounds move Ready AD to Wounded first; only if no Ready AD remain do they move Used AD to Wounded.
- The core rhythm is simple: spend Action Dice, roll them, apply Edge or explicit reroll rules, count dots, and face the consequence.


---

# Character Origins

*You were shaped before you chose to become.*

Before you walked the hero’s path, you endured another. Your Origin is the world that raised you—the trade you knew, the land that marked you, the truth you carried. It shaped your instincts, your tools, your first scars. From craterborn scavengers to silent acolytes, your Origin isn’t just where you’re from. It’s what clings to you still.

> From every past, a reason to rise. From every backstory, an adventure waiting to be lived.

## What Is an Origin?

*The roots of your legend grow beneath the story's first page.*

An Origin defines your character’s life before adventure. It provides cultural grounding, personal history, and immediate mechanical traits. Origins grant two Level 1 Skills, starting gear, and a narrative prompt, all tied to Shatterholme’s lore.

Ask yourself:

- What truths shaped you before you stepped into myth?
- What skill or burden from that life still guides your hand?
- What legacy or wound do you carry forward?

## Choosing Your Origin

To select your Origin:

- Choose an Origin directly connected to your Bloodline—navigate to the page listing your Bloodline’s Origins.
- Browse all available Origins regardless of Bloodline.
- Create a custom Origin using the rules on page XX.

> **Tip:** In the same way as choosing your Bloodline, base your Origin selection on what story excites you the most. If nothing fits, write your own. Make it personal.

### Example: Ahwatan Shaman’s Apprentice

I knew I wanted my Ahwatan character to feel guided—not just reactive. ‘Shaman’s Apprentice’ felt personal. Their beads, their rituals, their Observation skill all made them feel like someone who sees what others miss. They don’t push. They guide. And they’ll die before they let Coyote’s lessons fade from memory.

### Example: K’aan Ritualistic Venom Crafter

Serpent-blooded? Sure. But I wanted something quieter. ‘Ritualistic Venom Crafter’ gave me the image: my character alone in the mist, whispering to snakes and brewing poisons that could heal or kill. The snake companion, the alchemy kit, the Beastcraft—this isn’t a warrior. It’s a ritualist who can unmake you slowly. And politely.

### Example: Acacian Necromancer’s Apprentice

My Acacian could’ve gone Temple Acolyte, sure—but ‘Necromancer’s Apprentice’ gave me political ambition and magical grit. The Lore, Influence, and Medicine combo let me flavour them as someone who knows how to kill and when not to. The ritual scroll has already got a name in my notes: The Breathless Accord. This character doesn’t serve death. They manage it.

### Example: Ceiban Jungle Warrior

After choosing the Ceiban Bloodline, I wanted to ground the power in duty. ‘Jungle Warrior’ gave me that—survival, melee, and knowledge of jungle threats. This isn’t a flashy shaman. She’s a shield for her people. The ceremonial blade and garb told me all I needed: she’d rather die in the mud than let her kin fall to K’aan poison.

### Example: Ashborn Ash-Bound Acolyte

The Eternal Ash isn’t just fuel or omen—it’s memory. I pictured my character kneeling in a soot-slicked shrine, whispering the names of those lost in the last fall. ‘Ash-bound Acolyte’ gave me a ritualist who treats every ember as sacred. The Lore and Ritual skills fit perfectly, and the ash urn in her gear? It holds more than dust. She doesn’t wield power. She tends it.

## Applying Your Origin

Once chosen, apply the following:

- Gain the two Skills listed in the Origin (Level 1 each).
- Add all starting Equipment and Resources to your inventory.
- Use the Narrative Prompt to shape your backstory or first scene.
- Treat Roleplay Traits as inspiration—not limitations.
- Record all Origin details clearly on your character sheet.

> **Note:** All Origin equipment is usable and follows standard rules for encumbrance, trade, and durability unless stated otherwise.

## Summary

- Your Origin defines pre-adventure background and culture.
- Every Origin grants two Level 1 Skills and gear.
- Narrative prompts help anchor your roleplay in Shatterholme.
- Origins can be selected or custom-built (see p. XX).
- Apply all Origin traits before choosing your Class.

---

# Ashborn Origins

## Scavenger Kin

- **Background:** “I grew up in ash-covered ruins, where survival meant finding value in past remnants.”
- **Narrative Prompt:** “What piece of the world’s past do I keep with me as a reminder of survival?”
- **Starting Skills (level 1 each):**
  - Wilderness Lore: Finding resources in harsh areas.
  - Investigation: Discovering hidden items in ruins.
  - Stealth: Moving silently, avoiding dangers.
- **Starting Equipment:**
  - Patchwork Clothing: Reinforced, resilient wear.
  - Rudimentary Tool Set: Small tools like a prying bar.
  - Foraged Rations: Dried roots, lasting several days.
- **Starting Resources:**
  - Trade Items: Small items for bartering, like salvaged equipment or semi-precious gems.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Values practicality and survival, distrustful of polished environments, prefers self-reliance.

## Ash Walker

- **Background:** “Raised by wandering Ashborn, I learned to read the ash winds and survive on minimal resources.”
- **Narrative Prompt:** “What draws me to the constant movement of life as an Ash Walker?”
- **Starting Skills (level 1 each):**
  - Athletics: For long travels in harsh environments.
  - Wilderness Lore: Survival in desolate areas.
  - Investigation: Finding clues in unknown land.
- **Starting Equipment:**
  - Traveler’s Cloak: Hooded, layered for protection.
  - Compass: For orienting in ash lands.
  - Dried Rations: Lightweight, week-long provisions.
- **Starting Resources:**
  - Barter Trinkets: Small, interesting finds from travels.
  - Modest Currency: 11 Dritch.
- **Role-Playing Traits:** Feels at home in open spaces, wary of large settlements, values independence.

## Ashbound Acolyte

- **Background:** “I grew up in an order revering the Eternal Ash, learning rituals connecting me to heritage.”
- **Narrative Prompt:** “What ancient teachings drive my connection to the Eternal Ash?”
- **Starting Skills (level 1 each):**
  - Crafting: Creating and maintaining ritual tools.
  - Social Influence: Rapport through shared belief.
  - Wilderness Lore: Sourcing ritual elements.
- **Starting Equipment:**
  - Ceremonial Ash Vessel: Ash-filled bowl for rituals.
  - Ash-Stone Amulet: Eternal Ash symbol of protection.
  - Herbal Poultices: Herbs and ash for minor healing.
- **Starting Resources:**
  - Sacred Trinkets: Tokens from rituals that may be traded or used as holy items.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Devoted to ash rituals, contemplative, values tradition and spiritual resilience.

---

# Human - Acacian Origins

## Acacian Temple Acolyte

- **Background:** “Raised in temple walls, I studied necromantic arts and rites to honor Osiris and Isis.”
- **Narrative Prompt:** “How do Osiris's teachings of renewal and the afterlife shape my view on life and death?”
- **Starting Skills (level 1 each):**
  - Crafting: Skilled in making ritual items.
  - Social Influence: Spiritual authority.
  - Languages: Proficient with one other language.
- **Starting Equipment:**
  - Ceremonial Dagger: Used in rites and rituals.
  - Osirian Amulet: Symbol of life-death authority.
  - Herbal Poultices: Remedies for minor injuries.
- **Starting Resources:**
  - Sacred Tokens: Relics, tradeable with believers.
  - Temple Stipend: 11 Dritch.
- **Role-Playing Traits:** Deeply values legacy, rigorously upholds tradition, and wields power with careful restraint.

## Desert Wanderer

- **Background:** “Raised in Acacia’s deserts, I've survived harsh conditions and learned respect for life’s powers.”
- **Narrative Prompt:** “What lessons did the desert teach me about endurance and resilience?”
- **Starting Skills (level 1 each):**
  - Wilderness Lore: Skilled in survival.
  - Athletics: Endurance for tough terrain.
  - Investigation: Skilled at finding water and shelter.
- **Starting Equipment:**
  - Desert Cloak: Protects from heat and sandstorms.
  - Water Flask: Essential for desert travel.
  - Rations: Lightweight provisions for several days.
- **Starting Resources:**
  - Barter Items: Trinkets and goods from desert traders.
  - Modest Currency: 11 Dritch.
- **Role-Playing Traits:** Resourceful and resilient, prefers self-reliance, suspicious of crowded areas.

## Necromancer's Apprentice

- **Background:** “Apprenticed to a necromancer, I studied death rituals and Acacia’s political conflicts.”
- **Narrative Prompt:** “What do I seek to gain from the knowledge of life and death?”
- **Starting Skills (level 1 each):**
  - First Aid: Skilled in anatomy and life stabilization.
  - Intimidation: Commanding presence.
  - Current Affairs: Knows political tensions.
- **Starting Equipment:**
  - Necromantic Pouch: Holds herbs and spell materials.
  - Kohl-lined Phylactery: Necromantic ritual item.
  - Ritual Scroll: Used in lesser rituals.
- **Starting Resources:**
  - Priestly Tokens: For rituals or trade.
  - Limited Coinage: 8 Dritch.
- **Role-Playing Traits:** Ambitious, respects authority, values calculated risks that promise long-term gains.

---

# Human - Ahwatan Origins

## Nomadic Guide

- **Background:** “Raised by nomads, I learned to read the land and guide travelers through shifting terrain.”
- **Narrative Prompt:** “What part of my homeland do I cherish, and how do I protect it?”
- **Starting Skills (level 1 each):**
  - Wilderness Lore: Navigating and reading landscapes.
  - Animal Handling: Knowledge of travel animals.
  - Stealth: Silent movement, evading detection.
- **Starting Equipment:**
  - Travelers’ Tunic: Sturdy travel attire.
  - Compass: A reliable tool for navigation.
  - Dried Rations: Lightweight food for a few days.
- **Starting Resources:**
  - Barter Goods: Trinkets for trade.
  - Modest Currency: 11 Dritch.
- **Role-Playing Traits:** Deep respect for nature, wary of strangers, protector of the Ahwatan homelands.

## Ahwatan Shaman’s Apprentice

- **Background:** “Guided by a shaman, I learned ancient arts and how to connect with the spirit realm.”
- **Narrative Prompt:** “What spirit teachings do I hold most dear, and how do they guide me?”
- **Starting Skills (level 1 each):**
  - Investigation: To interpret signs and read omens.
  - First Aid: Proficient in healing and natural remedies.
  - Social Influence: Skilled in respectful communication.
- **Starting Equipment:**
  - Herbal Pouch: Holds herbs for rituals.
  - Beaded Necklace: Apprenticeship symbol with charms.
  - Water Flask: Vital for unpredictable journeys.
- **Starting Resources:**
  - Sacred Tokens: Spirit items for trade.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Respects the spirit realm deeply, values tradition, seeks Coyote’s guidance.

## Tribal Scout

- **Background:** “As a tribal scout, I learned to detect land changes and guard Ahwatan borders.”
- **Narrative Prompt:** “What drives me to protect my people, and how do I assess threats?”
- **Starting Skills (level 1 each):**
  - Athletics: Vital for endurance on missions.
  - Stealth: Skilled at remaining unseen.
  - Ranged Combat: Proficient with long-range weapons.
- **Starting Equipment:**
  - Bow and Quiver: Weapons for long-range defense.
  - Camouflage Cloak: Helps blend into surroundings.
  - Smoke Pouch: Used to signal or create a diversion.
- **Starting Resources:**
  - Tradeable Goods: For bartering with tribes.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Wary of outsiders, loyal to the tribe, values sharp observation and quick responses.

---

# Human - Boaban Origins

## Guardian of the Wells

- **Background:** “Trained from youth to guard Baoban wells, I am a defender and honor the sacred waters.”
- **Narrative Prompt:** “What drives my devotion to guarding the wells, and how far will I go to protect them?”
- **Starting Skills (level 1 each):**
  - Melee Combat: Skilled in close combat to guard wells.
  - Investigation: Detects threats or changes nearby.
  - Social Influence: Negotiates to uphold water sanctity.
- **Starting Equipment:**
  - Ceremonial Spear: A weapon of duty.
  - Water Amulet: A charm symbolizing water protection.
  - Herbal Poultices: Remedies for minor patrol injuries.
- **Starting Resources:**
  - Sacred Tokens: Objects useful for bartering.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Values duty and loyalty, wary of strangers, committed to Baoban traditions.

## Wanderer of the Roots

- **Background:** “Guided by the Eternal Baobab, I journey to deepen the bond with nature and my people.”
- **Narrative Prompt:** “What mysteries of the land captivate me, and how do they deepen my bond with nature?”
- **Starting Skills (level 1 each):**
  - Wilderness Lore: Knowledge of nature and survival.
  - Athletics: Endurance for treks and rugged paths.
  - Languages: Proficiency in one extra language.
- **Starting Equipment:**
  - Traveler's Satchel: Holds essentials for survival.
  - Baobab Sap Flask: Sacred healing water flask.
  - Foraged Rations: Dried fruits and roots for travel.
- **Starting Resources:**
  - Barter Goods: Unique natural finds for trade.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Driven by curiosity, values exploration and learning, holds a deep respect for ancestral wisdom.

## Herbalist of the Baobabs

- **Background:** “Trained by a Baoban shaman, I mastered using herbs for healing and harmony.”
- **Narrative Prompt:** “What aspect of healing fulfills me, and how has it shaped my view of Baoban legacy?”
- **Starting Skills (level 1 each):**
  - First Aid: Skilled in injury care and natural remedies.
  - Crafting: Makes herbal poultices, teas, and tools.
  - Social Influence: Calm with patients and tribe.
- **Starting Equipment:**
  - Healer's Satchel: Holds herbs and basic tools.
  - Ritual Charm: Symbolizing protection and healing.
  - Dried Baobab Leaves: Used in healing.
- **Starting Resources:**
  - Balms and Potions: For trade within the tribe.
  - Modest Currency: 11 Dritch.
- **Role-Playing Traits:** Compassionate, values harmony, has a deep connection to Baoban heritage and healing traditions.

---

# Human - Bohdi Origins

## Bodhi Temple Acolyte

- **Background:** “Raised in Bohdi temples, I trained under monks to master spiritual practices and teachings.”
- **Narrative Prompt:** “What temple wisdom guides me, and how does it shape my view of time?”
- **Starting Skills (level 1 each):**
  - Languages: Proficient in one extra language.
  - Investigation: Observes time, interprets teachings.
  - Social Influence: Persuasive guidance.
- **Starting Equipment:**
  - Monastic Robes: Resilient attire of your order.
  - Scripture Scroll: Temple teachings for meditation.
  - Herbal Teas: Calming, aids focus.
- **Starting Resources:**
  - Temple Offerings: Tokens valued in Bohdi.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Composed, values introspection, holds a deep reverence for tradition and spiritual knowledge.

## Seeker of Enlightenment

- **Background:** “Seeking the truths of time, I left the temple, exploring Shatterholme for wisdom.”
- **Narrative Prompt:** “What truth am I searching for, and how does it connect to Bohdi’s temporal mysteries?”
- **Starting Skills (level 1 each):**
  - Stealth: For moving undetected in dangerous lands.
  - Wilderness Lore: Self-sufficiency on journeys.
  - Athletics: Endurance for long travels.
- **Starting Equipment:**
  - Walking Staff: Travel support, doubles as defense.
  - Weathered Cloak: Suited for varied climates.
  - Dried Provisions: Dried fruits and rice.
- **Starting Resources:**
  - Tradeable Goods: Herbs or trinkets for barter.
  - Modest Currency: 11 Dritch.
- **Optional Role-Playing Traits:** Driven by curiosity, values exploration and discovery, often reflective on life’s transient nature.

## Guardian of the Mists

- **Background:** “Trained as a temple guard, I hone my martial skills, protecting sacred sites in misty lands.”
- **Narrative Prompt:** “What duty binds me to protect Bohdi, and how do I maintain my inner peace amid chaos?”
- **Starting Skills (level 1 each):**
  - Melee Combat: Skilled in close-quarters defense.
  - Acrobatics: Agile movement in sacred grounds.
  - First Aid: Basic aid for defense injuries.
- **Starting Equipment:**
  - Monastic Blade: A temple guard short sword.
  - Meditation Beads: Centers mind and body.
  - Water Flask: For extended patrols.
- **Starting Resources:**
  - Temple Insignia: Authority symbol in Bohdi.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Values inner strength, focused and disciplined, prioritizes duty and protection over personal ambition.

---

# Human - Ceiban Origins

## Jungle Warrior

- **Background:** “Trained in Ceiba’s jungles, I learned to survive and guard against natural and mystical threats.”
- **Narrative Prompt:** “What drives me to protect the balance of life and death within the jungle?”
- **Starting Skills (level 1 each):**
  - Melee Combat: Skilled in close combat.
  - Athletics: Endurance for jungle terrain.
  - Wilderness Lore: Knowledge of flora and fauna.
- **Starting Equipment:**
  - Ceremonial Blade: A short sword for protection.
  - Jungle Garb: Durable jungle attire.
  - Medicinal Herbs: For treating wounds.
- **Starting Resources:**
  - Tribal Relics: Charms with ceremonial value.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Strong sense of duty, resilient in adversity, values strength and balance.

## Ceiban Shaman’s Apprentice

- **Background:** “Guided by a Ceiban shaman, I trained in rituals and learned to harness volatile jungle spirits.”
- **Narrative Prompt:** “What mysteries of the jungle do I seek to unravel, and how does its energy shape me?”
- **Starting Skills (level 1 each):**
  - Animal Handling: Knowledge of creatures for harmony.
  - Investigation: Skilled in reading spiritual clues.
  - Performance: Conducts rites for spirits.
- **Starting Equipment:**
  - Ritual Staff: Tool for shamanic practices.
  - Sacred Paints: For protection and spirit contact.
  - Herbal Pouch: Herbs for rituals and healing.
- **Starting Resources:**
  - Spiritual Tokens: Valued in Ceiban culture.
  - Modest Currency: 11 Dritch.
- **Role-Playing Traits:** Seeks balance, curious about spiritual mysteries, cautious and respectful of jungle forces.

## Hunter of the Wilds

- **Background:** “Silent and swift, I track and hunt in Ceiba’s wilderness, blending patience and agility.”
- **Narrative Prompt:** “What keeps me tied to the jungle’s spirit, and what do I fear might disrupt its balance?”
- **Starting Skills (level 1 each):**
  - Stealth: Silent in dense terrain.
  - Ranged Combat: Skilled with hunting weapons.
  - Wilderness Lore: Survival in hostile areas.
- **Starting Equipment:**
  - Hunter’s Bow: Durable, ideal for stealth.
  - Camouflage Cloak: Blends into jungle.
  - Provisions: Supplies for a week in the wild.
- **Starting Resources:**
  - Tradeable Skins: Valuable for trade.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Quiet and observant, respects nature’s cycles, values adaptability and self-sufficiency.

---

# Human - Crannach Origins

## Keeper of the Grove

- **Background:** “Raised among the sacred groves, I learned nature’s ways and fey-touched power.”
- **Narrative Prompt:** “What visions do the sacred trees share with me, and how do they guide my path?”
- **Starting Skills (level 1 each):**
  - Wilderness Lore: Knowledge of flora and fauna.
  - Animal Handling: Harmonizing with grove creatures.
  - First Aid: Caring for injuries and illness.
- **Starting Equipment:**
  - Druidic Staff: For rituals and protection.
  - Herbal Satchel: Healing and ritual herbs.
  - Woolen Cloak: Durable for shifting seasons.
- **Starting Resources:**
  - Sacred Tokens: Charms valued for trade.
  - Basic Currency: 8 Dritch.
- **Optional Role-Playing Traits:** Deeply reverent of nature, contemplative, prefers peace but will fiercely defend sacred lands.

## Fey-Touched Wanderer

- **Background:** “Having met the fey, I am drawn to and wary of their allure, often caught between worlds.”
- **Narrative Prompt:** “What fey secrets have you seen, and how do they shape your tie to Crann Bethadh?”
- **Starting Skills (level 1 each):**
  - Stealth: Silent movement from fey encounters.
  - Investigation: Observing clues, often on the fey.
  - Languages: Proficiency in Fey Tongue.
- **Starting Equipment:**
  - Fey Charm: Token with unclear powers.
  - Traveler’s Garb: For blending into nature.
  - Foraged Rations: Supplies for a few days.
- **Starting Resources:**
  - Unique Fey Relics: Minor items for barter.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Intrigued by the mystical, cautious of mortal ambitions, values balance between realms.

## Warrior of the Glade

- **Background:** “Trained to guard the glades and repel intruders, I protect Crann Bethadh's secrets.”
- **Narrative Prompt:** “What ancient forces compel me to guard, and what threats do I fear the most?”
- **Starting Skills (level 1 each):**
  - Melee Combat: Skilled in close defense.
  - Athletics: Endurance for forest and battle.
  - Intimidation: Wards off threats through presence.
- **Starting Equipment:**
  - Short Sword or Spear: Weapon for defending.
  - Leather Armor: Light, flexible armor.
  - Horn of Warning: Signals allies of danger.
- **Starting Resources:**
  - Warrior's Trinkets: Charms of past victories.
  - Basic Currency: 8 Dritch.
- **Optional Role-Playing Traits:** Devoted protector, values tradition, skeptical of outsiders and their motives.

---

# Human - Etsai Origins

## Zealot of the Withered Root

- **Background:** “Trained by the Order, I guard Etzrael’s purity, standing as a bulwark against corruption.”
- **Narrative Prompt:** “What drives my devotion to cleanse, and what corruption concerns me most?”
- **Starting Skills (level 1 each):**
  - Melee Combat: Proficient in armed combat.
  - Athletics: Endurance across rugged terrain.
  - Investigation: Uncovering traces of impurity.
- **Starting Equipment:**
  - Spear or Short Sword: Blessed and used in judgment.
  - Leather Armor: Light, flexible armor.
  - Withered Root Amulet: Oath of purity symbol.
- **Starting Resources:**
  - Sacred Relics: Revered ritual tokens.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Zealous, dutiful to the Order, distrustful of other realms and their customs.

## Devotee of the Cleansing Flame

- **Background:** “Raised in Etzrael’s doctrines, I call to Yahweh’s light to expel corruption and uphold order.”
- **Narrative Prompt:** “What keeps my faith unwavering, and what impurities do I fear remain?”
- **Starting Skills (level 1 each):**
  - Intimidation: Commanding presence.
  - Investigation: Detects even slight spiritual impurity.
  - Languages: Proficiency in one extra language.
- **Starting Equipment:**
  - Cleansing Flame Pendant: Symbol of purity.
  - Ritual Staff: Used in ceremonies and for defense.
  - Ceremonial Robes: Heavy ritual attire.
- **Starting Resources:**
  - Consecrated Relics: Tokens of past rites.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Unwavering, morally strict, views the faith as a means to purify all realms.

## Zamarai Hunter

- **Background:** “Trained to hunt Zamarai abominations, I relentlessly seek out and purge demonic corruption.”
- **Narrative Prompt:** “What feeds my pursuit of the Zamarai, and what sacrifices am I unwilling to make?”
- **Starting Skills (level 1 each):**
  - Melee Combat: Skilled in close combat.
  - Investigation: Finds signs of corruption.
  - Stealth: Skilled in moving undetected.
- **Starting Equipment:**
  - Sacred Spear: For hunting Zamarai.
  - Leather Armor: Light, flexible armor.
  - Purifying Salts: For cleansing corrupted areas.
- **Starting Resources:**
  - Exorcist Relics: Valued items from past exorcisms.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Zealous in pursuit of purity, vigilant against any hint of corruption, and deeply distrustful of the unknown.

---

# Human - Haoman Origins

## Purifier of the Lost Wells

- **Description:** “Guarding isolated water sources, I honed the strength needed to combat creeping corruption.”
- **Narrative Prompt:** “What sacrifices have I made to protect pure waters, and how far would I go?”
- **Starting Skills (level 1 each):**
  - First Aid: Caring for injuries and illness.
  - Intimidation: Wards off threats through presence.
  - Crafting: Basics of purification devices and defenses.
- **Starting Equipment:**
  - Purification Kit: Alchemical tools for contamination.
  - Sturdy Cloak: Protective for toxic areas.
  - Simple Weapon: Club or spear for defense.
- **Starting Resources:**
  - Purified Vials: Valued for trade or emergencies.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Fiercely protective of sacred sites, values resourcefulness, wary of strangers.

## Alchemist of the Corrupted Paths

- **Background:** “Born to alchemists, I’ve spent my life countering fragment poisons and creating antidotes.”
- **Narrative Prompt:** “What discoveries have I made, and what risks have I taken in your search for purity?”
- **Starting Skills (level 1 each):**
  - Crafting: Alchemical mixtures and purification.
  - Investigation: Sharp skills for contamination analysis.
  - Languages: Proficiency in one extra language.
- **Starting Equipment:**
  - Alchemist’s Satchel: Herbs, vials, and mortars.
  - Purification Flask: Purifies small toxin samples.
  - Protective Gloves: Essential for toxic handling.
- **Starting Resources:**
  - Rare Ingredients: Herbs and components for trade.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Inquisitive and determined, dedicated to knowledge, cautious in sharing discoveries.

## Squire of the Sacred Flame

- **Background:** “As Haoma’s devoted defender, I wield blade and sacred fire to fight corruption.”
- **Narrative Prompt:** “What oaths drive my actions, and what costs have I endured to uphold them?”
- **Starting Skills (level 1 each):**
  - Melee Combat: Skilled in close combat.
  - Social Influence: Rallying others to defend and purify.
  - Athletics: Conditioned for prolonged battles.
- **Starting Equipment:**
  - Basic Weapon: A Short Sword or Mace.
  - Leather Armor: Light, flexible armor.
  - Purification Talisman: A charm blessed by priests.
- **Starting Resources:**
  - Offering Stones: Sacred for Haoman rituals.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Devout and disciplined, unwavering in beliefs, views corruption as a personal adversary.

---

# Human - Huluppian Origins

## Child of the Shifting Sands

- **Background:** “Born where alliances shift like sandstorms, I learned the politics of Huluppian city-states.”
- **Narrative Prompt:** “What early lesson taught me the cost of trust or the loss of it?”
- **Starting Skills (level 1 each):**
  - Social Influence: Skilled in negotiating through politics.
  - Investigation: Quick to gather intel.
  - Languages: Proficient in one extra language.
- **Starting Equipment:**
  - Diplomatic Emblem: Token of allegiance.
  - Desert Garb: Suitable for harsh travels.
  - Writing Tools: For recording politics.
- **Starting Resources:**
  - Political Favor: Owed by a minor official.
  - Basic Currency: 8 Dritch.
- **Role-Playing Traits:** Values strategic thinking, wary of loyalty, adapts easily to changing alliances.

## Apprentice of the Arcanum

- **Background:** “Raised among wizards, I learned ancient magic hoping to bolster my city-state’s power.”
- **Narrative Prompt:** “What mystical secret do I protect fiercely, even from my closest allies?”
- **Starting Skills (level 1 each):**
  - Investigation: Studying arcane artifacts and magic.
  - Crafting: Arcane trinkets and runes.
  - Languages: Proficient in one extra language.
- **Starting Equipment:**
  - Arcane Journal: Notes on spells and Huluppian magic.
  - Mystic Focus: Charm aiding spellcasting.
  - Simple Robes: Durable mage’s robes.
- **Starting Resources:**
  - Rare Component: Ingredient valuable for research.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Driven by intellectual curiosity, secretive, cautious in trusting others.

## Keeper of the Sacred Oasis

- **Background:** “Raised near Huluppu’s rare pure water, I know the oasis’s sacred and strategic cost.”
- **Narrative Prompt:** “What sacrifices have I seen made to protect the oasis, and would I make the same again?”
- **Starting Skills (level 1 each):**
  - Wilderness Lore: Desert survival, resource use.
  - Intimidation: Projects strength to deter threats.
  - First Aid: Treating dehydration or minor injuries.
- **Starting Equipment:**
  - Water Flask: Sacred charm with oasis water.
  - Desert Cloak: Shields against elements.
  - Reinforced Walking Stick: For travel and as a club.
- **Starting Resources:**
  - Sacred Water: Small vial for trade or sacred rites.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Values self-discipline and resilience, cautious of outsiders, feels a deep spiritual connection to the land.

---

# Human - Igdrasan Origins

## Child of the Eternal Ash

- **Background:** “Raised on fringe of the Migard Wastes, I learned to endure hardship and survive.”
- **Narrative Prompt:** “What keeps me anchored when the world around me is shrouded in ash and ruin?”
- **Starting Skills (level 1 each):**
  - Athletics: Resilient in harsh environments.
  - Intimidation: Commanding speech to deter threats.
  - Melee Combat: Basic weapon defense.
- **Starting Equipment:**
  - Ash Cloak: Protection from ash and elements.
  - Short Sword: Practical close-combat weapon.
  - Pouch of Ash: Reminder of home, used in rituals.
- **Starting Resources:**
  - Ash Trading Token: Bartering with traders.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Values survival and kinship, wary of outsiders, prefers pragmatism over sentimentality.

## Oathkeeper of the Clan

- **Background:** “Bound by duty, I trained to uphold my people’s strength and honor ancient clan oaths.”
- **Narrative Prompt:** “What oath do I carry, and who taught me its weight?”
- **Starting Skills (level 1 each):**
  - Intimidation: Asserting authority and maintaining order.
  - Social Influence: Skilled in clan negotiations.
  - Melee Combat: Basic weapon defense.
- **Starting Equipment:**
  - Clan Insignia: Symbol of allegiance.
  - Battle Axe: For enforcing oaths and defense.
  - Oathkeeper’s Chain: Token of an oath.
- **Starting Resources:**
  - Barter Goods: Items like ash or pelts.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Driven by loyalty and tradition, protective of clan, mistrustful of those outside Igdrasan bonds.

## Ashland Refugee

- **Background:** “My ancestors fled the ruins of Midgard, and now I survive with my kin in unfamiliar places.”
- **Narrative Prompt:** “What keeps me moving forward, even in lands where my clan’s oaths mean little?”
- **Starting Skills (level 1 each):**
  - Athletics: Endurance from harsh conditions.
  - Social Influence: Foreign dealings and trade talk.
  - Languages: Proficient in one extra language.
- **Starting Equipment:**
  - Clan Insignia: Clan loyalty token.
  - Travel Cloak: Shields from harsh weather.
  - Reinforced Walking Stick: For travel and as a club.
- **Starting Resources:**
  - Ash Trading Token: Barter value among traders.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Values endurance and loyalty, cautious in unfamiliar cultures, pragmatic in interactions.

---

# Human - Jianmuan Origins

## Mist-Bound Scholar

- **Background:** “Raised within sacred mists, I sought wisdom by balancing the physical and mystical realms.”
- **Narrative Prompt:** “What question drives my pursuit of balance between heaven and earth?”
- **Starting Skills (level 1 each):**
  - Investigation: Finds truth in complex environments.
  - Languages: Proficiency in one extra language.
  - Performance: Skilled in incantations for rituals.
- **Starting Equipment:**
  - Scroll Case: Holds ancient texts and incantations.
  - Ceremonial Robes: Symbolize respect for mysticism.
  - Mist Amulet: Symbolizes protection in the mists.
- **Starting Resources:**
  - Ink and Quill Set: For documenting mystical insights.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Values knowledge and mysticism, skeptical of rigid structure, prefers open-mindedness.

## Apprentice of the Mists

- **Background:** “From a young age, a master sorcerer trained me to manipulate mists for defense and offense.”
- **Narrative Prompt:** “What did I learn from my master about the balance of power?”
- **Starting Skills (level 1 each):**
  - Ranged Combat: For distance spells and combat.
  - Wilderness Lore: Navigation in unpredictable terrain.
  - Crafting: Alchemical skills for potions.
- **Starting Equipment:**
  - Sorcerer’s Focus: Talisman to channel mist powers.
  - Sacred Dagger: For combat and rituals.
  - Herbal Satchel: Holds potion components.
- **Starting Resources:**
  - Potion Ingredients: Herbs for simple potions and trade.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Values discipline, cautious of unchecked powers, respects magical hierarchy.

## Wanderer of the Shifting Paths

- **Background:** “Navigating Jianmu’s shifting paths, I developed survival skills and an eye for hidden routes.”
- **Narrative Prompt:** “What do I seek on the shifting paths that others fear to tread?”
- **Starting Skills (level 1 each):**
  - Stealth: Skilled in moving unnoticed.
  - Acrobatics: Agility for rugged paths.
  - Wilderness Lore: Navigating and tracking resources.
- **Starting Equipment:**
  - Travel Cloak: Shields from harsh elements.
  - Traveling Satchel: Holds survival tools and path maps.
  - Reinforced Walking Stick: For travel and as a club.
- **Starting Resources:**
  - Tradeable Trinkets: Small items for bartering.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Values freedom and adaptability, distrustful of stationary lifestyles, favors solitude.

---

# Human - Kalparian Origins

## Guardian of the Sacred Grove

- **Background:** “Raised among ancient trees, I guard sacred sites, keeping the Kalpavriksha’s balance.”
- **Narrative Prompt:** “What connection do I feel to the sacred trees, and how does it guide my actions?”
- **Starting Skills (level 1 each):**
  - Wilderness Lore: Navigating landscapes.
  - Melee Combat: Proficient in hand-to-hand weapons.
  - First Aid: Knowledge herbal alms for injuries.
- **Starting Equipment:**
  - Sacred Staff: Symbol of your guardian role.
  - Herbal Pouch: Contains medicinal plants.
  - Protective Cloak: For outdoor patrols.
- **Starting Resources:**
  - Blessed Charm: A charm from your grove.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Values harmony with nature, suspicious of outsiders, loyal to the grove’s guardians.

## Disciple of the Eternal Cycle

- **Background:** “Born to a priestly family, I learned rituals and meditations to uphold Kalpavriksha’s balance.”
- **Narrative Prompt:** “What drives me to maintain the delicate balance between growth and decay?”
- **Starting Skills (level 1 each):**
  - Performance: Leads rituals and invokes blessings.
  - Languages: Proficieny in one extra language.
  - Crafting: Crafts blessed items and tools.
- **Starting Equipment:**
  - Prayer Beads: Devotional tool for meditation.
  - Ritual Garments: Worn in ceremonies.
  - Incense Pouch: For purification.
- **Starting Resources:**
  - Small Offering Bowl: Honors the gods in rituals.
  - Minimal Currency: 6 Dritch.
- **Optional Role-Playing Traits:** Seeks spiritual clarity, prefers meditation over conflict, loyal to priestly mentors.

## Wanderer of the Sacred Paths

- **Background:** “Trained as a traveling monk, I roam Kalpavriksha, embracing cycles and restoring balance.”
- **Narrative Prompt:** “What wisdom have I found in the fragment’s ever-changing landscape?”
- **Starting Skills (level 1 each):**
  - Acrobatics: Skilled at navigating challenging terrain.
  - Social Influence: Builds trust, mediates conflicts.
  - Stealth: Proficient in moving unseen.
- **Starting Equipment:**
  - Traveler’s Robe: Lightweight attire for long journeys.
  - Meditation Mat: For rest, symbolizing resilience.
  - Prayer Stones: Grounding symbols for focus.
- **Starting Resources:**
  - Tradeable Trinkets: Blessed items for barter.
  - Minimal Currency: 6 Dritch.
- **Role-Playing Traits:** Values flexibility, distrusts rigid authority, compassionate to wanderers.

---

# K'aan Origins

## Serpent Plains Wanderer

- **Description:** “Raised in the Serpent Plains, where nature and venom were my only allies and threats.”
- **Narrative Prompt:** “What lesson did the serpents teach me about survival?”
- **Starting Skills (level 1 each):**
  - Animal Handling: Commanding serpentine creatures.
  - Wilderness Lore: Knowledge of plants and creatures.
  - Stealth: Move undetected through terrain.
- **Starting Equipment:**
  - Venom Kit: For extracting and preparing poisons.
  - Jungle Cloak: Lightweight, camouflaged cloak.
  - Bone Dagger: Simple, sturdy dagger.
- **Starting Resources:**
  - Venom Vials: Three small vials of jungle venom.
  - Minor Currency: Jungle trade coinage.
- **Role-Playing Traits:** Highly observant, calculated in actions, sees allies as essential but fleeting.

## Ritualistic Venom Crafter

- **Background:** “I trained in the sacred art of crafting and administering potent poisons for ritualistic purposes.”
- **Narrative Prompt:** “What poison recipe or ceremony do I value most?”
- **Starting Skills (level 1 each):**
  - Crafting: Poison-making skill.
  - Investigation: Analyzing potent ingredients.
  - Animal Handling: Skilled with venomous creatures.
- **Starting Equipment:**
  - Venom Kit: For extracting and preparing poisons.
  - Ritual Garb: Traditional garb worn during crafting.
  - Small Serpent: Trained snake companion.
- **Starting Resources:**
  - Poisonous Herbs: Rare herbs for potent poisons.
  - Trade Trinkets: Charms valued in trading circles.
- **Role-Playing Traits:** Reveres tradition, focused on ritual precision, takes pride in venom-crafting lineage.

## Jungle Guardian

- **Background:** “As protector of the serpent shrines, I know the hidden paths and threats in the Serpent Plains.”
- **Narrative Prompt:** “What part of the jungle are you sworn to protect, and why?”
- **Suggested Skills:**
  - Melee Combat: Skilled in close-range combat.
  - Wilderness Lore: Knowledge of flora and fauna.
  - Intimidation: Projecting an imposing presence.
- **Starting Equipment:**
  - Guardian Staff: Snake-adorned weapon.
  - Protective Wraps: Leather and scale wraps.
  - Herb Pouch: Healing herbs and anti-venom.
- **Starting Resources:**
  - Shrine Relics: Spiritual artifacts for trade.
  - Minor Currency: 6 Dritch.
- **Role-Playing Traits:** Protective of the jungle, distrustful of outsiders, sees life and death as a natural cycle.

---

# Necrokin Origins

## Bound Spirit

- **Description:** “Once bound to a necromancer, I escaped servitude and now seek purpose beyond control.”
- **Narrative Prompt:** “What memory of servitude drives my will to remain free?”
- **Starting Skills (level 1 each):**
  - Intimidation: A presence shaped by death and control.
  - Investigation: Knowledge of necromancy.
  - Stealth: Used for escape and concealment.
- **Starting Equipment:**
  - Bone Amulet: Necromantic charm from past.
  - Tattered Cloak: Concealment and protection.
  - Lockpicks: Tools used in your escape.
- **Starting Resources:**
  - Crypt Coins: Old coins for minor transactions.
  - Grave Dust: Reagents with barter value.
- **Role-Playing Traits:** Distrustful of authority, deeply values autonomy, respectful of others’ freedom.

## Spirit Guide

- **Description:** “Raise amongst mediums, I am training as a necromantic mediator between life and death.”
- **Narrative Prompt:** “What message or spirit from beyond most shapes my purpose?”
- **Starting Skills (level 1 each):**
  - Social Influence: For spirit and mortal communication.
  - Wilderness Lore: Knowledge of haunted regions.
  - Languages: Proficient in one extra language.
- **Starting Equipment:**
  - Spirit Lantern: Used to attract wandering souls.
  - Ritual Garments: Marked with spirit-calling symbols.
  - Necrotic Tome: Contains necromantic rituals and rites.
- **Starting Resources:**
  - Wraith Stone: Necrotic gem valued by mystics.
  - Old Coins: Currency from the families of the dead.
- **Role-Playing Traits:** Respectful of the dead, seeks balance between realms, prefers peaceful resolutions.

## Cursed Outcast

- **Description:** “Marked by my undead nature, I’ve wandered alone, surviving with tenacity and cunning.”
- **Narrative Prompt:** “What keeps me returning to the land of the living despite my outcast status?”
- **Starting Skills (level 1 each):**
  - Wilderness: Navigating desolate wastelands.
  - Stealth: Avoids detection by those who might hunt you.
  - Athletics: When stealth fails, fleeing is all that is left.
- **Starting Equipment:**
  - Hooded Cloak: For identity concealment.
  - Grave Dagger: A small, practical blade.
  - Tattered Bag: Holds small supplies and tools.
- **Starting Resources:**
  - Corpse Coins: Eerie coins from burial grounds.
  - Spirit Ashes: Powdered remnants for necromantic use.
- **Role-Playing Traits:** Self-reliant, wary of strangers, driven by survival rather than comfort.

---

# Creating Your Own Custom Origin

For those eager to dive deeper into character creation, this guide unlocks a powerful framework for crafting a custom origin. Here, you’ll shape an origin that not only reflects your character’s Bloodline but brings their unique story, skills, and life experiences to life.

This custom origin system goes beyond the quick-start options, giving you the tools to build a foundation that carves out your character’s distinctive place in the world. Follow these steps to forge an origin that offers rich narrative depth, tailored skills, and fitting starting resources, launching your character into adventure with unparalleled depth and purpose.

## Step 1: Start with Your Bloodline

Begin with your character's Bloodline, as this provides the basis for their identity, values, and culture. Think about the common roles, physical traits, and lifestyle associated with this Bloodline. Review the three quick-start origins as inspiration, then consider other paths that characters from this Bloodline might have taken.

**Example:** As an Igdrasan, perhaps your character wasn’t just a warrior or ash trader. Maybe they spent their life navigating ash trails, tending to secluded shrines, or scavenging forgotten ruins.

## Step 2: Define an Origin Theme and Name

Choose a theme that embodies your character’s upbringing and give it a short, evocative name. This theme should capture how they lived, worked, and survived, adding a personal layer to their Bloodline’s larger story.

**Example:** “Ashen Guide” – A traveler skilled in navigating Yggdrasil’s treacherous landscapes.

## Step 3: Write a Background

Add a concise background of your origin. This sentence should give a sense of the character’s environment and formative experiences without specifying personality traits. Focus on setting a vivid image for their past.

**Example:** “I grew up guiding travelers through the ashen trails, becoming one of the few who know Yggdrasil’s rugged terrain.”

## Step 4: Add a Narrative Prompt

Create a prompt to inspire your character’s outlook and role-playing. This could be a question, motto, or memory that reflects their life experience.

**Example:** “What drives me to return to these treacherous paths, time and again?”

## Step 5: Select Skills

Choose 3 General Skills that logically align with your origin’s theme. Refer to the Skills section later in the book to select options that represent abilities gained through experience.

**Example:** Wilderness Lore, Athletics, and Stealth might suit a character for guiding or surviving in hazardous environments.

## Step 6: Determine Starting Equipment

List basic items your character would carry based on their origin. Choose practical, rugged items that reflect their background, providing functionality without granting excessive advantage.

**Example:**

- Traveler’s Map: A hand-drawn map of safe paths through ash storms.
- Sturdy Boots: Reinforced footwear for rugged terrain.
- Compass Charm: A pendant used to stay oriented in the ash clouds.

## Step 7: Define Starting Resources

Identify starting resources that fit your character’s background, such as small trade items or a modest amount of currency. These items should give a sense of economic reality without being overpowered.

**Examples:**

- Ash Stones: Small, tradeable stones.
- Minor Currency: Enough for basic provisions.

## Step 8: Add Role-Playing Traits

Finally, include traits that reflect your character’s values, attitudes, or habits due to their upbringing. These traits are purely optional but can help guide role-playing.

**Example:** Prioritizes survival, calm under pressure, cautious in open spaces.

## Example: Putting It All Together

- **Bloodline:** Igdrasan
- **Origin Name:** Ashen Guide
- **Theme:** Life as a guide on Yggdrasil’s ashen paths.
- **Background:** “I grew up guiding travelers through the ashen trails, becoming one of the few who know Yggdrasil’s rugged terrain.”
- **Narrative Prompt:** “What drives me to return to these treacherous paths, time and again?”
- **Skills:** Wilderness Lore, Athletics, and Stealth.
- **Equipment:** Traveler’s map, sturdy boots, compass charm.
- **Resources:** Ash stones, minor currency.
- **Role-Playing Traits:** Prioritizes survival, calm under pressure, cautious in open spaces.

By building on your character’s Bloodline and following these steps, you’ll create an origin that is not only functional but also rich in story and individuality.


---

# Character Bloodlines

*Legacy burns before footsteps fall.*

In your blood lies the shape of your legend. A Bloodline is the myth already flowing through you—ancient vows, forgotten wars, buried truths in your marrow. The world hears their echo in your name. You carry promise and peril long before you draw a blade or cast a spell.

> Before you write your future, understand the past that breathes beneath your skin.

## What Is a Bloodline?

*You carry it in your marrow—whether you want it or not.*

A Bloodline is your character’s inherited legacy—narrative and mechanical. It represents ancestral power, memory, or burden encoded into your identity. Your Bloodline shapes how others see you and what the world expects of you.

Ask yourself:

- What ancestral legacy precedes your first step? What’s already written into your name?
- What mark does it leave? A gift, a curse, or something in between?
- Will you fulfill it—or rewrite it?

## Choosing a Bloodline

Every Bloodline carries echoes of something older—gifts, scars, debts unpaid. Choosing yours isn’t just about powers or perks.

Steps:

1. Choose one Bloodline.
2. Apply all Vitals changes listed under that entry.
3. Copy all listed traits, including abilities, resistances, and vulnerabilities.
4. Record these details clearly on your character sheet.
5. Use its lore to shape your Origin, Skills, and Class.

> **Tip:** Choose the Bloodline that best aligns with the story you envision for your character.

### Example: The Ashborn Survivor

I was skimming through the Bloodlines when I hit the Ashborn. That was it. The idea of someone literally burned into purpose clicked instantly. I pictured my character with soot-lined scars, trying to keep her ash bond alive—not just for power, but because forgetting it means forgetting her fallen clan. I jotted down Ashborn, added the +1 Strength, and locked in Ash Surge. She’s not here to win fights. She’s here to burn for the dead.

### Example: The Necrokin Philosopher

I didn't want to be undead for shock value. I wanted to explore what it means to exist beyond death. The Necrokin’s blend of curse and autonomy hit hard. Immune to food, breath, healing? Brutal. But perfect. I saw this character as someone who guides spirits because they are one. I copied over their immunities and wrote “Spirit Guide” in big letters beside the traits. This is going to be a haunting arc—literally and thematically.

### Example: The Igdrasan Oathbound

As soon as I read that Igdrasan revere Odin and trade in ash, I imagined a stone-faced axe-warrior who sees every fight as a prophecy. Strength bonus? Perfect. Clan loyalty and eternal warfare? Even better. The Bloodline wasn’t just a stat choice—it gave me his voice. Blunt. Brutal. Proud. The kind of guy who names his scars. I wrote down “Ashland Refugee” as his origin, then started sketching out which oaths he’s already broken.

### Example: The Ceiban Healer-Warrior

The jungle themes drew me in first—chaos, fertility, sacrifice. But it was the duality that made me stay. The Ceibans don’t just survive the jungle—they reflect it. I loved that. My character is a battlefield medic who performs blood rites to call rain. I gave her the poison resistance and mobility boost, then wrote in her gear: sacred paints, bone blade, and dried herbs. She heals... but the spirits ask for blood in return.

## Bloodline Format

Each Bloodline includes:

- **Traits Block** — Vitals shifts, unique abilities, resistances, vulnerabilities, and common Class affinities.
- **Physical Markers** — Height, weight, visible features.
- **History & Status** — Key events and current position.
- **Personality** — Typical drives, fears, and quirks.
- **Culture** — Beliefs, rites, and communal identity.
- **Relations** — Allies, enemies, stereotypes, and tensions.

> **Tip:** Treat these sections as story hooks, not shackles.

## Summary

- A Bloodline defines your character’s ancestry.
- You choose your Bloodline before selecting Origin, Skills, Class, gear, etc.
- Apply all Vital shifts and listed traits immediately.
- Bloodline traits include both benefits and drawbacks—make sure you track them both.

---

## Ashborn

**Home Fragment:** Yggdrasil  
**Popular Roles:** Fighter, Ranger, or Witch  
**Starting Languages:** Old Norse, Trade  
**Vitals Adjusted:** +1 to Strength or Agility

### Bloodline Traits

#### Elemental Resistance

- When an Ashborn takes fire or cold damage, they ignore 1 point of that damage.

#### Ash Surge (1/day)

If the Ashborn has made physical contact with Eternal Ash this day, they may activate an Ash Surge as a Minor Action.

**Effects Upon Activation**

- Immediately gain +1 Strength or +1 Agility (your choice) and suffer –1 Cognition for the duration of the Surge.
- While the Surge is active, every time you roll Core or Action Dice, resolve one of the following outcomes:

| Dice Outcome | Effect |
|---|---|
| 2 or more Critical Hits | Heal 1 Vitality. The next time you deal damage during this Ash Surge, add +1 fire or cold damage (your choice). |
| At least 1 Hit, but fewer than 2 Crits | No additional effect. |
| All Misses | Take 1 Psychic damage. Your next Skill Check during this Surge is made with Disadvantage. |

**Duration**

The Surge remains active for a number of turns equal to your modified Cognition, after applying the –1 penalty.

- The Surge always includes the current turn.
- Example: With an adjusted Cognition of 2, the Surge lasts this turn plus 2 more—3 turns total.

#### Ash Rite

Ashborn must renew their elemental bond to the Eternal Ash every few days by performing the Ash Rite.

If more than **(2 × Resilience)** days pass without doing so, the Ashborn becomes **Unanchored**. While Unanchored:

- You suffer Disadvantage on all Skill Checks.
- This state ends when you complete one of the following:
  - Smear at least 50g of Eternal Ash on exposed skin.
  - Perform a 10-minute Cleansing Rite using volcanic soot, sacred charcoal, or consecrated ash—all consumed in the process.

### Physical Characteristics

**Height:** Males: 160–180 cm, Females: 150–170 cm  
**Weight:** Males: 65–105 kg, Females: 55–90 kg  
**Eye Color:** Grey, pale blue, or dark black, often glowing faintly during ash surges.  
**Hair Color:** Ashen white, silver, or faded brown.  
**Maturity and Lifespan:** Maturity at 16 years, lifespan 80–90 years on average.

**Unique Traits:** Ashborn skin has an ashy texture with dark, swirling patterns like soot or smoke that faintly glow along with their eyes when their Ash Surge activates. Their bodies naturally gather ash, giving them a perpetually dusted appearance.

### History and Current Status

- After the Sundering, the Eternal Ashfall engulfed Midgard, transforming many of the survivors into Ashborn—infused with magical ash.
- The ash reshaped their bodies and culture, allowing adaptation to the desolate Midgard Wastes.
- Today, Ashborn form tight-knit communities, scavenging and trading in ash.
- They work as mercenaries or guides, drawing resilience and elemental magic from the Eternal Ash—while managing its risks.

### Personality Traits

- **Survivor Instincts:** Resilient and resourceful, Ashborn excel at improvising, especially in harsh environments.
- **Emotional Volatility:** Tough but unstable, they act recklessly when chaos surges through their ash magic.

### Cultural Traits

- **Values:** Survival and adaptation are vital. Ashborn prize self-reliance, quick thinking, and endurance. Community bonds are strong, but all must contribute.
- **Social Dynamics:** Leadership goes to those who master elemental surges. Tribes gather around scavenger camps and ruins, relying on ash for sustenance and spellwork.
- **Traditions:** Rituals invoke the Eternal Ash, believed to hold ancestral memory. Markings honor the past.
- **Religion and Beliefs:** The Eternal Ashfall is seen as a conduit to ancestral spirits. Ash is sacred—guiding their vision to rebuild Midgard.

### Relationships With Neighbours

- **Igdrasans:** Cautiously cooperative—shared reliance on ash trade brings occasional tension over resources.
- **Acacians:** Pragmatically neutral—limited trade in necromantic goods, with mutual caution.
- **Ceibans:** Respectful but distant—shared reverence for nature’s power keeps peace, though interaction is rare.
- **Necrokin:** Practical allies—both value resilience, forming wary partnerships despite discomfort with the undead.
- **K’aan:** Tense respect—territorial clashes balanced by mutual recognition of strength.

---

## Human - All

In Shatterholme, the fractured realms have forced human bloodlines from ancient civilizations to adapt to an unstable world, each carrying traits shaped by their origins and the chaos they now face.

As they navigate the chaotic landscape, humans continuously evolve, shifting their skills to meet new challenges and proving resourceful in their quest for survival in this ever-changing, volatile reality.

### Bloodline Traits

All humans share these basic traits:

- **Vitals Adjusted:** +1 to any Vital of their choice.
- **Popular Roles:** Varied.
- **Movement:** 10 meters per Minor Action.
- **Maturity and Lifespan:** Maturity at 18 years, lifespan 70–80 years on average.
- **Languages:** Varied.
- **Adaptable Skills:** At the completion of a Story Milestone, a human character can transfer one level from one Skill to another.
  - The receiving Skill cannot exceed the level of the Skill from which the point is being transferred.
  - Example: If a level 3 Skill is used as the source, a level 2 Skill or lower can be raised, but not a Skill already at level 3 or higher.

---

## K’aan

### Bloodline Traits

- **Vitals Adjusted:** +1 to Mobility or Cognition.
- **Popular Roles:** Ranger or Shaman.
- **Languages:** K’aan, Ceiban, Trade.
- **Movement:** 10 meters per Minor Action.
- **Serpent’s Tongue:** K'aan communicate with serpentine creatures and reptiles, gaining advantage on Animal Handling checks and issuing simple commands.
- **Serpent’s Resilience:** K'aan gain advantage on poison saves and take 1 less poison or acid damage.
- **Poison Affinity:** K'aan gain advantage on poison-brewing Skill Checks when using natural venoms.
- **Flexible Body:** Once per long rest, K'aan activate their serpentine flexibility with a Minor Action. For rounds equal to Mobility VB, they may move through 6-inch spaces without checks and gain advantage on Mobility checks to escape from grapples or being restrained.
- **Poison Spit:** Once per day, a K'aan may spit venom at a single target up to 6 meters away with a Ranged Weapon attack. It deals poison damage and forces a Physique save. On failure, the target is poisoned for rounds equal to the K'aan’s Physique VB, suffering disadvantage on Attack Rolls and Skill Checks.
- **Waterbound:** If K'aan avoid full water immersion for days exceeding their Physique VB, they suffer disadvantage on Skill Checks until fully immersed in water again.

### Physical Characteristics

- **Height:** Males: 165–195 cm, Females: 160–185 cm.
- **Weight:** Males: 65–90 kg, Females: 55–80 kg.
- **Eye Color:** Yellow or emerald-green, with slit pupils.
- **Hair Color:** Ridged scalps in hues of green, brown, or dark gold; some with snake-like dreadlocks at the back.
- **Unique Traits:** K’aan are covered in scales in hues of green, brown, or dark gold; some individuals bear serpentine patterns in contrasting colors. They often adorn themselves with gold paste.

### History and Current Status

- After the Sundering, the K'aan emerged from the venomous Serpent Plains, adapting to the chaotic, shifting environment. Touched by K'awiil's magic, they built their society on manipulating natural and mystical forces, especially poisons and serpent magic.
- Ruled by shaman-priests, their priest-kings took key roles in the Mayan fragment's power struggles, advising or challenging human rulers.
- The K'aan thrive today in the Serpent Plains, feared for their mastery over poisons and ability to control land and weather through rituals tied to Chac's storms.
- While many remain isolated and wary, some K'aan venture beyond their lands as envoys or warlords, expanding their power in Shatterholme.

### Personality Traits

- **Cunning and Patient:** The K'aan are known for their patience and calculated approach to conflict. They prefer to strike when the time is right, waiting for the perfect moment to gain the upper hand.
- **Proud and Aloof:** Their connection to serpentine spirits and mastery over venom has instilled a sense of superiority. They view themselves as the chosen of the jungle, and often see other mortals as weak.
- **Mysterious and Secretive:** K'aan are secretive by nature, often concealing their true intentions behind layers of intrigue. They rarely reveal their full plans.

### Cultural Traits

- **Values:** The K'aan value power, wisdom, and survival, drawn to nature’s cycles, particularly the balance of life and death, reflected in their use of poisons.
- **Social Dynamics:** The K'aan society is hierarchical, ruled by priest-kings and shamanic leaders who claim divine right through their connection to serpentine spirits. Loyalty is paramount, but power struggles are frequent, as leaders constantly vie for dominance.
- **Traditions:** Venom rites are central to K'aan culture, involving poisonous snake handling, toxin crafting, and communing with serpentine spirits. Festivals celebrate Chac's monsoons, which are both feared and revered.
- **Religion and Beliefs:** K'aan venerate K'awiil and Chac, twin forces shaping their destiny. K'awiil’s chaos brings power and danger, while Chac’s storms are revered as life-giving yet destructive. Serpentine spirits, avatars of these gods, are central to their rituals.

### Relationships With Neighbours

- **Ceibans:** Wary allies with shared reverence; both respect the natural cycle, participating in joint rituals while maintaining caution.
- **Acacians:** Rivalrous and distrustful; conflicting ideologies over necromancy create tension, though direct conflict is avoided.
- **Ahwatan:** Cooperative guardians of the land; shared values foster a supportive alliance to protect their territories.
- **Necrokin:** Hostile distrust; the Necrokin’s undead nature disrupts the balance K'aan uphold, leading to frequent clashes.
- **Boaban:** Cooperative but competitive; both value natural resources, maintaining practical exchanges while occasionally clashing over territory.

---

## Necrokin (The Awakened)

### Bloodline Bonuses

- **Vitals Adjusted:** None.
- **Popular Classes:** Necromancer, Rogue, Death Cleric.
- **Movement:** 8 meters per Minor Action.
- **Necrotic Reconstitution:** Once per day, when reduced to 0 Vitality or below, at the start of their next turn the Necrokin regains 1 Vitality.
  - After using this ability, the Necrokin suffers disadvantage on all Cognition-based checks until their next long rest.
- **Spirit Sight:** Necrokin perceive spirits and the undead with a faint necrotic outline, gaining advantage on perception checks related to the undead or spirit realm.
- **Undead Resilience:** Necrokin do not need sleep, food, or air. They are immune to disease and poison and can only be healed through necromantic or unnatural magic.
- **Elemental Resistance:** The Necrokin ignore 1 point of necrotic or cold damage from each attack or spell.
- **Vulnerability to Radiant and Psychic Damage:** Necrokin take +1 damage from any radiant or psychic sources.

### Physical Characteristics

- **Height:** Males: 170–185 cm, Females: 160–175 cm.
- **Weight:** Males: 65–90 kg, Females: 50–70 kg.
- **Eye Color:** Pale, hollow shades of grey, white, or green, sometimes glowing faintly when interacting with necrotic energies.
- **Hair Color:** Faded black, white, or grey, often thin or patchy due to their undead nature.
- **Unique Traits:** Necrokin skin is pallid and cold, often marred by signs of decay or necrotic scarring. Their bodies retain a skeletal or gaunt appearance, with dark veins or patches of desiccated flesh. Upon utilizing necrotic magic, faint glyphs of binding may appear on their skin, glowing with sickly light.

### History and Current Status

- After the Sundering, many awakened Necrokin were created through the necrotic practices of the Acacians, initially bound to necromancers. Amid the chaos, some broke free and learned to survive independently among the perils of undeath.
- These free Necrokin now roam wastelands and cursed lands, driven by a quest for purpose, knowledge, or revenge on those who still enslave the dead.
- Today, Necrokin thrive as wandering survivors, mercenaries, and undead mystics, using their necrotic knowledge to navigate their cursed existence.
- Though often outcasts, they guide spirits, act as intermediaries between the living and the dead, and harness necrotic power for magic, playing a crucial role in cursed or forsaken lands.

### Personality Traits

- **Relentless and Driven:** Known for their determination, Necrokin are often fueled by their unique relationship with death. Having survived it once, they approach goals with singular focus, enduring every challenge.
- **Detached but Loyal:** Although many Necrokin struggle with forming strong emotional attachments due to their undead condition, once bonds are formed, they are loyal to the end, often viewing comrades as their new purpose in a world that has otherwise rejected them.

### Cultural Traits

- **Values:** Necrokin highly value survival and autonomy. Many were once bound by necromancers and now seek to prove their independence, striving for mastery over their undead nature rather than submission.
- **Social Dynamics:** Necrokin who escape servitude form tight communities. Leadership gravitates toward those who master necrotic forces, with authority based on necromantic knowledge.
- **Traditions:** Necrokin perform rituals to maintain their undead state and honor the spirits that linger in the mortal world. Some believe that by understanding the necrotic energies that sustain them, they can free themselves from their undead curse or find peace in undeath.
- **Religion and Beliefs:** Some Necrokin believe their undead state is a punishment for defying death, while others see themselves as vessels of ancient gods. They perform rituals to commune with spirits, seeking to either escape their curse or embrace it. Legends speak of a time when the veil between life and death will tear apart, and the Necrokin will lead the dead into a new era of undeath or eternal life.

### Relationships With Other Races

- **Acacians:** Resentful originators; tension arises from the Necrokin’s quest for independence from their former creators, though mutual necromantic interests occasionally align.
- **Igdrasans:** Wary but resourceful trade partners; practical alliances form when necessary, with both groups respecting each other’s resilience.
- **Ashborn:** Pragmatic survivors; a shared survival mentality fosters respect and alliances in hostile terrains.
- **Ceibans:** Distrustful rivals; contrasting beliefs in life’s cycle create a strained relationship, with both groups wary of each other’s influence.
- **K'aan:** Hostile opposition; the K'aan see the Necrokin as an affront to natural order, leading to frequent hostilities.


---

# Core Vitals

*Instinct breathes before skill takes hold.*

Before you act with purpose, you survive by reflex. Core Vitals are the raw foundation of who you are—etched into nerve, muscle, and will. They are not learned talents, but primal forces: what you notice, how you endure, when you act, and how far you push. Every decision, every risk, and every effort you commit rests on what lives here first.

> Let your instincts speak before your tactics catch up.

## What Are Core Vitals?

*Every legend starts with raw possibility.*

Core Vitals measure your character’s natural capacity—mental, physical, and reactive. They determine what you can withstand, perceive, control, or overcome before training is applied. Every skill-based action in Narateer is shaped by Vitals: they limit how far a Skill can grow and how naturally prepared you are before mastery enters the moment.

Ask yourself:

- What am I naturally gifted at?
- Which part of me gets tested most?
- Where does my character break—and where do they never bend?

## How Core Vitals Shape Play

Core Vitals define your character’s natural capacity.

A Core Vital determines:

- the maximum Skill Level of Skills linked to that Vital;
- your Readiness Score when combined with a linked Skill;
- your total Vitality when added with your other Core Vitals;
- derived traits such as movement, damage, defence, recovery, or resistance where relevant.

Your Vital shows what your character can sustain. Your Skill shows what they have mastered. Your Action Dice show what they are willing to spend in the moment.

## The Five Core Vitals

| Vital | Description | Sample Archetype |
|---|---|---|
| Cognition (COG) | Perception, analysis, insight | A cunning tactician or eccentric inventor |
| Presence (PSC) | Confidence, charisma, emotional command | A prophet, noble, or warlord |
| Resilience (RES) | Endurance, tolerance, willpower | A monk, survivor, or scarred veteran |
| Agility (AGI) | Control, speed, finesse, flow | A precise archer or nimble duellist |
| Strength (STR) | Physical power, exertion, force | A berserker or tough pit-fighter |

> **Tip:** Each Vital connects to different gameplay pillars—Exploration, Skills, Combat, Spellcasting, Defence, Movement, Recovery, and Social Interaction.

## Assigning Your Vitals

At character creation:

- All Core Vitals start at 1.
- You gain 3 bonus points to assign freely.
- No Vital may start above 3.
- You must assign all 3 points.
- Write your Vital scores to your character sheet.

> **Tip:** Begin with your character concept—the fiction or story—not just the stats. Let the numbers reflect who they are, not only what they can do.

## Examples: Core Vital Builds

### The Cunning Thief

*A cunning fast-talking infiltrator.*

- **COG 2** — always reading, always scheming
- **PSC 2** — charm and fast talk
- **RES 1** — escapes, doesn’t endure
- **AGI 2** — finesse, speed, and sleight of hand
- **STR 1** — avoids direct conflict

### The Silver-Tongued Prophet

*A magnetic figure whose words move hearts.*

- **COG 2** — interprets omens
- **PSC 3** — unforgettable voice
- **RES 1** — strong spirit, weaker body
- **AGI 1** — moves with grace
- **STR 1** — not built for war

### The Stoic Warrior

*A bruiser who absorbs pain and holds the line.*

- **COG 1** — focused and simple
- **PSC 1** — quiet presence
- **RES 2** — shrugs off fear and pain
- **AGI 1** — steady, not swift
- **STR 3** — raw melee power

> **Tip:** Don’t chase “perfect.” Flaws give your character spine. Vitals shape story, not just success rates.

## Advancing Core Vitals

### Improving Vitals

- Increase a Core Vital by spending Story Points (SP).
- You earn SP from the Guide at major Story Milestones.

> **Advancement Cost = Target Score × 2 SP**

### Example: Increasing Strength

Graynor wants to increase their Strength from 3 to 4. After successfully finishing a Milestone and being awarded Story Points from the Guide, they spend 8 SP (i.e., 4 × 2) and increase their Strength to 4.

Increasing Strength may now allow Graynor to train Strength-linked Skills to a higher level, improve related Readiness Scores, and contribute to future Vitality increases.

## Summary

- You have 5 Core Vitals: COG, PSC, RES, AGI, STR.
- All start at 1. Assign 3 bonus points during creation (max 3 per Vital).
- Core Vitals shape every major resolution—skills, combat, magic, defence, movement, recovery, and Vitality.
- A linked Core Vital caps Skill Level.
- Skill Level limits proactive uses of that Skill during your activation.
- Skill Level limits how many extra Action Dice you may commit when boosting that Skill Check.
- Readiness Score combines natural capacity and training.
- Total Vitals determine your Vitality (VIT).
- Raise Vitals by spending Story Points after Milestones.


---

# Vitality

*Every step burns the fire that keeps you going.*

Vitality is the measure of how long you can hold the line against a collapsing world. It is not just health—it is resolve, momentum, and the will to act when nothing remains. Vitality is the fire that fuels your presence in the story. When that fire dies, so do you.

> To act, to strike, to survive, to conquer—it all begins with what you can endure.

## What Is Vitality?

*How much can you give before you fall?*

Vitality (VIT) represents your total stamina, will, and resilience. It defines how many actions you can take, how long you remain in the fight, and how much punishment you can absorb. VIT equals your pool of Action Dice (AD). Lose one, lose both—they are the same fire.

Ask yourself:

- How long can I keep acting before collapse?
- What pushes me to keep moving through pain?
- Where do I draw the line between boldness and death?

## Vitality Calculation

- Add together your five Core Vitals.
- Compare this total to the table below:

| Total of Vitals | Vitality |
|---:|---:|
| 5 | 3 |
| 6 | 4 |
| 7-9 | 5 |
| 10-11 | 6 |
| 12-14 | 7 |
| 15-17 | 8 |
| 18-21 | 9 |
| 22+ | 10 |

## How Vitality Works

Your Vitality is the core of your presence in the world—a measure of how much you can do and endure.

### Vitality States

| VIT | AD | State | Result |
|---|---|---|---|
| VIT > 0 | AD > 0 | Active | Act freely |
| VIT = 0 | AD = 0 | Unconscious | Recovery Check |
| VIT < 0 | AD = 0 | Critical | Recovery Check |
| VIT < 0 and Recovery Dice = 0 | AD = 0 | Dead | — |

## Vitality & Action Dice

Each point of Vitality (VIT) grants 1 Action Die (AD)—e.g., if your Vitality is 5 then your number of AD is 5, and so on. These dice are your expendable resource—spent to act, move, or react to the world around you.

> **Number of Action Dice (AD) = Vitality**

- For every 1 VIT you lose—taking wounds or being adversely affected by conditions—you also lose 1 AD.

> **Tip:** Guard your AD like the lifeline they are—when your AD runs dry, so does your ability to shape the scene.

## Healing Vitality

### Natural Recovery (Long Rest)

You may restore lost Vitality and AD after every Long Rest.

A Long Rest is an uninterrupted 8-hour period of rest, sleep, or recovery. During this time, you may not cast spells, fight, or perform strenuous actions (i.e., spend Action Dice). If interrupted, the rest must begin again.

- After a Long Rest, roll all AD in your Wounds Pool.
- For each Critical Hit rolled:
  - Gain +1 VIT.
  - Move 1 Wounded AD back to your Ready AD Pool unless the healing effect says otherwise.

> **Note:** If aided by a successful Medicine check, roll each Wound die with Advantage.

### Magical Healing

Magical healing—spells, potions, magic items, etc.—restores VIT as stated by the spell or effect.

For each point of VIT restored by magic:

- Move 1 Wounded AD back to your Ready AD Pool unless the healing effect says otherwise.

Unless explicitly stated on the power or effect, magic healing cannot increase your Vitality beyond your maximum VIT. Excess healing is lost if no Wound AD remain.

## Unconsciousness & Critical Recovery

If you are in an Unconscious or Critical state, you must successfully make a Recovery Check.

See **Recovery and Death** for full rules (pp xxx).

## Summary

- Add your Core Vitals and use the table to determine your Vitality (VIT).
- VIT = Action Dice (AD). They rise and fall together.
- At 0 VIT or AD, you become Unconscious.
- At VIT < 0, you enter Critical state.
- You die when VIT < 0 and no Recovery Dice remain.
- Healing restores VIT and Wounded AD.


---

# Character Skills

*Discipline carves purpose from potential.*

Skills are earned, not inherited. They are the edge of repetition honed into excellence, the practiced form that gives action precision. While your Vitals define your natural capacity, Skills reflect what you have chosen to master.

> To act with precision is to act with purpose—and that purpose is learned.

## What Is a Skill?

*Every action begins as intent—and becomes consequence.*

A Skill is a trained discipline tied to specific actions. Skill Level (SL) limits how much you can Boost that Skill and how many proactive uses of that Skill you can initiate during your activation. Unlike Vitals, Skills are learned and can grow over time. You may only raise a Skill up to the value of its Linked Vital.

Ask yourself:

- What disciplines define my character’s edge?
- Do I specialize or stay broad?
- Is failure a result of chance—or lack of training?

## Vitals vs. Skills

*One is your capacity. The other is your craft.*

| Category | Vitals | Character Skills |
|---|---|---|
| Type | Innate capacity, e.g. COG, STR | Trained ability, e.g. Stealth, Athletics |
| Use | Sets Skill caps, Readiness Scores, Vitality, and derived traits | Limits Boost and proactive Skill uses during your activation |
| Cap | Mortal limit applies by tier of play | Max = Linked Vital |

> **Tip:** Vitals define how far you can push. Skills define how well you control the attempt.

## Linked Vitals

Every Skill has a Linked Vital. This Vital represents the natural capacity most often used when performing that Skill.

A Skill’s Linked Vital determines:

- the maximum Skill Level you may reach in that Skill;
- the Readiness Score of that Skill when combined with Skill Level (see Readiness Score below);
- which natural capacity is being tested when the Skill is used.

Some Skills may shift to a different Vital depending on the fictional approach. For example, Athletics might use Strength when breaking a door, but Resilience when enduring a long forced march.

## Skill Level (SL)

Skill Level (SL) determines how many extra Action Dice you may commit as Boost when using that Skill. If a Skill is untrained (SL 0), you cannot Boost that Skill Check and may not benefit from Skill-based powers.

> **Max SL = Linked Vital**
>
> **Boost limit = Skill Level**

Skill Level does not grant default rerolls. Rerolls come from Advantage, Disadvantage, class powers, equipment, conditions, or specific rules.

### Proactive Skill Uses During Your Activation

Skill Level also limits how many times you can proactively initiate that Skill during your own activation.

> **Proactive Skill Uses during your activation = Skill Level + 1**
>
> **Minimum = 1 proactive use, even at SL 0.**

This limit applies to actions you initiate: attacks, shoves, trips, disarms, feints, sprints, complex tasks, or other deliberate uses of the Skill during your activation.

This limit does not apply to responses made outside your activation. If you can react and have Ready Action Dice to spend, you may respond as the relevant rule allows.

| Skill Level | Proactive uses during your activation |
|---:|---:|
| 0 | 1 |
| 1 | 2 |
| 2 | 3 |
| 3 | 4 |
| 4 | 5 |

The distinction is simple:

- Skill Level limits how many trained openings you can deliberately create during your activation.
- Ready Action Dice limit how much pressure you can answer outside your activation.

### Example: Increasing Observation Skill

Leonora has Cognition (COG) 2 and wants to raise her Observation Skill from SL 2 to SL 3. Because a Skill’s maximum level is capped by its Linked Vital, she must first increase her COG to 3.

Once she does, and raises Observation to SL 3, she may Boost Observation checks with up to 3 extra Action Dice. Her higher Cognition also improves her Observation Readiness Score.

If Nyra has Melee SL 2, she may initiate up to 3 proactive Melee actions during her activation. She might attack three times, or attack, shove, and attack. She cannot turn every spare Ready AD into unlimited Melee actions.

If Nyra is attacked outside her activation, this proactive-use limit does not stop her responding. Her responses are limited by Ready AD, awareness, positioning, and whether the fiction allows a response.

## Starting Skills at Character Creation

When creating your character, you begin with trained Skills from two sources:

- **Bloodline Origin:** Reflects upbringing and environment.
- **First Class Level:** Reflects your professional training.

If both your Bloodline and your Class selection grant the same Skill, the levels stack.

> **Tip:** If you want a specialization from the start, choose an Origin that shares Skills with your Class. Otherwise, you'll need to raise those Skills later using Story Points.

## Increasing Skill Levels

You earn Story Points (SP) by completing Story Milestones. These SP can be spent to raise Skill Levels (SL)—but only if your Linked Vital is equal to or higher than the new SL. If not, the Skill is beyond your current physical, mental, or emotional capacity.

- You must have a Linked Vital ≥ new SL to raise a Skill.
- Spend SP equal to the new Skill Level.

> **Advancement Cost = Target SL × SP**

### Example: Increasing Acrobatics Skill

Nyra wants to raise Acrobatics from SL 2 to SL 3. Her Agility (AGI) is 3, so she qualifies. She spends 3 SP to complete the upgrade.

Nyra may now Boost Acrobatics Skill Checks with up to 3 extra Action Dice.

> **Tip:** Invest in Skills that define your role. Mastery shapes scenes—scattered points rarely make an impact.

## Untrained Skill Use

Lack of training doesn’t mean you can’t try. If you use an untrained Skill (SL 0):

- You may still spend and roll Action Dice.
- You may not Boost that Skill Check.
- You do not gain default Skill rerolls.
- You may initiate that Skill once during your activation.
- You may not use Skill-specific powers unless otherwise granted.

> **Tip:** Untrained checks rely on effort alone. You can still attempt them, but without Boost the odds are rough.

## Skill Checks at a Glance

When making a Skill Check:

1. Declare what your character attempts.
2. The Guide confirms the Skill, Linked Vital, and Difficulty Rating (DR).
3. Spend the required Action Dice.
4. Decide whether to boost by spending extra Action Dice, up to the Skill Level.
5. Roll the committed Action Dice.
6. Apply Advantage or Disadvantage if relevant.
7. Count dots.
8. Compare the result to the DR.

> **Success = total dots exceed the DR.**
>
> **Failure = total dots equal to or less than the DR.**

## Readiness Scores

A Skill’s **Readiness Score** represents your character’s standing preparedness when they are not actively rolling. It is used when the Guide needs a fixed value for awareness, resistance, response, or behind-the-screen checks.

Readiness combines natural capacity with trained discipline, but it does not equal a full active roll. It shows how prepared your character is before they commit Action Dice to an action.

> **Readiness Score = 1 + half the total of your Linked Vital and Skill Level, rounded down.**
>
> **Formal formula: Readiness Score = max(2, 1 + floor((Linked Vital + Skill Level) / 2))**
>
> **Minimum Readiness Score = 2.**

Use this table if easier:

| Linked Vital + Skill Level | Readiness Score |
| -------------------------: | --------------: |
|                        0–2 |               2 |
|                        3–4 |               3 |
|                        5–6 |               4 |
|                        7–8 |               5 |
|                       9–10 |               6 |

Readiness Scores keep Vitals meaningful even when dice are not rolled. They represent natural capacity and training working together as standing readiness, without requiring every opposed moment to become roll-versus-roll.

> **Tip:** Record each Skill’s Readiness Score on your character sheet so it rarely needs to be calculated during play.

## Summary

- Skill Level (SL) = the number of extra Action Dice you may commit as Boost.
- A Skill’s maximum SL = Linked Vital.
- Readiness Score = 1 + half the total of your Linked Vital and Skill Level, rounded down.
- You gain starting Skills from Bloodline Origins and your initial Class choice.
- Raising a Skill costs Story Points = new SL, and you must meet the Vital requirement.
- SL 0 = untrained. No Boost or Skill-based effects.
- During your activation, proactive uses of a Skill are limited to SL + 1, with a minimum of 1.
- Reactions outside your activation are not limited by proactive Skill uses; they are limited by Ready AD and the fiction.
- Skill Check = roll committed Action Dice, apply Edge if any, then count dots.


---

# Skills List

*The path to mastery begins with a single skill.*

## Skill Attributes

All skills share these attributes:

- **Skill Check Action Type:** Major Action (minimum 1 AD)
- **Difficulty Rating:** Default DR = 2
- **Linked Vital:** The first Linked Vital sets the skill’s maximum level.
- **Auxiliary Attributes:** Depending on the application of the skill, other Vitals may be switched in a skill check.

## Available Skills

---

## Acrobatics

Precise, agile movements requiring balance, reflexes, and coordination. Covers tumbling, leaping, evasive manoeuvres, and traversing difficult terrain. Essential for overcoming physical obstacles with speed and grace.

**Linked Vital:** Agility  
**Effect:** Skill Level sets the Boost limit and proactive-use limit for checks involving agility, dexterity, and precise bodily control.

**Applications:**

- **Tumbling & Evasion:** General rolling, diving, flips, and fluid evasive movements.
- **Aerial Movement:** Generating momentum, leaping across distances, and swinging from ropes or ledges.
- **Balance & Recovery:** Maintaining stability on narrow, unstable, or precarious surfaces.

---

## Alchemy

The creation of transformative substances through chemical or mystical means. Covers potion-brewing, poisoncraft, and reactive mixtures. Essential for manipulating matter and producing potent consumables or effects.

**Linked Vital:** Cognition; Shift to Agility when brewing or handling substances.  
**Effect:** Skill Level sets the Boost limit and proactive-use limit for checks involving chemical crafting, potion-making, or alchemical experimentation.

**Applications:**

- **Designing & Identification (Cognition):** Designing or identifying potions, poisons, substances and predicting their effects.
- **Brewing & Handling (Agility):** Brewing potions, poisons, or antidotes. Creating explosives, incendiaries, or acidic compounds.

---

## Artifice

The construction, modification, and repair of physical devices and structures. Covers smithing, mechanical design, tradecraft, and fabrication. Essential for crafting and maintaining tools, traps, weapons, and gear.

**Linked Vital:** Cognition; Shifts to a different Vital in specific situations.  
**Effect:** Skill Level sets the Boost limit and proactive-use limit for checks involving construction, repair, device crafting, or mechanical ingenuity.

**Applications:**

- **Design & Diagnosis (Cognition):** Diagnosing mechanical faults, engineering complex devices, designing traps, appraising structural integrity.
- **Crafting & Assembly (Agility):** Assembling delicate mechanisms, repairing fine instruments, crafting precision components, and setting intricate traps.
- **Forging & Shaping (Strength):** Forging and shaping heavy metalwork, reinforcing structures, assembling large mechanical constructs.

---

## Athletics

Physical power, endurance, and bodily control in high-exertion activities. Covers lifting, climbing, swimming, and sustained movement. Essential for overcoming challenges that demand raw Strength or stamina.

**Linked Vital:** Strength; Shift to Resilience for prolonged endurance tests.  
**Effect:** Skill Level sets the Boost limit and proactive-use limit for checks involving physical strength, endurance, and sustained physical effort.

**Applications:**

- **Climbing & Load Bearing:** Scaling surfaces, carrying heavy loads, supporting collapsing structures.
- **Breaking & Overcoming Resistance:** Smashing barriers, forcing doors open, overpowering opponents physically.
- **Jumping & Leaping:** Long-distance jumps, high leaps, vaulting obstacles through sheer physical power.
- **Endurance & Physical Resilience:** Shift Vital to Resilience for sustaining prolonged effort, resisting fatigue, enduring harsh physical conditions.

---

## Beastcraft

Interaction with beast type creatures. Covers training, calming, provoking, and interpreting instinctual behaviour. Essential for surviving and thriving alongside or against wild creatures.

**Linked Vital:** Presence; Shifts to a different Vital in specific situations.  
**Effect:** Skill Level sets the Boost limit and proactive-use limit for checks involving influencing, interacting with, or understanding animals and instinct-driven creatures.

**Applications:**

- **Taming & Handling (Presence):** Calming frightened or aggressive animals, asserting gentle authority, or teaching a beast new skills or tricks.
- **Instinctual Insight (Cognition):** Assessing emotional states, interpreting intentions, and predicting instinctual responses of beast type creatures, including supernatural or monstrous beasts.
- **Provocation & Control (Presence):** Drawing attention, asserting primal dominance, directing aggression or calming.
- **Intimidation (Strength):** Physically intimidating or dominating creatures through sheer physical presence.

---

## Finesse

Delicate manual dexterity and precise manipulation of small objects. Covers pickpocketing, sleight of hand, escape artistry, and intricate handiwork. Essential for subtle tasks requiring control and speed.

**Linked Vital:** Agility.  
**Effect:** Skill Level sets the Boost limit and proactive-use limit for checks involving delicate, subtle, or precise physical manipulation.

**Applications:**

- **Pickpocketing & Concealment:** Stealing or discreetly hiding small objects without detection.
- **Delicate Precision Tasks:** Handling fragile or intricate items, carefully disarming traps, precise cutting or repairing.
- **Misdirection & Trickery:** Executing sleight-of-hand manoeuvres, quick item swaps, and subtle manipulations.
- **Escape & Manipulation:** Slipping out of bindings, undoing complex knots, and operating intricate mechanisms swiftly.

---

## History

Knowledge of past events, societies, and traditions. Covers recalling historical facts, legends, and cultural insight. Essential for understanding the context and meaning behind ancient lore and civilizations.

**Linked Vital:** Cognition  
**Effect:** Skill Level sets the Boost limit and proactive-use limit for checks involving knowledge of historical events, cultural traditions, or notable figures.

**Applications:**

- **Recalling Events:** Remembering major wars, rulers, eras, and historical milestones.
- **Cultural Analysis:** Recognizing ancient customs, ceremonies, and folklore.
- **Artifact Identification:** Determining the historical significance or origin of relics and ruins.

---

## Influence

Verbal and nonverbal techniques of persuasion, manipulation, and leadership. Covers negotiation, deception, intimidation, and rhetoric. Essential for shaping social interactions and steering outcomes.

**Linked Vital:** Presence; Shift to Strength when influence involves physical intimidation or threats.  
**Effect:** Skill Level sets the Boost limit and proactive-use limit for checks involving persuasion, deception, leadership, or coercion of others.

**Applications:**

- **Negotiation & Diplomacy:** Bargaining, convincing through reason or emotional appeal, and achieving compromise.
- **Deception & Misdirection:** Effectively lying, misleading, or subtly manipulating perceptions.
- **Leadership & Authority:** Rallying groups, issuing authoritative commands, and establishing dominance.
- **Intimidation & Coercion:**
  - **Presence:** Threatening or coercing through verbal pressure or imposing demeanour.
  - **Strength:** Reinforcing threats or coercion with physical presence or direct physical intimidation.

---

## Insight

Emotional perception and psychological awareness. Covers detecting lies, reading motives, and interpreting nonverbal cues. Essential for navigating complex social dynamics and resisting manipulation.

**Linked Vital:** Cognition; Shift to Resilience when resisting prolonged mental pressure or manipulation.  
**Effect:** Skill Level sets the Boost limit and proactive-use limit for checks involving social perception, emotional analysis, and detecting deception.

**Applications:**

- **Detecting Lies & Manipulation:** Recognizing inconsistencies in speech, behaviour, or intent.
- **Assessing Emotional States:** Interpreting emotional cues, facial expressions, vocal tone, and subtle body language.
- **Understanding Power Dynamics:** Identifying hidden rivalries, influence, tensions, or relationships within groups or individuals.
- **Resisting Mental Fatigue & Manipulation (Resilience):** Withstanding extended deception, intense interrogation, psychological stress, or psychic pressure.

---

## Languages

Fluency and comprehension across spoken and written tongues. Covers translation, interpretation, and decoding of foreign or ancient languages. Essential for communication across cultural and linguistic boundaries.

**Linked Vital:** Cognition; Shift to Agility when writing or forging language.  
**Effect:** Skill Level sets the Boost limit and proactive-use limit for checks involving speaking, reading, translating, or decoding languages.

**Applications:**

- **Multilingual Fluency:** Communicating across multiple known tongues. Gain 1 extra language per level.
- **Deciphering Scripts:** Translating ancient texts, magical inscriptions, or cryptic writings.
- **Forging Documents (Agility):** Crafting believable written materials, such as false letters or decrees.

---

## Medicine

Diagnosis, stabilization, and treatment of injuries and afflictions. Covers field care, long-term healing, and knowledge of physical and magical pathology. Essential for preserving life and restoring function.

**Linked Vital:** Cognition; Shifts to a different Vital in specific situations.  
**Effect:** Skill Level sets the Boost limit and proactive-use limit for checks involving diagnosis, stabilization, or treatment of injuries, poisons, diseases, or magical conditions.

**Applications:**

- **Stabilizing the Wounded:**
  - **Agility:** Carefully stopping bleeding, immobilizing fractures, or administering treatments.
  - **Strength:** Bracing limbs, applying pressure.
- **Performing Medical Treatment:**
  - **Agility:** Setting bones, stitching wounds, preparing antidotes, or applying poultices.
  - **Strength:** Realigning limbs, removing embedded objects.
- **Diagnosing Conditions (Cognition):** Identifying symptoms, magical effects, toxins, infections, or underlying causes.
- **Treating Afflictions (Cognition):** Designing cures for poisons and countering disease progression.

---

## Melee

Close-quarters combat using weapons or unarmed techniques. Covers strikes, blocks, grapples, and tactical movement. Essential for engaging enemies in direct physical confrontation.

**Linked Vital:** Agility  
**Effect:** Skill Level sets the Boost limit and proactive-use limit for close-combat exchanges, attacks, grapples, shoves, disarms, and similar Melee actions. Melee also governs ordinary Melee Exchange responses such as Clash and Full Guard.

**Applications:**

- **Weapon Exchanges and Deflection:** Delivering accurate slashes, stabs, pressure, parries, and close-combat responses with melee weapons.
- **Grappling and Disarming:** Controlling opponents through holds, throws, or joint locks.
- **Melee Exchange Responses:** In combat, an aware responder may spend AD to Clash or use Full Guard in a Melee Exchange. The responder may Boost the roll within the usual Melee Skill Level limit. Full Guard can stop or reduce harm but cannot deal damage back.

> **Guard Note:** In combat, Guard is the name for Melee Readiness when a fixed or passive defensive value is needed. Preferred Melee Exchange normally uses active response rolls instead of a fixed Guard value.
>
> **Damage Note:** Melee determines your accuracy when making close combat attacks. When calculating damage, use the attack's active Damage Vital, capped by the weapon's Damage Vital Cap.

---

## Observation

The ability to perceive, detect, and analyze environmental details. Covers scanning for threats, tracking movement, and uncovering hidden elements. Essential for awareness, investigation, and tactical insight.

**Linked Vital:** Cognition.  
**Effect:** Skill Level sets the Boost limit and proactive-use limit for checks involving environmental awareness, deduction, or analysis of hidden or complex details.

**Applications:**

- **Situational Awareness:** Spotting hidden enemies, detecting ambushes, or recognizing immediate environmental threats.
- **Examining Scenes and Clues:** Identifying important evidence, recognizing patterns, and drawing logical conclusions.
- **Deciphering Complex Information:** Analyzing documents, interpreting patterns, or breaking encoded information.
- **Uncovering Hidden Elements:** Finding concealed objects, hidden doors, disguised motives, or inconsistencies in testimony.

---

## Occult

Knowledge of magical, mystical, and divine phenomena. Covers arcane theory, religious doctrine, supernatural entities, and forbidden rituals. Essential for understanding and engaging with the unseen forces of the world.

**Linked Vital:** Cognition  
**Effect:** Skill Level sets the Boost limit and proactive-use limit for checks involving magical theory, divine lore, mystical rituals, or supernatural symbols.

**Applications:**

- **Arcane Theory:** Understanding spells, magical effects, and arcane constructs.
- **Divine Lore:** Identifying religious rites, pantheons, and sacred artifacts.
- **Forbidden Knowledge:** Interpreting occult symbols, summoning rituals, and supernatural phenomena.

---

## Performance

Expressive and artistic communication to entertain or persuade. Covers music, storytelling, oratory, and ceremonial presence. Essential for inspiring audiences or commanding attention.

**Linked Vital:** Presence; Shift to Agility when resisting prolonged mental pressure or manipulation.  
**Effect:** Skill Level sets the Boost limit and proactive-use limit for checks involving artistic, expressive, or ceremonial displays.

**Applications:**

- **Oratory and Speechcraft (Presence):** Delivering persuasive speeches, storytelling, or formal declarations.
- **Musical and Theatrical Arts:**
  - **Agility:** Executing intricate musical techniques, acting cues, or stage effects.
  - **Presence:** Inspiring, moving, or emotionally influencing an audience.
  - **Agility:** Performing dance routines, acrobatics, or physically intense displays.
- **Ritualistic or Ceremonial Expression (Presence):** Leading religious rites, symbolic performances, or dramatic invocations.

---

## Ranged

Precision and control when attacking from a distance. Covers use of bows, firearms, thrown weapons, and environmental targeting. Essential for striking effectively while avoiding close combat.

**Linked Vital:** Agility  
**Effect:** Skill Level sets the Boost limit and proactive-use limit for ranged weapon attacks and distance-based targeting.

**Applications:**

- **Aiming and Shooting:** Firing arrows, bolts, or bullets with accuracy using bows, crossbows, or firearms.
- **Throwing Weapons and Objects:** Calculating arcs, force, and target impact.
- **Adjusting for Environmental Factors:** Accounting for wind, motion, distance, or cover to improve accuracy during ranged engagements.

> **Note:** Ranged determines your accuracy when making ranged combat attacks. When calculating damage, use the attack's active Damage Vital, capped by the weapon's Damage Vital Cap.

---

## Stealth

Concealment, quiet movement, and avoiding detection. Covers infiltration, ambushes, and escaping notice in various environments. Essential for operating unnoticed or setting up tactical advantages.

**Linked Vital:** Agility  
**Effect:** Skill Level sets the Boost limit and proactive-use limit for checks involving concealment, silent movement, or ambush tactics.

**Applications:**

- **Hiding and Camouflage:** Blending into surroundings, using terrain, shadows, or cover to avoid detection.
- **Silent Movement:** Navigating terrain quietly, avoiding sound, and slipping past notice.
- **Ambush and Surprise Attacks:** Launching attacks from hiding, exploiting surprise for tactical advantage.

---

## Survival

Wilderness expertise, resource gathering, and environmental adaptation. Covers tracking, shelter-building, foraging, and navigating dangerous terrain. Essential for enduring harsh conditions and thriving off the land.

**Linked Vital:** Cognition; Shifts to a different Vital in specific situations.  
**Effect:** Skill Level sets the Boost limit and proactive-use limit for checks involving wilderness survival, navigation, and adaptation.

**Applications:**

- **Tracking and Scouting (Cognition):** Reading tracks, identifying movement patterns, and analysing terrain.
- **Navigation and Orientation (Cognition):** Finding paths, understanding landmarks, and avoiding natural hazards.
- **Foraging and Resource Gathering:**
  - **Cognition:** Identifying edible plants, water sources, and usable materials.
  - **Agility:** Extracting fragile resources like herbs or roots without damage.
- **Shelter and Environmental Protection:**
  - **Cognition:** Identifying natural shelter or safe refuge.
  - **Strength:** Constructing basic shelters or weatherproofing gear.
- **Enduring Harsh Conditions (Resilience):** Surviving extreme temperatures, hunger, thirst, or physical exhaustion.



---

# Character Classes

*A title is given. An identity is earned.*

Your Class is not a cage. It is a tradition of training, a starting shape, and
a route through the wider skill system. It gives a new character a clear
identity at the table, but it does not decide everything that character can
become.

> You do not declare who you are. You prove it.

## What Is a Class?

*Identity forged through repetition, story, and skill.*

A Class is a structured role that reflects your character's story, skill focus,
and earned identity. It grants access to exclusive Class Powers: learned
techniques, spells, rites, tricks, practices, or other trained exceptions
unlocked through growth and narrative milestones.

Skills remain the mechanical foundation of a character. Classes sit above
Skills and give access to specialised expressions of training.

Each Class includes three visible Paths. Each Path is tied to one of the
Class's core Skills or to a clearly named Skill focus. Powers are organised
into tiers that mark increasing mastery.

Ask yourself:

- What path has my character proven through play?
- Which Powers reflect my role in the story?
- Am I refining a style, or forging a new one?

## Classes And Paths

Players see:

> **Class -> Path -> Tier -> Class Power**

Examples:

- Fighter -> Battlemaster -> Tier 1 -> Guardbreaker.
- Rogue -> Phantom -> Tier 1 -> Ghostwalker.
- Witch -> Seer -> Tier 1 -> Doomsight.

Designers may use internal subpaths when building classes, but those subpaths
are not normally player-facing. For the development template, see:

- `15A_Class_Builder_Template.md`

## Choosing a Class at Creation

During character creation:

- Select 1 Class.
- Gain Level 1 in that Class.
- Distribute 3 Skill Levels across the Class's 3 core Skills.
  - At least 2 Skills must receive 1 or more levels.
  - These levels may stack with Origin Skill Levels.
- Choose 1 Tier 1 Class Power from any of the Class's Paths.
- Receive starting gear themed to your Class.
- Add the Class, Path options, Class Level, chosen Power, and Skill Levels to
  your Character Sheet.

### Example: Starting Class Choice

Lira selects the Rogue Class during character creation. She gains Rogue Level 1
and distributes 3 Skill Levels across the Rogue's core Skills:

- Stealth 2.
- Finesse 1.
- Acrobatics 0.

She selects Ghostwalker, a Tier 1 Power from the Phantom Path, and receives
starting gear appropriate to a stealth-focused infiltrator. Her Origin also
granted Finesse 1, which stacks with her Class Skill for a total of Finesse 2.

She records all Rogue details: Skills, Power, gear, and Class Level.

## Class Progression

Class Level represents your depth of commitment to a Class. Raising it grants
new Class Powers from any unlocked Tier. Your Level increases through deliberate
investment, measured in Story Points and earned through story.

- Spend Story Points (SP) equal to the new Class Level.
  - Example: raising Class Level from 2 to 3 costs 3 SP.
- Each time you increase your Class Level, choose 1 additional Class Power from
  any Tier you have unlocked.
- Tier access is gated by total Skill Levels across the Class's 3 core Skills.

Tier access is defined in `16_Class_Powers.md`.

### Example: Increasing Class Level

Kale has Fighter Level 1. To reach Fighter Level 2, he spends 2 SP. Since he
qualifies for Tier 2, he may now select a new Fighter Power from either Tier 1
or Tier 2.

## Multi-Classing

To gain a new Class after character creation, you must first achieve the
prerequisites of that Class:

- Have gained at least 3 total Skill Levels across the Class's 3 core Skills.
- Hold at least SL 1 in two of those Skills.
- Spend the required Story Points.
- Complete an in-world milestone or training scene reflecting narrative
  transformation.

Once completed, you gain Level 1 in the new Class and may select one Tier 1
Power from any of its Paths.

### Example: Gaining a New Class

Sera, a Fighter, trains with an Ember Creed priest. She earns 3 Cleric Skill
Levels, with SL 1 in two of the Cleric's core Skills, then defends a shrine in
silence. Spending Story Points, she unlocks the Cleric Class and chooses Brand
of Flame from the Devouring Flame Path.

## Design Principle

Classes help players enter the game. They do not prevent long-term characters
from becoming hybrid, strange, or self-defined.

A character may begin as a Fighter, train into Ranger techniques, learn Witch
rites, and end as something no single Class label fully contains. That is
intended.

## Summary

- A Class is a structured training tradition that grants access to exclusive
  Class Powers.
- Skills remain the mechanical foundation of the character.
- You choose 1 Class at creation and gain 1 Tier 1 Power and Class-themed gear.
- Each Class has 3 visible Paths tied to core Skills or Skill focuses.
- Class Powers are unlocked by meeting Tier requirements and spending Story
  Points.
- To gain a new Class, meet Skill prerequisites, spend SP, and complete a
  narrative milestone.
- Raising your Class Level grants additional Powers from any Tier you have
  unlocked.


---

# Class Powers

*Power emerges where story sharpens skill.*

Class Powers are learned techniques, spells, rites, tricks, practices, or
trained exceptions that give mechanical shape to a character's Class and Path.
They are not decorations placed on top of weak rules. They are precise moments
where training, story, and system meet.

> Story and skill determine depth of power.

## What Are Class Powers?

*Power, proven, not presumed.*

Class Powers are exclusive abilities tied to a Class. They are divided across
three visible Paths, each linked to a core Skill or Skill focus, and organised
into three tiers.

The general umbrella term is **Class Power**.

Individual Classes may use flavour terms:

- Fighters may call them Techniques.
- Rogues may call them Tricks or Techniques.
- Rangers may call them Practices, Tricks, or Techniques.
- Witches may call them Spells, Rites, or Hexes.
- Clerics may call them Spells, Rites, or Devotions.

The label can change by Class voice, but the rules structure is the same.

Ask yourself:

- Which Power best expresses my role in the story?
- Which Path reflects how I played, not only what I planned?
- Am I specialising for impact, or diversifying for flexibility?

## Public Structure

Players see:

> **Class -> Path -> Tier -> Class Power**

Designers may use hidden internal subpaths when building a Class, but players
do not need that extra layer to use the rules.

For the development template, see:

- `15A_Class_Builder_Template.md`
- `16A_Class_Power_Builder_Template.md`
- `16B_Class_Power_Specimen_Translations.md`

## Unlocking Class Power Tiers

You unlock access to higher tiers by raising your Class Level and reaching
specific thresholds of Skill Level across the Class's three core Skills. Once a
Tier is unlocked, you may select any Class Power from that Tier or a lower Tier
when your Class progression grants a new Power.

| Tier | Requirements | Unlocks |
|---|---|---|
| T1 | Class Level 1+ and 3 total Skill Levels across the Class's 3 core Skills | Tier 1 Powers |
| T2 | Class Level 2+ and 6 total Skill Levels across the Class's 3 core Skills | Tier 2 Powers |
| T3 | Class Level 3+, 9 total Skill Levels across the Class's 3 core Skills, and a completed Class Mastery Event | Tier 3 Powers |

> Unlocking a Tier grants access. You still need to gain Class Levels to select
> more Powers.

Tier 3 represents a major character moment. Build toward it narratively, not
just numerically.

### Example: Unlocking Tier 2 Powers

Nira, a Level 1 Ranger, has trained hard across her three core Skills:
Beastcraft 2, Athletics 2, and Survival 2, for a total of 6 Skill Levels. This
meets the requirement for Tier 2 access. When she reaches Ranger Level 2, she
may select a Tier 2 Ranger Power from any Ranger Path.

### Example: Unlocking Tier 3 Powers

Kael, a Level 2 Cleric, has accumulated 9 total Skill Levels across his core
Skills: Insight 3, Occult 3, and Medicine 3. After completing a pivotal mastery
event, he fulfills the narrative requirement. When he gains Cleric Level 3, he
may select a Tier 3 Cleric Power.

## What Is An Event?

*A single resolved moment becomes a turning point.*

An Event is any resolved game moment that may trigger a Class Power. This
includes actions, movement, Skill Checks, Melee Exchanges, spellcasting,
healing, Wounds, recovery, conditions, or another meaningful change to game
state.

Ask these Event trigger questions:

- Has the moment resolved?
- Is the result known?
- Did the fiction or game state actually change?
- Does the Power's trigger match that resolved moment?

If yes, it may be an Event.

## Declaration Powers

Some Class Powers are declared before a roll or exchange resolves.

These are not post-event triggers. They are declaration powers.

Use declaration timing when the Power changes what is about to happen:

- committing to a special technique;
- choosing a shot, rite, stance, or exchange posture;
- spending a resource before the result is known;
- accepting risk in exchange for a stronger possible result.

Standard wording:

```md
**Trigger:** When you declare [the action, exchange, spell, or response], you
may also declare [Power Name].
```

Declaration powers should state their cost, requirements, and risk before the
roll is made.

## Common Event Types

### Turn Events

- Start or end of your turn.
- Refreshing Action Dice.
- Conditions changing or resetting.
- A Scene Reset or scene-mode transition.

### Action Events

- Declaring an action.
- Completing movement.
- Completing a Skill Check.
- Casting a spell.
- Spending, refreshing, moving, or losing dice.

### Exchange Events

- Initiating a Melee Exchange.
- Choosing Full Guard.
- Choosing Clash.
- Winning a Melee Exchange.
- Losing a Melee Exchange.
- A Melee Exchange ending in a tie.
- Dealing Wounds from a Melee Exchange.
- Suffering Wounds from a Melee Exchange.
- A target suffering 0 Wounds after a damaging win.

### Resolution Events

- Passing or failing a check.
- Dealing Wounds.
- Suffering Wounds.
- Reducing Damage Score.
- Preventing Wounds.
- Healing Vitality.
- Moving AD between Ready, Used, and Wounded.
- Applying or ending a condition.

## Event Trigger Timing

Class Powers normally trigger after the Event fully resolves.

Examples:

- "When you win a Melee Exchange" triggers after the exchange result is known.
- "When you deal at least 1 Wound" triggers after Damage Score is converted to
  Wounds.
- "When you suffer Wounds" triggers after Wounds are known, but before any
  follow-on triggered chains are resolved.
- "After moving" triggers once the movement ends.
- "When you pass a Skill Check" triggers after the check result is known.

Class Powers do not interrupt the Event that caused them unless they explicitly
say they are declaration powers or response powers.

## Class Power Limitation

You may apply only one Class Power to any single Event.

If multiple Class Powers could trigger from the same Event, choose one.

This keeps Class Powers sharp and prevents stacked exception chains from
overwhelming the core rules.

### Example: Class Power Application

Reha suffers 2 Wounds from a Melee Exchange. The Event is "Reha suffers
Wounds." Two of her Powers could trigger from that same Event: one that reduces
Wounds suffered, and one that lets her move after being wounded. She chooses
one. The other remains unused.

## Side Rolls

Some Class Powers instruct you to roll a number of dice equal to a Skill Level,
Vital, or other value. This is called a **Side Roll**.

A Side Roll creates a temporary dice pool for that Class Power only. These dice
are not Action Dice or Magic Dice. They are not spent, do not become Used, and
cannot be Boosted unless the Class Power specifically says otherwise.

A Side Roll is not a Skill Check unless the Class Power says it is. Side Rolls
do not produce Success Margin and do not trigger scaling unless the Class Power
gives the Side Roll a target number and tells you to resolve it as a Skill
Check.

Apply Advantage, Disadvantage, explicit rerolls, or other dice modifiers to a
Side Roll only if the Class Power specifically allows it.

After the Side Roll is resolved, the temporary dice are discarded.

Standard wording:

```md
Make a Side Roll using dice equal to your [Skill] SL.
```

Example:

```md
Make a Side Roll using dice equal to your Athletics SL. For each dot rolled,
reduce forced movement from the triggering effect by 2 metres, to a minimum of
0.
```

## Exchange-Era Power Sites

Class Powers should name where they enter the rules pipeline.

This matters because a +1 in one place is not equal to a +1 somewhere else.

| Site | What It Modifies | Design Notes |
|---|---|---|
| Declaration | Whether a Power is committed before a roll | Good for risk/reward and identity-defining techniques. |
| Tempo | Who initiates, presses, repositions, or shapes the beat | Powerful because it changes who controls the moment. |
| Response Choice | No Response, Full Guard, Clash, or a special response | Strong identity space. Avoid making one response always correct. |
| Roll Size | Extra committed dice, capped Boost, or Side Rolls | Dice are the baseline EV unit. Costs and limits must be clear. |
| Edge Phase | Advantage and Disadvantage | Stronger on larger pools. Good for setup, position, concealment, pressure, and circumstance. |
| Dice Manipulation | Explicit rerolls, rerolling Misses or Hits, changing a Miss to a Hit, changing a Hit to a Critical Hit, forcing dice to stand, or similar after-roll changes | High-leverage because it often happens after dice are known. Use clear timing, limits, and Skill Level caps. |
| Exchange Result | Winner, loser, tie, Hit Margin | Core Melee Exchange interaction point. |
| Strike | Strike Rating or Damage Score after winning | Does not help win the exchange; affects consequence. |
| Protection | Protection Rating, Damage Score reduction, Wound reduction | Usually defensive or protective. Strong after results are known. |
| Wounds | Wounds dealt, suffered, prevented, or converted | Very strong. Use strict triggers. |
| AD Economy | Ready to Used, Used to Ready, cost saved, cost forced | Very strong. Best when tied to fiction. |
| Position | movement, reach, engagement, cover, hazards | Often better than raw numerical bonuses. |
| Scene State | marks, openings, conditions, setup windows | Good for party tactics and cinematic continuity. |

## Scaling Labels

Class Powers may scale from different parts of a roll, exchange, or event. To
prevent confusion, every scaling Class Power should name its scaling source
clearly.

Use these standard scaling labels:

| Situation | Header |
|---|---|
| Melee Exchange quality matters | **Exchange Outcome Scaling** |
| General Skill Check quality matters | **Check Outcome Scaling** |
| Side Roll result matters | **Side Roll Scaling** |
| Strike Rating matters | **Strike Scaling** |
| Protection Rating matters | **Protection Scaling** |
| Damage Score matters | **Damage Score Scaling** |
| Wounds dealt or suffered matter | **Wound Scaling** |
| Ready/Used/Wounded AD movement matters | **AD Pressure Scaling** |
| Tempo or response choice matters | **Tempo Scaling** or **Response Scaling** |

### Exchange Outcome Scaling

Use **Exchange Outcome Scaling** when a Power scales from the Hit Margin of a
won Melee Exchange.

Standard wording:

```md
**Exchange Outcome Scaling:** These effects are based on the winning Hit Margin
of the Melee Exchange, before Damage Score is calculated. These effects are
cumulative.
```

If only the highest result applies, use:

```md
**Exchange Outcome Scaling:** These effects are based on the winning Hit Margin
of the Melee Exchange, before Damage Score is calculated. Apply only the highest
result reached.
```

### Check Outcome Scaling

Use **Check Outcome Scaling** when a Power scales from a general Skill Check's
Success Margin.

Standard wording:

```md
**Check Outcome Scaling:** These effects are based on the check's Success
Margin. These effects are cumulative.
```

### Side Roll Scaling

Use **Side Roll Scaling** when a Power scales from the result of a Side Roll.

Side Rolls do not produce Success Margin unless the Power gives the Side Roll a
target number and specifically says to resolve it as a Skill Check.

Standard wording:

```md
**Side Roll Scaling:** These effects are based on the Side Roll result.
```

### Strike Scaling

Use **Strike Scaling** when a Power scales from Strike Rating or from a
component of Strike Rating.

Standard wording:

```md
**Strike Scaling:** These effects are based on this effect's Strike Rating
before Protection Rating is applied.
```

### Protection Scaling

Use **Protection Scaling** when a Power scales from Protection Rating or from
damage prevented before Wounds are determined.

Standard wording:

```md
**Protection Scaling:** These effects are based on the Protection Rating or
Damage Score reduction applied before Wounds are determined.
```

### Damage Score Scaling

Use **Damage Score Scaling** when a Power scales from the final Damage Score
before it becomes Wounds.

Standard wording:

```md
**Damage Score Scaling:** These effects are based on the final Damage Score
before it is converted into Wounds.
```

### Wound Scaling

Use **Wound Scaling** when a Power scales from Wounds actually dealt, suffered,
prevented, or restored.

Standard wording:

```md
**Wound Scaling:** These effects are based on the number of Wounds dealt or
suffered after Damage Score is converted.
```

### AD Pressure Scaling

Use **AD Pressure Scaling** when a Power scales from Action Dice moved between
Ready, Used, and Wounded.

Standard wording:

```md
**AD Pressure Scaling:** These effects are based on the number of Action Dice
moved, preserved, refreshed, or forced by the triggering Event.
```

## Scaling Source Rule

If a Class Power scales, the Power must name the source of that scaling.

Do not use generic labels such as Outcome Scaling, Success Margin Scaling, or
Success Margin Tier when a more precise label applies.

If a Power does not name a scaling source, use the roll, exchange, or Event
named in its Trigger.

## Event Trigger Resolution

When an Event occurs, multiple Class Powers from different participants may
trigger. Resolve them in this way.

### Trigger Lock-In Rule

When an Event resolves, all Class Powers triggered by that Event are
immediately locked in and must be resolved before any new Events caused by
those Powers begin a new chain.

No participant loses their opportunity to trigger a valid Power because another
participant resolved first.

### Resolution Priority

Trigger resolution follows this order:

1. Active Character: the character whose action, exchange, spell, or turn
   caused the Event.
2. Direct Targets: characters directly affected by the Event, in initiative or
   table order if needed.
3. Bystanders: other characters whose Powers trigger, in initiative or table
   order if needed.

Each participant may apply only one Class Power to the current Event.

### Chained Events

If a triggered Power causes a new Event, such as healing, movement, Wounds, AD
movement, or a condition, that new Event begins a separate resolution chain.

It follows the same rules:

- Lock in all Class Power triggers for the new Event.
- Resolve them in priority order.
- Only then continue.

Do not return to a previous Event once its triggers are resolved.

## Exchange-Era Combat Language

Preferred combat Powers should use Melee Exchange language.

Prefer:

- When you initiate a Melee Exchange...
- When you choose Full Guard...
- When you Clash...
- When you win a Melee Exchange...
- When you lose a Melee Exchange...
- When a Melee Exchange ends in a tie...
- When you deal at least 1 Wound...
- When you suffer Wounds...
- When your Strike Rating contributes to a damaging win...
- When your Protection Rating reduces Damage Score...
- When you force a target to move AD from Ready to Used...

Avoid as default preferred-model language:

- When you make an old defensive check...
- When an attack against you misses...
- When you gain free shield or weapon defence dice...
- The next attack against you...
- Broad flat +1 attack or +1 defence bonuses.
- Reaction attacks that recreate the old attack-and-response loop.

Archived development material may still use old terms, but current preferred
rules should not.

## Power Budget Principles

Class Powers should create distinct trained behaviour, not just numerical
inflation.

Use these principles:

1. A Power should create a meaningful choice, sharpen a role, or unlock a
   fictional permission.
2. A Power should usually modify one pipeline site, not several at once.
3. A Power should not add a new roll unless that roll creates a distinct
   decision or useful texture.
4. A Power should avoid broad always-on fixed +1s.
5. Extra exchanges, free responses, Wound changes, Ready AD recovery, and
   forced Ready-to-Used movement are high-power effects.
6. A Power should make a character do something more specific, not simply be
   better at everything.
7. A Power should preserve the system's bias toward focused, decisive action
   rather than many repetitive low-impact actions.

Use `32_Combat_Modifier_EV_Reference.md` when pricing or comparing combat
modifiers.

For detailed EV-use guidance and Tier budget benchmarks, see:

- `16A_Class_Power_Builder_Template.md`

## Class Power Entry Template

Use this template unless a spell, companion feature, or special class engine
requires a variant.

```md
### [Power Name]

**Tags:** [action/response/passive], [skill], [exchange site], [fiction tag]

> "[Short in-world line.]"

**Trigger:** [Exact Event or declaration timing.]

**Cost:** [AD, MD, Reaction, none, resource, or condition.]

**Requirements:** [Weapon, Path, Skill, state, fiction, target state, etc.]

**Effect:** [Precise mechanical effect.]

**Scaling:** [Exchange Outcome Scaling / Check Outcome Scaling / Side Roll
Scaling / Damage Score Scaling / Wound Scaling / other named source.]

**Limit:** [Per trigger / event / scene / target / resource / condition.]
```

Avoid using "once per turn" as a routine limit. Ready AD and Skill Level
already govern how often a character can proactively attempt Skill-based
actions. Prefer limits tied to triggering Events, targets, scenes, resources,
stored effects, or Skill Level ceilings.

## Summary

- Class Powers are learned techniques, spells, rites, tricks, practices, or
  trained exceptions unlocked through Class and Path progression.
- Players see Class, Path, Tier, and Class Power.
- Tier access is gated by Class Level, total Skill Levels across core Skills,
  and Mastery Events for Tier 3.
- A Class Power normally triggers only after a resolved Event.
- Declaration powers are the exception and must say so clearly.
- You may apply only one Class Power to any single Event.
- Side Rolls are temporary dice pools created by Class Powers; they are not AD
  or MD, are not spent, do not become Used, and cannot be Boosted unless the
  Power says otherwise.
- Scaling Powers must name their scaling source.
- Preferred combat Powers use Melee Exchange language.
- Old attack-and-response language belongs only in archived development material.


---

# Fighter

*Steel is not strength. Strength is what remains when the steel breaks—and you keep fighting.*

The Fighter is a master of battle—trained not only to survive war, but to command it. Through raw might, sharpened technique, and ruthless precision, Fighters turn conflict into choreography.

Some weather the front lines like walls of living iron. Others crush enemies in brutal bursts or strike down foes before they ever close the gap.

## Fighter Paths

Each Fighter hones their legend through one of three Paths:

- **Path of the Battlemaster** — Specializing in close-quarters combat and devastating strikes. *(Melee-based)*
- **Path of the Deadeye** — Masters of ranged warfare, accuracy, and battlefield control. *(Ranged-based)*
- **Path of the Titan** — Built for endurance, resilience, and overwhelming physical power. *(Athletics-based)*

## Starting Kit (Character Creation)

When selecting Fighter at character creation, the player gains:

- **Prerequisite Skills:** Automatically receives three (3) total Skill Levels across Athletics, Melee, and Ranged, with at least one level in two of these skills.
- **Class Power Selection:** Choose one Tier 1 (T1) Fighter Class Power from one of the three paths.
- **Starting Currency:** 120 Dritch.
- **Recommended Starting Equipment:** A melee weapon, a ranged weapon, armour appropriate to your starting specialization, and basic adventuring gear.

---

# Path of the Battlemaster

## Tier 1 Battlemaster Class Powers

### Guardbreaker

**Tags:** Action, melee, attack, boost, damage, debuff

> “You can’t handle my power.”

**Trigger:** When you declare a Boosted melee attack against a creature, you may also declare Guardbreaker.

**Attack Check:** Resolve the melee attack normally.

**Damage:** If the attack hits, calculate Damage Score normally.

**Base Effect:** If this attack deals at least 1 Wound, the target suffers −1 Guard against the next melee attack made against it before the start of the target’s next turn.

**Attack Outcome Scaling:** These effects are based on the attack’s **Hit Margin**, before Damage Score is calculated. These effects are cumulative.

- **Strong Success (+3 to +5):** Add +1 Damage Score for every Critical Hit rolled up to a maximum of your Athletics SL.
- **Heroic Success (+6 to +8):** If this attack deals at least 1 Wound, the Guard penalty applies to the next two melee attacks made against the target before the start of its next turn.
- **Moment of Glory (+9 or more):** If this attack deals at least 1 Wound, the target also moves 1 Ready AD to Used.

### Whirlwind Step

**Tags:** Reaction, melee, attack, boost, movement, defence

> “Try and follow me.”

**Trigger:** When you hit and deal at least 1 Wound with a Boosted melee attack, you may declare Whirlwind Step.

**Effect:** Use a Reaction (1 AD cost) to immediately move up to 2 metres per Wound just inflicted, to a maximum distance equal to 2 metres × your Melee SL. This movement does not provoke reactions.

If this movement ends with you outside all enemy melee reach, you gain +1 Guard against melee attacks until the start of your next turn.

### Parry

**Tags:** Reaction, melee, defence, control, movement

> “I learn your openings as you strike.”

**Trigger:** When you make a boosted Defence Roll against a melee attack, you may also declare Parry.

**Effect:** If the triggering attack misses, choose one:

- **Turn the Blade:** The attacker moves 1 Ready AD to Used.
- **Slip the Line:** You immediately move up to 2 metres without provoking reactions.

**Limit:** Parry can be used only once per triggering attack.

## Tier 2 Battlemaster Class Powers

### Deathblow

**Tags:** Action, melee, attack, boost, damage, risk

> “One hit. You get no second chances.”

**Trigger:** When you declare a melee attack with a two-handed melee weapon and Boost it with 2 or more AD, you may also declare Deathblow.

**Attack Check:** Resolve the melee attack normally.

**Damage:** If the attack hits, calculate Damage Score normally after applying Deathblow’s Damage Rating bonus.

**Base Effect:** On a hit, increase this attack’s Damage Rating by +1 per Critical Hit rolled, to a maximum total bonus equal to your Melee SL.

**Attack Outcome Scaling:** These effects are based on the attack’s **Hit Margin**, before Damage Score is calculated. Apply only the highest result reached. The total Damage Rating bonus from Deathblow cannot exceed your Melee SL.

- **Strong Success (+3 to +5):** Increase this attack’s Damage Rating by +2 per Critical Hit rolled instead of +1.
- **Heroic Success (+6 to +8):** Increase this attack’s Damage Rating by +3 per Critical Hit rolled instead of +2.
- **Moment of Glory (+9 or more):** If this attack leaves the target above 0 Vitality and at or below your Melee SL, reduce the target to 0 Vitality instead.

**No Margin:** If the attack misses, before the start of your next turn either you suffer Disadvantage on your next Skill Check roll, or the next attack roll made against you has Advantage, whichever comes first.

### Riposte

**Tags:** Reaction, melee, attack, damage, debuff, special boost

> “I was waiting for that opening.”

**Trigger:** When a melee attack against you misses after you make a boosted Defence Roll, you may declare Riposte.

**Effects:**

**Swift Counter:** Use a Reaction and spend 2 AD to make one melee attack against the attacker.

You may Boost this Riposte attack with up to 1 additional AD. This is a specific exception to the normal rule that Reactions cannot be Boosted.

**Punishing Return:** For this Riposte attack roll, all Critical Hits count as 3 dots instead of 2.

**Surprise Counter:** If the Riposte attack hits and includes at least 1 Critical Hit, the target suffers Disadvantage on its next melee attack against you before the end of its turn.

**Limit:** Riposte can be used only once per triggering attack.

### Combat Flow

**Tags:** Action, melee, attack, boost, refresh

> “I waste no motion to bring you down.”

**Trigger:** When you hit and deal at least 1 Wound with a Boosted melee attack, you may declare Combat Flow.

**Effect:** Choose 1 AD spent on the triggering attack. That AD remains Ready instead of becoming Used.

**Attack Outcome Scaling:** These effects are based on the attack’s **Hit Margin**, before Damage Score is calculated. These effects are cumulative.

- **Strong Success (+3 to +5):** Move 1 Used AD spent on the triggering attack to Ready.
- **Heroic Success (+6 to +8):** Move 1 additional Used AD spent on the triggering attack to Ready.
- **Moment of Glory (+9 or more):** Move 1 additional Used AD spent on the triggering attack to Ready.

**Limit:** Combat Flow cannot preserve or refresh more total AD than your Melee SL and can trigger only once per turn.

---

# Path of the Deadeye

## Tier 1 Deadeye Class Powers

### Precise Shot

**Tags:** Action, ranged, attack, boost, accuracy, control, damage

> “I only need one shot—so I make it count.”

**Trigger:** When you declare a Boosted ranged attack, you may also declare Precise Shot.

**Attack Check:** Before the attack roll, choose one Shot Aim, then resolve the ranged attack normally.

**Damage:** If the attack hits, calculate Damage Score normally after applying any relevant Shot Aim or Attack Outcome Scaling effect.

**Base Effect:** Choose one Shot Aim before the attack roll:

- **Pierce the Gap:** If the attack hits, reduce the target’s Soak by 1 against this attack before calculating Damage Score.
- **Pin the Limb:** If the attack deals at least 1 Wound, the target moves 1 Ready AD to Used.
- **Break Focus:** If the attack deals at least 1 Wound, the target suffers Disadvantage on its next attack or Skill Check before the end of its next turn.

**Attack Outcome Scaling:** These effects are based on the attack’s **Hit Margin**, before Damage Score is calculated. These effects are cumulative.

- **Strong Success (+3 to +5):** Add +1 Damage Score.
- **Heroic Success (+6 to +8):** You may apply one additional Shot Aim. You cannot choose the same Shot Aim more than once.
- **Moment of Glory (+9 or more):** If the attack deals at least 1 Wound, roll to refresh 1 Used AD.

### Suppressing Fire

**Tags:** Action, ranged, attack, boost, area, control

> “Keep your heads down—or pay the price!”

**Trigger:** When you declare a Boosted ranged attack, you may declare Suppressing Fire instead of targeting a creature.

**Effect:** Choose one point you can see within your weapon’s effective range. Suppressing Fire affects enemies within 2 metres of that point who are aware of the attack, to a maximum number of enemies equal to your Ranged SL.

Roll the ranged attack once. Compare the attack roll to each affected enemy’s Insight (Cognition) Readiness Score. If the attack roll exceeds an affected enemy’s Readiness Score, that enemy becomes Unnerved until the end of its next turn.

Suppressing Fire does not deal damage.

**Attack Outcome Scaling:** Determine the Outcome Tier using the highest **Hit Margin** achieved against any affected enemy. These effects are cumulative.

- **Strong Success (+3 to +5):** Choose one affected enemy that became Unnerved. That enemy also moves 1 Ready AD to Used.
- **Heroic Success (+6 to +8):** Increase the affected area to enemies within 4 metres of the chosen point.
- **Moment of Glory (+9 or more):** One affected enemy that became Unnerved cannot take Reactions until the end of its next turn.

**Limit:** Suppressing Fire can be declared only once per attack.

### Swift Reposition

**Tags:** Reaction, ranged, attack, boost, movement

> “I keep moving, keep shooting.”

**Trigger:** When you hit and deal at least 1 Wound with a Boosted ranged attack, you may declare Swift Reposition.

**Effect:** Immediately move up to 2 metres per Wound just inflicted, to a maximum distance equal to 2 metres × your Ranged SL.

This movement ignores difficult terrain and does not provoke reactions.

**Limit:** Swift Reposition can trigger only once per turn.

## Tier 2 Deadeye Class Powers

### Watchpoint

**Tags:** Action, reaction, ranged, attack, overwatch, control

> “Go ahead. Move.”

**Trigger:** On your turn, while wielding a loaded ranged weapon, you may establish a Watchpoint.

**Effects:**

- **Overwatch:** Choose one point you can see within your weapon’s effective range. Spend 2 AD, plus up to your Ranged SL additional AD. These dice become your Watch Dice.

Until the start of your next turn, the Watchpoint covers an area within Ranged SL × 2 metres of that point.

Your Watchpoint ends early if you move, make another attack, lose line of sight to the Watchpoint, or no longer have a loaded ranged weapon.

While your Watchpoint is active, if a creature starts movement inside the watched area, enters the watched area, declares an attack inside it, or becomes visible inside it, you may use a Reaction to make one ranged attack against that creature using your Watch Dice. This attack cannot be Boosted because its dice were already committed when the Watchpoint was established.

Resolve this attack before the triggering movement or attack is completed where possible.

**Attack Outcome Scaling:** These effects are based on the attack’s **Hit Margin**, before Damage Score is calculated. These effects are cumulative.

- **Strong Success (+3 to +5):** If the attack deals at least 1 Wound, the target moves 1 Ready AD to Used.
- **Heroic Success (+6 to +8):** If the target was moving, its remaining movement this turn is reduced to 0. If the target was declaring an attack, that attack suffers Disadvantage.
- **Moment of Glory (+9 or more):** If the attack deals at least 1 Wound, the target cannot take Reactions until the end of its next turn.

**Limit:** Watchpoint can trigger only once per round. If no creature triggers the Watchpoint before it ends, the Watch Dice become Used with no attack made.

### Dead Sight

**Tags:** Action, ranged, attack, boost, accuracy, damage, refresh

> “The further, the better.”

**Trigger:** When you declare a ranged attack Boosted with at least 2 AD, you may also declare Dead Sight.

**Attack Check:** Resolve the ranged attack normally, applying Dead Sight’s range and Disadvantage exceptions.

**Damage:** If the attack hits, calculate Damage Score normally after applying any Attack Outcome Scaling effect.

**Base Effect:** For this attack, increase your weapon’s maximum range by 50%.

For this attack, ignore Disadvantage from one of the following sources:

- The target is outside your weapon’s effective range.
- The target has partial cover.

**Attack Outcome Scaling:** These effects are based on the attack’s **Hit Margin**, before Damage Score is calculated. These effects are cumulative.

- **Strong Success (+3 to +5):** If the attack hits, add +1 Damage Score.
- **Heroic Success (+6 to +8):** If the attack deals at least 1 Wound, add 1 additional Wound.
- **Moment of Glory (+9 or more):** If this attack reduces the target to 0 Vitality, move 1 Used AD to Ready.

**Limit:** Dead Sight can be declared only once per attack.

### Snapfire Rhythm

**Tags:** Action, ranged, attack, boost, refresh

> “One more downrange—fast and clean.”

**Trigger:** When you hit and deal at least 1 Wound with a Boosted ranged attack, you may declare Snapfire Rhythm.

**Effect:** Choose 1 AD spent on the triggering attack. That AD remains Ready instead of becoming Used.

**Attack Outcome Scaling:** These effects are based on the attack’s **Hit Margin**, before Damage Score is calculated. These effects are cumulative.

- **Strong Success (+3 to +5):** Move 1 Used AD spent on the triggering attack to Ready.
- **Heroic Success (+6 to +8):** Move 1 additional Used AD spent on the triggering attack to Ready.
- **Moment of Glory (+9 or more):** Move 1 additional Used AD spent on the triggering attack to Ready.

**Limit:** Snapfire Rhythm cannot preserve or refresh more total AD than your Ranged SL and can trigger only once per turn.

**Weapon State:** Any follow-up ranged attack must still obey ammunition, loading, and weapon-ready rules.

---

# Path of the Titan

## Tier 1 Titan Class Powers

### Toughness

**Tags:** Passive, defence, resist, refresh

> “My body refuses to break.”

**Trigger:** When you would suffer Wounds from Physical or Elemental damage, Toughness applies.

**Effect:** Make a Side Roll using dice equal to your Athletics SL.

If this roll includes at least 1 Hit or Critical Hit, reduce the Wounds suffered from the triggering damage by 1, to a minimum of 0.

**Loving the Pain:** If Toughness reduces the triggering damage to 0 Wounds, roll to refresh 1 Used AD.

**Limit:** Toughness can reduce Wounds only once per triggering damage event.

### Concussive Blow

**Tags:** Action, melee, attack, boost, damage, debuff

> “Each blow shatters their will to fight.”

**Trigger:** When you hit a creature with a Boosted melee attack using a Blunt weapon, you may declare Concussive Blow.

**Attack Check:** Resolve the melee attack normally.

**Damage:** If the attack hits, calculate Damage Score after applying Concussive Blow’s Damage Score bonuses.

**Base Effect:** Add +1 Damage Score before determining Wounds.

**Attack Outcome Scaling:** These effects are based on the attack’s **Hit Margin**, before Damage Score is calculated. These effects are cumulative. Concussive Blow cannot add more Damage Score than your Athletics SL.

- **Strong Success (+3 to +5):** Add +1 additional Damage Score.
- **Heroic Success (+6 to +8):** If this attack deals at least 1 Wound, the target becomes Unnerved until the start of its next turn.
- **Moment of Glory (+9 or more):** If the target is already Unnerved, or if this attack deals 2 or more Wounds, the target also moves 1 Ready AD to Used.

**Limit:** A creature can be affected by Concussive Blow’s Unnerved effect only once per turn.

### Stalwart

**Tags:** Reaction, movement, resist

> “I move only when I choose it.”

**Trigger:** When an effect would force you to move or knock you Prone, you may declare Stalwart.

**Effect:** Use a Reaction and spend 1 AD. Make a Side Roll using dice equal to your Athletics SL.

For each dot rolled, reduce forced movement from the triggering effect by 2 metres, to a minimum of 0.

If the triggering effect would knock you Prone, you are not knocked Prone if this roll produces at least 2 dots.

**Anchor Stance:** If Stalwart reduces the triggering forced movement to 0 or prevents you from being knocked Prone, you may immediately move 1 Used AD to Ready.

**Limit:** Stalwart can be used only once per triggering effect.

## Tier 2 Titan Class Powers

### Resurgence

**Tags:** Passive, refresh, recovery, defence

> “You can't keep me down.”

**Trigger:** When you make an Impaired Refresh roll at the start of your turn, Resurgence applies.

**Effect:** After the Impaired Refresh roll is made, choose a number of Misses from that roll up to your Athletics SL. Reroll those dice.

Each rerolled die that rolls a Hit or Critical Hit refreshes as normal.

**Unbroken Stance:** If Resurgence refreshes at least 1 AD, you gain +1 Guard until the start of your next turn.

**Limit:** Each die can be rerolled by Resurgence only once.

### Driving Impact

**Tags:** Action, melee, attack, boost, movement, control, damage

> “I do not stop at the first thing that breaks.”

**Trigger:** When you hit a creature with a Boosted melee attack after moving at least 6 metres in a straight line before the attack, you may declare Driving Impact.

The attack must be made with a weapon, shield, unarmed strike, or improvised object that could reasonably drive the target backward.

**Attack Check:** Resolve the melee attack normally.

**Damage:** If the attack hits, calculate Damage Score normally.

**Base Effect:** If the attack deals at least 1 Wound, push the target up to 2 metres directly away from you.

Forced movement from Driving Impact is reduced by 2 metres for each Size category the target is larger than you. If this reduces the forced movement to 0, the target is not moved.

**Attack Outcome Scaling:** These effects are based on the attack’s **Hit Margin**, before Damage Score is calculated. These effects are cumulative.

- **Strong Success (+3 to +5):** Increase the push distance by 2 metres.
- **Heroic Success (+6 to +8):** The target moves 1 Ready AD to Used.
- **Moment of Glory (+9 or more):** If the target collides with a solid obstacle, another creature, or hazardous terrain during this movement, it suffers 1 additional Wound.

**Limit:** Driving Impact can trigger only once per turn. The forced movement from Driving Impact must follow the direction of your attack.

### Adamant Guard

**Tags:** Reaction, defence, control, attrition

> “You tire before I yield.”

**Trigger:** When you make a boosted Defence Roll against a melee attack, you may declare Adamant Guard.

**Effect:** If the triggering attack misses or deals 0 Wounds, the attacker moves 1 Ready AD to Used.

Then make a Side Roll using dice equal to your Athletics SL. For each dot rolled, the attacker moves 1 additional Ready AD to Used.

**Limit:** Adamant Guard can be used only once per triggering attack. Adamant Guard cannot move more additional AD to Used than your Athletics SL.

---

# Tier 3 Powers -- coming soon


---

# Ranger

*The world beyond the walls is not your enemy. It’s your ally—if you know how to listen.*

The Ranger is a master of survival and motion, thriving where others falter. With sharpened instincts and unwavering focus, they navigate the world’s wild edges—alone, bonded to beasts, or striking from shadow.

Some forge kinship with animals. Others vanish between the trees and reappear where death is needed most. All Rangers move with purpose—guided by terrain, insight, and unyielding resolve.

## Ranger Paths

Each Ranger refines their art through one of three Paths:

- **Path of the Beastmaster** — Tames and commands loyal beasts in battle, blending instinct with teamwork. *(Beastcraft-based)*
- **Path of the Hunter** — Precision predators who control space, spring ambushes, and dominate foes with surgical brutality. *(Survival-based)*
- **Path of the Strider** — Masters movement, terrain, and pursuit—relentless in chase, unstoppable in motion. *(Athletics or Acrobatics-based)*

## Starting Kit (Character Creation)

When selecting Ranger at character creation, the player gains:

- **Prerequisite Skills:** Automatically receives three (3) total skill levels across Beastcraft, Athletics, Acrobatics, or Survival, with at least one level in two of these skills.
- **Class Power Selection:** Choose one Tier 1 (T1) Ranger Class Power from one of the three paths.
- **Starting Currency:** 120 Dritch.
- **Recommended Starting Equipment:** A ranged weapon, a melee weapon, light armour, and survival gear (rope, rations, and a basic herbal kit).

---

# Path of the Beastmaster

## Beastmaster’s Companion

You may designate a previously befriended beast as your companion.

This requires a successful **Beastcraft (Presence)** check against the creature’s Influence Defensive DR.

> **Influence DR = creature’s Presence + Influence skill level**

- You may only bond with a creature if the highest value among its Vitals is less than your **Presence + Beastcraft skill level**.
- You may have only one active companion at a time. Designating a new one immediately releases the current companion.

## Companion Combat Behaviour

In combat, your companion acts immediately after your turn. It does not roll a separate initiative.

- **Protective Behaviour:** By default, it prioritizes protecting you, using its actions to engage enemies in melee with you—unless commanded otherwise.

## Control Range

You may only issue commands to your companion if it is both aware of you (can see or hear you) and within your Control Range.

> **Control Range = (Presence + Beastcraft skill level) × 10 meters**

- If the companion is outside your Control Range or cannot perceive you, it reverts to its default behaviour.
- While out of range, it prioritizes using its movement to return to you, if possible.

## Tracking Your Companion

Your companion has a full character profile and is controlled by you during play.

- It has its own Vitals, Vitality, Core and Action Dice.
- You track its status, spend its Action Dice, and make rolls on its behalf—just as you would for your own character.

## Commanding Your Companion

If your companion is within your Effective Control Range:

- You may issue one simple command per turn (e.g., “Attack,” “Stay,” “Fetch”) without a skill check.
- To issue additional commands in your turn, succeed on a **Beastcraft (Presence)** check vs DR 3.
- To issue a multi-step or conditional command, make a **Beastcraft (Presence)** check.
  - For every 3 points you exceed the DR (3), add one additional step or condition.
  - Example: “Run behind that wall and stay hidden,” or “Circle wide, then attack the spellcaster.”
- On a failed check, the companion follows the last valid command it received, or defaults to its protective behavior.
- You may issue a maximum number of commands per turn equal to your Beastcraft skill level.
- The Narrateer Guide determines how the companion interprets failed or unclear commands.

If your companion is outside your Control Range but can still see or hear you:

- You may attempt to command it by making a **Beastcraft (Presence)** check.
- If the companion is beyond twice your Control Range, the check is made with Disadvantage.

## Tier 1 Beastmaster Class Powers

### Bloodbound Intercept

**Tags:** Reaction, melee, movement, debuff

> “Back off—or bleed for it.”

**Trigger:** An enemy declares a melee attack on you or an ally within your Control Range.

**Effects:**

- **Intercept Dash:** Before the attack roll, your companion may use a Reaction to move toward that creature if able.
- **Proximity Defence:** If your companion ends adjacent, the attacker has Disadvantage on their attack roll.

### Killer’s Tide

**Tags:** Action, melee, attack, boost, accuracy, movement

> “We strike as one. Move as one.”

**Trigger:** You make a Boosted melee attack on a creature while your companion is within your Control Range.

**Effects:**

- **Pack Precision:** If your companion attacks the same creature on their turn, each Critical Hit they roll is doubled in value (max Crits = your Beastcraft SL).
- **Surge Forward:** If their damage roll includes any Critical Hits, they gain +2m movement per Crit for their turn (max Crits = your Beastcraft SL).

### Maul & Break

**Tags:** Action, attack, melee, movement, damage, control

> “Take it down. Don’t let ‘em rise again.”

**Trigger:** When your companion moves 4 m+ in a straight line toward a target and makes a melee attack against that target.

**Effects:**

- **Rend:** Add +1 damage per Critical Hit on the attack roll (max Crits = Beastcraft SL).
- **Knockdown:** If this attack deals 2+ damage, the target is knocked Prone.

## Tier 2 Beastmaster Class Powers

### Bonded Ambush

**Tags:** Reaction, attack, control

> “We strike as one—sudden, savage.”

**Trigger:** You damage a creature with an attack while your companion is within Control Range.

**Effects:**

- **Synchronized Strike:** Command your companion to move toward that creature and make a melee attack against them (if able) with Advantage.
- **Overwhelm:** If this attack deals 3+ damage, they are Stunned until the start of their next turn.

### Savage Rend

**Tags:** Passive, attack, sunder

> “Once they’re down, we rip them to bone.”

**Trigger:** You command your companion to attack a target that is Grappled, Restrained, or Prone.

**Effects:**

- **Tearing Precision:** You may reroll your companion’s attack roll dice (max dice = your Beastcraft SL).
- **Armor Shred:** For each Critical Hit rolled on that attack, the target’s Armor Value is reduced by 1 for the rest of the encounter and the attack deals +1 damage (max Crits = your Beastcraft SL).

### Crush the Charge

**Tags:** Reaction, defence, control

> “Let ‘em run—we break what runs.”

**Trigger:** An enemy completes a movement within your Control Range.

**Effects:**

- **Intercept Charge:** You may command your companion to move towards that creature (if able).
- **Grappling Lunge:** If now adjacent to that creature, your companion makes an Athletics (Strength) check vs. the target’s Athletics (Strength) or Acrobatics (Agility) PS (target’s choice).
  - On a success, the target becomes Restrained by your companion and suffers 1 damage per Critical Hit on the check (min 1, max = your Beastcraft SL).
  - On a failure, the enemy still suffers Disadvantage on its next attack roll until the end of their turn.

---

# Path of the Hunter

## Tier 1 Hunter Class Powers

### Predator’s Mark

**Tags:** Boost, stealth, ranged, control, damage

> “One second you’re safe—the next, you’re not.”

**Trigger:** You declare a Boosted ranged attack.

**Effects:**

- **Hunter’s Choice:** Before rolling to attack, choose Hinder or Harm (one only):
  - **Hinder:** On hit, if this attack deals 2+ damage the target is Hindered until the start of your next turn. On their turn, the target may attempt an Acrobatics (Agility) check vs. this damage. On success, this Hindered condition ends.
  - **Harm:** Each Critical Hit on your attack roll is doubled in value (max Crits = your Survival SL). On hit, the target also gains Lingering Harm (Bleeding).

### Quick Snare

**Tags:** Trap, setup, control

> “A moment’s work, a world of trouble for the unwary.”

**Trigger:** Spend 1 minute and 1 trap kit or suitable materials to set a snare or tripwire in a 2 m adjacent space.

**Effects:**

- **Trap Score:** When setting the trap, make a Survival (Agility) check. Record the result as your Trap Score. Declare if the trap will Restrain or knock Prone.
- **Hidden Hazard:** The trap is hidden by default.
  - **Searching creatures:** They must pass an Observation (Cognition) check vs. your Trap Score.
  - **Not searching:** Compare your Trap Score to their Observation (Cognition) PS—if yours is higher, they don’t detect it.
- **Tangled:** The first unaware creature to enter the trapped space triggers it. Compare your Trap Score to their Acrobatics (Agility) or Athletics (Strength) PS (whichever is higher).
  - If yours is higher, the target takes 1 damage and is either Restrained or Prone (your choice at setup).
- **Escape:** A Restrained creature may escape with an Acrobatics (Agility) or Athletics (Strength) check vs. your Trap Score.
- **Duration:** Until triggered or 1 day.
- **Cost:** Consumes all materials used.

### Relentless Pursuit

**Tags:** Mark, focus, tracking, damage

> “You can run, but you cannot hide.”

**Trigger:** Spend 1 AD on your turn to mark one creature you can see within Pursuit Range; they become your Quarry.

**Effects:**

- **Pursuit Range:** You can sense your Quarry while they remain within your Survival PS × 20 m.
- **Hunter’s Sense:** While in range, you always know their direction and approx. distance, and gain Advantage on all checks to track, locate, or understand them.
- **Hunter’s Focus:** If your Quarry is with Pursuit Range, ignore Disadvantage from obscured vision or partial cover when targeting them.
- **Opening Strike:** The first time you hit your Quarry before the effect ends, gain Advantage on your damage roll. This ends Relentless Pursuit.

## Tier 2 Hunter Class Powers

### Culling Strike

**Tags:** Boost, ambush, execution, prey domination

> “You have nowhere left to run—this is your end.”

**Trigger:** You make a Boosted attack against a creature that is Prone, Restrained, Exhausted, or below half Vitality.

**Effects:**

- **Execution Window:** On hit, add your Survival SL to the Hit Impact when determining damage.
- **Decisive End:** If this attack reduces target to 0 Vitality, refresh 2 AD and move up to (Survival PS × 2) metres without provoking reactions.
- **Chilling Precision:** If the target survives and this attack deals 3+ damage, it becomes Panicked until the end of its next turn. On their turn, an affected creature may attempt an Insight (Cognition) Skill Check vs. DR 3. On a success, the Panicked condition ends.

### Hunter’s Trap

**Tags:** Trap, environmental control, execution

> “Step into my world and your demise is inevitable.”

**Trigger:** Spend 5 minutes and 2 trap kits or suitable materials to set a trap in an adjacent 2 m space.

**Effects:**

- **Trap Score:** When setting the trap make a Survival (Agility) check. Record the result as your Trap Score. Also, choose Hinder or Harm (one only).
- **Expert Concealment:** The trap is hidden by default.
  - **Searching creatures:** They must pass an Observation (Cognition) check vs. your Trap Score.
  - **Not searching:** Compare your Trap Score to their Observation (Cognition) PS—if yours is higher, they don’t detect it.
- **Hunter’s Choice:** When triggered, compare Trap Score to both Athletics (Strength) and Acrobatics (Agility) PS. If your Trap Score beats either, apply the effect you chose when you set the trap:
  - **Hinder:** The creature takes 1 point of damage and becomes Restrained and Prone. On their turn, a restrained creature may attempt an Athletics (Strength) or Acrobatics (Agility) Skill Check vs. your Trap Score. On a success, the Restrained condition ends.
  - **Harm:** Calculate damage following the same method as a melee attack where the Attack Roll is your Trap Score. By default, your trap Weapon Damage is 1 (may be increased with trap material use) and you use your Survival SL in your Base Hit.
- **Vicious Trap:** If your Trap Score beats both Athletics (Strength) and Acrobatics (Agility) PS, the creature is Stunned for a number of rounds equal to your Survival SL, in addition to the above effect you chose.
- **Duration:** Until triggered or 1 day.
- **Cost:** Consumes all materials used.

### Predator’s Perch

**Tags:** Boost, attack, ranged, precision, control, reposition

> “From above, I see your every weakness.”

**Trigger:** You make a Boosted ranged attack from a higher elevation than the target.

**Effects:**

- **Keen Aim:** Each Critical Hit you roll on your attack roll is doubled in value (max Crits = your Survival SL).
- **Pinning Shot:** If this attack deals 3+ damage, the target is Slowed until the end of its next turn. On its turn, it may attempt Athletics (Resilience) vs. this damage; on success, Slowed ends.
- **Aerial Reposition:** After the attack, move up to (Survival SL × 2) m as a free action. This movement does not provoke reactions and ignores difficult terrain.

---

# Path of the Strider

## Tier 1 Strider Class Powers

### Fleetfoot

**Tags:** Movement, refresh

> “I don’t outrun danger—I race alongside it.”

**Trigger:** Whenever you Run or Sprint.

**Effects:**

- **Momentum Surge:** Roll dice equal to your Athletics or Acrobatics SL. Each Critical Hit grants +2 m to your Base Movement (BM) this turn.
- **Free Runner:** After moving, for each Critical Hit from Momentum Surge, refresh 1 Action Die (AD).

### Step Ahead

**Tags:** Reaction, movement, resist

> “I read the terrain before you strike.”

**Trigger:** When an enemy enters a space either you occupy or is adjacent to you.

**Effects:**

- **Reposition:** Move up to (Athletics/Acrobatics SL × 2) m. This movement doesn’t provoke reactions.
- **Reactive Edge:** If you end in difficult terrain or cover, that enemy has Disadvantage on its next attack or skill check against you until start of your next turn.

### Windrunner Advance

**Tags:** Attack, movement, resist, buff

> “I cut through you like the wind.”

**Trigger:** When you deal damage to a creature with a Boosted melee attack after moving at least 2 m.

**Effects:**

- **Flowing Strike:** Gain (Athletics/Acrobatics SL × 2) m bonus movement. Use immediately; cannot end adjacent to the target. This movement does not provoke reactions from that target.
- **Fluid Assault:** Gain Advantage on your next Athletics/Acrobatics check until start of your next turn.

## Tier 2 Strider Class Powers

### Unyielding Advance

**Tags:** Movement, resist, terrain

> “Momentum’s mine. You’re just scenery.”

**Trigger:** When, on your turn, you move 4 m+ through difficult terrain or 2 m+ through an enemy’s threat zone.

**Effects:**

- **Make Way:** Treat up to 4 m of that movement as normal terrain, and negate 1 reaction provoked by it.
- **Surge Through:** Roll dice equal to either Athletics or Acrobatics SL. For each Critical Hit rolled:
  - Ignore +4 m additional movement penalties.
  - Negate +1 additional reaction (max = Athletics SL).

### Evasive Flow

**Tags:** Reaction, defence, positioning, buff

> “Missed me by a mile.”

**Trigger:** An enemy declares an attack against you that you are aware of.

**Effects:**

- **Reflexive Dodge:** Roll dice equal to either Athletics or Acrobatics SL. For each Critical Hit rolled move 2 meters before the attack roll is made. This movement does not provoke reactions.
- **Close Call:** They then roll the attack. If it misses, gain Advantage on either your next attack roll or your next Athletics/Acrobatics check until end of your next turn.

### Relentless Chase

**Tags:** Reaction, movement, control, positioning

> “Run. I dare you.”

**Trigger:** When an enemy ends its movement farther from you than it started (and you can see it).

**Effects:**

- **Pursuit Step:** Using a reaction, move up to (Athletics or Acrobatics SL × 2) m as free movement. This movement ignores difficult terrain and does not provoke reactions from that creature.
- **Cut-Off:** If you end this movement adjacent to that creature, you may then immediately attack that enemy using another reaction.
- **Tendon Slice:** If this attack hits, that enemy becomes Hindered until the end of its turn. On their turn, an affected creature may attempt an Acrobatics (Agility) Skill Check vs. this damage. On a success, the Hindered condition ends.

---

# Tier 3 Mastery Events

Before a Ranger may select a Tier 3 Class Power, they must complete a Mastery Event—a narrative moment that crystallizes their path, proving they embody its ideals.

To qualify, the character must already meet all mechanical prerequisites for Tier 3 access:

- Class Level 3+, and
- 9 total Skill Levels across the Ranger’s core Skills (Beastcraft, Athletics, and Survival).

These events are not mere tests of prowess, but trials of identity—each forged to reflect the essence of the chosen Path. The Guide and player should collaborate to shape the narrative, adapting these templates as needed to suit the campaign’s tone and circumstances.

## Path of the Beastmaster – Pack Sovereignty

**Core Ethos:** Two hearts, one will—command the field through perfect kinship and coordinated predation.

### Examples: Beastmaster Mastery Events

- **Alpha’s Mandate:** In battle, command your companion to execute 3 distinct tactics (e.g., intercept, grapple, flank/knockdown) over 3 rounds, achieving a decisive edge (key enemy pinned, disarmed, or routed) without your companion incapacitated.
- **Two Shadows, One Kill:** In one turn, you and your companion focus a powerful foe: both land attacks, apply two control effects (e.g., Hindered + Prone or Grappled + Disadvantage), and finish the target or leave it unable to act next turn.
- **Bloodbound Guardian:** While outnumbered, use your companion to prevent harm to an ally twice (e.g., intercept/lock down), then eliminate the leader without the warded ally dropping to 0 Vitality.

## Path of the Hunter – Surgical Control

**Core Ethos:** See first, strike first, end cleanly—control the fight with vision, setup, and precision execution.

### Examples: Hunter Mastery Events

- **One Mark, No Mercy:** Track a high-value mark through hostile ground, secure 2 Survival/Observation successes, and eliminate or capture in the opening exchange without bystander harm or alerting reinforcements.
- **Web of Ruin:** In one operation, set and spring 3 traps that decide the fight (deny movement, split forces, disable elites) with no friendly casualties and no collateral to key objectives.
- **The Long Watch:** Maintain a concealed firing/ambush position across the scene (shift vantage as needed), neutralize 3+ priority threats before they act, and remain undetected through completion/exfiltration.

## Path of the Strider – Relentless Pursuit

**Core Ethos:** Own the route, dictate the distance—no foe escapes, no terrain denies you.

### Examples: Strider Mastery Events

- **No Escape:** Pursue an elite/swift enemy across hazardous terrain for 3 rounds; stay adjacent or within melee each round despite obstacles, and land a hit each round before the target can escape.
- **Thread the Battlefield:** Cross a chaotic battlefield (difficult terrain, enemy lines, elevation) to strike 3 targets in 3 rounds, taking no opportunity-attack damage and ending each round in cover/advantage.
- **Cut the Line:** Interdict a courier/ritualist/messenger exiting the zone: outmaneuver escorts, impose a mobility debuff (e.g., Hindered/Restrained/Prone), and prevent escape for 2 rounds until allies secure the objective.


---

# Rogue

*You didn’t see them coming. You won’t see them leave.*

The Rogue is a master of misdirection and motion—striking from shadow, slipping through chaos, and bending the rules of battle to their will.

Rogues don’t fight fair—they fight smart. With speed, charm, and sleight of hand, they exploit timing, unravel plans, and turn danger into opportunity.

## Rogue Paths

Each Rogue refines their edge through one of three Paths:

- **Path of the Daredevil** — Reckless and agile, using flips, dives, and bold movement to evade, confuse, and control the battlefield. *(Acrobatics-based)*
- **Path of the Phantom** — Stealth incarnate. Masters of invisibility, ambushes, and the perfect silence before a kill. *(Stealth-based)*
- **Path of the Viper** — Assassins who strike with premeditated precision, using subtlety rather than brute force. *(Finesse-based)*

## Starting Kit (Character Creation)

When selecting Rogue at character creation, the player gains:

- **Prerequisite Skills:** Automatically receives three (3) total skill levels across Acrobatics, Stealth, and Finesse, with at least one level in two of these skills.
- **Class Power Selection:** Choose one Tier 1 (T1) Rogue Class Power from one of the three paths.
- **Starting Currency:** 120 Dritch.
- **Recommended Starting Equipment:** A light weapon (dagger or short sword), thieves' tools, light armour, and a disguise kit.

---

# Path of the Daredevil

## Tier 1 Daredevil Class Powers

### Agile Recovery

**Tags:** Defense, resist, refresh

> “Missed me!”

**Trigger:** You are hit by an attack or effect that could cause Physical or Elemental damage.

**Effects:**

- **Ignore Wound:** Roll dice equal to your Acrobatics SL. For each Critical Hit, ignore 1 Wound from the damage.
- **Rolling With the Hit:** After ignoring Wounds, move 2 m per Wound cancelled. This movement ignores difficult terrain and doesn’t provoke reactions.

### Feint & Flow

**Tags:** Reaction, movement, defence

> “You never know where I'll land!”

**Trigger:** When an enemy misses you with either a ranged or melee attack.

**Effects:**

- **Erratic Motion:** Use a reaction to move 2 m. This movement ignores difficult terrain and does not provoke reactions. If your Acrobatics SL is 3 or higher, you may instead move up to 6 m.
- **Unpredictable Form:** Attacks suffer Disadvantage against you (max attacks = Athletics SL—until the start of your next turn).

### Wallrunner

**Tags:** Movement, terrain, resist

> “Gravity is only a suggestion.”

**Trigger:** After running at least 4 m and a vertical or climbable surface is along or directly adjacent to your path, you may attempt a Boosted Acrobatics (Agility) check.

**Effects:**

- **Parkour Surge:** On a success, your Parkour Surge score begins at 1. For each full tier above Success you achieve, add +1 to this score.
- **Momentum Blur:** You gain bonus movement equal to (Parkour Surge × 4 m) to immediately traverse vertical surfaces and gaps up to (Parkour Surge × 2) metres.
  - Treat vertical surfaces as horizontal for this bonus.
  - This bonus movement ignores difficult terrain and does not provoke reactions.
  - You must end in a space that can support you.

## Tier 2 Daredevil Class Powers

### Velocity Strike

**Tags:** Melee, attack, boosted

> “First the hit—then the hurt.”

**Trigger:** When you move 4 m+ in a straight line before a Boosted melee attack.

**Effects:**

- **Skill Swap:** You may use your Acrobatics skill instead of Melee for this attack roll.
- **Driving Impact:** On hit, add your Acrobatics SL to the Hit Impact when determining damage.
- **Whiplash Takedown:** If this attack deals 3+ damage, the target is knocked Prone.
- **Takedown Vault:** If the target was knocked Prone, you may immediately move up to (Acrobatics SL × 2) metres past the target as bonus movement. This bonus movement ignores difficult terrain and does not provoke reactions.

### Rooftop Rush

**Tags:** Mobility

> “The city is your battlefield.”

**Trigger:** Once per turn, when you jump, vault, or move across difficult terrain.

**Effect:** Make a Side Roll using dice equal to your Acrobatics SL. For each Critical Hit:

- Gain +2 meters of movement, which must be used immediately.
- Reduce any fall damage taken this turn by 1 Wound.

### Unpredictable Motion

**Tags:** Utility

> “Try and keep up.”

**Trigger:** Once per turn, if you move at least 4 meters.

**Effect (Minor Action):** Make a Side Roll using dice equal to your Acrobatics SL.

- For each Critical Hit:
  - Gain 1 bonus Skill Die that you can add to your next attack or defense roll before the end of your next turn.
- You can store a maximum of 2 bonus Side Roll dice at once.
- You must declare using these bonus dice before rolling the attack or defense.

## Tier 3 Daredevil Skills

Coming Soon.

---

# Path of the Phantom

## Tier 1 Phantom Class Powers

### Vanishing Strike

**Tags:** Attack, movement, stealth, refresh

> “Only shadows remain where my steel drew blood.”

**Trigger:** When you deal damage to an enemy where you declared the attack whilst hidden.

**Effects:**

- **Meld Away:** Immediately move up to (Stealth SL × 2) meters as free movement, then make a Stealth (Agility) skill check to Hide. After rolling, add +1 to the check result for each Critical Hit rolled, up to a maximum number of Critical Hits equal to your Stealth SL.
- **Silent Reserve:** For each Critical Hit result from Meld Away, you may immediately choose one spent Action Die and roll it. If the result is a Hit or Critical Hit, that Action Die is refreshed and returned to your pool.

### Ghostwalker

**Tags:** Stealth, movement

> “Nothing but shadows.”

**Trigger:** When you succeed on a boosted Stealth (Agility) skill check roll to Hide.

**Effects:**

- **Phantom Step:** You may move up to your full movement speed this turn without breaking stealth or suffering any penalty from stealth movement. You cannot Sprint while using this effect.
- **Shadow Drift:** You gain +2 meters of bonus movement for each Critical Hit rolled on the skill check, up to a maximum number of Critical Hits equal to your Stealth SL. This bonus movement ignores difficult terrain and must be used this turn.

### Shadow Dread

**Tags:** Attack, stealth, control

> “You feel terror crawl up your spine... That's me.”

**Trigger:** When where you make a boosted melee or ranged attack where you declared the attack whilst hidden.

**Effects:**

- **Silent Threat:** You may use Stealth (Agility) to make the attack roll instead of Melee or Ranged.
- **Terrorize:** If the damage from this attack exceeds the target’s Cognition, impose the Unnerved condition on the target until the start of your next turn. An affected enemy may attempt an Insight (Cognition) skill check on their turn to end the Unnerved condition early.

## Tier 2 Phantom Skills

### Shadow Execution

**Tags:** Offensive

> “A single cut, perfectly placed.”

**Trigger:** If you hit a creature with an attack while hidden and roll 2 or more Critical Hits on the attack roll.

**Effect:** After rolling damage, if the total damage exceeds the target’s Cognition, they become Shaken for a number of rounds equal to the lower of:

- Critical Hits rolled, or
- Your Stealth skill level (min 1).

If the target is already Shaken when you use this skill, they instead take +1 damage per Critical Hit rolled.

### Flickering Escape

**Tags:** Reaction

> “They seek, but you are already gone.”

**Trigger:** An enemy performs a Search action to find you while you are hidden.

**Effect (Reaction):** Make a Side Roll using dice equal to your Stealth SL.

- For every Critical Hit:
  - You may move 2m while remaining hidden.
  - Then you may immediately make another Stealth skill check to Hide.

### Dark Terror

**Tags:** Debuff

> “A whisper in the dark is sometimes worse than a blade.”

**Trigger:** If an creature fails an Observation check to detect you.

**Effect:** Make a Side Roll using dice equal to your Stealth SL.

- For each Critical Hit, until the end of your next turn that creature the enemy suffers –1 to their next attack roll or defense roll against you.
- If you successfully hit them with an attack that deals damage on your next turn, they become Shaken until the end of your next following turn.

## Tier 3 Phantom Skills

Coming Soon.

---

# Path of the Viper

## Tier 1 Viper Class Powers

### Surgical Incision

**Tags:** Melee, attack, boost, damage, condition

> “Cut once. Let the bleeding do the rest.”

**Trigger:** When you hit with a boosted melee attack whilst using a light weapon.

**Effects:**

- **Vital Rend:** Each critical hit you roll on your damage roll—up to a maximum of Critical Hits equal to your Finesse SL—is doubled in value.
- **Arterial Strike:** If the attack deals bonus damage from Vital Strike, and the total damage exceeds the target’s Resilience, the target suffers Lingering Harm (Bleeding) for a number of rounds equal to your Finesse SL.

### Tendon Slice

**Tags:** Attack, boost, damage, condition, control

> “You’re not walking away.”

**Trigger:** When you hit with a boosted melee or thrown attack with a light weapon and rolled at least one Critical Hit on the attack roll.

**Effects:**

- **Targeted Limb:** Choose a limb (leg or arm). The target suffers Hindered until the end of their next turn.
- **Severing Blow:** If the total damage of this attack exceeds the target’s Resilience, they also suffer Disarm (arm) or Knocked Prone (leg), depending on the location struck.

### Woundblade

**Tags:** Attack, boost, damage, condition

> “One cut that keeps cutting you.”

**Trigger:** When you hit with a boosted melee or thrown attack using a light weapon, and roll at least one Critical Hit on the attack roll.

**Effects:**

- **Precision Strike:** Add +1 damage for each Critical Hit rolled on the attack roll—up to a maximum equal to your Finesse SL.
- **Debilitating Wound:** If the damage of this attack is greater than the target’s Resilience, the target gains the Weakened condition until the end of their next turn. If the target is already Weakened, they also gain the Hindered condition. An affected enemy may attempt an Athletics (Resilience) skill check on their turn to end this effect early.

## Tier 2 Viper Skills

Need to invent 3 Viper skills here.


---

# Witch

> “Don’t command magic; invite it—and pray it listens.”

Witches are weavers of the Wyrd—an ancient, volatile magic born from spirit, rune, and fate. Using this power, they invoke spirit, shape omens, and twist elemental forces into spells of protection, revelation, or ruin.

Their magic is not studied—it is entered. Through Trance, they channel vitality into Wyrd Dice, a mystic fuel that bends the world to their will.

## Witch Paths

Each Witch refines their edge through one of three Paths:

- **Path of the Hexer** — Masters of curses, madness, and unravelling minds through subtle corruption. *(Influence-based)*
- **Path of the Seer** — Prophets of fate and intuition, reading threads unseen and bending the future for good or ill. *(Insight-based)*
- **Path of the Wildling** — Callers of nature and spirit, commanding primal elements and the raw forces of nature. *(Survival-based)*

## Starting Kit (Character Creation)

When selecting Witch at character creation, the player gains:

- **Prerequisite Skills:** Automatically receives three (3) total skill levels across Influence, Insight, and Survival, with at least one level in two of these skills.
- **Class Power Selection:** Choose one Tier 1 (T1) Witch Class Power from one of the three paths.
- **Starting Currency:** 120 Dritch.
- **Recommended Starting Equipment:** A ritual focus (runes, bones, a staff, etc.), basic spell components, and an herbalist’s pouch.

## The Witch’s Trance

> “To see beyond, one must first let go.”

- Witches are Primal spellcasters. Like all casters, they must first enter a Trance to create a Magic Pool, which fuels their spellcasting.
- For Primal casters this Magic Pool is called a **Resonance Pool**, reflecting their alignment with nature’s rhythm.
- See the Magic section (pp. xx–xx) for more.

---

# Path of the Hexer

## Tier 1 Hexer Class Powers

### Whisper of Rot

**Tags:** Spell, necrotic, poison, debuff

> “Flesh always betrays you.”

**Manifestation:** A sickly whisper coils through the target’s body, darkening veins, souring breath, and making the flesh seem briefly aware of its own decay.

**Target:** One creature within Influence SL × 4 metres
**Spell Attack:** Influence (Cognition) vs the target’s higher Athletics (Resilience) or Survival (Resilience) Readiness Score.

**Effect:** On a success, the target suffers Lingering Harm (Poisoned) until the end of its next turn.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +5):** The target makes its first Resist check against this spell with Disadvantage.
- **Heroic Success (+6 to +8):** The Lingering Harm persists for one additional round.
- **Moment of Glory (+9 or more):** The first time the target fails a Resist check against this spell, it also suffers 1 Wound (necrotic).

**Resist:**

- On its turn, the target may make an Athletics (Resilience) or Survival (Resilience) check vs your Spell DR. On a success, Lingering Harm (Poisoned) from Whisper of Rot ends.

---

### Seal the Senses

**Tags:** Spell, psychic, debuff, control

> “They are deaf to the world.”

**Manifestation:** A cold hush folds around the target’s head, smothering one sense beneath a veil of psychic static and unnatural absence.

**Target:** One creature within Influence SL × 4 metres
**Spell Attack:** Influence (Cognition) vs the target’s higher Observation (Cognition) or Insight (Cognition) Readiness Score.

**Effect:** On a success, choose sight, hearing, or another sense. The target suffers Disadvantage on the next attack roll or Skill Check that relies on the chosen sense before the end of its next turn.

If the chosen sense is hearing or another non-sight sense, the Guide determines which actions or checks rely on that sense.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +5):** The target makes its first Resist check against this spell with Disadvantage.
- **Heroic Success (+6 to +8):** The effect persists for one additional round.
- **Moment of Glory (+9 or more):** Choose one additional sense. This additional sense is affected by the same spell effect and duration.

**Resist:**

- On its turn, the target may make an Observation (Cognition) or Insight (Cognition) check vs your Spell DR. On a success, Seal the Senses ends.

---

### Binding Madness

**Tags:** Spell, psychic, debuff, control

> “Shatter their reason.”

**Manifestation:** A jagged thought hooks into the target’s mind, turning certainty into noise as its focus fractures into hostile, overlapping impulses.

**Target:** One creature within Influence SL × 4 metres
**Spell Attack:** Influence (Cognition) vs the target’s higher Observation (Cognition) or Insight (Cognition) Readiness Score.

**Effect:** On a success, the target moves 1 Ready AD to Used and becomes Unnerved until the start of your next turn.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +5):** Before Unnerved ends, the next time the target makes a Skill Check, it must choose whether to suffer Disadvantage on the check or move 1 additional Ready AD to Used.
- **Heroic Success (+6 to +8):** The target cannot use Reactions until the start of your next turn.
- **Moment of Glory (+9 or more):** The first time the target moves Ready AD to Used because of Binding Madness, it moves 1 additional Ready AD to Used.

**Resist:**

- On its turn, the target may use a Major Action to make an Observation (Cognition) or Insight (Cognition) check vs your Spell DR. On a success, Unnerved and any unresolved effect from Binding Madness end.

---

## Tier 2 Hexer Spells

### Hollow Benediction

**Tags:** Spell, necrotic, poison, debuff

> “The flesh sings when anointed in sorrow.”

**Manifestation:** A sorrow-black blessing seeps into the target’s flesh, blooming beneath the skin like dark oil as the body begins to rot from the inside out.

**Target:** One creature within Influence SL × 4 metres
**Spell Attack:** Influence (Cognition) vs the target’s higher Athletics (Resilience) or Survival (Resilience) Readiness Score.

**Effect:** On a success, the target suffers Lingering Harm (Poisoned). This Lingering Harm deals 1 Wound (necrotic) at the end of each round for up to your Influence SL rounds, or until the target successfully Resists this spell.

**Hollowed Flesh:** If the target is already suffering Lingering Harm (Poisoned) when this spell succeeds, it immediately suffers 1 Wound (necrotic). This immediate Wound can occur only once per casting of Hollow Benediction.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +5):** The target makes its first Resist check against this spell with Disadvantage.
- **Heroic Success (+6 to +8):** If the target fails its first Resist check against this spell, it suffers 1 additional Wound (necrotic).
- **Moment of Glory (+9 or more):** The first time the target suffers a Wound from Hollow Benediction, the corruption spreads to one additional creature within Influence SL × 2 metres of the target. The new creature suffers Lingering Harm (Poisoned), but Hollow Benediction cannot spread again from that creature.

**Resist:**

- On its turn, the target may use a Major Action to make an Athletics (Resilience) or Survival (Resilience) check vs your Spell DR. On a success, Lingering Harm (Poisoned) from Hollow Benediction ends.

---

### Dread Presence

**Tags:** Spell, psychic, fear, debuff, control

> “They can feel you before they see you.”

**Manifestation:** Your presence presses outward like a psychic shadow, filling the air with the certainty that something terrible has already noticed them.

**Targets:** A number of enemies up to your Influence SL that you can see within Influence SL × 4 metres
**Spell Attack:** Influence (Cognition) vs each target’s higher Observation (Cognition) or Insight (Cognition) Readiness Score.

**Effect:** On a success, each affected target becomes Unnerved until the end of its next turn.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +5):** Until Unnerved from Dread Presence ends, affected targets cannot willingly move closer to you.
- **Heroic Success (+6 to +8):** Choose one affected target. That target becomes Panicked instead of Unnerved until the end of its next turn.
- **Moment of Glory (+9 or more):** Choose one affected target. If that target was already Unnerved or Panicked before this spell resolved, it becomes Stunned until the start of your next turn instead.

**Resist:**

- On its turn, an affected target may use a Major Action to make an Observation (Cognition) or Insight (Cognition) check vs your Spell DR. On a success, Unnerved, Panicked, or Stunned from Dread Presence ends.

---

### Marionette’s Grip

**Tags:** Spell, psychic, control, debuff

> “Dance to my command.”

**Manifestation:** Invisible threads snap around the target’s limbs, turning each movement into a twitching performance of stolen will.

**Target:** One creature within Influence SL × 4 metres
**Spell Attack:** Influence (Cognition) vs the target’s higher Observation (Cognition) or Insight (Cognition) Readiness Score.

**Effect:** On a success, choose 1 Ready AD belonging to the target. Until the controlled action is resolved, the target cannot spend the chosen AD voluntarily. Before the end of the target’s next turn, you may force the target to spend that AD on one controlled Minor Action of your choice.

This controlled Minor Action may make the target move, drop held posture, interact with an object, draw or stow an item, fall Prone, or perform another simple physical act approved by the Guide. It cannot make the target directly harm itself or an ally, spend limited-use resources, speak complex information, or take a Major Action.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +5):** Until the start of your next turn, the target cannot take Reactions.
- **Heroic Success (+6 to +8):** You may choose 2 Ready AD instead of 1. Until the controlled action is resolved, the target cannot spend those chosen AD voluntarily. If both chosen AD are still Ready when you command the target, you may force the target to spend them on one controlled Major Action instead of a Minor Action. This Major Action cannot directly harm the target or its allies, and cannot spend limited-use resources.
- **Moment of Glory (+9 or more):** If the controlled action causes the target to move, you may move it up to 2 additional metres and may end that movement in a hazardous or tactically exposed position.

**Resist:**

- On its turn, before the controlled action is resolved, the target may use a Major Action to make an Observation (Cognition) or Insight (Cognition) check vs your Spell DR. On a success, Marionette’s Grip ends and the controlled AD are no longer bound.

## Tier 3 Hexer Spells

Coming Soon.

---

# Path of the Seer

## Tier 1 Seer Class Powers

### Doomsight

**Tags:** Spell, psychic, foresight, debuff

> “All paths lead somewhere—you see them all.”

**Manifestation:** Your eyes cloud with branching futures as a faint omen-mark settles over the target, revealing the moments where its choices begin to fail.

**Target:** One creature within Insight SL × 4 metres
**Spell Attack:** Insight (Cognition) vs the target’s higher Observation (Cognition) or Insight (Cognition) Readiness Score.

**Effect:** On a success, the target is omen-marked until the start of your next turn.

Before the mark ends, the first time you make a roll targeting the marked creature, you gain Advantage on that roll. Before the mark ends, the first time the marked creature makes a roll targeting or directly responding to you, it suffers Disadvantage on that roll.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +5):** The mark lasts until the end of your next turn instead.
- **Heroic Success (+6 to +8):** Before the mark ends, one ally who can see or hear you may gain Advantage on one roll targeting the marked creature.
- **Moment of Glory (+9 or more):** Before the mark ends, when the marked creature rolls with Disadvantage because of Doomsight, one Miss from that roll cannot be rerolled or changed by the target.

### Fate Warp

**Tags:** Spell, unnatural, fate, support

> “Destiny bends to your will.”

**Manifestation:** The moment stutters as a strand of fate snaps sideways, pulling failed possibility back into motion.

**Trigger:** You or an ally within Insight SL × 4 metres rolls dice and dislikes the result.
**Casting Cost:** Reaction; 1 Ready MD (no Skill Check roll required)

**Effect:** Choose up to a number of dice from the triggering roll equal to your Insight SL, to a maximum of 3 dice. Reroll the chosen dice. The triggering character must keep the new results.

**Limit:** Fate Warp can affect a roll only before the result is resolved. A roll can be affected by Fate Warp only once.

### Whispered Deception

**Tags:** Spell, psychic, deception, control

> “No, you’re mistaken.”

**Manifestation:** A quiet falsehood slips into the target’s thoughts, arriving in its own voice just soon enough to make the wrong choice feel obvious.

**Trigger:** A visible creature within Insight SL × 4 metres declares an action.
**Casting Cost:** Reaction; 1 AD + 1 Ready MD
**Target:** The triggering creature
**Spell Attack:** Insight (Cognition) vs the target’s higher Observation (Cognition) or Insight (Cognition) Readiness Score.

**Effect:** On a success, subtly alter the declared action. Choose one:

- **Clouded Aim:** The target suffers Disadvantage on the declared action.
- **Broken Momentum:** If the declared action includes movement, reduce that movement by 2 metres per Insight SL, to a minimum of 0.
- **False Opening:** If the declared action targets a creature, object, or space, shift the target to another valid creature, object, or space within Insight SL x 2 metres of the original target. This cannot force the creature to directly harm itself or a known ally.
- **Softened Intent:** If the declared action is a social action, shift the target’s immediate attitude or approach one step less hostile until the end of its turn, if the Guide agrees the change is plausible.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +5):** If the altered action fails, the target moves 1 Ready AD to Used.
- **Heroic Success (+6 to +8):** Choose two different effects from the list instead of one.
- **Moment of Glory (+9 or more):** The target believes the altered choice was its own. Until the end of the scene or until given clear evidence, it does not realize you interfered.

## Tier 2 Seer Spells

### Piercing Sight

**Tags:** Spell, psychic, unnatural, revelation

> “Nothing remains hidden from your gaze.”

**Manifestation:** Your eyes brighten with cold inner light, peeling back shadow, glamour, and false shape until hidden truths burn at the edge of sight.

**Target:** Self
**Spell Check:** Insight (Cognition) vs a DR set by the Guide, based on the strongest concealment, illusion, or magical hiding effect within range.

**Effect:** On a success, you gain Piercing Sight for up to Insight SL rounds. While Piercing Sight lasts, you can perceive concealed, illusory, invisible, or magically hidden creatures and objects within Insight SL × 4 metres, provided they are not behind total cover.

For Insight SL rounds, you gain Advantage on Observation (Cognition) or Insight (Cognition) checks made to notice, identify, track, or interpret creatures, objects, illusions, concealment, magical traces, or hidden details revealed by Piercing Sight.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +5):** Piercing Sight also reveals faint traces of hidden movement, recent magical passage, or illusion residue within range.
- **Heroic Success (+6 to +8):** When Piercing Sight reveals an illusion, magical concealment, or hidden magical effect, you also learn one useful truth about its nature, source, anchor, or weakness, as determined by the Guide.
- **Moment of Glory (+9 or more):** Until the end of the duration, Piercing Sight can also reveal creatures, objects, or traces that are ethereal, phased, spirit-veiled, or otherwise adjacent to the physical world within range, if such things are present.

### Dark Bargain

**Tags:** Spell, unnatural, fate, boon, drawback

> “Fate makes everyone pay eventually.”

**Manifestation:** A shadowed thread coils around your hand and vanishes into your chest, granting impossible certainty as somewhere in the dark, the debt begins to breathe.

**Target:** Self
**Spell Check:** Insight (Cognition) vs Routine DR 2.

**Effect:** On a success, you make a Dark Bargain until the end of your next turn. Before the bargain ends, you may give yourself Advantage on one roll you make.

After you use this Advantage, the next meaningful roll you make before the end of the scene suffers Disadvantage. If you do not make another meaningful roll before the scene ends, the Guide applies this Disadvantage to your first meaningful roll in the next scene.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +5):** After rolling with Advantage from Dark Bargain, you may turn 1 Miss into 1 Hit.
- **Heroic Success (+6 to +8):** Before the bargain ends, you may give yourself Advantage on one additional roll. The delayed Disadvantage still applies only once.
- **Moment of Glory (+9 or more):** Once before the bargain ends, after rolling with Advantage from Dark Bargain, you may turn 1 Hit into 1 Critical Hit.

### False Visions

**Tags:** Spell, illusion, psychic, deception, control

> “What you see becomes the truth.”

**Manifestation:** The air folds into a false image, layering impossible certainty over empty space until the lie looks more real than the world around it.

**Target:** One visible space within Insight SL × 4 metres
**Spell Check:** Insight (Cognition) vs Routine DR 2.

**Effect:** On a success, create one visual illusion occupying a space up to Insight SL cubic metres. The illusion lasts for up to Insight SL minutes, until you dismiss it, or until it is exposed.

The illusion may create, hide, or alter the appearance of a creature, object, surface, passage, hazard, or environmental feature. It can move or change only in simple, repeating, or predictable ways. It cannot cause direct harm, create physical force, support weight, block movement, produce sound, create scent, create heat, or affect non-visual senses.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +5):** Increase the illusion’s maximum size by Insight SL cubic metres.
- **Heroic Success (+6 to +8):** The first creature that makes a check to see through the illusion does so with Disadvantage.
- **Moment of Glory (+9 or more):** The illusion briefly satisfies one additional sense of your choice, such as faint sound, texture, scent, or temperature. This added sense lasts until the end of your next turn, then fades.

**Resist:**

- A creature may challenge the illusion only when it interacts with it, studies it closely, receives clear contradictory evidence, or would be led into immediate danger by believing it. On a successful Observation (Cognition) or Insight (Cognition) check vs your Spell DR, that creature sees through the illusion.

## Tier 3 Seer Spells

Coming Soon.

---

# Path of the Wildling

## Tier 1 Wildling Class Powers

### Scorchpulse

**Tags:** Spell, fire, elemental, damage, condition

> “Heat is memory—I remind the world how to burn.”

**Manifestation:** A pulse of red-gold heat ripples from your hand, striking the target with a flash of remembered flame before sparks crawl across whatever the fire can claim.

**Target:** One creature you can see within Survival SL × 6 metres
**Spell Attack:** Survival (Cognition) vs the target’s Guard.

**Effect:** On a hit, calculate damage as a ranged spell attack with Damage Rating 1. The target suffers the determined Wounds (fire).

**Thermal Amplification:** If Scorchpulse is cast in an area that is already burning, intensely heated, or filled with active flame, roll the spell attack with Advantage.

**Outcome Scaling:** These effects are cumulative. Use only the highest Damage Rating reached.

- **Strong Success (+3 to +5):** The target suffers Lingering Harm (Burning). This Burning deals 1 Wound (fire) at the end of the current round, then ends unless extended.
- **Heroic Success (+6 to +8):** Scorchpulse uses Damage Rating 2.
- **Moment of Glory (+9 or more):** Scorchpulse uses Damage Rating 3.

**Resist:**

- On its turn, the target may use a Major Action to make an Athletics (Resilience) or Survival (Resilience) check vs your Spell DR. On a success, Lingering Harm (Burning) from Scorchpulse ends.

### Spirit Breath Totem

**Tags:** Spell, spirit, support, unnatural, totem

> “They breathe once more—through you.”

**Manifestation:** A small spirit totem rises from the ground, exhaling pale breath that steadies failing lungs and pulls spent strength back toward the living.

**Target:** One space within Survival SL × 4 metres
**Spell Check:** Survival (Cognition) vs Routine DR 2.

**Effect:** On a success, you manifest a Spirit Breath Totem in the target space. The totem lasts for Survival SL rounds, until destroyed, or until you manifest another totem.

While the totem lasts, when an ally within 4 metres of it resolves an Impaired Refresh, that ally may reroll 1 Miss from that refresh roll. The new result stands. Each ally can benefit from Spirit Breath Totem only once per round.

**Totem Defence:** The totem has Guard equal to your Survival SL (minimum 2) and Vitality equal to your Survival SL.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +5):** The totem’s aura increases to 6 metres.
- **Heroic Success (+6 to +8):** The first ally who benefits from Spirit Breath Totem each round may reroll up to 2 Misses instead of 1.
- **Moment of Glory (+9 or more):** Once before the totem ends, when an ally within the aura would move 1 AD to Wounded because of an unstable magical refresh effect, that AD remains Used instead.

### Cleansing Bloom

**Tags:** Spell, nature, healing, support, cleansing

> “Every toxin has its counterpetal.”

**Manifestation:** A pale bloom opens against the target’s skin, drawing venom, rot, and blood-heat into its petals before crumbling into clean ash.

**Target:** One creature within Survival SL × 2 metres
**Spell Check:** Survival (Cognition) vs Routine DR 2. If the effect being cleansed is magical, cursed, supernatural, or sustained by a spell, use the DR of that source or determined by the Guide.

**Effect:** On a success, end one of the following effects on the target:

- One source of Lingering Harm (Poisoned)
- One source of Lingering Harm (Bleeding)
- One non-combat poison, toxin, disease, or infection effect, if the Guide agrees it can be cleansed by primal magic

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +5):** The target gains Advantage on its next check to resist, treat, or recover from another poison, toxin, disease, infection, or Lingering Harm before the end of the scene.
- **Heroic Success (+6 to +8):** You may end one additional eligible effect on the same target.
- **Moment of Glory (+9 or more):** After cleansing the target, move 1 of its Wounded AD to Used.

## Tier 2 Wildling Spells

### Stonebrace

**Tags:** Spell, earth, protection, reaction

> “Let the mountain carry the blow.”

**Manifestation:** Stone-dust flashes across the target’s skin as a spectral weight of earth braces their body, catching the force of the strike before it can fully land.

**Trigger:** You or an ally within Survival SL × 4 metres would suffer Wounds from an attack or harmful effect.

**Casting Cost:** Reaction; 1 Ready MD
**Target:** The triggering creature

**Effect:** Roll a number of dice equal to your Survival SL. Reduce the triggering Damage Score by the dots rolled before Wounds are determined.

If this reduces the Damage Score to 0 or lower, the triggering damage deals no Wounds.

After the triggering damage is resolved, the target gains +1 Guard until the start of your next turn.

**Earthbound Brace:** If you cast Stonebrace while standing on natural stone or earth, and the triggering damage is bludgeoning, stone, earth, impact, crushing, or falling damage, reduce the triggering Damage Score by an additional 2.

### Warding Ancestry

**Tags:** Spell, spirit, protection, support

> “The blood remembers. The blood protects.”

**Manifestation:** Ancestral sigils rise beneath the target’s skin like old blood remembering its shape, forming a brief ward of bone, breath, and inherited defiance.

**Target:** Self or one ally within Survival SL × 4 metres
**Spell Check:** Survival (Cognition) vs Routine DR 2.

**Effect:** On a success, the target is warded by ancestral spirits for Survival SL rounds.

Once per round, when the warded target would suffer Wounds from an attack or harmful effect, reduce the triggering Damage Score by 2 before Wounds are determined.

If the triggering damage is necrotic, poison, or psychic, reduce the Damage Score by 1 additional point.

If this reduces the Damage Score to 0 or lower, the triggering damage deals no Wounds.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +5):** The first time this spell reduces necrotic, poison, or psychic damage, reduce the Damage Score by 2 additional points instead of 1.
- **Heroic Success (+6 to +8):** Once before the spell ends, when this spell prevents at least 1 Wound, the target may also move 1 Used AD to Ready.
- **Moment of Glory (+9 or more):** Once before the spell ends, when the target would suffer Lingering Harm (Poisoned) or another necrotic, poison, or psychic ongoing effect, that effect is prevented.

### Sap and Salve

**Tags:** Spell, healing, nature, support

> “The cure flows through bark and blood alike.”

**Manifestation:** Amber sap threads through the target’s wounds like living resin, sealing torn flesh as fresh green light pulses beneath the skin.

**Target:** One creature you touch or one creature within Survival SL × 2 metres
**Spell Check:** Survival (Cognition) vs Routine DR 2.

**Effect:** On a success, roll a number of dice equal to your Survival SL. Restore Vitality equal to the dots rolled, to a minimum of 1.

For each Vitality restored this way, move 1 Wounded AD to Used.

The target also gains 1 Temporary Vitality until the end of the scene. Temporary Vitality absorbs Wounds before the target’s normal Vitality is reduced. Temporary Vitality does not grant extra AD, cannot be healed, and vanishes when the spell ends.

A creature can benefit from the Temporary Vitality from Sap and Salve only once per day.

**Outcome Scaling:** These effects are cumulative.

- **Strong Success (+3 to +5):** Move 1 AD restored by this spell to Ready instead of Used.
- **Heroic Success (+6 to +8):** The target gains 2 Temporary Vitality instead of 1.
- **Moment of Glory (+9 or more):** You may also end one source of Lingering Harm (Bleeding) or Lingering Harm (Poisoned) affecting the target.

## Tier 3 Wilds Spells

Coming Soon.


---

# Cleric

*The gods are shattered—but not silent. Some whisper mercy. Others demand bone.*

Clerics do not command their magic—they carry it. Their power flows from living gods whose minds and realms were fractured in the Sundering. Some serve broken protectors still trying to heal the world. Others follow gods of death who now walk twisted paths between afterlives. Still others burn with the wrath of judgment, fire, and holy fury.

A Cleric’s spells are not crafted, memorized, or bent to will. They are acts of devotion—rituals, cries, and declarations that channel the unstable presence of divinity through fragile mortal vessels. Each spell is fuelled by Channeling Dice, drawn from a Devotion Pool born in trance and sacrifice.

Some pray for salvation. Others burn the world to save its soul.

## Cleric Paths

Clerics shape their path through one of three callings:

- **Path of the Shepherd** — Protectors and healers who carry the last warmth of radiant gods. *(Occult)*
- **Path of the Charnel Prophet** — Necromancers and soul-guides who walk beside death. *(Lore: Arcana-based)*
- **Path of the Devouring Flame** — Fanatics and judges who invoke divine wrath. *(Influence-based)*

## Starting Kit (Character Creation)

When selecting Cleric at character creation, the player gains:

- **Prerequisite General Skills:** Automatically receives three total skill levels across Lore: Religion, Lore: Arcana, and Influence, with at least one level in two of these skills.
- **Specialized Spell Selection:** Choose one Tier 1 (T1) Priest spell from one of the three paths.
- **Starting Equipment:** A sacred relic (icon, bone shard, blood-written prayer, etc.), ceremonial garb, and a ritual kit for offerings, invocations, or funeral rites.

## Class Progression & Specialization Paths

Clerics progress by spending Story Points (SP) and meeting prerequisites tied to their General Skills. They unlock exclusive spells tied to their chosen divine path.

### Tiered Spell Unlocks

- **T1 Spells** — Available upon taking the Priest class.
- **T2 Spells** — Requires six total skill levels across the Priest’s core General Skills, with at least three in two of them.
- **T3 Spells** — Requires nine total skill levels across the Priest’s core General Skills and a narrative mastery event.

## Cleric Specialization Paths & Spells

Each Cleric specialization path grants access to unique spells and abilities. A player may develop across one, two, or all three paths depending on how they invest in their General Skills.

## Devotional Trance

> “What comes through me is not mine to question.”

- Clerics enter a state of reverent surrender to invoke their Devotion Pool.
- **Magic Pool Variant:** Being a Divine type spellcaster, Clerics use a Devotion Pool and channel its energy through Channeling Dice.

---

# Path of the Shepherd

## Tier 1 Shepherd Spells

### Cure Wounds

**Tags:** Radiant, Healing

> “Your pain lights the path for others.”

**Range:** One creature you touch
**Action Type:** Major Action (1 AD + 1 MD)

**Effect:**

- Make a Side Roll using dice equal to your Lore: Religion SL.
- Choose the lower of:
  - Critical Hits rolled, or
  - Your Lore: Religion skill level (minimum 1).
- The target:
  - Regains that many points of Vitality.
  - Moves that many Action Dice from their Wounds zone to their Spent AD zone.

### Shield of Grace

**Tags:** Reaction, Protection, Radiant

> “No wound falls alone.”

**Trigger:** When an ally within (Lore: Religion × 2) meters takes damage
**Action Type:** Reaction (1 AD + 1 MD)

**Effect:**

- Make a Lore: Religion (Cognition) check.
- **Spell DR:** + damage just dealt.
- **On success:**
  - You absorb half the incoming damage (rounded down).
  - The ally takes the remaining damage.

**Advanced Effect:** If 2+ Critical Hits are rolled:

- Reduce total incoming damage by 1 before the split.

### Soothing Word

**Tags:** Psychic, Support

> “Your spirit is seen. You are not alone.”

**Range:** One creature within (Lore: Religion × 4) meters
**Trigger:** During a social encounter or rest scene
**Action Type:** Major Action (1 AD + 1 MD)

**Effect:**

- Make a Lore: Religion (Influence) check.
- **Spell DR:** + the number of active mental conditions on the target.
- **On success:**
  - Remove 1 Shaken or Frightened condition from the target.

**Advanced Effect:** If 2+ Critical Hits are rolled:

- Remove an additional condition or shift their Attitude one step positively.

## Tier 2 Shepherd Spells

### Vow of Preservation

**Tags:** Radiant, Protection, Area

> “My breath for yours. My shield is sacred.”

**Range:** All allies within (Lore: Religion × 2) meters
**Action Type:** Major Action (1 AD + 1 MD)

**Effect:**

- Make a Lore: Religion (Cognition) skill check.
- **On success:**
  - All affected allies reduce incoming damage by 1 until the start of your next turn.
  - You must hold at least 1 Channeling Die to maintain this aura.
  - **Early End Clause:** The aura ends early if you take 2+ Wounds from a single hit.

**Advanced Effect:** If 2+ Critical Hits are rolled:

- The aura lasts until the end of your next turn.

### Radiant Intercession

**Tags:** Radiant, Unnatural, Reaction

> “You shall not fall today.”

**Trigger:** An ally within (Lore: Religion × 2) meters takes damage that would reduce them to 0 Vitality
**Action Type:** Reaction (1 AD + 1 MD)

**Effect:**

- Make a Lore: Religion (Cognition) spell check.
- **Spell DR:** + damage just dealt.
- **On success:**
  - The ally remains at 1 Vitality.
  - They gain Advantage on all saves until the end of their next turn.

**Advanced Effect:** If 2+ Critical Hits are rolled:

- They also regain +1 Vitality.

### Aura of Resolve

**Tags:** Radiant, Psychic, Support, Area

> “Your faith is enough.”

**Range:** Allies within (Lore: Religion × 2) meters
**Action Type:** Passive

**Effect:**

- While you have at least 1 Available Channeling Die, this aura is active.
- Allies affected by the aura:
  - Gain Advantage on saves vs Fear, Charm, and mental influence.
  - If they succeed on such a save, they also refresh 1 AD (once per round).

**Advanced Effect:** If they roll 2+ Critical Hits on a save:

- They may immediately make a free Resist check against any ongoing condition.

## Tier 3 Shepherd Spells

Coming Soon.

---

# Path of the Charnel Prophet

## Tier 1 Spells

### Whisper to the Dead

**Tags:** Spirit, Unnatural

> “Their tongues are still, but not silent.”

**Range:** One corpse or preserved remains within (Lore: Arcana × 2) meters
**Action Type:** Major Action (1 AD + 1 MD)

**Effect:**

- Make a Lore: Arcana skill check.
- On success, ask 1 question per Critical Hit rolled (minimum 1).
- The spirit’s answers are constrained by its memories and disposition.
- The corpse must be intact enough to speak, or have lingering spirit essence.

**Advanced Effect:**

- If 2+ Critical Hits are rolled:
  - You receive a vivid sensory echo—a sound, image, or emotion from its final moments.
- You can only use Whisper to the Dead on a corpse once.

### Bonebound Servant

**Tags:** Necrotic, Summoning

> “Your bones remember how to serve.”

**Range:** A corpse within (Lore: Arcana × 2) meters
**Action Type:** Major Action (1 AD + 1 MD)

**Effect:**

- Summon a skeletal servant from a corpse or ambient death-energy.
- **Stats:**
  - 3 Vitality, 3 Action Die, Melee 1 (DR 5, Damage 1)
- Obeys simple commands and acts on your turn.
- **Duration:** (Lore: Arcana) minutes or until destroyed.

**Advanced Effect:**

- If 2+ Critical Hits are rolled:
  - It gains +1 Vitality, +1 Action Die or may intercept 1 attack against you this scene.
- Summoning a new servant causes the old one to crumble to ash immediately.

### Eyes of Anubis

**Tags:** Divination, Spirit, Psychic

> “See them as they are… and as they were.”

**Trigger:** You reduce a creature to 0 Vitality
**Action Type:** Major Action (1 AD + 1 MD)
**Target Defense (Spell DR):** 5 + number of skills the creature had

**Effect:**

- Make a Lore: Arcana (Cognition) skill check.
- **On success:**
  - Learn 1 of the creature’s known skills or secrets (Guide discretion).
  - You may mimic it once before your next rest, using your stats.

**Advanced Effect:**

- If 2+ Critical Hits are rolled:
  - You increase the number of skills or secrets you learn by 2.

## Tier 2 Spells

### Lingering Echoes

**Tags:** Spirit, Psychic

> “The spell ends. Their whispers do not.”

**Trigger:** You cast a boosted spell with the Necrotic or Spirit tag
**Action Type:** Passive

**Effect:**

- Make a Side Roll using dice equal to your Lore: Arcana SL.
- Count the number of Critical Hits rolled.
- Choose one:
  - Gain Advantage on all Insight or Observation checks for that many rounds.
  - You may ask the Guide that many yes/no questions about spirits, curses, or death energy in the immediate area.

### Grasp Beyond Death

**Tags:** Necrotic, Control

> “Their hands are cold, but faithful.”

**Trigger:** Your Bonebound Servant is within 2 meters of a creature
**Action Type:** Major Action (1 AD + 1 MD)
**Target Defense (Spell DR):** Spell DR = Precision + Melee

**Effect:**

- Make a Lore: Arcana (Cognition) spell attack.
- **On Hit:**
  - The target is Grappled until the start of your next turn.

**Advanced Effect:**

- If 2 or more Critical Hits are rolled:
  - The servant also drains 1 Wound from the target.
  - The target cannot use defensive Class Skills until the start of your next turn.

### Death Demands Balance

**Tags:** Necrotic, Unnatural

> “A gift for a cost. An ending for a beginning.”

**Trigger:** You reduce a creature to 0 Vitality
**Action Type:** Reaction (1 MD)

**Effect:**

- Make a Side Roll using dice equal to your Lore: Arcana SL.
- Add +1 to the total rolled.
- Choose one:
  - Immediately refresh that many Channeling Dice.
  - For that many rounds, gain +1 Skill Die on all necrotic or healing spells.

---

# Path of the Devouring Flame

## Tier 1 Devouring Flame Spells

### Brand of Flame

**Tags:** Radiant, Fire, Curse

> “You have been judged.”

**Action Type:** Major Action (1 AD + 1 MD)
**Range:** One creature within (Influence × 4) meters
**Target Defense (Spell DR):** Resilience + higher of Athletics or Survival

**Effect:**

- Make an Influence (Cognition) spell attack.
- **On Hit:**
  - The target is Branded until the start of your next turn + (lower of Critical Hits or Influence skill level).
  - Your attacks on this target deals +1 fire damage when they hit.

**Advanced Effect:**

- If the target is Ignited or Poisoned, the bonus increases to +2.

Only one Brand can be active at a time. Casting again replaces the prior mark.

### Pain is Prayer

**Tags:** Psychic, Radiant

> “The wound is my altar. The scream, my hymn.”

**Trigger:** When you lose Vitality and Action Dice during your own turn
**Action Type:** Passive

**Effect:**

- Make a Side Roll using dice equal to your Influence SL.
- Add +1 to the total rolled.
- You may refresh a number of Magic Dice equal to the total.
- If this effect results in all of your Magic Dice being refreshed, you gain Advantage on all spell attack rolls until the start of your next turn.

### Righteous Command

**Tags:** Psychic, Fear, Control

> “Kneel. Or burn.”

**Action Type:** Major Action (1 AD + 1 MD)
**Range:** One creature within (Influence × 4) meters
**Target Defense (Spell DR):** Cognition + Insight

**Effect:**

- Make an Influence (Cognition) spell attack.
- **On Hit:**
  - Target must choose:
    - Fall Prone and end their turn, or
    - Move 4 meters directly away from you.

**Advanced Effect:**

- If 2+ Critical Hits are rolled:
  - The target also becomes Frightened until the end of their next turn.

**On Miss:**

- You suffer Disadvantage on your next spell targeting that creature.

## Tier 2 Devouring Flame Spells

### Cleansing Inferno

**Tags:** Fire, Radiant, Area

> “One must burn, that others may be purified.”

**Trigger:** When a creature that you can see who is affected by Brand of Flame is reduced to 0 Vitality
**Action Type:** Reaction (1 MD)
**Range:** (Influence × 2) meters, centered on the fallen creature

**Effect:**

- Make a Side Roll using dice equal to your Influence SL.
- **Total Damage:** Total Hits rolled + 1.
- Each enemy within range may make an Acrobatics (Motion) check as a Reaction.
  - **Spell DR:** Your Spellcasting DR.
- For each creature that fails the check:
  - Compare total damage to their Resilience.
  - They take fire damage equal to the excess.
  - If they take any damage from this effect, they also become Ignited.

### Searing Conviction

**Tags:** Fire, Radiant, Unnatural

> “You bleed, and still you burn.”

**Trigger:** Activate if at half Vitality or less
**Action Type:** Minor Action (1 MD)

**Effect:**

- Make an Influence skill check.
- **On success:**
  - For (lower of Critical Hits or Influence skill level) rounds:
    - Your damaging spells deal +1 fire or radiant damage.
    - Enemies targeted by your spells suffer Disadvantage on Resistance checks.

**Advanced Effect:**

- If 2+ Critical Hits are rolled:
  - Extend the duration by 1 round.
- May not be cast again until after your next rest.

### Wrath Undenied

**Tags:** Psychic, Retaliation

> “Your refusal is noted—and punished.”

**Trigger:** When one of your spells is resisted, countered, or negated
**Action Type:** Reaction (1 AD + 1 MD)
**Target Defense (Spell DR):** Cognition + higher of Observation or Insight

**Effect:**

- Make an Influence (Cognition) spell attack.
- **On Hit:**
  - Deal 1 psychic damage.
  - The target suffers Disadvantage on their next Action.

**Advanced Effect:**

- If 2+ Critical Hits are rolled:
  - The backlash lingers—they also lose 1 Action Die on their next turn.

**On Miss:**

- No damage.
- But you gain Advantage on your next spell targeting that creature.


---

# Actions

*Intent given form—carving your will in the tale.*

You act not just to move or strike, but to shape the rhythm of the world. Every leap, word, and blade stroke is a thread woven into the story. When you declare an action, you make intent visible. Before the clash of initiative, action breathes life into the moment.

> Every heartbeat of the game begins with a choice—and what you do next defines the moment.

## What Is an Action?

*Every action begins as intent—and becomes consequence.*

An Action is any declared attempt by a player to change the story world. When you say what your character does—whether it’s vaulting a gap, casting a spell, or negotiating with a foe—you’ve taken an action. The Narateer Guide then decides if a rule is required to resolve the outcome.

An action involves:

- A clear statement of character intent.
- An attempt to change the story world.
- A judgment from the Guide on the resolution.

## Declaring an Action

1. **The Guide sets the scene.**  
   The Guide describes the moment: sights, sounds, threats, and stakes.
2. **You respond.**  
   Say what your character attempts—either as yourself (“I leap the gap”) or in-character (“Selka leaps the gap”).
3. **The Guide evaluates.**  
   If success is certain or trivial, the Guide narrates the result. If there’s risk or uncertainty, resolution is usually as a Skill Check.

## Spending Action Dice

You spend Action Dice (AD) to perform actions. Larger efforts cost more. The Guide will tell you when to spend, but the fiction leads the pacing—not measurement.

| Action Tier | Effort Benchmark | AD Cost | Typical Examples |
|---|---|---:|---|
| Trivial | ≤ walk for 10 seconds | 0 | Speak, draw a dagger, open a door |
| Minor | ≈ jog/run for 10 seconds | 1 | Vault a fence, circle a foe, shove a door, dash |
| Major | ≈ committed effort for 10 seconds | 1+ | Attack, cast a spell, charge, drag a body |

- You may spend any mix of actions each turn.
- Holding AD lets you react later.
- A flurry of Trivial tasks may be escalated to a Minor action.
- If an action calls for a roll, you must commit at least 1 AD to that roll unless a specific rule says otherwise.

> **Tip:** Aggressive players burn AD early to control space, pressure threats, or end fights fast. Tactical players often hold AD to react, intercept, or disrupt mid-turn. There's no right tempo—only what fits your role, your moment, your plan. Learn the rhythm. Act with intent.

## Proactive Skill Uses During Your Activation

During your activation, you can only initiate each Skill a limited number of times.

> **Proactive Skill Uses during your activation = Skill Level + 1**
>
> **Minimum = 1 proactive use, even at SL 0.**

This limit applies only to actions you initiate during your own activation. It prevents every spare Ready AD from becoming another separate attack, shove, sprint, trick, or other repeated Skill action.

For example:

| Skill Level | Proactive uses during your activation |
|---:|---:|
| 0 | 1 |
| 1 | 2 |
| 2 | 3 |
| 3 | 4 |

A Melee SL 2 fighter may initiate up to 3 Melee actions during their activation. They might attack three times, attack and shove, or feint and attack, as long as they can pay the required AD.

This limit does not apply to responses outside your activation. If you are engaged and can spend Ready AD to respond, you may respond as the combat rules allow. Responses are limited by Ready AD, awareness, positioning, and the fiction of the moment.

## Action Resolution Paths

Once you declare an action, the Guide selects the resolution path based on clarity, risk, and impact:

- **Narrate:** If success is obvious or failure has little impact, the Guide narrates the result.
- **Skill Check:** If there’s uncertainty and stakes, the Guide calls for or resolves a Skill Check.
- **Escalate:** If danger spikes or multiple intentions clash, the Guide shifts to a Cinematic or Tactical Scene.

> **Tip for Guides:** When in doubt, ask: “Is failure interesting in this moment?” If not, narrate the success and move on.

## Boosting With Extra AD

Before rolling a Skill Check, you may boost the result by committing more AD.

- Add up to Skill Level additional AD to the roll.
- All AD must be committed before the roll.
- Boosted actions still follow normal resolution rules.

## Reactions

A Reaction is an action you take, in direct response to an event that has just occurred.

Reactions happen outside your activation. They are not limited by your proactive Skill-use limit.

- A Reaction costs the AD stated by the relevant rule.
- If a Reaction calls for a roll, commit and roll the required AD.
- You cannot normally Boost a Reaction unless a rule, feature, condition, class power, item, or Guide ruling specifically allows it.
- Melee Exchange responses are the default boosted-reaction exception: spend 1 AD to Clash or Full Guard, then optionally Boost within the relevant Skill Level limit.
- Reactions are still limited by Ready AD, awareness, positioning, and the fiction of the moment.

## Summary

- Declare actions when you try to change the fiction.
- The Guide resolves via narration, Skill Check, or escalation.
- Spend AD based on effort: Minor = 1, Major = 1+.
- During your activation, proactive uses of each Skill are limited to SL + 1, minimum 1.
- You may boost actions with extra AD before rolling.
- Rolled actions require at least 1 committed AD unless a specific rule says otherwise.
- The Guide may escalate Trivial chains into a Minor action.
- Reactions cost AD and happen outside your turn.
- You cannot normally Boost a Reaction unless a rule allows it; Melee Exchange responses are the default combat exception.


---

# Skill Checks

*Every test asks: are you ready, or do you fall?*

A check is not just a roll—it is the world answering your claim. When you leap a ravine, defy a god, or argue for peace with blade drawn, your dice do not ask if you try. They measure how much you commit when the moment turns against you. Vitals are capability, Action Dice are intent, and Skill is preparation. The outcome is the story's reply.

> When risk meets intent, the dice decide.

## What Is a Skill Check?

*Where preparation faces consequence.*

A Skill Check occurs when your character attempts something risky, dramatic, or meaningfully uncertain. You spend Action Dice (AD) to show effort, then roll those dice. Skill Level (SL) determines how many extra Action Dice you may commit when boosting the check. During your activation, Skill Level also limits how many proactive uses of that Skill you may initiate. The total must exceed the target Difficulty Rating (DR) or fixed score to succeed.

Ask yourself:

- Is the action uncertain or dramatic?
- Could failure shift the fiction?
- Is another creature's capability involved?

> **Tip:** Use checks only when outcomes matter. If there is no narrative risk, skip the roll and tell the story.

## Skill Check Process

Steps:

1. Declare what your character attempts.
2. The Guide confirms whether a Skill Check is required.
3. The Guide confirms the Skill, Linked Vital, and target number being tested.
4. Commit the required Action Dice. Most Skill Checks made as actions require at least 1 AD.
5. Decide whether to Boost, adding no more extra AD than the Skill Level of the Skill being tested.
6. Roll all committed Action Dice.
7. Resolve the Edge Phase, if Advantage or Disadvantage applies.
8. Count dots: ⚫⚫ = 2, ⚫ = 1, ⚪ = 0.
9. Compare the result to the target number.
10. Resolve the Class Power Phase, if triggers apply.

> **Success = total dots exceed the target number.**
>
> **Failure = total dots equal to or less than the target number.**

> **Note:** Skill Level does not grant default rerolls. Rerolls come from Advantage, Disadvantage, class powers, equipment, conditions, or specific rules.

## Proactive Skill Uses

During your activation, you may initiate each Skill a number of times equal to:

> **Skill Level + 1**

An untrained Skill at SL 0 can still be initiated once during your activation.

This proactive-use limit applies only to actions you initiate during your activation. It does not limit responses outside your activation. A combatant who has Ready AD and can plausibly respond may still answer a Melee Exchange as the combat rules allow.

This rule separates two pressures:

- Skill Level limits how many trained openings you can deliberately create.
- Ready AD limits how much effort, response pressure, and survival pressure you can afford.

## Boosting and Reactions

Boosting normally applies to Skill Checks made as actions. Before rolling, you may spend extra AD up to the Skill Level.

Reactions and responses do not normally use open-ended Boosting. A Reaction or response may only be Boosted if a rule, class power, item, condition, or Guide ruling specifically allows it. Melee Exchange responses are the default combat exception: a responder who chooses Full Guard or Clash may add Boost AD within the usual Melee Skill Level limit.

> **Tip:** Actions are where characters usually push harder by Boosting. Reactions are fast responses unless a rule says otherwise.

## Difficulty Ratings and Fixed Scores

When you make a Skill Check, the Guide sets or identifies the target number. That number may come from the world, from another creature's Readiness Score, or from a special active response rule.

| Type | Description | Target Number |
|---|---|---|
| Routine | A Skill Check under normal conditions | DR 2 |
| Modified | A harder task due to danger, complexity, pressure, or poor conditions | DR 5 / 8 / 11 / 14 |
| Opposed | A Skill Check against another creature's standing capability | Target's relevant Readiness Score |
| Active Opposition | A Skill Check against another creature spending AD to resist or respond | Target's active response roll or named response score |
| Contested Roll | A roll-versus-roll response | When a specific rule, such as a Melee Exchange, calls for it |

## Difficulty Ratings (DR)

| Difficulty Tier | Narrative Category | Description |
|---|---|---|
| Trivial (no roll) | Automatic | So easy it is automatic—the Guide narrates success. |
| Routine DR 2 | Routine Challenge | Standard test. Most succeed unless unlucky or unskilled. |
| Challenging DR 5 | Moderate | Untrained characters struggle; prepared characters have fair odds. |
| Heroic DR 8 | Difficult Feat | Needs skill, commitment, or luck; even strong characters risk failure. |
| Legendary DR 11 | Epic Feat | Only elite heroes succeed—success becomes legend. |
| Mythic DR 14 | Mythic Deed | Super-human outcome; a feat worthy of gods. |

## Example: Skill Check Types

### Routine Skill Check

Javi climbs a steep cliff face under calm weather. The risk is real, but conditions are fair. The Guide calls for a Routine Athletics Skill Check at DR 2.

### Modified Skill Check

Rika leaps across a collapsing bridge during a violent storm. The challenge is the same kind of action, but the conditions make it far more dangerous. The Guide raises the target to Challenging DR 5.

### Opposed Skill Check

Zale attempts to sneak past an alert guard. The challenge is not only the terrain—it is the guard's awareness. Zale makes a Stealth Skill Check against the guard's Observation Readiness Score.

### Active Opposition

Mira presses a bandit in close combat. The bandit is aware, in reach, and has Ready AD, so the bandit chooses how to answer the Melee Exchange. If the bandit Clashes, both combatants roll Melee and compare totals. If the bandit chooses Full Guard, the bandit rolls to stop or blunt the exchange but cannot deal damage back.

### Contested Roll

Seris debates a rival speaker in a formal duel of rhetoric where the rules call for both sides to roll. This is a Contested Roll. Unless a rule specifically calls for it, Narateer usually resolves opposition by having the active creature roll against a fixed score.

## Edge Phase

Immediately after rolling your committed Action Dice (AD), if your character has Advantage or Disadvantage, you enter the Edge Phase. This phase must be resolved before any other reroll, conversion, or modifier can occur unless a specific rule says otherwise.

| Condition | Effect |
|---|---|
| Advantage | Circumstances favour the character—reroll all Misses (⚪). |
| Disadvantage | Circumstances hinder the character—reroll all Hits (⚫) and Criticals (⚫⚫). |
| Both Present | Advantage and Disadvantage cancel each other—no Edge rerolls apply. |
| Stacking | Only one instance of Advantage or Disadvantage may apply per roll. They do not stack. |

### Edge Phase Sequence

Steps:

1. Roll all committed AD together.
2. If Advantage or Disadvantage is active, reroll the affected dice.
3. New results replace old results—the second roll stands.
4. Proceed to the Class Power Phase, if triggers apply.

> **Reminder:** Edge rerolls apply to all dice rolled for the check. Each die may be rerolled once during this phase.

## Example: Edge Phase With Advantage

Veyra sneaks across a smoky battlefield while enemies are distracted by a burning wagon. The Guide calls for a Stealth Skill Check with Advantage against the enemy soldiers' Observation Readiness Score of 4.

**Setup:**

- Veyra's Stealth Skill Level is 2, so she may Boost this Stealth Check with up to 2 extra AD.
- Veyra's Stealth Skill Level is 2.
- Veyra commits 1 AD and Boosts with 2 extra AD.
- Total Dice Rolled: 3 AD.

**Initial Roll:** Miss | Hit | Critical

- Miss x1 = 0
- Hit x1 = 1
- Critical x1 = 2
- Total = 3 dots

**Edge Phase:** Because Veyra has Advantage, she rerolls all Misses.

Reroll 1 Miss -> Hit

**Post-Edge Pool:** Hit | Hit | Critical

- Miss x0 = 0
- Hit x2 = 2
- Critical x1 = 2
- Total = 4 dots

**Outcome:** With 4 dots, Veyra equals the soldiers' Readiness Score of 4, so she still fails. Meeting the target is not enough; she needs to exceed it.

## Skill and Rerolls

Skill Level does not grant a default reroll phase.

Rerolls come from explicit rules:

- Advantage and Disadvantage.
- Class powers.
- Equipment.
- Conditions.
- Specific scene or feature rules.

When a rule grants a reroll, use that rule's timing, target dice, and limits. If no rule grants a reroll, the result after Edge is the final roll.

## Example: Boost From Skill Level

Tarin tries to force open an ancient iron-banded door while water floods the chamber. The Guide sets the check at Challenging DR 5.

**Setup:**

- Tarin's Athletics Skill Level is 2.
- Tarin commits 1 AD and Boosts with 2 extra AD.
- Total Dice Rolled: 3 AD.

**Initial Roll:** Hit | Miss | Miss

- Hit x1 = 1
- Miss x2 = 0
- Total = 1 dot

**Edge Phase:** No Advantage or Disadvantage applies.

**Final Pool:** Hit | Miss | Miss

- Hit x1 = 1
- Miss x2 = 0
- Total = 1 dot

**Outcome:** Tarin's total is well below DR 5. He strains against the door but cannot force it open yet. His Skill let him commit more effort, but it did not give a default reroll.

## Class Power Phase

Class Powers are special abilities tied to your chosen Class, triggered by specific Events during play—including Skill Checks. If the conditions of a Power are met now, you may activate one of them.

### Using a Class Power

- Only resolve a Power if its conditions are met by the current Event in play.
- You may trigger one Class Power per Event.
- Execute the Power's outcome exactly as written.

For full rules on Class Powers and their tiers, see:

- Character Classes and Class Powers.

## Degrees of Success and Failure

In Narateer, how far you beat—or miss—the mark matters as much as whether you pass or fail. A single check can range from legendary triumph to catastrophic collapse, giving Guides narrative and mechanical levers to heighten drama.

### How It Works

1. Roll your dice and apply Edge or other explicit reroll rules.
2. Compare your final total to the target number.
3. Success Margin = The difference in points above or below the target number determines the Outcome Tier.

| Success Margin Tier  |           Result Range | Description                                                                                                                 |
| -------------------- | ---------------------: | --------------------------------------------------------------------------------------------------------------------------- |
| Moment of Glory      |     Target +9 or more | You dominate the challenge with unforgettable flair. May trigger major bonuses, decisive advantages, or major story shifts. |
| Heroic Success       | Target +6 to Target +8 | You achieve an exceptional result. Gain a significant advantage, expanded effect, or memorable narrative flourish.          |
| Strong Success       | Target +3 to Target +5 | You exceed the goal with clear skill. Gain an improved result, extra benefit, or useful added detail.                       |
| Success              | Target +1 to Target +2 | You meet the challenge. The outcome resolves as intended.                                                                   |
| Near Miss            |    Target to Target -2 | You fall just short. The attempt may still produce partial progress, but carries a cost, flaw, or time penalty.             |
| Total Failure        | Target -3 to Target -5 | The attempt falters badly. It creates new problems, wastes resources, or worsens the situation.                             |
| Catastrophic Failure |     Target -6 or worse | Everything goes wrong. May trigger lasting harm, serious consequences, or immediate threats.                                |

> **Tip:** As a Guide, you can preplan degrees of success and failure when designing encounters or improvise them in the moment based on the narrative flow.

### How to Calculate Your Success Level

> **Success Margin = Your roll - target number**
>
> **Success begins at +1. Stronger success tiers now use compressed upper bands: +3, +6, and +9.**

> **Combat Note: Success Margin and Hit Margin**
>
> In general Skill Checks, the difference between your roll and the target number is called your **Success Margin**.
>
> In combat attacks, this same kind of comparison is called **Hit Margin** to make it clear that the number measures how well the attack lands.
>
> Hit Margin may determine attack Outcome Tiers and Class Power scaling. It is not the same as Damage Score.

## Example: Tier Calculation

Raeline desperately tries to hide from the beast stalking her. The beast's Observation Readiness Score is 4. Raeline throws everything into her Stealth roll and scores 7.

- First, she calculates the Success Margin: 7 - 4 = +3.
- A +3 Success Margin is a Strong Success.

The Guide allows Raeline to vanish into the ruined brush and gain a strong positional advantage before the next scene begins.

## Example: Strong Success

Kaelen attempts to pick a simple lock at Routine DR 2 and rolls 6. The Success Margin is +4, resulting in a Strong Success. He not only opens the lock but does so quietly, leaving no obvious sign of tampering.

## Readiness Scores

*A standing measure of preparedness.*

A Skill's **Readiness Score** represents how prepared your character is when they are not actively rolling. Readiness Scores are used when the Guide needs a fixed value for awareness, resistance, response, or behind-the-screen checks.

Readiness combines natural capacity with trained discipline, but it does not equal a full active roll. It shows how prepared your character is before they commit Action Dice to an action.

> **Readiness Score = 1 + half the total of your Linked Vital and Skill Level, rounded down.**
>
> **Minimum Readiness Score = 2.**

Use this table if easier:

| Linked Vital + Skill Level | Readiness Score |
|---:|---:|
| 0-2 | 2 |
| 3-4 | 3 |
| 5-6 | 4 |
| 7-8 | 5 |
| 9-10 | 6 |

Readiness Scores keep Vitals meaningful even when dice are not rolled. They represent natural capacity and training working together as standing readiness, without requiring every opposed moment to become roll-versus-roll.

> **Tip:** Record each Skill's Readiness Score on your character sheet so it rarely needs to be calculated during play.

### When Readiness Scores Are Used

A Readiness Score may be used:

- **Passively** — when another creature's natural capacity and training matter without that creature rolling.
- **Responsively** — as the base score for a fixed response or resistance when a rule calls for it.
- **Reactively** — when a rule uses a fixed response rather than a roll.
- **Behind the Screen** — when the Guide checks if your character naturally notices, recalls, or responds to something without interrupting play.

### When Readiness Is Not Active

Your Readiness Score does not always apply. If you are unconscious, unaware, incapacitated, or have no reasonable way to bring the relevant capacity to bear, the Guide may ignore your Readiness Score. In those cases, success or failure depends on the acting side, the fiction, and the relevant DR.

## Example: Readiness Score in Play

Kaelin walks through the dense market crowd when a cutpurse tries to swipe his coin pouch. The thief rolls a Finesse Skill Check against Kaelin's Insight Readiness Score.

Kaelin has Presence 3 and Insight SL 2.

- Linked Vital + Skill Level = 3 + 2 = 5.
- Readiness Score = 1 + half of 5, rounded down = 3.

The thief rolls 3 dots. Because the roll equals the target number, it fails. Kaelin instinctively feels the tug and grabs at the thief's wrist without declaring a check.

## Behind-the-Screen Skill Checks

*When trained capability meets the task, the dice stay quiet.*

A Behind-the-Screen Skill Check occurs when the Guide resolves uncertainty by comparing a character's Readiness Score to a Difficulty Rating or other fixed target—no dice roll is needed from the player.

> **Tip:** Guides should keep a quick reference of each PC's common Readiness Scores—such as Observation, Insight, Acrobatics, Athletics, Melee, and Survival—to speed up hidden or reflexive checks.

## How Behind-the-Screen Checks Work

Guides resolve Behind-the-Screen Checks silently using real character scores to handle cinematic scenes without interrupting flow.

### Guide Role: Silent Adjudicator

1. The Guide decides a hidden or reflexive check is needed.
2. The Guide sets the target number, usually a DR or another creature's Readiness Score.
3. Apply Edge factors only if the fiction clearly calls for them. Advantage may lower the effective difficulty by one tier; Disadvantage may raise it by one tier.
4. Compare silently: the Guide compares the character's Readiness Score to the target number.
5. Narrate the outcome without announcing a check occurred:
   - If the Readiness Score exceeds the target number, the character succeeds.
   - If the Readiness Score equals or falls below the target number, the character fails. The Guide may let the missed detail pass silently or present a cue that gives the player a chance to respond with an active Skill Check.

> **Guide Tip:** Each Difficulty Tier equals a shift of 3 DR. You can increase or decrease the target in steps of 3 to reflect the scene's challenge. Alternatively, set any target number that best fits the moment.

### Player Role: Decider of Effort

- You can accept the passive outcome and keep the story moving.
- You can choose to escalate when the fiction gives you a cue by:
  - Declaring your action.
  - Spending Action Dice.
  - Making an active Skill Check.

This is your call—you decide when to bring in the dice.

## Example: Behind-the-Screen Skill Check

**Scene:** Elira enters the scorched remnants of a camp. Wind scatters ash. There is a chance she could spot a faint trail.

- Elira has Cognition 3 and Observation SL 2.
- Linked Vital + Skill Level = 5.
- Observation Readiness Score = 3.
- Guide sets Difficulty: DR 2 (Routine).
- Comparison: Elira's Readiness Score exceeds the DR.

**Guide Resolution:** Without prompting or rolling, the Guide says: "You notice a faint trail leading northeast, up the ridge."

## Example: Behind-the-Screen Check With Cue

**Scene:** Torren enters the crypt's antechamber. The air is still, the stone walls cracked. Something here feels wrong.

- Torren has Cognition 3 and Observation SL 2.
- Observation Readiness Score = 3.
- The crypt was built by master masons, so the Guide sets the hidden mechanism at DR 4.
- Comparison: Torren's Readiness Score does not exceed the DR.

**Guide Chooses to Drop a Cue:** Because Torren is close enough to sense something unusual, the Guide gives a subtle opening:

> "As you cross the threshold, your footstep echoes strangely—just for a moment, like something shifted in the stone beneath you."

**Player Response:** The player picks up on the cue:

> "That's weird. I pause and focus—trying to figure out what that was."

**Guide:** Make an Observation Skill Check.

**Outcome:** The player chooses to escalate, spending Action Dice to make an active Skill Check. Success could reveal the hidden mechanism or threat. Failure might trigger it instead. The tension is now in their hands.

## Tier-Based Random DRs (Optional)

Instead of setting a fixed Difficulty Rating (DR), the Guide may roll a random DR behind the screen. This adds uncertainty to the challenge and can reflect changing, unstable, or unknowable conditions.

| Difficulty | Base DR | Dice Pool | Average DR |
|---|---:|---|---:|
| Routine | 0 | 3 dice | ≈ 2 |
| Challenging | 3 | 3 dice | ≈ 5 |
| Heroic | 6 | 3 dice | ≈ 8 |

To use this method, roll 3 dice behind the screen, count the dots (⚫⚫ = 2, ⚫ = 1, ⚪ = 0), and add the result to the tier's Base DR. The total becomes the Difficulty Rating for that moment.

Random DRs are best used for uncertain environmental conditions, unstable hazards, or hidden difficulty. They should not replace a creature's Readiness Score unless the Guide deliberately wants that opposition to be unstable or unpredictable.

## Example: Basic Check (No Modifiers, No Edge)

In this example, a character tries a straightforward task without Advantage or Disadvantage.

1. **Declare Intent:** Javi attempts to climb a cliff face under calm weather. This action has inherent risk, so a Skill Check is required.
2. **Guide Confirms Skill Check:** The Guide calls for an Athletics Skill Check. Conditions are fair, so the target is Routine DR 2.
3. **Commit Action Dice:** Javi commits 1 AD.
4. **Decide to Boost or Not:** Javi's Athletics Skill Level is 1, so he could Boost with up to 1 extra AD. He chooses not to Boost.
5. **Roll All Dice:** Javi rolls 1 AD: Miss = 0 dots.
6. **Edge Phase:** No Advantage or Disadvantage applies.
7. **Compare to Difficulty:** Javi's total is below DR 2. The check fails.
8. **Class Power Phase:** No Class Power triggers.

**Outcome:** Javi fails narrowly. Meeting the target number is not enough; he must beat it.

## Example: Modified Check (Higher Difficulty)

Rika leaps across a collapsing bridge during a violent storm.

1. **Declare Intent:** Rika attempts the leap.
2. **Guide Confirms & Modifies DR:** The Guide calls for an Athletics Skill Check. The storm and collapsing bridge raise the difficulty from DR 2 to DR 5.
3. **Commit Action Dice:** Rika spends 1 AD.
4. **Decide on Boost:** Rika's Athletics Skill Level is 2, so she can Boost with up to 2 extra AD. She adds 1 extra AD, for 2 AD total.
5. **Roll All Dice:** Rika rolls Hit | Miss = 1 dot.
6. **Edge Phase:** No Advantage or Disadvantage applies.
7. **Compare to Difficulty:** Rika's total is 1, which does not exceed DR 5. The check fails.
8. **Class Power Phase:** No Class Power triggers.

**Outcome:** Rika fails the leap due to harsh conditions. The +3 DR modifier made a dramatic difference.

## Example: Opposed Skill Check With Advantage

Kai attempts to sneak past a sentry. Kai has the cover of darkness and the sentry is distracted, so the Guide grants Advantage.

The sentry has Cognition 2 and Observation SL 2.

- Linked Vital + Skill Level = 4.
- Observation Readiness Score = 3.

Kai must exceed DR 3.

1. **Declare Intent:** Kai declares a Stealth Skill Check.
2. **Guide Confirms Check:** The Guide confirms Kai is rolling Stealth against the sentry's Observation Readiness Score.
3. **Commit Action Dice:** Kai commits 1 AD.
4. **Boost:** Kai's Stealth Skill Level is 2, so he may Boost with up to 2 extra AD. He spends 2 extra AD, for 3 AD total.
5. **Roll All Dice:** Kai rolls Miss | Hit | Miss = 1 dot.
6. **Edge Phase:** Because Kai has Advantage, he rerolls both Misses: Hit and Miss. His adjusted pool is Hit | Hit | Miss = 2 dots.
7. **Compare to Target:** Kai's 2 does not exceed the sentry's Readiness Score of 3.
8. **Class Power Phase:** No Class Power triggers unless Kai has one that applies.

**Outcome:** Even with committed effort and Advantage, Kai fails to slip past unnoticed. His Skill let him Boost, but the roll still mattered.

## Summary

- You attempt a Skill Check when an action is risky, dramatic, contested, or could meaningfully shift the fiction.
- A Skill Check uses Action Dice committed by the player.
- Most Skill Checks made as actions require at least 1 AD.
- During your activation, proactive uses of a Skill are limited to SL + 1, minimum 1.
- Skill Level determines how many extra AD may be committed when Boosting the check.
- Reactions cannot normally be Boosted unless a rule specifically allows it. Melee Exchange responses are the default combat response that can be Boosted.
- The total number of dots must exceed the target number to succeed.
- Difficulty Ratings range from Routine DR 2 to Mythic DR 14, with Trivial actions requiring no roll.
- A Readiness Score is used when a creature's natural capacity and training matter without requiring that creature to roll.
- Readiness Score = 1 + half the total of Linked Vital and Skill Level, rounded down; minimum 2.
- Active opposition may use response rolls, Readiness Scores, or another named response score, as defined by the relevant rule.
- Advantage and Disadvantage are resolved during the Edge Phase immediately after the roll.
- Skill Level does not grant default rerolls.
- Class Powers may trigger if their conditions are met during the check; one Power per Event.
- The Outcome Tier is based on margin versus the target number (the Success Margin), from Legendary Triumph to Catastrophic Failure.
- In combat attacks, this same comparison may be called Hit Margin. Hit Margin is not the same as Damage Score.
- The Guide may use Behind-the-Screen Checks to compare Readiness Scores to DR or other fixed targets without alerting players.



---

# Magic

*To cast magic is not just to act—it is to shift. To become a vessel and a channel of volatile power.*

The practice of magic in Narateer is not a memorized trick or mechanical task. It is a surrender to something vast. You do not control magic—you open to it. Whether ancestral, elemental, divine, primal, psionic, infernal, or unknowable, the current flows through you in raw and volatile form. Every spell is a risk. Every surge is a story.

Each caster must learn to enter a Trance—a dangerous alignment of body, breath, focus, and will—to serve as conduit for the power they wield. In doing so, they do not command magic. They survive it.

> To act, to burn, to shape, to fracture—it begins with how much power you dare to hold.

## What Is Magic?

Magic is the act of surrendering to a power beyond the self and shaping it into form. This act is mediated through a Trance, a heightened state that allows a character to convert Action Dice (AD) into Magic Dice (MD).

Magic is:

- A force shaped through surrender and control.
- A resource flow tied to your Skills and limits.
- A volatile current that pushes back when forced.
- A state of attention, risk, and transformation.

Ask yourself:

- What stirs your magic: emotion, memory, pain, purpose, faith, hunger, command, or communion?
- How does your Trance appear at the table?
- What does it cost you to hold the current open?
- What happens when you reach for more than you can safely bear?

## Magic Dice and Dice Conservation

Magic Dice are not separate points, slots, charges, or tokens. They are your own dice turned toward magic.

A Trance changes the state of your dice. It does not create new dice.

> **Dice Conservation:** Your total number of Action Dice and Magic Dice should always equal your current dice body. Magic changes dice state; it does not create extra dice.

For example, if you convert 3 Ready AD into 3 Ready MD, you now have 3 fewer Ready AD and 3 more MD. Your total dice count has not changed.

## Magic Pool Structure

Your Magic Pool tracks the flow of Magic Dice (MD) as they move through three zones on your personal Magic Pool Card.

- **Ready MD** — Magic Dice ready to spend.
- **Casting Zone** — Dice currently committed to a spell.
- **Used MD** — Magic Dice already used or depleted, awaiting refresh or release.

Magic Dice may move between these zones through Trance, spellcasting, refresh, release, Scene Reset, and Overcharge.

## Magic Pool Limit

Your Magic Pool Limit (MPL) is the maximum number of Magic Dice you can safely hold across all Magic Pool zones.

> **Magic Pool Limit = Highest magic Skill Level**

Your MPL includes:

- Ready MD
- Used MD
- MD committed in the Casting Zone

You cannot safely hold more MD than your MPL. If your total MD exceeds your MPL, your Trance becomes Overcharged.

## Trance Uses

A caster can only safely open or deepen a Trance a limited number of times before rest.

> **Trance Uses per Long Rest = Highest magic Skill Level**

You spend 1 Trance Use when you:

- Enter Trance safely.
- Deepen Trance safely.

A Trance Use represents opening the channel with discipline, preparation, and control. Once all Trance Uses are spent, you may still force magic, but doing so is dangerous.

## Trance States

A Trance has a base state and may also become Overcharged.

| Trance State | Meaning |
|---|---|
| **Stable Trance** | Entered and deepened only by spending Trance Uses. The current is controlled. |
| **Unstable Trance** | Entered or deepened by force, violently disrupted, or otherwise made ragged by a rule or effect. |
| **Overcharged Trance** | Your total MD exceeds your MPL. You are holding more magic than your vessel can safely contain. |

Do not track Stable and Unstable Magic Dice separately. Track the Trance itself.

If any part of the current Trance is created by Forced Entry or Forced Deepening, the entire Trance becomes **Unstable** until it ends.

If your total MD exceeds your MPL, your Trance becomes **Overcharged**. While Overcharged, the entire Trance behaves as Unstable. Overcharge ends when your total MD is equal to or lower than your MPL.

If the Trance was Stable before becoming Overcharged and was not otherwise forced, it returns to Stable when Overcharge ends. If the Trance was already Unstable, it remains Unstable until it ends.

## Entering Trance Safely

You may Enter Trance safely if:

- You are not already in Trance.
- You have at least 1 Trance Use remaining.
- You have Ready AD available to convert.

To Enter Trance safely:

1. Spend 1 Trance Use.
2. Choose how many Ready AD to convert into MD, up to your Magic Pool Limit.
3. Move those dice directly into your Ready MD zone.
4. Your Trance becomes Stable.

No roll is required.

> **Example: Safe Entry**
>
> Senna has Magic Pool Limit 3 and 3 Trance Uses remaining. She spends 1 Trance Use and converts 3 Ready AD into 3 Ready MD. Her Trance is Stable.

## Deepening Trance Safely

If you are already in Trance, you may Deepen Trance safely if:

- You have at least 1 Trance Use remaining.
- You have Ready AD available to convert.
- You have space remaining in your Magic Pool.

To Deepen Trance safely:

1. Spend 1 Trance Use.
2. Choose how many Ready AD to convert into MD, up to your remaining Magic Pool space.
3. Move those dice directly into your Ready MD zone.
4. If your Trance was Stable, it remains Stable.

No roll is required.

> **Example: Safe Deepening**
>
> Marrow is already in a Stable Trance and currently holds 1 Ready MD. Her MPL is 3, so she has room for 2 more MD. She spends 1 Trance Use and converts 2 Ready AD into 2 Ready MD. She now holds 3 MD total and remains Stable.

## Forced Entry or Forced Deepening

If you have no Trance Uses remaining, or you choose not to spend one, you may force the channel.

Forced magic is dangerous. You are opening the current without safe control.

To Force Entry or Force Deepening:

1. Choose how many Ready AD you attempt to convert into MD, up to your available Magic Pool space unless a spell, power, relic, feature, or Guide ruling permits deliberate Overcharge.
2. Roll those dice.
3. Each die showing ⚫⚫ or ⚫ becomes 1 Ready MD.
4. Each die showing ⚪ fails to convert. Reroll each failed die:
   - ⚫⚫ or ⚫ → the die becomes Used AD.
   - ⚪ → the die becomes Wounded AD.
5. If this is Forced Entry and no MD are created, you do not enter Trance.
6. If this is Forced Deepening, your current Trance becomes Unstable whether or not new MD are created.
7. If at least 1 MD is created by force, your Trance becomes Unstable.
8. If your total MD now exceeds your MPL, your Trance becomes Overcharged.

Forced magic cannot create extra dice. Each die can only become one die: Ready MD, Used AD, or Wounded AD.

> **Example: Forced Entry**
>
> Veyra has no Trance Uses remaining but needs magic now. She attempts to force 3 Ready AD into MD.
>
> She rolls: ⚫⚫ | ⚫ | ⚪.
>
> Two dice show dots, so 2 dice become Ready MD. The blank fails to convert and is rerolled.
>
> The reroll is ⚪.
>
> That die becomes Wounded AD. Veyra enters an Unstable Trance with 2 Ready MD and suffers 1 Wounded AD.

## Overcharged Trance

Overcharge occurs when your total MD exceeds your Magic Pool Limit.

While Overcharged, the entire Trance behaves as Unstable. This means your Used MD do not refresh automatically, and Scene Reset or Release uses the Unstable rules while the excess remains.

> **Overcharge Amount = Total MD − Magic Pool Limit**

When your Trance becomes Overcharged, immediately test the excess MD before you may spend, release, refresh, or convert those dice.

To test Overcharge:

1. Count your Overcharge Amount.
2. Choose that many MD in your Magic Pool as excess MD, unless an effect says otherwise.
3. Roll those excess MD.
4. Resolve each die:
   - ⚫⚫ or ⚫ → the die holds. It remains MD in its current MD state.
   - ⚪ → the die burns out. Convert it into Wounded AD.

Unless an effect says otherwise, the caster chooses which MD count as excess. If an enemy effect causes Overcharge, that effect may specify which MD are tested.

At the start of each of your turns, before refreshing MD or taking actions, test Overcharge again if your total MD still exceeds your Magic Pool Limit.

Overcharge ends when your total MD is equal to or lower than your Magic Pool Limit.

If the Trance was Stable before becoming Overcharged and was not otherwise forced, it returns to Stable when Overcharge ends. If the Trance was already Unstable because of Forced Entry, Forced Deepening, violent disruption, or another effect, it remains Unstable until it ends.

> **Principle:** Power is not dangerous because it exists. It becomes dangerous when it exceeds the vessel carrying it.

### Deliberate Overcharge

Safe Entry and Safe Deepening cannot exceed your MPL.

Forced Entry, Forced Deepening, spells, relics, class powers, unstable environments, or magical backlash may push you beyond your MPL. If they do, your Trance becomes Overcharged.

A caster may deliberately force beyond their MPL only when a spell, power, relic, feature, or Guide ruling permits it. Otherwise, ordinary Forced Entry and Forced Deepening are limited by available Magic Pool space.

> **Example: Overcharged Trance**
>
> Ivara has MPL 3 and already holds 3 MD. A forbidden relic floods her with 2 additional MD, bringing her to 5 total MD.
>
> Her Overcharge Amount is 2.
>
> Before she can spend, release, refresh, or convert those dice, she immediately tests 2 excess MD and rolls: ⚫ | ⚪.
>
> One die holds as MD. One burns out and becomes Wounded AD.
>
> Ivara now holds 4 MD, still 1 above her MPL, so she remains Overcharged. While Overcharged, her whole Trance behaves as Unstable.
>
> At the start of her next turn, before refresh, if she still holds 4 MD, she tests 1 excess MD again.

## Refreshing Magic Dice

Magic Dice refresh differently depending on whether your Trance is Stable, Unstable, or Overcharged.

### Stable Trance Refresh

If your Trance is Stable, Used MD refresh automatically.

At the start of your turn:

- Move all Used MD to Ready MD, unless your refresh is impaired.

If your refresh is impaired, roll Used MD as normal for an Impaired Refresh:

- ⚫⚫ or ⚫ → returns to Ready MD.
- ⚪ → remains Used MD.

### Unstable Trance Refresh

If your Trance is Unstable, Used MD do not refresh automatically.

At the start of your turn:

1. Roll all Used MD.
2. Each ⚫⚫ or ⚫ returns to Ready MD.
3. Each ⚪ remains Used MD.

If another condition or effect also impairs your refresh, apply that effect as stated by the condition or rule.

### Overcharged Trance Refresh

If your Trance is Overcharged, resolve Overcharge before refreshing.

At the start of your turn:

1. Check whether you began the turn Overcharged.
2. Test Overcharge if your total MD exceeds your MPL.
3. Check whether your Trance is still Overcharged.
4. If you began the turn Overcharged, refresh Used MD as Unstable for this turn, even if the Overcharge test reduces your total MD to your MPL or lower.
5. If you did not begin the turn Overcharged, refresh according to your current Trance state: Stable or Unstable.
6. Continue your turn.

> **Example: Unstable Refresh**
>
> Nyra is in an Unstable Trance with 3 Used MD. At the start of her turn, she rolls them: ⚫ | ⚪ | ⚫⚫.
>
> Two dice return to Ready MD. One remains Used MD.

## Spellcasting Sequence

Casting a spell follows the standard Skill Check sequence unless the spell says otherwise, with additional magical costs and effects.

Steps:

1. Declare what you attempt.
   - You must be in Trance.
   - State the spell, target, intent, and effect.
2. The Guide confirms whether a Skill Check is required.
3. Pay Casting Cost:
   - Spend 1 Action Die (AD), unless the spell says otherwise.
   - Spend 1 Ready Magic Die (MD), unless the spell says otherwise.
4. Decide whether to Boost:
   - You may Boost the spell by adding additional Ready AD, Ready MD, or a combination of both.
   - Unless the spell says otherwise, the maximum number of Boost dice you may add equals the Skill Level used for the spellcasting Skill Check.
   - AD committed to Boost a spell represent effort, focus, movement, breath, aim, force of will, or bodily strain poured into the casting.
   - MD committed to Boost a spell represent deeper magical current poured into the casting.
   - If a spell refers to **MD used to Boost this spell**, only Magic Dice count for that effect. AD Boosts can strengthen the casting attempt, but they do not count as MD-specific magical intensification.
   - If a spell is cast as a Reaction, it cannot normally be Boosted unless the spell or another rule specifically allows it.
5. Roll all committed casting dice.
6. Resolve the Edge Phase, if Advantage or Disadvantage applies.
7. Count dots: ⚫⚫ = 2, ⚫ = 1, ⚪ = 0.
8. Compare the result to the target number.
9. Resolve the Class Power Phase, if triggers apply.

> **Success = total dots exceed the target number.**
>
> **Failure = total dots equal to or less than the target number.**

A spell's target number may be a Difficulty Rating, a creature's Readiness Score, an active response roll, a Melee Exchange result where a spell specifically calls for one, or another score named by the spell or Guide.

If a spell attack targets a creature that cannot respond, the spell usually uses target number 0 unless the spell, scene, or Guide sets another number. If the target spends AD to respond, use the relevant active response roll or named response score.

After the spell resolves, all MD committed to the spell move to the Used MD zone unless the spell says otherwise. AD committed to the spell become Used AD unless another rule says otherwise.

### Spell Boosting Principle

AD can strengthen the casting attempt. MD can strengthen the magical effect when the spell specifically says so.

This distinction keeps spellcasting aligned with ordinary Skill Checks while preserving the unique importance of Magic Dice.

- **AD Boosts** help the caster succeed at the spellcasting check.
- **MD Boosts** help the caster succeed at the spellcasting check and may also fuel spell-specific magical enhancements when the spell says they do.
- A spell only gains extra effects from Boost dice if the spell explicitly says so.

For example, a fire spell might say, “For each MD used to Boost this spell, increase the Burning duration by 1 round.” In that case, AD Boosts would still add dice to the casting roll, but only MD Boosts would increase the Burning duration.

## Example: Spellcasting Skill Check

This example follows a Witch casting the Tier 1 spell Scorchpulse as a Skill Check attack.

1. **Declare Spell:** Greta, a Wildling Witch in Trance, declares Scorchpulse at a hulking brute. She names her target and intent—blast him with primal fire. Scorchpulse is a ranged spell using her Survival skill to aim and channel the effect.
2. **Guide Confirms & Casting Cost:** The Guide confirms this will be resolved as a spellcasting Skill Check. Because this is an attack spell, the brute's response determines the target number. If the brute cannot respond, the spell uses target number 0 unless modified. If the brute responds, Greta rolls against its active response.
3. **Casting Cost:** Greta pays the spell's casting cost: she spends 1 Action Die and 1 Ready Magic Die from her Magic Pool to cast Scorchpulse.
4. **Decide on Boost:** Greta may Boost the spell with Ready AD, Ready MD, or a combination of both, up to the spell's Boost limit. Scorchpulse uses Survival, and Greta has Survival SL 3, so she may add up to 3 Boost dice. Greta has only 1 Magic Pool Limit and has already committed her single Ready MD to cast the spell, so she Boosts with 3 Ready AD. Her total casting dice are now 1 AD + 1 MD + 3 Boosted AD = 5 dice.
5. **Roll Casting Dice:** Greta rolls all 5 dice together for the spell attack: ⚫ | ⚪ | ⚫ | ⚪ | ⚪ = 2. This gives 2 dots.
6. **Edge Phase:** Scorchpulse has Thermal Amplification—if the area is already aflame or heated, the spell attack is rolled with Advantage. In this scenario, the environment is normal, so no Advantage or Disadvantage applies.
7. **Compare to Target:** Greta's 2 dots exceed the brute's target number of 1. The spell attack hits.
8. **Resolve Spell Effects:** Scorchpulse deals fire damage and may inflict Lingering Harm (Burning), as described by the spell. If Scorchpulse includes any extra effect based on MD used to Boost the spell, Greta does not gain that extra effect because she Boosted with AD, not MD.
9. **Move Used Dice:** The MD committed to the spell moves to Used MD. The AD committed to the spell, including AD used to Boost, become Used AD.

## Scene Reset: Holding the Trance

A Scene Reset marks a meaningful shift in the fiction: a battle ends, a new scene begins, significant time passes, the tone changes, or the story moves from one dramatic beat to another.

When the Guide calls a Scene Reset, a caster in Trance must decide:

- Release the Trance before the reset; or
- Attempt to carry the Trance through the reset.

If the caster releases the Trance, resolve Voluntary Release.

If the caster carries the Trance forward, roll to see what remains.

### Stable Trance at Scene Reset

Roll all MD in your Magic Pool.

For Ready MD:

- ⚫⚫ or ⚫ → remains Ready MD.
- ⚪ → returns to Ready AD.

For Used MD:

- ⚫⚫ or ⚫ → remains Used MD.
- ⚪ → returns to Used AD.

If no MD remain, the Trance ends.

### Unstable or Overcharged Trance at Scene Reset

If your Trance is Overcharged at Scene Reset, test Overcharge first if your total MD exceeds MPL. Then resolve the Scene Reset according to the resulting state.

If the Trance is still Overcharged, or if the underlying Trance is Unstable, use the following rules.

Roll all MD in your Magic Pool.

For Ready MD:

- ⚫⚫ or ⚫ → remains Ready MD.
- ⚪ → reroll that die:
  - ⚫⚫ or ⚫ → becomes Used AD.
  - ⚪ → becomes Wounded AD.

For Used MD:

- ⚫⚫ or ⚫ → remains Used MD.
- ⚪ → becomes Wounded AD.

If no MD remain, the Trance ends.

After the Scene Reset is resolved, if your total MD still exceeds your MPL, your Trance remains Overcharged and you must continue testing Overcharge at the start of each turn.

> **Example: Stable Scene Reset**
>
> Kael ends a battle in a Stable Trance with 2 Ready MD and 1 Used MD. The Guide calls a Scene Reset.
>
> He rolls the Ready MD: ⚫ and ⚪. One remains Ready MD; one returns to Ready AD.
>
> He rolls the Used MD: ⚪. It returns to Used AD.
>
> Kael still has 1 Ready MD, so his Trance continues into the next scene.

> **Example: Unstable Scene Reset**
>
> Ivara carries an Unstable Trance across a Scene Reset with 2 Ready MD and 1 Used MD.
>
> Her Ready MD roll ⚫ and ⚪. One remains Ready MD. The blank is rerolled and comes up ⚪ again, becoming Wounded AD.
>
> Her Used MD rolls ⚪, becoming Wounded AD.
>
> Ivara keeps 1 Ready MD, but the unstable current burns her badly as the scene shifts.

## Voluntary Release: Ending Trance Safely or Unsafely

Once on your turn, as a Free Action, you may voluntarily release your Trance.

If your Trance is Overcharged, test Overcharge before you may release the Trance.

When MD leave Trance, they return to the matching AD state. A die cannot exit Trance in a better state than it currently holds.

- Ready MD may return as Ready AD.
- Used MD may return as Used AD.
- Unstable or Overcharged release may worsen dice into Wounded AD.

### Stable Release

If your Trance is Stable:

- Move all Ready MD to Ready AD.
- Move all Used MD to Used AD.
- Your Trance ends.

No roll is required.

### Unstable or Overcharged Release

If your Trance is Unstable or still Overcharged after any required Overcharge test, roll all MD in your Magic Pool.

For Ready MD:

- ⚫⚫ or ⚫ → returns to Ready AD.
- ⚪ → reroll that die:
  - ⚫⚫ or ⚫ → becomes Used AD.
  - ⚪ → becomes Wounded AD.

For Used MD:

- ⚫⚫ or ⚫ → becomes Used AD.
- ⚪ → becomes Wounded AD.

After all dice are resolved, your Trance ends.

> **Example: Stable Release**
>
> Senna ends a Stable Trance with 2 Ready MD and 1 Used MD.
>
> The 2 Ready MD return to Ready AD. The 1 Used MD returns to Used AD. Her Trance ends cleanly.

> **Example: Unstable Release**
>
> Orric ends an Unstable Trance with 1 Ready MD and 2 Used MD.
>
> He rolls the Ready MD and gets ⚪. He rerolls it and gets ⚫, so it becomes Used AD.
>
> He rolls the 2 Used MD: ⚫ and ⚪. One becomes Used AD. The blank becomes Wounded AD.
>
> Orric's Trance ends, but the forced current leaves a wound behind.

## Empty Pool

If you ever hold 0 MD, your Trance ends automatically.

No release roll occurs. There is no current left to release.

## External Disruption

Some effects may end, suppress, or violently disrupt a Trance.

If an external effect suppresses or closes your Trance without violence:

- Ready MD become Used AD.
- Used MD become Used AD.
- Your Trance ends.

If an external effect violently tears, shocks, severs, corrupts, or overloads your Trance:

- Resolve Unstable Release, even if your Trance was Stable.

If an effect specifies its own result, follow that effect instead.

## Repeated Magic and Scene Pressure

Magic is not an unlimited background action. If a character attempts repeated magical casting after the immediate dramatic moment is resolved, the Guide should call a Scene Reset before further meaningful magical effects continue.

This applies to any repeated magical effect: healing, harm, warding, divination, shaping, control, or other spellcasting. The rule is not about the spell's purpose. It is about the strain of keeping the current open beyond the scene that called it forth.

> **Guide Principle:** If magic is being used to extend, bypass, or grind through the aftermath of a scene, call a Scene Reset before further meaningful magical effects continue and test whether the Trance carries forward.

## Caster Archetypes — Magic Pool Themes

All casters use Magic Dice and enter Trance, but how that magic manifests—its tone, ritual, and feel—is yours to shape. These variations do not alter mechanics, but they define identity and deepen roleplay.

| Caster Type | Magic Pool Name | Trance Theme |
|---|---|---|
| Arcane (Wizard, Warlock) | Mana Pool | Tune into the arcane weave |
| Divine (Cleric, Prophet) | Devotion Pool | Invoke spiritual connection |
| Primal (Druid, Witch, Shaman) | Resonance Pool | Align with nature's rhythm |
| Psionic (Mystic, Monk) | Focus Pool | Meditate into psychic harmony |

## Quick Reference: Trance States

| Situation | Stable Trance | Unstable Trance | Overcharged Trance |
|---|---|---|---|
| Refresh Used MD | Used MD → Ready MD unless impaired | Roll Used MD; dots → Ready MD, blanks stay Used MD | Test Overcharge first; if you began the turn Overcharged, refresh as Unstable for that turn |
| Scene Reset: Ready MD | Dots stay Ready MD; blanks → Ready AD | Dots stay Ready MD; blanks reroll → Used/Wounded AD | Test Overcharge first; if excess remains, resolve as Unstable |
| Scene Reset: Used MD | Dots stay Used MD; blanks → Used AD | Dots stay Used MD; blanks → Wounded AD | Test Overcharge first; if excess remains, resolve as Unstable |
| Voluntary Release: Ready MD | Ready AD | Roll; dots → Ready AD, blank reroll → Used/Wounded AD | Test Overcharge first; if excess remains, release as Unstable |
| Voluntary Release: Used MD | Used AD | Roll; dots → Used AD, blanks → Wounded AD | Test Overcharge first; if excess remains, release as Unstable |
| State Ends When | Trance ends or becomes Unstable/Overcharged | Trance ends | MD total ≤ MPL; then return to underlying Stable/Unstable state |

## Quick Reference: Spell Boosting

| Boost Source | Adds Dice to Casting Roll? | Counts for MD-specific Spell Effects? | Final Dice State |
|---|---:|---:|---|
| Ready AD | Yes | No | Used AD |
| Ready MD | Yes | Yes, if the spell says so | Used MD |
| Combination of AD and MD | Yes | Only the MD portion counts | AD → Used AD; MD → Used MD |

Unless a spell says otherwise, the maximum number of Boost dice you may add equals the Skill Level used for the spellcasting Skill Check. Reaction spells cannot normally be Boosted unless the spell or another rule specifically allows it.

## Summary

- Magic is accessed through Trance, converting AD into MD.
- Magic changes dice state; it does not create extra dice.
- Total AD + MD must conserve the caster's current dice body.
- Magic Pool Limit (MPL) = highest magic Skill Level.
- Trance Uses per Long Rest = highest magic Skill Level.
- Safe Entry and Safe Deepening each cost 1 Trance Use and require no roll.
- Forced Entry and Forced Deepening roll the AD being converted, up to available Magic Pool space unless Overcharge is explicitly permitted.
- In forced conversion, dots become Ready MD; blanks are rerolled. A second blank becomes Wounded AD.
- A Trance is Stable if entered and deepened only with Trance Uses.
- A Trance becomes Unstable if any part of it is created by force.
- A Trance becomes Overcharged if total MD exceeds MPL.
- While Overcharged, the whole Trance behaves as Unstable.
- When Overcharge begins, immediately test excess MD before spending, releasing, refreshing, or converting those dice.
- Unless an effect says otherwise, the caster chooses which MD count as excess.
- While total MD remains above MPL, test excess MD again at the start of each turn before refresh.
- If you began the turn Overcharged, refresh Used MD as Unstable for that turn even if the Overcharge test ends the Overcharge.
- Overcharge ends when total MD ≤ MPL.
- If the Trance was Stable before Overcharge and was not otherwise forced, it returns to Stable when Overcharge ends.
- If the Trance was already Unstable, it remains Unstable until it ends.
- Stable Trance refreshes Used MD automatically unless impaired.
- Unstable Trance rolls Used MD to refresh.
- Casting a spell follows the standard Skill Check sequence unless the spell says otherwise.
- Spells compare their result to a target number, which may be a DR, Readiness Score, active response roll, Melee Exchange result where the spell calls for one, or another named score.
- Spells spend Ready MD and may be Boosted with Ready AD, Ready MD, or a combination of both unless the spell says otherwise.
- Unless a spell says otherwise, a spell's Boost limit equals the Skill Level used for the spellcasting Skill Check.
- AD Boosts strengthen the casting attempt and become Used AD after the spell resolves.
- MD Boosts strengthen the casting attempt and may also fuel MD-specific magical enhancements if the spell says so.
- A spell only gains extra effects from Boost dice if the spell explicitly says so.
- If a spell is cast as a Reaction, it cannot normally be Boosted unless the spell or another rule specifically allows it.
- At Scene Reset, roll MD to see what remains in Trance.
- During a Stable Scene Reset, Ready MD either remain Ready MD or return cleanly to Ready AD.
- During a Stable Scene Reset, Used MD either remain Used MD or return to Used AD.
- Used MD cannot return as Ready AD.
- Stable Release: Ready MD → Ready AD; Used MD → Used AD.
- Unstable or Overcharged Release may convert MD into Ready AD, Used AD, or Wounded AD depending on state and roll.
- If you hold 0 MD, Trance ends automatically.
- Repeated magic beyond the immediate scene should trigger Scene Reset pressure before further meaningful magical effects continue.


---

# Death & Recovery

*What keeps you here when the fire goes out?*

Vitality is not immortality. Even legends fall. But collapse is not the end—it is the question: will you rise again? In that breathless pause between life and death, time narrows.

Every heartbeat becomes a wager. Every roll, a reckoning.

> To endure, to awaken, to defy the dark—you must roll.

## Four Thresholds of Collapse

*No one dies all at once. You lose hope first, breath last.*

| State | Trigger | Condition |
|---|---|---|
| Unconscious | VIT = 0 | Down, but stable—alive, barely. |
| Critical | VIT < 0 | Slipping fast—your fire bleeds away. |
| Dying | Recovery Dice = 0 | Out of time—and options. |
| Dead | Failed the Last Gasp Roll | Deceased. |

## What Are Recovery Dice?

*When all else fails, these are the dice you roll to stay alive.*

Recovery Dice are temporary Narateer dice rolled when attempting to regain consciousness, stabilize from critical condition, or survive the brink of death.

They are not a separate dice type, and they are not taken from your Action Dice or Magic Dice pools. They are used only for Recovery Rolls.

Recovery Dice are based on Resilience (RES), representing your body’s ability to endure collapse and cling to life.

> **Tip:** Recovery Dice are not spent, wounded, refreshed, or tracked after the roll. Gather the number required, roll them, resolve the result, and return them to the table.

## Unconscious State (VIT = 0)

*You feel weightless. The world no longer responds.*

### Trigger

You enter this state the moment your Vitality reaches 0.

### Recovery Roll

> **Number of Recovery Dice = Resilience (RES)**

- At the start of your turn, you roll your Recovery Dice.

### Results

| Roll Outcome | Effect |
|---|---|
| Critical Hit (1+) | Regain consciousness with 1 VIT. |
| Multiple Crits (Heroic Recovery) | Regain consciousness and gain +1 VIT per additional crit. |
| No Crits | Remain Unconscious. |
| All Misses (Desperate Decline) | Remain Unconscious. Next Recovery Roll is at Disadvantage. |

### Example: Unconscious Recovery Roll

Roryn collapses on the rain-soaked battlefield, her breath shallow as her VIT hits 0. The clash of steel and thunderous roars fades around her. It’s her turn, but she’s unconscious—time for an Unconscious Recovery Roll.

Roryn has a Resilience of 2, so her player gathers 2 temporary Narateer dice as her Recovery Dice.

Roryn’s player rolls: one die shows a single dot (Hit), and one shows two dots—a Critical Hit.

A moment of suspense passes—suddenly, Roryn’s eyes snap open. She pushes herself up, coughing but alive, VIT resetting to 1. Her allies cheer as she scrambles to her feet, eager to rejoin the fight.

## Critical State (VIT < 0)

*Breath shortens. Memory frays. Instinct takes the wheel.*

### Trigger

You enter this state when VIT drops below 0.

### Recovery Roll

> **Number of Recovery Dice = RES - 1 per Vitality point below 0**

- At the start of your turn, you roll your Recovery Dice.
- If this would reduce your Recovery Dice to 0, you enter the Dying State.

### Results

| Roll Outcome | Effect |
|---|---|
| Critical Hit (1+) | Stabilize at 0 VIT. Enter Unconscious State. |
| Multiple Crits (Heroic Recovery) | Regain consciousness. Gain +1 VIT per additional crit. |
| No Crits | Remain Critical. Lose 1 Recovery Die on your next attempt. |
| All Misses (Desperate Decline) | Remain Critical. Lose 2 Recovery Dice on your next attempt. |

### Example: Critical Recovery Roll

Taomkin staggers backward, blood seeping through his armour. He had 1 VIT left before a razor-sharp scythe dealt 2 damage—enough to send him plunging to -1 VIT. The world fades as he collapses, entering Critical State.

Taomkin has a Resilience of 3. Because his Vitality is at -1, he rolls one fewer Recovery Die than normal: 3 - 1 = 2 Recovery Dice.

Taomkin’s player gathers 2 temporary Narateer dice and rolls, praying for a Critical Hit. One die is a blank (a Miss), the other lands on two dots—a Critical Hit.

He stabilizes at 0 VIT, unconscious but no longer spiraling toward death. His allies rush to defend his prone form, relieved to see the faint rise and fall of Taomkin’s chest. If he can survive until his next turn, he’ll try an Unconscious Recovery Roll—and maybe, just maybe, fight again.

## Dying State (Recovery Dice = 0)

*The last breath trembles in your chest. You get one final chance—your last gasp.*

### Trigger

You have no Recovery Dice remaining.

### The Last Gasp

> **Last Gasp Die = 1 Narateer die**

- At the start of your turn, you roll 1 Last Gasp Die.

### Results

| Roll Outcome | Effect |
|---|---|
| Critical Hit | Stabilize at 0 VIT. Enter Unconscious. |
| Hit or Miss | You die. The story ends. |

### Example: The Last Gasp

Lenora lies on the cold stone floor, her final Recovery Dice exhausted. The party watches in grim silence as the flicker of life fades from her eyes.

Now Dying, at the start of her next turn Lenora receives a single die—her Last Gasp—to cling to life.

She rolls, and the result shows a single dot—just a Hit, not the two-dot Critical she needs. Her chest falls still and does not rise again. A hush settles over the chamber as the adventurers realize Lenora has passed beyond mortal hands.

There are no second chances.

The darkness claims her, and their companion is gone forever.

## First Aid & Magic Healing

*Sometimes, it's the hand that reaches first that saves you.*

- A successful Medicine check allows you to roll your next Recovery Roll with Advantage (reroll all Misses).
- If you receive magical healing:
  - **Unconscious:** Recover VIT equal to the healing. Wake up.
  - **Critical:** First point stabilizes you (VIT = 0), remainder restores VIT. Wake up.

> **Tip:** Magical healing can bypass rolls entirely. Act fast and apply it early.

## Summary

- Four thresholds: Unconscious (VIT = 0) → Critical (VIT < 0) → Dying (Recovery Dice = 0) → Dead (failed Last Gasp).
- Recovery Dice are temporary Narateer dice used only for Recovery Rolls.
- Recovery Dice are based on Resilience (RES). Crits stabilize or wake you; stronger results can restore extra VIT.
- Recovery Dice are not Action Dice or Magic Dice. They are not spent, wounded, refreshed, or tracked after the roll.
- Critical Recovery Dice are reduced by 1 per Vitality point below 0.
- Last Gasp (Dying): Roll 1 Narateer die; only a Critical stabilizes at 0 VIT. Any non-crit = death.
- First Aid & Magic: Medicine grants Advantage on your next Recovery Roll (reroll misses). Magic healing wakes/stabilizes immediately; from Critical, the first point sets VIT to 0, remainder restores VIT.
- Play intent: Collapse is a clock. Act fast—aid and healing shift odds now; delay moves you toward Dying, then Dead.


---

# Distance & Range

*Each choice crosses space—what shifts is the lens.*

Whether whispering across a tavern table, loosing an arrow into the dark, or sprinting through firelit halls—distance matters. Narateer uses three spatial phases to fit movement and range to the scene’s tone, stakes, and pace.

> To act, to measure, to close the gap—begin with how the story sees the space between.

## How Does Distance Work?

*Range is a question. Each mode answers it differently.*

Distance determines how movement, range, and area effects are measured depending on the scene. The core rules persist—but the measurement method adapts to match the emotional and tactical stakes.

Ask yourself:

- What level of precision does the moment demand?
- Is spatial logic or story rhythm more important right now?
- Would a grid enhance or hinder clarity?

> **Tip:** For full rules on Scene Modes, see: Scene Modes (pp xx).

---

# Story Mode — Narrative Distance

Use narrative distance when drama matters more than detail. Resolve movement, range, and effects by intention and tone—not geometry. Focus on what feels plausible, not what measures true.

> **Tip:** Trust character intent and scene rhythm over measurement. If it feels right, let it be true—distance should serve the story, not stall it.

## Movement in Story Mode

Don’t count meters—describe intent. Use speed, terrain, and pacing to judge what feels right.

- The Guide weighs your Base Movement (BM), the terrain, and pacing to decide what makes sense.
- Use phrases like “you can get there,” “you’re too far,” or “you’ll arrive just in time.”

### Example: Shrine Approach

Your party spots a ruined shrine through the trees. One player says, "Can I reach it in one round?" The Guide considers terrain, pacing, and the character's BM, then replies, "Yes—your ranger is quick enough to cover the distance before the next beat of action."

## Range in Story Mode

Narrative range isn’t about meters—it’s about whether your action makes sense from where you are. Consider positioning, visibility, and the logic of the scene.

- The Guide weighs situational context—sightlines, object weight, weapon type—to decide what feels reasonable.
- Use phrases like “within reach,” “at a stretch,” or “too far to hit.”

### Example: Flask Throw

The party is perched on a bluff, watching a trio of cultists below. One player says, “Thade tosses a flask of oil toward the center of their group.” The Guide gauges the moment—tone, distance, tension—and replies, “Absolutely. It arcs overhead and smashes behind them. They wheel around, startled.”

## Area Effects in Story Mode

Area effects don’t need templates—just clear impact. Consider proximity, timing, and dramatic focus to decide how many targets are affected.

- The Guide judges impact based on proximity, size, and pacing—not radius.
- Use phrases like “catches the front ranks,” “engulfs the whole group,” or “just clips one or two.”

### Example: Wildfire Surge

A druid calls down flame in a forest clearing. The Guide decides it washes over the whole scene, scorching all hostile creatures. In a tighter setting, the effect might instead threaten just the front ranks.

---

# Cinematic Mode — Zone-Based Distance

Use Zone-based distance when you want clear structure and meaningful stakes without grid-based precision. They keep action fluid, fast, and easy to follow.

A Zone represents one tactically distinct area of the scene, such as a room, corridor, clearing, or rooftop. While often about 10 m across, its true size is flexible and defined by how it shapes character action.

> **Tip:** Use Zones to turn space into decision points. If it shapes action—a room, alley, bridge, or rooftop—it’s a Zone. The Guide can pre-mark Zones or call them on the fly as the story unfolds.

## Example Zones

- A 10 × 10 m square or hex space on a map.
- A rooftop terrace.
- A narrow hallway or alley.
- A single room of any shape.
- The deck of a ship.
- A cliffside ledge.
- A dense thicket or grove.
- A collapsed section of ruins.
- A raised platform, shrine, or siege tower.
- A market stall cluster or bazaar aisle.

## Zone “Snapping” in Cinematic Mode

Zone Snapping quickly converts real-world meters into Zones for movement, range, and area effects. It keeps play fast and consistent by replacing exact measurements with clear, game-ready distances.

### How to Snap Distance to Zones

1. Calculate the total distance in meters.
2. Round that distance to the nearest 10 m.
   - 1–4 rounds down to 0 m.
   - 5–14 rounds to 10 m.
   - 15–24 rounds to 20 m, etc.

> **Zone Count = Rounded Distance ÷ 10**

This value tells you:

- How many Zones a character can move through.
- How many Zones away a target is.
- How many Zones an effect can cover.

> **Tip:** Always round the total distance to the nearest 10 m before converting to Zones.

### Example: Distance Snapping

Velka’s Base Movement (BM) is 13 m. She chooses to Run, doubling her movement to 26 m. The Guide rounds this total distance up to the nearest 10 m—30 m—using Zone Snapping. This translates to 3 Zones, so Velka can move up to 3 Zones away from her current Zone.

## Movement in Cinematic Mode

In Cinematic Mode, you move by Zones—not tiles or meters. Your movement is snapped to Zone counts, and your exact position inside a Zone is handled narratively, not spatially.

- Declare your movement: Walk, run, or sprint, etc.
- Calculate your total move distance: Multiply your Base Movement (BM) accordingly—walk (×1), run (×2), or sprint (requires a skill check).
- Snap to Zones: Round the total distance to the nearest 10 m, then divide by 10 to get your number of Zones.
- Move between Zones: You may move through open Zones up to your limit.
- Position freely within a Zone: Once inside, describe where you go—toward cover, into melee, over a ledge.

You cannot:

- Skip obstacles or terrain without justification.
- Move through enemies without checks or consequences.
- Occupy the same exact same space as someone else unless it makes sense.

The Guide may restrict movement based on hazards, crowding, or resistance. Traversing a Zone isn’t automatic when the fiction pushes back.

> **Tip:** Being “in the Zone” doesn’t mean you control the space—it just means you’ve arrived. What you do there still depends on scene logic.

### Example: Corridor Run

Rholan is desperate to get to his allies a short distance away in a dungeon complex they are exploring. His Base Movement is 14 m. He runs, doubling that to 28 m. Snapped to the nearest 10 m, it becomes 30 m—3 Zones.

He sprints through two hallways into the chamber where his allies are cornered, weaving between foes or diving behind cover—no measuring, no grid, just action.

If the chamber’s chaotic or crowded, the Guide might call for a check (e.g. Athletics to push through) or limit how far Rholan gets before facing resistance.

## Range in Cinematic Mode

In Cinematic Mode, you measure range in Zones—not exact lines, angles, or metres. You describe the ranged action you want to take, and the Guide decides if it’s possible based on Zone distance, line of sight, and the logic of the scene.

- Declare your ranged action.
- Calculate your total ranged distance: Ranged weapons, spells, and abilities list ranges in metres. The Guide determines the distance to the target.
- Snap to Zones: Round the total distance to the nearest 10 m, then divide by 10 to get your number of Zones.
- Target freely within a Zone: If the target’s Zone is within your range, you may target anything inside it—subject to sight lines and obstructions.

You cannot:

- Ignore cover or obstacles just because you’re “in range.”
- Shoot through solid barriers without justification.
- Target something you cannot logically see or hear.

The Guide may rule a shot invalid, impose Disadvantage, increase the target number, or require movement before you attack. They may also adjust the target number based on environmental factors, the attacker’s position, or the nature of the target.

> **Tip:** Range in Cinematic Mode is about narrative reach, not ruler precision. Use Zones to keep things fast, fair, and fiction-first—if the scene supports it, the ranged action is valid. Let logic and line of sight do the heavy lifting.

### Example: Crossbow Shot

Kaelen crouches behind an overturned cart in the village square. Across the plaza—six Zones away—a bandit captain shouts orders from atop a well.

“I take aim with my light crossbow and fire,” Kaelen says.

The Guide checks the distance (6 Zones), confirms the sight line, and considers Kaelen’s position.

“Go for it,” the Guide replies. “You’re pushing your ideal range, but you’ve got a clear shot—no penalty.”

The bolt whistles across the square—deadly and cinematic.

## Area Effects in Cinematic Mode

In Cinematic Mode, area effects don’t use measured templates. Instead, they affect part of a Zone, a whole Zone, or spill into multiple Zones, depending on the effect’s scale. You describe the effect, and the Guide rules its impact based on Zone logic, positioning, and the fiction.

- Declare the effect: Spell, explosion, hazard, or burst—state exactly what’s happening and where it originates.
- Determine scale:
  - **Small effect (~5 m diameter):** Affects only a few targets within a Zone, close to the impact point.
  - **Medium effect (~10 m):** Can affect most or all targets in a single Zone.
  - **Large effect (15 m+):** Can affect all targets in a Zone and spill into one or more adjacent Zones.

### Examples: Effect Scaling

- **Small burst (~5 m):** A thrown vial of oil catches 2–3 clustered targets near the point of impact.
- **Zone-wide blast (~10 m):** A fireball spell engulfs the entire target Zone.
- **Massive sweep (~15 m+):** An exploding gunpowder barrel devastates the Zone and tears into adjacent ones.

Apply Zone logic:

- The Guide considers how targets are spaced, whether they are exposed or behind cover, and which parts of the Zone the effect can actually reach.
- Effects do not automatically fill a Zone unless their scale and conditions justify it.

Narrate consequences:

- Describe who’s caught, who avoids it, and how the environment reacts—smoke, fire, shockwaves, debris, or other hazards.

### Tips for Adjudicating

- Use headcounts, not math: Say “it catches the front three,” not “it hits in a 5m radius.”
- Declare intent clearly: Let players know roughly how many they can hit before they commit.
- Let terrain matter: A fireball in an open field is deadlier than one in a cluttered barn.

You cannot:

- Assume everyone in a Zone is hit unless the effect’s scale supports it.
- Ignore cover, barriers, or fictional positioning.
- Treat Zones as sealed boxes—effects can spill or be blocked naturally.

The Guide may expand or reduce an effect’s reach depending on terrain, target spread, elevation, or intervening obstacles. They may also apply Advantage, Disadvantage, altered target numbers, or Readiness Scores based on fictional positioning.

> **Tip:** Area effects are about impact, not geometry. Zones keep things fluid, so focus on who’s in danger, who’s shielded, and how the blast plays out in the scene—not how many squares are on fire.

### Example: Thunder Surge

Veska stands in the center of a ruined tower—her foes closing in. She slams her staff down, unleashing a thunderous shockwave.

The Guide considers the effect (10 m radius) and rules: “Everyone in this Zone is caught—five enemies and two allies. Unless someone dives for cover, they’re all thrown back.”

The blast rattles the chamber, sends bodies flying, and echoes through the stones. Cinematic. Clean. No templates needed.

---

# Tactical Mode — Precise Distance

Use precise distance when exact positioning, movement, and targeting are critical. Tactical Mode measures every action on a grid or hex map, tracking spaces, angles, and ranges exactly. It’s ideal for encounters where small shifts in position or line of sight can change the outcome, though it takes more time to resolve than other modes.

A Space represents one fixed unit of the play area, typically a 2 × 2 m square or hex. Spaces form the precise framework for movement, range, and area effects, with characters and objects occupying specific spaces rather than abstract areas.

> **Tip:** Tactical Mode turns the play area into a puzzle. Measure every step, check every angle, and let precise distances drive high-stakes, detail-rich play.

## Movement in Tactical Mode

In Tactical Mode, you move by Spaces—not Zones or narrative estimates. Your movement is counted space-by-space on a grid or hex map, with each space representing 2 m. Your exact position is tracked precisely, and movement paths must be legal according to the terrain and map layout.

- Declare your movement: Walk, run, or sprint, etc.
- Calculate your total move distance: Multiply your Base Movement (BM) accordingly—walk (×1), run/dash (×2), or special movement modes as allowed by rules.
- Count Spaces: Move through open Spaces up to your limit, counting each Space you enter.
- Track precise positioning: Your figure’s exact Space matters for cover, line of sight, and melee engagement.

You cannot:

- Move diagonally through corners or blocked Spaces unless rules allow.
- Pass through enemy-occupied Spaces without a check or special ability.
- Ignore terrain cost—difficult terrain requires additional movement per Space.

The Guide may require movement to stop when encountering hazards, choke points, or contested Spaces, and may adjust movement cost for elevation or terrain type.

> **Tip:** Being “in a Space” means your position is fixed for mechanical purposes—cover, engagement, and reach are determined from that Space, not narrative description alone.

### Example: Narrow Pass

Bruthier has a Base Movement of 12 m. He runs, doubling to 24 m—this is 12 Spaces (2 m per space). Counting precisely on the grid, he moves 5 Spaces down a corridor, 4 around a turn, and 2 more into a chokepoint between two pillars. Enemy soldiers occupy the Spaces ahead—he’ll need to stop and engage before moving further.

## Range in Tactical Mode

In Tactical Mode, you measure range in Spaces—counting directly on the grid or hex map from your position to the target. Each Space equals 2 m by default. You measure from the centre of your Space to determine exact range.

- Declare your ranged action: State your target and attack method.
- Measure range to the target: Count Spaces between your Space and the target’s Space along the most direct legal path.
- Convert to metres if needed: Multiply the number of Spaces by 2 m to compare to listed weapon or spell ranges.
- Target precisely: You must be able to target the exact Space occupied by the enemy, and line of sight must be unbroken.

You cannot:

- Ignore cover or obstacles even if range is valid.
- Target a Space you cannot see into unless rules for indirect fire apply.
- Count range “through” blocked Spaces unless your attack ignores them.

The Guide may require you to reposition for a clear shot, apply Disadvantage, adjust the target number, or rule that the target cannot be attacked based on partial cover, elevation, or obstructions.

> **Tip:** Tactical Mode is exact—if you’re one Space out of range, the attack cannot be made without moving.

### Example: Bow Shot

Kitrina is 12 Spaces from a charging ogre. Her bow’s effective range is 20 Spaces, so the shot is valid. Counting from the center of his Space to the center of the ogre’s, the Guide confirms a clear line with no blocking terrain. Kitrina fires, confident the numbers are on her side.

## Area Effects in Tactical Mode

In Tactical Mode, area effects use measured templates or space counts to determine exactly which targets are affected. Effects are resolved using precise placement on the grid or hex map.

- Declare the effect: Spell, explosion, hazard, or burst—state the point of origin.
- Place the template or count Spaces:
  - **Small effect:** Covers 2–3 Spaces in any direction from the origin space.
  - **Medium effect:** Covers up to 5 Spaces in any direction from the origin space.
  - **Large effect:** Covers up to 20 Spaces in any direction from the origin space.
- Mark affected Spaces: Any creature or object fully or partially in those Spaces is affected, subject to cover or line of effect rules.
- Narrate consequences: Describe who’s hit, who’s shielded, and how the scene changes.

You cannot:

- Assume a creature is affected unless its Space is within the measured area.
- Ignore blocking terrain for effects.
- Adjust effect size without applying the correct template or space count.

The Guide may adjust target numbers, apply Advantage or Disadvantage, or alter who is affected based on cover, elevation, or specific terrain features. The Guide may also allow creative placement within the rules.

> **Tip:** Tactical Mode makes area effects a game of precision—placement is as important as the effect.

### Example: Fireball Blast

Thurmalina targets a point 15 Spaces away with a fireball (20-foot/4-Space radius). The Guide places the template, confirming it covers 16 Spaces in total, catching seven enemies and just missing her allies behind a low wall. The blast scorches the courtyard, leaving charred stone and smouldering debris.

## Summary

- You use three spatial modes: Story (narrative logic), Cinematic (Zones), and Tactical (Spaces).
- Story Mode ignores measurements—resolve movement, range, and area effects by plausibility and scene flow.
- Cinematic Mode snaps metres to 10 m Zones for movement, range, and effects—fast but structured.
- Tactical Mode measures in 2 m Spaces on a grid/hex, tracking exact position, distance, and effect templates.
- Match the mode to the scene’s stakes—use precision for tactical tension, abstraction for dramatic pace.
- The Guide always enforces terrain, obstacles, and line-of-sight limits, even when within nominal range.
- When distance or positioning affects a roll, the Guide may apply Advantage, Disadvantage, adjust the target number, use a relevant Readiness Score, or rule that the action is not possible from the current position.


---

# Movement

*Position decides danger before blades do.*

In Narateer, motion is intent made visible: closing, peeling off, drawing fire, breaking line. The ground itself is a clock—every meter you take or give changes whose turn the story favours. You press when the field is open, stall when it is not, and pay for either with finite attention and effort. Movement is never background; it is the board.

> Tactical power lives in position—but position must be bought. Choose your direction and pay its cost.

## What Is Movement?

*To move is to choose the terms of the next exchange.*

Movement is your deliberate repositioning within the current scene. You express it in meters, zones, or spaces depending on scene mode. On your turn you choose one movement mode (Walk, Run, or Sprint), apply terrain and condition modifiers, and resolve any required checks. Movement interacts with the procedures in Distance & Range (scene modes, zone snapping, space counting).

Ask yourself:

- What do I threaten next? Move to make your next action inevitable.
- What do I deny? Move to erase enemy lines, cover, or angles.
- What do I trade? Speed costs attention; decide if the tempo is worth it.

## Calculating Base Movement

Your Base Movement (BM) is the foundation of all movement. It represents your raw movement in metres, which can then be converted into Narrative Distance, Zones, or Spaces depending on the Scene Mode.

> **BM = (Strength + Agility) + 8**

- Record your Base Movement on your Character Sheet.

> **Tip:** If you change STR or AGI, update your BM on your character sheet immediately.

### Example: Base Movement

Kael the Ranger has Strength 2 and Agility 4. His Base Movement is calculated as:

- BM = (2 + 4) + 8 = 14 m.

Kael can walk 14 m per 10-second round.

## Choose a Movement Mode (One Per Turn)

On your turn, you choose one mode of movement—and pay its cost—that carries you through the entire round.

| Mode | Distance | AD Cost | Roll Required | Primary Use |
|---|---|---:|---|---|
| Walk | BM | 0 | — | Free reposition without strain |
| Run | BM × 2 | 1 | — | Rapid, reliable advance or withdrawal |
| Sprint | See Sprint | 1+ | Athletics (STR) or Acrobatics (AGI) Skill Check | All-out burst of speed |

## Movement Sequence

Steps:

1. You choose one movement mode (Walk, Run, or Sprint) once per turn.
2. Calculate your total movement distance using your BM.
3. Convert to Zones or Spaces depending on the Scene Mode in play (see Distance & Range, pp xxx).
4. You may split your movement before and after an action only if you declare it when you start moving.

Adhere to all terrain and environmental conditions to reposition your character in the scene.

## Sprint

Spend at least 1 AD, then make an Athletics (STR) or Acrobatics (AGI) Skill Check. Because Sprint is an action, you may Boost it with extra AD as usual before the roll.

Sprint does not use a normal pass/fail Difficulty Rating. Instead, compare your final total to the Sprint Result Table below.

| Final Total | Result | Description |
|---:|---|---|
| ≤ 3 | Run: BM × 2 | No surge; AD is spent and you only manage a Run. |
| 4–6 | BM × 3 | Reliable burst most heroes can achieve. |
| 7–9 | BM × 4 | Hard sprint; trained or well-boosted performance. |
| 10–11 | BM × 5 | Heroic dash; peak human burst. |
| ≥ 12 | BM × 6 | Legendary surge. |

> **Tip:** Sprint when a single turn of reach decides initiative order, cover, or escape.

### Example: Sprinting

Arlen sees the gap—a few dozen meters to safety. He makes an Athletics Skill Check, Boosting the initial 1 AD with an extra 3 AD. His final total is 7.

With Strength 4 and Agility 3, his Base Movement is 15 m, i.e. 8 + 7. By scoring 7 on the Sprint Result Table, he multiplies his BM × 4, resulting in a Sprint distance of 60 m.

Arlen drives forward, breath ragged, feet hammering dirt—covering the distance to safety in a single, desperate burst.

## Apply Terrain & Conditions

These effects change how far you actually get after you pick a movement mode. Apply the single highest category unless a row explicitly says it stacks.

| Condition / State | Effect on Movement |
|---|---|
| Difficult terrain | Double (×2) the movement cost |
| Unfamiliar terrain | Treat as Difficult terrain. |
| Encumbrance | BM –25% (Encumbered), BM –50% (Heavily), BM 0% (Overburdened). |
| Prone | Spend 1 AD to stand; movement begins after you rise. |
| Slowed / Crawling | Treat all movement as Difficult. Stacks with actual Difficult terrain. |
| Swim / Climb | Athletics or Acrobatics required; treat as Difficult unless aided. |
| Grappled / Immobilized / Paralyzed / Restrained / Stunned / Incapacitated | No movement. |
| Exhausted | You cannot Sprint. |
| Magical movement | Follow the effect’s description for magic-based movement. |

### Resolution Order (Quick Rule)

- Adjust BM for Encumbrance and speed buffs.
- Choose mode (Walk/Run/Sprint) and apply its multiplier.
- Apply terrain/condition costs and any stacking.

## Work With Scene Modes

Pick the precision the scene demands. Scene Mode determines how you measure distance and position—pure narrative, abstracted zones, or exact spaces.

- **Story Mode:** resolve plausibly; no counting.
- **Cinematic Mode (Zones):** convert meters to zones via Zone Snapping (round to the nearest 10 m, then ÷ 10).
- **Tactical Mode (Spaces):** count exact 2 m spaces; positioning, angles, cover, and AoEs matter.

For Scene Mode effects, see Distance & Range.

## Example: Cinematic Chase (Zones)

Mira must cross a crowded bazaar and reach the alley mouth before assassins on the rooftops can fire at her.

### Setup

- **Scene Mode:** Cinematic (Zones)
- **Mira’s Stats:** STR 2, AGI 4 → BM = (2 + 4) + 8 = 14 m; she also has an Acrobatics Skill Level of 4.
- It is 50 m to the alley, but the first 20 m of path is Difficult terrain (dense crowd) → costs double distance. Therefore, the movement cost is (20 × 2) + 30 = 70 m.
- **Zone conversion:** 70 m → 7 zones (70 / 10)

### Mira’s Sprint

1. **Choose mode:** Sprint costs at least 1 AD and uses an Acrobatics (AGI) Skill Check.
2. **Boost & roll:** Mira spends +4 AD to Boost. Her final total is 12 → BM × 6 (Legendary surge).
3. **Raw Sprint distance:** 14 × 6 = 84 m.
4. **Zone conversion:** 84 m → 8 zones (Snap 84 → 80; 80 / 10 = 8).
5. Mira had 7 Zones to cover and dashed 8 zones. After terrain, Mira ends 1 zone past the entrance to the alley.

### Outcome (Narration)

Mira knifes through the crowd and disappears into the alley mouth before the assassins finish drawing bows.

## Example: Tactical Push Under Fire (Spaces)

Dorn is injured and prone behind rubble trying to escape with a chest of treasure. He needs full cover behind a pillar 16 m away while crossing rubble.

### Setup

- **Scene Mode:** Tactical (Spaces)
- **Dorn’s Stats:** STR 3, AGI 2 → BM = (3 + 2) + 8 = 13 m.
- Encumbered (–25%) → BM = (13 × 0.75) = 10 m.
- Starts Prone and only has 2 AD available.
- It is 16 m to the pillars, but 9 m of the path is Difficult terrain (rubble) → costs double distance.
- Therefore, the movement cost is (9 × 2) + 7 = 25 m.
- **Space conversion:** 25 m → 12 spaces (25 / 2)

### Dorn’s Run

1. Stand from Prone: 1 AD.
2. Choose mode: Run 1 AD (he lacks the AD to Sprint).
3. Raw Run distance: BM (adjusted) 10 × 2 = 20 m.
4. Space Conversion: 20 / 2 = 10 spaces.
5. Dorn had 12 spaces to cover and ran only 10 spaces.

### Outcome (Narration)

Dorn pops up, pounds across uneven stone, but he skids just short of the pillars. The combined effect of his injuries, conditions, and terrain left him short of the pillar.

## Summary

- Record BM = 8 + STR + AGI (walking distance in meters per 10-second round).
- Movement uses meters by default; convert to Zones/Spaces by Scene Mode.
- One movement mode per turn (Walk/Run/Sprint); pay AD and resolve checks as needed.
- Sprint is an action: spend at least 1 AD, make an Athletics or Acrobatics Skill Check, and compare the final total to the Sprint Result Table rather than a normal pass/fail DR.
- Because Sprint is an action, it may be Boosted normally before the roll.
- Process: pick mode → get distance → convert → apply terrain/conditions; declare splits up front.
- Use the single highest terrain/condition unless it stacks.
- Scene Modes: Story (no counting), Cinematic (Zones), Tactical (2 m Spaces). See Distance & Range.


---

# Combat

Combat is a Scene in which characters attempt to harm, hinder, or out-manoeuvre each other through force, weaponry, magic, or similar danger.

Narateer's preferred melee combat model is the **Melee Exchange**.

A Melee Exchange is one beat of close combat: footwork, pressure, feints, cuts, parries, shields, evasive movement, and the moment where one combatant gains the better line. It is not "I attack, then you defend, then you attack." It is a contested exchange of tempo.

## Core Combat Attributes

| Purpose | Linked Vital |
|---|---|
| Melee Exchange Rolls | Agility |
| Melee Damage, light weapons | Strength or Agility |
| Melee Damage, heavy weapons | Strength |
| Ranged thrown damage | Strength or Agility |
| Ranged loaded projectile damage | Agility |

Agility is the default linked Vital for ordinary melee and ranged attack checks. The Guide may allow another Vital when the fiction clearly supports it.

Light weapons may use Strength or Agility for damage. Heavy weapons use Strength for damage. Weapon damage always uses the applied Damage Vital after the weapon's Damage Vital Cap is enforced.

## Skill Level In Combat

During your activation, proactive Melee actions are limited by your Melee Skill Level.

> **Proactive Melee uses during your activation = Melee SL + 1**
>
> **Minimum = 1 proactive Melee use, even at Melee SL 0.**

This limits how many separate exchanges, shoves, trips, feints, disarms, grapples, or other initiated Melee actions you can make during your activation.

Melee Skill Level also limits Boost on Melee rolls.

> **Maximum Boost AD = Melee Skill Level**

Skill Level does not grant default rerolls. Rerolls come from Advantage, Disadvantage, class powers, equipment traits, conditions, or specific rules.

## Tempo

The combatant whose activation it is normally has **Tempo**.

Tempo means they are the one pressing the immediate moment. They choose whether to initiate an exchange, where pressure is applied, and how much AD they commit.

Having Tempo does not mean the other combatant is passive. If the responder is aware, able to act, within reach, and has Ready AD available, they may answer the exchange.

## Melee Exchange Flow

1. The combatant with Tempo declares a Melee Exchange and target.
2. Confirm the tempo-holder has not exceeded their proactive Melee-use limit.
3. The tempo-holder spends the weapon's base exchange cost, usually 1 AD. Heavy weapons usually cost 2 AD.
4. The tempo-holder may Boost the roll, up to Melee Skill Level and available Ready AD.
5. The responder chooses a response if they are aware, able, in reach, and have Ready AD.
6. Roll the committed AD.
7. Resolve Edge and explicit reroll rules.
8. Compare the final totals.
9. If a combatant who can deal damage wins the exchange, calculate Hit Margin, Damage Score, and Wounds.

> **Exchange Dice = weapon base exchange cost + Boost AD**

## Exchange Responses

| Response | Cost | Roll? | Can Deal Damage? | Use |
|---|---:|---:|---:|---|
| No Response | 0 AD | No | No | The responder cannot or chooses not to answer. |
| Full Guard | Weapon base exchange cost + optional Boost AD | Yes | No | The responder focuses entirely on avoiding harm. |
| Clash | Weapon base exchange cost + optional Boost AD | Yes | Yes | The responder fights back inside the same exchange. |

### No Response

If the responder is unaware, unable to act, out of Ready AD, out of reach, incapacitated, or chooses not to answer, they make no roll.

The tempo-holder rolls against target number 0 unless the scene, cover, position, condition, spell, class power, or Guide ruling modifies it.

### Full Guard

Full Guard means the responder is focused on not being hurt. They roll Melee, may Boost within the normal Melee Skill Level limit, and may stop the exchange by equalling or beating the tempo-holder's result.

A combatant using Full Guard cannot deal damage in that exchange.

If the tempo-holder still wins, Full Guard adds +1 Protection Rating against that exchange.

### Clash

Clash means both combatants commit to the exchange.

Both roll Melee. The higher final total wins the exchange. Only the winner may deal damage.

If both results are tied, neither combatant lands a clean hit.

## Winning An Exchange

Compare the final totals.

> **Winner = higher final total**
>
> **Tie = no clean hit**

Hit Margin measures how decisively the exchange was won.

> **Hit Margin = Winner's total - Loser's total**

Only a combatant who is allowed to deal damage can turn a won exchange into damage.

- Clash can deal damage if it wins.
- Full Guard cannot deal damage, even if its roll is higher.
- No Response cannot deal damage.

## Strike Rating And Protection Rating

Strike Rating measures the force and weapon threat behind a clean hit.

> **Strike Rating = Weapon Damage + min(active Damage Vital, Damage Vital Cap)**

Protection Rating measures passive protection against the hit.

> **Protection Rating = armour Soak + Full Guard bonus, if any**

Full Guard bonus is +1 Protection Rating when the guarded combatant is the one being hit.

Shields and defensive weapons do not add a default extra defence pool to Melee Exchange resolution. In the exchange model, shields and guard-focused weapons may still matter through equipment traits, fictional positioning, cover, class powers, or special rules, but they are not part of the default exchange math.

## Damage Score

Damage Score measures how much harm gets through after dominance, weapon threat, force, armour, and Full Guard.

> **Damage Score = Hit Margin + Strike Rating - Protection Rating**

If Damage Score is 0 or less, the hit causes no Wound.

## Wound Conversion

| Damage Score | Wounds |
|---:|---:|
| 0 or less | 0 |
| 1-4 | 1 |
| 5-6 | 2 |
| 7-8 | 3 |
| 9-10 | 5 |
| 11+ | 8 |

## Applying Wounds

For each Wound dealt:

- Reduce the target's Vitality by 1.
- Move 1 AD into the Wounded pool.
- Wounds strip Ready AD first.
- Only if the target has no Ready AD remaining do Wounds move Used AD into the Wounded pool.

This means a hard hit can immediately reduce the target's ability to act, answer, or press tempo.

## Continuation Checks

The combat engine may call for Continuation Checks when a combatant reaches important pressure points such as half capacity or system shock. If a combatant falters, the duel can end before reaching 0 Vitality.

## Example: Clash

Mira has Tempo and initiates a Melee Exchange against Orin.

- Mira: AGI 3, Melee SL 3, arming sword Weapon Damage 2, Damage Vital Cap 3.
- Orin: AGI 3, Melee SL 3, leather armour Soak 1, mace Weapon Damage 2, Damage Vital Cap 3.

### Step 1: Mira Presses

Mira spends 1 AD for the arming sword's base exchange cost and Boosts with 2 extra AD.

> Mira's Exchange Dice = 1 + 2 = 3 AD

### Step 2: Orin Clashes

Orin is aware, in reach, and has Ready AD. He chooses Clash, spends 1 AD for his mace's base exchange cost, and Boosts with 1 extra AD.

> Orin's Exchange Dice = 1 + 1 = 2 AD

### Step 3: Roll And Compare

Mira rolls 4 dots.

Orin rolls 2 dots.

Mira wins the exchange.

> Hit Margin = 4 - 2 = 2

### Step 4: Damage

Mira's Strike Rating:

> Weapon Damage 2 + min(AGI 3, cap 3) = 5

Orin's Protection Rating:

> Leather Soak 1

Damage Score:

> Hit Margin 2 + Strike Rating 5 - Protection Rating 1 = 6

Damage Score 6 converts to 2 Wounds.

Orin loses 2 Vitality and moves 2 AD into Wounded, taking Ready AD first.

## Example: Full Guard

Orin expects a heavy strike and chooses Full Guard instead of Clash.

He rolls Melee and gets 3 dots. Mira rolls 4 dots.

Mira still wins the exchange.

> Hit Margin = 4 - 3 = 1

Because Orin used Full Guard, his Protection Rating is:

> Leather Soak 1 + Full Guard 1 = 2

Damage Score:

> Hit Margin 1 + Strike Rating 5 - Protection Rating 2 = 4

Damage Score 4 converts to 1 Wound.

Orin reduced the damage but could not deal damage back because Full Guard is protective, not offensive.

## Tactical Notes

- Heavy attacks are strong because they commit to a decisive exchange.
- Double Tap creates repeated pressure without going all-in on one roll.
- Flurry can still pressure Ready AD, but proactive Melee uses prevent unlimited spam.
- Defensive play now means choosing Full Guard often. It survives pressure well but cannot win if it never Clashes or presses Tempo.
- Armour matters after the exchange is won. It does not stop the opponent from winning the exchange.
- Full Guard is a simple defensive posture: it can stop the exchange, and if it fails, it adds +1 Protection.
- Undefended targets are vulnerable because target number 0 means any positive result can land.

## Combat Lab Strategy Reference

These strategy names are used in the combat lab and matrix tests. They describe spending priorities, not equipment type.

| Strategy | Tempo Plan | Response Plan |
|---|---|---|
| Balanced | Prefer one moderate exchange, usually Boost 1 when able. | Prefer a moderate response, usually Boost 1 when able. |
| Double Tap | Prefer two exchanges if possible, reducing Boost if needed. | Clash without planned Boost. |
| Flurry | Initiate as many unboosted exchanges as proactive Melee uses and Ready AD allow. | Clash without planned Boost. |
| Defensive | Prefer one lighter/moderate exchange. | Prefer Full Guard with maximum legal Boost whenever able. |
| Heavy | Prefer one maximum-Boost exchange, capped by Skill Level and Ready AD. | Clash without planned Boost if able. |

Players are not locked into these named strategies. They are testing profiles and useful shorthand for common combat behaviours.

## Summary

- Preferred melee combat uses Melee Exchanges.
- The combatant with Tempo initiates the exchange.
- The responder may choose No Response, Full Guard, or Clash.
- Full Guard can stop or reduce harm, but cannot deal damage.
- Clash lets either combatant win and deal damage.
- Ties land no clean hit.
- During your activation, proactive Melee uses are limited to Melee SL + 1, minimum 1.
- Boost is capped by Melee Skill Level.
- Strike Rating = Weapon Damage + min(active Damage Vital, Damage Vital Cap).
- Protection Rating = armour Soak, plus +1 if the target used Full Guard.
- Damage Score = Hit Margin + Strike Rating - Protection Rating.
- Wounds: 1-4 = 1, 5-6 = 2, 7-8 = 3, 9-10 = 5, 11+ = 8.
- Wounds move Ready AD first, then Used AD only if no Ready AD remain.
- Older combat-loop material has been archived and is not an optional rule.


---

# Scene Modes

*Three ways to frame a moment. One seamless system.*

The rhythm of story shifts like the wind—sometimes whispered, sometimes screamed. Whether it's soft steps in a ruin, a leap through flame, or blades drawn in the rain, every scene carries a tone—and Narateer meets it with clarity.

Scene Modes define how the world is viewed, paced, and played. They don’t change what characters can do—they change how play unfolds, how decisions are made, and how detail is handled. Each mode focuses attention: on feeling, on momentum, or on precision.

Before you strike, speak, or stand your ground—know how the moment is framed.

---

## What Are Scene Modes?

*Every tale demands its own lens.*

### Definition

Scene Modes are Narateer’s three distinct approaches to framing a scene: Story Mode, Cinematic Mode, and Tactical Mode. Each mode governs the level of narrative control, mechanical resolution, and spatial clarity used in a given moment.

Scene Modes do not restrict action—but they determine how the Guide presents the world and how players engage with it. The Narrative Guide may shift between modes at any time to match the pacing and focus of the scene.

Scene Modes help answer:

- How free or structured is this moment?
- Are we acting for drama, for clarity, or for outcome?
- Do spatial or mechanical details matter right now?

---

## Story Mode

*Theatre of the mind—fluid, fast, and collaborative.*

### Mode Overview

Story Mode is loose and expressive. No measurements. No grids. Just shared imagination and dramatic momentum.

- Movement and time are interpreted.
- Actions are resolved through narrative intent.
- The Guide may loosely reference Base Movement (BM) if needed.

Use Story Mode when:

- Characters are exploring, socializing, or planning.
- The moment thrives on emotional tone, not logistics.
- Freedom and ambiguity enrich the scene.

### Example: Shrine Approach

> "You reach the ridge easily—your ranger’s quick and unburdened."

> **Tip:** Let players lead with intent. If it’s plausible, it flows.

---

## Cinematic Mode

*Quick positioning for high-stakes action without full tactical overhead.*

### Mode Overview

Cinematic Mode adds urgency and structure while staying abstract. Position matters—just not precisely. This mode thrives on pacing and spotlight.

- Distances are descriptive, not measured.
- Groupings, threats, and action beats are tracked.
- Range and positioning affect choices, not math.

Use Cinematic Mode when:

- Spells, chases, or chaos enter the scene.
- Relative positions matter, but exact geometry doesn’t.
- You want fast flow without battle maps.

### Example: Ledge Leap

> "You’re two moves from the ledge. Sprint now, or it collapses."

> **Tip:** Emphasize intent and pacing. Keep tension high, and resolution sharp.

---

## Tactical Mode

*Exact geometry. Precise decision-making. Rules-first resolution.*

### Mode Overview

Tactical Mode is detail-rich and procedural. Use when precision matters—where every meter, AoE shape, or terrain feature affects outcome.

- Movement is counted in Spaces (2 m each).
- Cover, flanking, and AoEs are tracked.
- Turn order and actions follow core resolution rules.

Use Tactical Mode when:

- Combat depends on exact positioning.
- Terrain or area effects are decisive.
- A battle map or puzzle grid is in use.

### Example: Altar Dash

> "You’re 6 Spaces from the altar, but two are rough terrain. That’s 10 m total—you’ll need to Run."

> **Tip:** Tactical Mode demands clarity. Ensure all elements are visible and unambiguous.

---

## Shifting Scene Modes

*Scenes evolve. So does their focus.*

The Narrative Guide can shift modes at any time, based on pacing, tone, or stakes. Scene transitions should be clearly signaled—and never break player intent.

### Principle

When a scene shifts:

- Announce the new mode clearly.
- Lock key positions before zooming out.
- Snap relative distances to logical groupings.
- Preserve mechanical outcomes across modes.

### Example: Phase Shift

A fireblast covers 4 × 4 Spaces in Tactical. When zoomed to Cinematic, it hits all enemies in that cluster—but not adjacent groups.

> **Tip:** Transitions work best when you treat the shift like a camera cut: sharp, clear, and focused.

---

## Summary

- Scene Modes define how the Guide frames each scene.
- There are three: Story (narrative), Cinematic (dynamic), and Tactical (precise).
- Modes affect pacing, description, and how rules are applied.
- Story Mode is for exploration, dialogue, and free-form moments.
- Cinematic Mode is for high-stakes sequences with fast resolution.
- Tactical Mode is for exact positioning, combat, and detailed resolution.
- The Guide may shift between modes anytime—but must preserve clarity and intent.


---

# Bulk and Encumbrance

*Every burden has a cost. Some are carried in hand. Others are carried in blood and breath.*

Adventurers carry more than steel and rope. They carry trophies, tools, relics, stolen crowns, broken shields, emergency rations, spare boots, and questionable decisions wrapped in oilcloth. But every pack has a limit. Sooner or later, the weight of survival becomes a threat of its own.

Narateer does not track every kilogram, coin, buckle, and button. Instead, it uses **Bulk**: a simple measure of how difficult an item is to carry, move with, wear, drag, or fight around.

> Carry what matters. Leave what slows your legend.

## What Is Bulk?

*Weight is not only mass. It is awkwardness, strain, and the way a thing pulls against motion.*

**Bulk** is an abstract measure of an item’s weight, size, awkwardness, and carrying difficulty. A compact item may be heavy but easy to pack. A lighter item may be awkward enough to slow you down. Bulk measures the practical burden, not exact weight.

A character’s ability to carry Bulk is based on **Strength**.

Ask yourself:

- How much can I carry before it slows me down?
- Is this item easy to wear, pack, drag, or fight with?
- Am I carrying useful gear—or dragging the whole dungeon behind me?

## Comfortable Carry Load

Your **Comfortable Carry Load** is the amount of Bulk you can carry without penalty.

> **Comfortable Carry Load = Strength × 5 Bulk**

If your total carried Bulk is equal to or less than your Comfortable Carry Load, you suffer no encumbrance penalty.

If your total carried Bulk exceeds your Comfortable Carry Load, you become Encumbered.

## Encumbrance Thresholds

Use the table below as a quick reference.

| Strength | No Penalty | Encumbered | Heavily Encumbered | Overburdened |
|---:|---:|---:|---:|---:|
| 1 | 0–5 Bulk | 6–10 Bulk | 11–15 Bulk | 16+ Bulk |
| 2 | 0–10 Bulk | 11–20 Bulk | 21–30 Bulk | 31+ Bulk |
| 3 | 0–15 Bulk | 16–30 Bulk | 31–45 Bulk | 46+ Bulk |
| 4 | 0–20 Bulk | 21–40 Bulk | 41–60 Bulk | 61+ Bulk |
| 5 | 0–25 Bulk | 26–50 Bulk | 51–75 Bulk | 76+ Bulk |
| 6 | 0–30 Bulk | 31–60 Bulk | 61–90 Bulk | 91+ Bulk |
| 7 | 0–35 Bulk | 36–70 Bulk | 71–105 Bulk | 106+ Bulk |
| 8 | 0–40 Bulk | 41–80 Bulk | 81–120 Bulk | 121+ Bulk |
| 9 | 0–45 Bulk | 46–90 Bulk | 91–135 Bulk | 136+ Bulk |
| 10 | 0–50 Bulk | 51–100 Bulk | 101–150 Bulk | 151+ Bulk |

If a character’s Strength is not listed, use the formula:

- **No Penalty:** total Bulk is equal to or less than Strength × 5.
- **Encumbered:** total Bulk is greater than Strength × 5 and no more than Strength × 10.
- **Heavily Encumbered:** total Bulk is greater than Strength × 10 and no more than Strength × 15.
- **Overburdened:** total Bulk is greater than Strength × 15.

## Encumbrance States

Encumbrance states describe the effect of carried Bulk. They are not Conditions unless another rule says so.

A severe burden may resemble or cause a Condition such as Hindered or Slowed if the Guide rules that the load has become extreme, injurious, magical, or scene-defining. By default, however, Encumbered, Heavily Encumbered, and Overburdened are carrying states, not separate Conditions.

### No Penalty

If your total carried Bulk is equal to or less than your Comfortable Carry Load, you move normally.

You can fight, climb, run, sneak, and travel without Bulk interfering unless the fiction says otherwise.

### Encumbered

If your total carried Bulk is greater than your Comfortable Carry Load but no more than twice that amount, you are **Encumbered**.

While Encumbered:

- You have Disadvantage on Acrobatics and Athletics checks.
- Your movement is reduced. In Tactical scenes, reduce movement by roughly one quarter if exact distance matters.
- The Guide may apply Disadvantage to other physical checks where your load clearly interferes.

### Heavily Encumbered

If your total carried Bulk is greater than twice your Comfortable Carry Load but no more than three times that amount, you are **Heavily Encumbered**.

While Heavily Encumbered:

- You have Disadvantage on Acrobatics and Athletics checks.
- Your movement is severely reduced. In Tactical scenes, halve movement if exact distance matters.
- The Guide may call for Athletics checks during forced marches, climbing, swimming, running, or other strenuous movement.
- Failure may cause lost time, dropped gear, fatigue, strain, a worsened position, or another fitting consequence.

### Overburdened

If your total carried Bulk is greater than three times your Comfortable Carry Load, you are **Overburdened**.

While Overburdened:

- You cannot move normally.
- You cannot Sprint.
- You cannot take actions that require free movement unless the load is braced, dragged, supported, or otherwise controlled.
- Dragging, lifting, shifting, or bracing the load may require an Athletics Skill Check.
- You may need assistance, equipment, leverage, or time to move the load safely.

> **Tip:** Overburdened does not always mean helpless. A character might drag a chest, brace a collapsing beam, crawl under a burden, or haul a wounded ally—but they are no longer moving freely.

## Worn, Wielded, Packed, and Dragged Gear

Bulk normally counts whether an item is worn, wielded, packed, carried, dragged, or strapped to the body.

However, how an item is carried matters.

A properly fitted suit of armour may be easier to move in than the same armour bundled awkwardly in a sack. A backpack can be dropped quickly. Armour usually cannot. A shield on the arm is combat-ready. A shield tied to a pack is just another carried object until drawn.

Use these principles:

- **Worn items** count toward Bulk, but may be easier to manage if fitted and secured.
- **Wielded items** count toward Bulk and may also affect combat rules.
- **Packed items** count toward Bulk, but may be dropped if the pack can be freely released.
- **Dragged items** count as practical burden and may require Athletics checks, assistance, or time.
- **Loose or awkward items** may count as more Bulk than their weight suggests.
- **Proper containers, straps, carts, sledges, or mounts** may reduce practical difficulty if the fiction supports it.

> **Guide Tip:** Judge Bulk by how hard the item is to carry during play, not by exact weight. Shape, balance, grip, fragility, and how the item is carried all matter.

## Bulk Categories

Most items use a simple Bulk category.

| Category | Bulk | Meaning | Examples |
|---|---:|---|---|
| Insubstantial | 0 | Too small or light to matter individually | coins, rings, scrolls, potions, small charms, tiny tools |
| Light | 1 | Easy to carry, wear, or wield | most one-handed weapons, bows, quivers, small shields, light armour |
| Medium | 2 | Noticeable load | larger shields, heavy crossbows, mail, medium armour, packed gear |
| Heavy | 3 | Major carried burden | heavy armour, heavy packs, large weapons, bulky tools |
| Oversized | 5+ | Awkward or massive load | bodies in armour, siege gear, chests, statues, heavy salvage |

Insubstantial items usually count as 0 Bulk unless carried in large quantities.

As a quick rule:

> **Ten insubstantial items may count as 1 Bulk if the amount becomes awkward, heavy, noisy, fragile, or difficult to manage.**

Tiny weapons such as daggers, knives, darts, and similar sidearms may count as 0 Bulk individually. Several carried together may count as 1 Bulk if they become a meaningful load.

The Guide may ignore tiny items when they do not matter, or group them when they become part of the scene.

## Assigning Bulk

When assigning Bulk, consider the item’s practical burden.

Ask:

- Is it heavy?
- Is it awkward?
- Is it fragile?
- Is it easy to grip?
- Is it worn, packed, dragged, or carried by hand?
- Does it interfere with climbing, stealth, swimming, fighting, or running?

If unsure, choose the closest Bulk category and keep the story moving.

Bulk should create meaningful choices, not slow accounting.

## Bulk, Weapons, and Armour

Weapons and armour use Bulk like other equipment, but they may also interact with combat rules.

Weapon Bulk is not only carrying weight. It also reflects how much mass, leverage, and handling commitment the weapon requires in combat.

Some combat rules use Bulk as a threshold. For example:

- Melee weapons of **1 Bulk or less** may usually use Strength or Agility for damage.
- Melee weapons of **more than 1 Bulk** usually use Strength for damage.
- Heavy carried loads may justify Disadvantage on attacks, responses, Acrobatics, Athletics, or movement-based actions.

Weapon Damage belongs to the weapon. Soak belongs to armour or another mitigation source.

A weapon may define:

- Weapon Damage;
- Bulk;
- attack Skill;
- common attack Vitals;
- common damage Vitals;
- traits.

Armour may define:

- Soak;
- Bulk;
- armour category;
- traits.

> **Rule Reminder:** Soak represents armour and other damage reduction. It does not come from the attacking weapon.

## Bulk in Combat

A character can fight while carrying gear, but if the gear interferes with motion, balance, reach, footing, or stamina, the Guide may apply the relevant encumbrance effects.

Bulk may matter in combat when a character:

- fights while carrying a heavy pack;
- tries to Sprint while loaded down;
- climbs, jumps, swims, or crawls under pressure;
- drags an ally out of danger;
- carries treasure during a chase;
- uses a heavy or awkward weapon;
- wears bulky armour;
- attempts a precise physical action while overloaded.

If Bulk does not affect the moment, do not stop play to count it.

## Bulk Outside Combat

Bulk often matters most during exploration.

The Guide may check Bulk when characters:

- climb, swim, crawl, leap, or balance;
- flee a collapsing ruin;
- carry treasure under pressure;
- drag an unconscious ally;
- travel through harsh terrain;
- sneak while overloaded;
- carry fragile, noisy, or awkward objects;
- attempt a long forced march.

Bulk should create meaningful choices, not bookkeeping for its own sake.

> **Guide Tip:** Use Bulk when the load changes the scene. Ignore it when it does not.

## Example: Mid-Level Fighter

A fighter carries the following gear:

| Item | Bulk |
|---|---:|
| Arming Sword | 1 |
| Battleaxe | 1 |
| Dagger | 0 |
| Heavy Crossbow | 2 |
| Quiver of Bolts | 1 |
| Mail Hauberk | 2 |
| Kite Shield | 1 |
| Backpack with Basic Gear | 2 |

Total Bulk: **10**

If the fighter has Strength 5:

> Comfortable Carry Load = 5 × 5 = 25 Bulk

The fighter is carrying 10 Bulk, which is below 25. They are not Encumbered.

If the fighter had Strength 1:

> Comfortable Carry Load = 1 × 5 = 5 Bulk

At 10 Bulk, they would be Encumbered.

## Example: Dragging a Fallen Ally

Nyra has Strength 2, giving her a Comfortable Carry Load of 10 Bulk. Her own gear totals 8 Bulk. During a fight, she tries to drag an armoured ally to safety.

The Guide rules the fallen ally counts as 8 Bulk while dragged.

Nyra’s total effective Bulk becomes 16.

For Strength 2:

- 10 Bulk or less = no penalty.
- 11–20 Bulk = Encumbered.

Nyra can drag the ally, but she is Encumbered while doing so. If she must climb, sprint, or dodge falling debris, the Guide may call for Athletics with Disadvantage.

## Example: Too Much Treasure

The party finds a carved stone idol worth a fortune. It is compact but brutally heavy. The Guide assigns it 5 Bulk.

Kaelen already carries 14 Bulk and has Strength 3.

> Comfortable Carry Load = 3 × 5 = 15 Bulk

If Kaelen takes the idol, his total becomes 19 Bulk. He becomes Encumbered.

He can carry it, but every chase, climb, jump, and desperate escape now has a price.

## Tips

### Players

Carry what supports your role. A spare weapon, shield, or tool kit can save a scene, but carrying everything makes every dangerous moment worse. If you expect climbing, stealth, swimming, or long travel, lighten the load before the Guide makes the load matter.

### Narateer Guides

Use Bulk to create choices, not punishment. A heavy chest, fallen ally, sacred relic, or stolen siege part should change how the scene feels. Do not stop play to count every cup and candle unless the load is actually part of the tension.

When unsure, assign a simple Bulk value and keep moving.

## Summary

- Bulk measures weight, size, awkwardness, and carrying difficulty.
- Narateer uses Bulk instead of exact weight.
- Comfortable Carry Load = Strength × 5 Bulk.
- If total Bulk is equal to or less than Comfortable Carry Load, there is no penalty.
- If total Bulk exceeds Comfortable Carry Load, the character becomes Encumbered.
- Encumbered characters have Disadvantage on Acrobatics and Athletics checks and reduced movement.
- Heavily Encumbered characters have Disadvantage on Acrobatics and Athletics checks, severely reduced movement, and may risk fatigue, strain, dropped gear, lost time, or other consequences during strenuous movement.
- Overburdened characters cannot move normally without dropping gear, dragging the load, bracing it, or receiving help.
- Encumbrance states are not Conditions unless another rule says so.
- Worn, wielded, packed, carried, and dragged items usually count toward Bulk, but how an item is carried may change its practical burden.
- Insubstantial items are usually 0 Bulk unless carried in large quantities.
- Weapon Damage belongs to weapons. Soak belongs to armour or other mitigation.
- Bulk matters most when it changes movement, combat, exploration, stealth, travel, or survival.
- Use Bulk as a fast pressure system, not as slow accounting.


---

# Equipment

*Steel remembers the hand that carries it. Armour remembers the blow.*

Adventurers are shaped by what they carry. A sword changes how a warrior
threatens space. A shield changes what an enemy can reach. Armour changes
whether a clean hit becomes a wound. A tool kit changes what a clever character
can attempt when the door is sealed, the bridge is broken, or the poison is
already spreading.

Narateer treats equipment as practical, story-facing rules. Equipment should
matter at the moment it changes the fiction. It should not slow play into
accounting unless the burden, risk, or tactical choice is meaningful.

> Gear is not a shopping list. It is a promise about what your character is
> ready to do.

## What Is Equipment?

Equipment includes the weapons, armour, shields, tools, kits, supplies, and
carried objects a character uses during play.

Equipment may define:

- **Bulk**, showing how difficult it is to carry, wear, wield, or transport.
- **Cost**, showing its relative purchase value.
- **Weapon Damage**, for attacks.
- **Damage Vital Cap**, limiting how much Vital force can be applied through a
  weapon.
- **Damage Type**, such as Slashing, Piercing, or Bludgeoning.
- **Base Attack Cost**, the minimum AD committed to make an attack or exchange
  with the weapon before Boost.
- **Soak**, reducing Damage Score after a hit.
- **Traits**, giving special rules or fictional permissions.

## Equipment Values

| Value | Meaning |
|---|---|
| Bulk | How difficult the item is to carry, wear, wield, or transport. |
| Cost | The item's approximate price in standard trade units. |
| Weapon Damage | The weapon's base contribution to Strike Rating. |
| Damage Vital Cap | The maximum value of the active Damage Vital that can be applied through the weapon. |
| Damage Type | The physical harm type caused by the weapon or chosen attack. |
| Base Attack Cost | The minimum AD committed to make an attack or exchange with the weapon before Boost. Standard weapons cost 1 AD; heavy weapons cost 2 AD. |
| Soak | Passive damage reduction, usually from body armour. |
| Traits | Special rules, qualities, or fictional permissions. |

Not every item uses every value.

A sword uses Weapon Damage. Armour uses Soak. A shield mainly uses Bulk, traits,
fictional positioning, and cover. A rope mostly uses Bulk and fictional
permission.

## Bulk And Equipment

Equipment Bulk follows the rules in **Bulk and Encumbrance**.

Bulk covers how difficult an item is to carry, wear, wield, pack, drag, or
transport. Heavy armour, large shields, packed gear, and awkward weapons do not
need a separate speed value. Their burden is handled through Bulk and the
character's encumbrance state.

## Damage Types

Physical weapons usually deal one or more of the following Damage Types.

| Damage Type | Meaning |
|---|---|
| Slashing | Cutting damage from blades and edged weapons. |
| Piercing | Thrusting or penetrating damage from points, arrows, bolts, spikes, and beaks. |
| Bludgeoning | Impact damage from clubs, hammers, maces, staves, and heavy force. |

Many weapons can deal more than one Damage Type. A sword may cut or thrust. A
dagger may slash or stab. A halberd may cut with the blade, thrust with the
point, or strike with force depending on its form.

The active Damage Type should match the fictional attack.

## Weapons

*Weapons are not only damage. They are reach, threat, leverage, timing, and
fear.*

A weapon defines how a character turns a successful attack into harm.

When a combatant wins an exchange and can deal damage, calculate Strike Rating:

> **Strike Rating = Weapon Damage + min(active Damage Vital, Damage Vital Cap)**

Then calculate Damage Score:

> **Damage Score = Hit Margin + Strike Rating - Protection Rating**

Weapon Damage represents the weapon's inherent lethality.

The active Damage Vital represents the character's force, precision, control,
or tactical application.

The Damage Vital Cap limits how much of that Vital can be applied through that
weapon.

## Weapon Damage Scale

| Weapon Scale | Weapon Damage | Examples |
|---|---:|---|
| Unarmed or harmless improvised strike | 0 | fist, shove, weak improvised blow |
| Small lethal weapon | 1 | dagger, light hammer, sling, throwing dart |
| Standard sidearm | 2 | arming sword, spear, mace, handaxe |
| Military weapon | 3 | longsword, battleaxe, falchion, warhammer |
| Heavy weapon | 4 | greatsword, halberd, heavy crossbow, maul |

## Damage Vital Cap

A weapon's **Damage Vital Cap** limits the Vital value used in Strike Rating.

> **Applied Damage Vital = min(active Damage Vital, Damage Vital Cap)**

| Weapon Type | Typical Damage Vital Cap |
|---|---:|
| Unarmed or tiny improvised weapon | 1 |
| Dagger or light weapon | 2 |
| Standard one-handed weapon | 3 |
| Military one-handed or versatile weapon | 4 |
| Heavy two-handed weapon | 5-6 |
| Siege, mounted, monstrous, or special weapon | Special |

## Active Damage Vital

The active Damage Vital is the Vital used to calculate Strike Rating.

| Vital | Use |
|---|---|
| Strength | Heavy blows, forceful strikes, crushing impact, large weapons. |
| Agility | Precision, speed, finesse, light weapons, accurate placement. |
| Cognition | Tactical, ranged, siege, calculated, or technical attacks when the fiction supports it. |

Most melee weapons use Strength or Agility. Heavy melee weapons usually favour
Strength. Light weapons often allow Agility.

## Shields

*Armour takes the blow. A shield denies the blow a path.*

Shields do not add to Strike Rating or Soak by default.

Shields matter through:

- fictional positioning;
- cover;
- reach and engagement;
- class powers;
- traits;
- Guide rulings when the shield clearly changes what is possible.

Shields do not provide passive Soak by default because the attacker is usually
trying to get around the shield and hit the person. Once a clean hit lands,
armour and other protection decide how much harm gets through.

| Shield | Bulk | Cost | Traits / Notes |
|---|---:|---:|---|
| No Shield | 0 | 0 | - |
| Buckler | 1 | 10 | Small defensive shield; useful for parrying, close control, and tight spaces. |
| Targe | 1 | 25 | Compact shield; may support anti-ranged or cultural traits. |
| Rondache | 1 | 30 | Round shield; may support parry or close-defence traits. |
| Kite Shield | 1 | 70 | Broad battlefield shield. |
| Heater Shield | 1 | 75 | Standard serious shield. |
| Pavise | 2 | 100 | Can be set as cover if the fiction allows. |

If a shield is on the character's back, hanging from a pack, dropped, or not
positioned usefully, it does not help until brought back into the fiction.

## Armour

*Armour does not stop the enemy from touching you. It decides how much the
touch matters.*

Armour provides **Soak**.

Soak contributes to Protection Rating after an exchange is won against the
wearer.

> **Protection Rating = armour Soak + Full Guard bonus, if any**
>
> **Damage Score = Hit Margin + Strike Rating - Protection Rating**

Armour does not make the character harder to hit by default. Instead, it makes
successful hits less damaging.

| Armour Type | Soak | Bulk | Cost | Notes |
|---|---:|---:|---:|---|
| No armour | 0 | 0 | 0 | Clothing only. |
| Gambeson / padded armour | 1 | 1 | 30 | Light protection. |
| Leather / hide armour | 1 | 1 | 40 | Light protection. |
| Studded leather / reinforced leather | 2 | 1 | 50 | Light armour with reinforcement. |
| Jack of plates | 2 | 2 | 60 | Light-to-medium layered protection. |
| Mail hauberk | 3 | 2 | 180 | Strong protection, especially against cutting. |
| Scale armour | 3 | 2 | 140 | Overlapping protection, strong against many weapon strikes. |
| Lamellar armour | 3 | 2 | 130 | Structured medium armour. |
| Brigandine | 3 | 2 | 160 | Concealed or riveted plate protection. |
| Splint armour | 4 | 3 | 190 | Heavy reinforced armour. |
| Plate cuirass | 4 | 3 | 200 | Heavy torso protection. |
| Full plate | 5 | 3 | 800 | Complete battlefield harness. |

Only body armour provides default passive Soak.

## Helms

Helms are not currently tracked as separate equipment.

For now, assume an armour set includes appropriate head protection for that
armour type.

> **Development Note:** Separate helm rules are unresolved. Helms may later
> become distinct equipment if the system gains called shots, location-based
> injuries, critical injury tables, or another clean reason to track head
> protection separately.

## Armour Traits

Some armour has a trait that describes a special quality.

| Trait | Effect |
|---|---|
| Mail | May reduce Slashing damage by 1 if the rule is active. |
| Padded | May reduce Bludgeoning damage by 1 if the rule is active. |
| Plated | May reduce Piercing or Slashing damage by 1 if the rule is active. |
| Complete Harness | May protect against severe injury when advanced armour rules are active. |

These traits are inactive until the Guide or a rules module uses them.

## Weapon Table

| Weapon | Weapon Damage | Damage Vital Cap | Damage Type | Base Attack Cost | Hands | Reach | Range | Bulk | Cost | Traits / Notes |
|---|---:|---:|---|---:|---|---:|---|---:|---:|---|
| Unarmed Strike | 0 | 1 | Bludgeoning | 1 | 1 | 1 | - | 0 | 0 | - |
| Dagger | 1 | 2 | Slashing / Piercing | 1 | 1 | 1 | 10/20 | 0 | 5 | Concealable |
| Throwing Dart | 1 | 2 | Piercing | 1 | 1 | - | 10/20 | 0 | 5 | Concealable |
| Throwing Knife | 1 | 2 | Slashing / Piercing | 1 | 1 | - | 10/20 | 0 | 5 | Concealable |
| Sling | 1 | 2 | Bludgeoning | 1 | 1 | - | 30/60 | 0 | 2 | Loading |
| Club | 1 | 2 | Bludgeoning | 1 | 1 | 1 | - | 1 | 1 | - |
| Light Hammer | 1 | 2 | Bludgeoning | 1 | 1 | 1 | 10/20 | 1 | 6 | - |
| Bow | 2 | 3 | Piercing | 1 | 2 | - | 60/120 | 1 | 50 | Loading |
| Warbow | 4 | 4 | Piercing | 1 | 2 | - | 120/240 | 2 | 160 | Loading, Strength-gated |
| Hand Crossbow | 1 | 2 | Piercing | 1 | 1 | - | 30/60 | 1 | 120 | Loading |
| Arming Sword | 2 | 3 | Slashing / Piercing | 1 | 1 | 1 | - | 1 | 100 | - |
| Handaxe | 2 | 3 | Slashing | 1 | 1 | 1 | 16/30 | 1 | 10 | - |
| Battleaxe | 3 | 4 | Slashing | 1 | 1 | 1 | - | 1 | 40 | - |
| Dane Axe | 4 | 5 | Slashing | 2 | 2 | 2 | - | 2 | 60 | Heavy weapon, Strength-gated |
| Javelin | 2 | 3 | Piercing | 1 | 1 | 1 | 30/50 | 1 | 8 | - |
| Mace | 2 | 3 | Bludgeoning | 1 | 1 | 1 | - | 1 | 15 | - |
| Morningstar | 2 | 3 | Piercing / Bludgeoning | 1 | 1 | 1 | - | 1 | 20 | Armour-piercing |
| Rapier | 2 | 3 | Piercing / Slashing | 1 | 1 | 1 | - | 1 | 130 | Defensive |
| Spear | 2 | 3 | Piercing | 1 | Versatile | 2 | 20/40 | 1 | 10 | Set against charge |
| Trident | 2 | 3 | Piercing | 1 | Versatile | 1 | 16/30 | 1 | 30 | Set against charge |
| Quarterstaff | 1 | 3 | Bludgeoning | 1 | Versatile | 2 | - | 1 | 5 | Defensive |
| Falchion | 3 | 4 | Slashing | 1 | 1 | 1 | - | 1 | 80 | - |
| Longsword | 3 | 4 | Slashing / Piercing | 1 | Versatile | 1 | - | 1 | 120 | - |
| Messer | 3 | 4 | Slashing / Piercing | 1 | 1 | 1 | - | 1 | 80 | - |
| Scimitar | 3 | 4 | Slashing | 1 | 1 | 1 | - | 1 | 110 | - |
| War Pick | 3 | 4 | Piercing | 1 | 1 | 1 | - | 1 | 25 | Armour-piercing |
| Warhammer | 3 | 4 | Bludgeoning / Piercing | 1 | Versatile | 1 | - | 1 | 25 | Armour-piercing |
| Flail | 3 | 4 | Bludgeoning | 1 | 1 | 1 | - | 1 | 30 | Shield-bypass |
| Light Crossbow | 2 | 3 | Piercing | 1 | 2 | - | 80/160 | 2 | 140 | Loading |
| Heavy Crossbow | 4 | 4 | Piercing | 1 | 2 | - | 100/240 | 2 | 180 | Loading |
| Bardiche | 4 | 5 | Slashing / Piercing | 2 | 2 | 2 | - | 2 | 50 | Heavy weapon, Strength-gated, Set against charge |
| Billhook | 3 | 4 | Slashing / Piercing | 1 | 2 | 2 | - | 2 | 40 | Shield-bypass |
| Glaive | 3 | 5 | Slashing / Piercing | 1 | 2 | 2 | - | 2 | 50 | - |
| Greatsword | 4 | 6 | Slashing / Piercing | 2 | 2 | 2 | - | 2 | 150 | Defensive, Heavy weapon, Strength-gated |
| Halberd | 4 | 6 | Slashing / Piercing / Bludgeoning | 2 | 2 | 2 | - | 2 | 60 | Defensive, Heavy weapon, Strength-gated, Set against charge, Armour-piercing |
| Lance | 3 | special | Piercing | 1 | Special | 3 | - | 2 | 50 | Mounted charge, Strength-gated |
| Maul | 4 | 6 | Bludgeoning | 2 | 2 | 1 | - | 2 | 60 | Heavy weapon, Strength-gated |
| Partisan | 3 | 4 | Piercing / Slashing | 1 | 2 | 2 | - | 2 | 50 | Defensive, Set against charge |
| Pike | 2 | 4 | Piercing | 2 | 2 | 3 | - | 3 | 25 | Defensive, Heavy weapon, Strength-gated, Set against charge |

## Armour Table

| Armour | Soak | Bulk | Cost | Traits / Notes |
|---|---:|---:|---:|---|
| No Armour | 0 | 0 | 0 | - |
| Gambeson | 1 | 1 | 30 | Bludgeon-resistant |
| Leather | 1 | 1 | 40 | - |
| Studded Leather | 2 | 1 | 50 | - |
| Jack of Plates | 2 | 2 | 60 | Pierce-resistant |
| Mail Hauberk | 3 | 2 | 180 | Slash-resistant |
| Scale Armour | 3 | 2 | 140 | Pierce-resistant |
| Lamellar Armour | 3 | 2 | 130 | Slash-resistant |
| Brigandine | 3 | 2 | 160 | Bludgeon-resistant |
| Splint Armour | 4 | 3 | 190 | Slash-resistant |
| Plate Cuirass | 4 | 3 | 200 | Pierce-resistant |
| Full Plate | 5 | 3 | 800 | Full harness |

## Shield Table

| Shield | Bulk | Cost | Traits / Notes |
|---|---:|---:|---|
| No Shield | 0 | 0 | - |
| Buckler | 1 | 10 | Small shield, parrying, close control |
| Targe | 1 | 25 | Compact shield |
| Rondache | 1 | 30 | Round shield |
| Kite Shield | 1 | 70 | Broad battlefield shield |
| Heater Shield | 1 | 75 | Standard serious shield |
| Pavise | 2 | 100 | Set cover |

## Equipment And Melee Exchange

When an exchange is won, equipment enters damage through Strike Rating and
Protection Rating:

> **Strike Rating = Weapon Damage + min(active Damage Vital, Damage Vital Cap)**
>
> **Protection Rating = armour Soak + Full Guard bonus, if any**

Armour Soak is the default passive protection value. Full Guard adds +1
Protection Rating if the guarded combatant is hit.

Shields and defensive weapons may still matter through fiction, reach, cover,
traits, positioning, and class powers. They do not add a default extra defence
pool to Melee Exchange.

## Equipment Traits

Traits are short rules or permissions that make equipment distinctive.

| Trait | Meaning |
|---|---|
| Light Weapon | Easy to draw, conceal, or use with quick movement. |
| Versatile | Can be used in one or two hands. |
| Set Against Charge | May gain benefit against charging enemies when prepared. |
| Mounted Charge | Gains benefit while mounted and charging. |
| Armour-Piercing | May gain benefit against armoured targets when rules apply. |
| Shield-Bypass | May ignore or reduce shield-based cover or positioning when rules apply. |
| Cover | Can be positioned to block lines of attack. |
| Defensive | Useful for parrying, controlling lines, threatening approach, or supporting class powers. |

Traits can be descriptive until the Guide or another rule uses them.

## Example: Armour In Melee Exchange

Brom carries an arming sword, a heater shield, and wears mail.

If Brom is hit, his mail contributes Protection Rating through Soak 3.

If Brom chose Full Guard and is still hit, he adds +1 Protection Rating.

The heater shield may still shape the fiction, justify cover, or interact with
traits and class powers, but it is not part of a default extra defence formula.

## Example: Full Plate Against A Weak Strike

A low-level attacker hits a knight in Full Plate.

The attacker has:

- Hit Margin 1.
- Active Damage Vital 2.
- Weapon Damage 2.
- Damage Vital Cap 3.

Strike Rating:

> 2 + min(2, 3) = 4

Damage Score:

> Hit Margin 1 + Strike Rating 4 - Full Plate Soak 5 = 0

The attack lands, but it does not meaningfully wound the knight.

## Example: Dagger In Strong Hands

A very strong character attacks with a dagger.

The attacker has:

- Strength 6.
- Dagger Weapon Damage 1.
- Dagger Damage Vital Cap 2.

Strike Rating:

> 1 + min(6, 2) = 3

The character's strength matters, but the dagger cannot carry all of it. A
small weapon remains dangerous, not absurd.

## Tips

### Players

Choose equipment that matches how you fight. Armour makes you harder to wound.
A heavy weapon lets you apply more force. A light weapon gives flexibility,
speed, and concealability. A shield shapes positioning, cover, and defensive
fiction. Carrying everything makes you ready for anything until Bulk makes you
slow.

### Narateer Guides

Use equipment to support clear fictional choices. Do not punish players with
hidden gear math. Tell them when their shield changes position or cover, when
their armour absorbs the blow, and when a weapon's reach, weight, or form
changes the scene.

Keep traits simple until they matter.

## Summary

- Equipment includes weapons, armour, shields, tools, supplies, and carried
  objects.
- Equipment Bulk follows the Bulk and Encumbrance rules.
- Weapons provide Weapon Damage.
- Armour provides passive Soak.
- Shields matter through positioning, cover, traits, class powers, and fiction.
- Helms are included in armour sets for now and have no separate mechanics.
- Strike Rating = Weapon Damage + min(active Damage Vital, Damage Vital Cap).
- Damage Score = Hit Margin + Strike Rating - Protection Rating.
- Damage Vital Cap limits how much Vital can be applied through a weapon.
- Traits make equipment distinct but can remain descriptive until used by the
  Guide or another rule.
- Bulk measures how difficult equipment is to carry, wear, wield, or transport.


---

# Combat Modifier EV Reference

*Use this table when designing combat modifiers, class powers, equipment traits, and tactical exceptions.*

This chapter is a design reference, not a player-facing rules chapter. It records the expected value of common combat modifiers and, more importantly, where each modifier sits in the combat pipeline.

The central rule is:

> **A modifier's value depends on where it enters the pipeline.**

A fixed +1 before a comparison is not the same thing as +1 Strike Rating after an exchange is won. A reroll is not the same thing as a fixed bonus. +1 Protection Rating is not the same thing as +1 Strike Rating.

## Baseline Action Die EV

A Narateer Action Die is a custom d8:

| Face | Dots | Count |
|---|---:|---:|
| Critical Hit | 2 | 1 |
| Hit | 1 | 3 |
| Miss | 0 | 4 |

Expected dots from 1 Action Die:

> **EV = (2 x 1 + 1 x 3 + 0 x 4) / 8 = 5 / 8 = 0.625**

Therefore:

| Reference | Value |
|---|---:|
| 1 raw AD | 0.625 expected dots |
| 1 fixed dot | 1.6 raw AD equivalent |
| Advantage gain per rolled die | +0.3125 expected dots |
| Disadvantage loss per rolled die | -0.3125 expected dots |

The 1.6 AD equivalence is a raw dot-space comparison only. It does not mean that every fixed +1 should cost exactly 1.6 AD in game design terms.

The Advantage and Disadvantage values above assume the current Narateer Edge rule: Advantage rerolls Misses once; Disadvantage rerolls Hits and Critical Hits once; Advantage and Disadvantage cancel.

## Combat Pipeline

Use this pipeline to classify any proposed modifier.

| Step | Pipeline Site | Example Values |
|---:|---|---|
| 1 | Action declaration | Exchange, response, movement, reaction |
| 2 | AD cost paid | Base exchange cost, load cost, response cost |
| 3 | Boost dice committed | Extra AD up to Skill Level |
| 4 | Edge phase | Advantage, Disadvantage |
| 5 | Explicit reroll rules | Class powers, equipment, conditions, or named features |
| 6 | Final roll total | Total dots after Edge and explicit reroll rules |
| 7 | Exchange / target comparison | Tempo roll vs response roll, target 0 when unanswered, scene target number |
| 8 | Hit Margin | Winner's total minus loser's total |
| 9 | Strike Rating | Weapon Damage + capped Damage Vital |
| 10 | Protection Rating | Armour Soak plus Full Guard or other mitigation |
| 11 | Damage Score | Hit Margin + Strike Rating - Protection Rating |
| 12 | Wound conversion | Damage Score to Wounds |
| 13 | AD pool impact | Wounds move Ready AD first, then Used AD if no Ready AD remain |

## Formal Modifier Table

| Modifier | Pipeline Site | Raw EV Basis | AD Equivalent | Main Effect | Design Risk | Best Practice |
|---|---|---:|---:|---|---|---|
| +1 rolled AD | Boost / roll size | +0.625 dots before rerolls | 1.0 AD | Improves success and margin if it rolls dots | Medium | This is the baseline unit. Use when a cost is being paid directly through action economy and is capped by Skill Level. |
| +1 fixed exchange total | Final roll total before comparison | +1 dot | 1.6 raw AD | Improves chance to win the exchange, Hit Margin, Damage Score, and Wounds | Very high | Use sparingly. This is much stronger than it first looks because it can both win the exchange and deepen damage. |
| +1 fixed target number / passive Guard | Target comparison | -1 attacker margin | 1.6 raw AD responsively | Reduces success chance, Hit Margin, Damage Score, and Wounds | Very high | Not the normal Melee Exchange model. Use only for scene targets, passive values, special powers, or narrow exceptions. |
| Response Boost die | Clash or Full Guard roll size, costs +1 AD | +0.625 raw dots before rerolls | 1.0 AD | Lets the responder commit more dice without buying a guaranteed target bump | Medium | Current core response choice when the response permits Boost. It is swingier and fairer than a fixed +1. |
| +1 Boost cap | Skill limit | No value unless the character has AD to spend | Conditional | Allows one more AD to be committed as Boost on each relevant check | Medium to high | Stronger on characters with enough AD and repeated opportunities. This changes ceiling, not the die result directly. |
| +1 proactive Skill use limit | Activation limit | Extra initiated use opportunity | Scenario-dependent | Allows one more proactive use of the Skill during the character's activation | High | Treat as action-volume expansion. It can reopen flurry pressure if granted broadly. |
| +1 Strike Rating | Post-exchange damage | +1 Damage Score on damaging wins only | Breakpoint-dependent | Increases Wound conversion only after the exchange is won and damage is allowed | Medium | Do not price as +1 exchange total. It is breakpoint-dependent and does nothing when no damage is dealt. |
| +1 Damage Score | Post-exchange damage | +1 Damage Score on damaging wins only | Breakpoint-dependent | Similar to Strike Rating unless applied after other reductions | Medium | Good for class powers that should reward winning an exchange without improving exchange dominance. |
| -1 target Soak | Post-hit damage | +1 Damage Score on affected hits | Breakpoint-dependent | Mirrors +1 Damage Score against protected targets | Medium | Best as an anti-armour or precision feature. Stronger when armour is common. Weak against unarmoured targets. |
| +1 Protection Rating | Post-exchange protection | -1 Damage Score on damaging wins only | Breakpoint-dependent | Reduces Wounds only after an exchange is won against the protected target | Medium | Mirrors Strike Rating more than exchange-total modifiers. It does not prevent exchange dominance. |
| +1 Weapon Damage | Post-exchange damage | +1 Strike Rating on damaging wins only | Breakpoint-dependent | Improves Wound conversion on won damaging exchanges | Medium | Belongs on weapons or strong offensive powers. Watch thresholds rather than raw EV alone. |
| +1 Damage Vital Cap | Post-exchange damage ceiling | Conditional | Build-dependent | Allows high Vital characters to express more Strike Rating | Medium | This rewards build investment. It may be worthless below the old cap and valuable above it. |
| Advantage | Edge phase | +0.3125 dots per rolled die | 0.5 raw AD per die | Improves reliability by rerolling Misses | Medium to high | Best for situational setup, teamwork, position, surprise, and class powers with clear windows. |
| Disadvantage | Edge phase | -0.3125 dots per rolled die | -0.5 raw AD per die | Suppresses roll output by rerolling Hits and Critical Hits | Medium to high | Good for conditions and bad position. Stronger on larger dice pools. |
| Explicit reroll | Power, item, condition, or named rule | Depends on trigger | Varies by dice count and timing | Converts specified dice into another chance at dots | Medium to high | No longer granted by default Skill Level. Use rerolls as special, event-limited design space. |
| Reroll one Miss | Explicit reroll rule | +0.625 dots if a Miss is available | 1 raw AD conditional | Converts one known Miss into a fresh AD result | Medium | Stronger than adding an unconditioned die when the Miss is guaranteed. Limit by trigger or event. |
| Turn one Miss into one Hit | Result conversion | +1 dot if a Miss exists | 1.6 raw AD conditional | Guaranteed improvement after seeing a Miss | High | Much stronger than a reroll. Use with strict limits. |
| Turn one Hit into one Critical Hit | Result conversion | +1 dot if a Hit exists | 1.6 raw AD conditional | Guaranteed margin increase after seeing a Hit | High | Strong when it can push thresholds. Avoid broad always-on access. |
| Extra exchange | Action economy | Full exchange package | Scenario-dependent | Adds another chance to win, force a response, and deal Wounds | Very high | Price through AD cost, base exchange cost, opportunity cost, and timing. Test heavily. |
| Reduced base exchange cost | Action economy | Saves 1+ AD per exchange | At least 1 AD per use | Enables more exchanges and more response pressure | Very high | Extremely sensitive. Use rarely and avoid stacking with high action-volume strategies. |
| Free Response | Action economy and comparison | Saves response AD | At least 1 AD plus timing value | Preserves Ready AD while still answering an exchange | Very high | Reserve for special class features or narrow triggers. Can distort combat pacing quickly. |
| Move 1 enemy Ready AD to Used | Resource pressure | Denies 1 Ready AD | 1 AD tempo swing | Reduces future actions and responses without causing Wounds | High | Good tactical pressure. Very strong if repeatable or attached to easy triggers. |
| Move 1 Used AD to Ready | Resource recovery | Restores 1 Ready AD | 1 AD tempo gain | Improves future action economy | High | Stronger in combat than raw EV suggests. Limit by timing and frequency. |
| Reduce Wounds by 1 | Wound-side protection | Prevents 1 Wounded AD | At least 1 AD saved | Protects action economy and survival after damage is known | High | Excellent protective class-power space. Use strict triggers because it works after the hit. |
| Add 1 Wound | Wound-side offence | Wounds +1 after conversion | At least 1 AD lost by target | Bypasses damage thresholds once hit condition is met | Very high | Use very cautiously. Prefer Damage Score bonuses unless the power is meant to be brutal. |

## Explicit Reroll EV Table

Skill Level no longer grants default rerolls. This table is retained for class powers, equipment traits, conditions, or other explicit rules that grant miss-first rerolls.

Formula:

> **Reroll Gain = 0.625 x E[min(Misses, Reroll Limit)]**

Where:

> **Misses ~ Binomial(committed dice, 0.5)**

| Committed Dice | Limit 0 | Limit 1 | Limit 2 | Limit 3 | Limit 4 |
|---:|---:|---:|---:|---:|---:|
| 1 | 0.0000 | 0.3125 | 0.3125 | 0.3125 | 0.3125 |
| 2 | 0.0000 | 0.4688 | 0.6250 | 0.6250 | 0.6250 |
| 3 | 0.0000 | 0.5469 | 0.8594 | 0.9375 | 0.9375 |
| 4 | 0.0000 | 0.5859 | 1.0156 | 1.2109 | 1.2500 |
| 5 | 0.0000 | 0.6055 | 1.1133 | 1.4258 | 1.5430 |
| 6 | 0.0000 | 0.6152 | 1.1719 | 1.5820 | 1.7969 |
| 7 | 0.0000 | 0.6201 | 1.2061 | 1.6895 | 2.0020 |

Total expected roll dots before target comparison:

> **Total Roll EV = 0.625 x committed dice + explicit Reroll Gain**

## Damage Score Breakpoints

Post-hit modifiers should be judged against the Wound conversion table, not only against raw dot EV.

Current Wound conversion:

| Damage Score | Wounds |
|---:|---:|
| 0 or less | 0 |
| 1-4 | 1 |
| 5-6 | 2 |
| 7-8 | 3 |
| 9-10 | 5 |
| 11+ | 8 |

Marginal value of +1 Damage Score:

| Damage Score Before Modifier | Wounds Before | Wounds After +1 | Wound Delta |
|---:|---:|---:|---:|
| 0 | 0 | 1 | +1 |
| 1-3 | 1 | 1 | +0 |
| 4 | 1 | 2 | +1 |
| 5 | 2 | 2 | +0 |
| 6 | 2 | 3 | +1 |
| 7 | 3 | 3 | +0 |
| 8 | 3 | 5 | +2 |
| 9 | 5 | 5 | +0 |
| 10 | 5 | 8 | +3 |
| 11+ | 8 | 8 | +0 |

Marginal value of +1 Protection Rating is the inverse at the same breakpoints: it prevents Wounds only when it pushes Damage Score below a threshold. This is why Strike Rating, Damage Score, Weapon Damage, Protection Rating, and protection reduction are all marked breakpoint-dependent rather than assigned a single AD equivalent.

## Pipeline-Based Design Guidance

| Design Question | Prefer | Avoid |
|---|---|---|
| Should this power make the character more likely to win the exchange? | Advantage, reroll a Miss, or a narrow +1 exchange total | Broad always-on +1 exchange total |
| Should this power reward winning an exchange without improving accuracy? | +1 Strike Rating, +1 Damage Score, reduce Protection Rating | +1 exchange total |
| Should this power help protection before Wounds happen? | Full Guard interaction, +1 Protection Rating for a short window, Disadvantage against one exchange | Returning broad free defence dice to default exchange math |
| Should this power help after damage happens? | Reduce Wounds, increase Protection Rating, refresh after surviving | Retroactive Guard or cancelling exchange dominance entirely |
| Should this power pressure enemies without killing faster? | Move Ready AD to Used, force response spending, apply Disadvantage | Automatic Wounds |
| Should this power express armour-piercing? | Reduce Soak or ignore part of Soak on a hit | Increase hit chance |
| Should this power express precision? | Damage Vital Cap increase, Damage Score on hit, Hit Margin rider | Flat universal attack bonus |
| Should this power express tactical setup? | Advantage for an ally, response penalty against next exchange, Ready AD pressure | Permanent character-sheet bonuses |

## Important Non-Equivalences

### +1 Strike Rating Is Not +1 Exchange Total

+1 exchange total can change who wins the exchange. If damage is allowed, it can also increase Hit Margin and therefore Damage Score.

+1 Strike Rating does nothing unless the exchange has already been won by a combatant who can deal damage. It only increases Damage Score after that point.

So:

| Bonus | Can change exchange winner? | Changes Hit Margin? | Changes Damage Score? | Works when no damage is allowed? |
|---|---:|---:|---:|---:|
| +1 exchange total | Yes | Yes, if it affects the winning side or margin | Sometimes, indirectly | No |
| +1 Strike Rating | No | No | Yes, directly | No |

These should not be costed or distributed as equivalent modifiers.

### +1 Protection Rating Is Not +1 Exchange Total

+1 Protection Rating reduces Damage Score after an exchange has already been won against the protected target. It does not prevent the opponent from winning the exchange. It does not reduce Hit Margin. It does not stop riders that trigger simply on exchange dominance unless those riders require Wounds.

+1 exchange total may prevent the opponent from winning the exchange or may deepen your own winning margin.

### Advantage Is Not A Flat +1

Advantage gains +0.3125 expected dots per rolled die. Its value scales with dice pool size and changes when explicit reroll rules are also available.

Advantage is usually better design than a flat +1 when the fiction is situational, unstable, or created through teamwork.

### A Reroll Is Not A New Die

A raw extra AD adds 0.625 expected dots before explicit rerolls.

A reroll of a known Miss also adds 0.625 expected dots, but only because the Miss is already known. That makes it powerful as an after-seeing-the-roll effect.

## Class Power Budgeting Recommendations

| Power Strength | Rough Shape | Examples |
|---|---|---|
| Minor | Conditional, narrow, or post-hit only | +1 Damage Score on a specific trigger; Advantage on one narrow check; move after surviving an exchange |
| Standard | Strong but event-limited | Reroll one Miss; reduce Protection Rating by 1 on a declared exchange; +1 Protection Rating until start of next turn after a trigger |
| Major | Changes action economy, target numbers, Wounds, or action volume | Free response; reduce Wounds by 1; move enemy Ready AD to Used; +1 proactive Skill use |
| Dangerous | Can dominate if repeatable | Extra exchanges, reduced base exchange cost, automatic Wounds, always-on +1 exchange total |

## Recommended Defaults

- Use **Advantage/Disadvantage** for circumstances, visibility, position, pressure, and temporary fictional leverage.
- Use **Strike Rating or Damage Score** when a power should make won exchanges hurt more without increasing the chance to win the exchange.
- Treat free shield or weapon defence dice as archived design space, not current default rules.
- Use **Boost cap** and **proactive Skill-use limit** increases carefully. They alter how often a character can apply AD, not merely how well one roll performs.
- Use **Protection Rating** for passive durability after an exchange is won against the target, not for winning the exchange.
- Use **Ready AD to Used** for pressure, harassment, suppression, and flurry-style tactics.
- Use **Wound reduction** for tough, heroic, or survival-focused class powers.
- Avoid broad always-on fixed bonuses unless they define a major character identity and have been tested in the matrix.

## Testing Requirement

Any modifier in the following categories should be matrix-tested before being treated as final:

- fixed +1 exchange total;
- fixed +1 target-number effects or broad free defence dice reintroduction;
- increased Boost caps;
- increased proactive Skill-use limits;
- reduced base exchange cost;
- free or discounted responses;
- extra exchanges;
- automatic Wounds;
- repeated Ready AD drain;
- any modifier that changes Wound conversion or bypasses Soak.

The EV table is a starting point. The duel matrix remains the proving ground.

