Core Mechanics
The Dice
The game runs almost entirely on ten-sided dice (d10s). Every player and the Director should have two. Occasionally you'll need a d6 (six-sided). A d3 is simulated by rolling a d6 and halving the result (1–2 = 1, 3–4 = 2, 5–6 = 3).
The workhorse of the game is the 2d10 roll — pick up both d10s and add them together.
Read more: Dice
Characteristics
Every creature has five characteristics that reflect their strengths. Each has a score from −5 to +5 (average human is 0 in all of them).
| Abbreviation | Characteristic | Covers |
|---|---|---|
| M | Might | Strength, brawn, forcing things |
| A | Agility | Coordination, speed, dexterity |
| R | Reason | Logic, knowledge, psionic power |
| I | Intuition | Instinct, perception, experience |
| P | Presence | Personality, charisma, magic through song |
Your class determines which characteristics you're strongest in.
Read more: Characteristics
Power Rolls
A power roll is the core mechanic: roll 2d10 and add one characteristic. Which characteristic depends on what you're doing.
There are two kinds:
- Ability roll — made when using a class ability (attacks, spells, etc.)
- Test — made for any other risky action (climbing, persuading, sneaking)
Outcome Tiers
| Total | Tier | What it means |
|---|---|---|
| 11 or lower | Tier 1 | Worst outcome — minimal effect or outright failure, possibly with a complication |
| 12–16 | Tier 2 | Average outcome — moderate success or a success with a cost |
| 17 or higher | Tier 3 | Best outcome — full effect, maximum impact, or clean success |
You can always downgrade a result to a lower tier if a lesser outcome would be more useful.
Natural 19–20
If the dice themselves (before adding your characteristic) show 19 or 20, the result is automatically Tier 3 — and on certain rolls, it's a critical hit.
Edges and Banes
Situational advantages and disadvantages are handled with edges and banes rather than piling on modifiers.
- Edge: +2 to the roll. Two or more edges = double edge, which automatically improves the outcome one tier.
- Bane: −2 to the roll. Two or more banes = double bane, which automatically worsens the outcome one tier.
- Edges and banes cancel each other out. The system caps at double in each direction — no counting beyond two.
Read more: Power Rolls
Hero Tokens
Hero tokens are a shared luck pool for the whole party. They represent fate favoring the heroes.
Starting tokens: Equal to the number of heroes in the party at the start of each session.
Earning more: The Director awards tokens when heroes take big risks for others — leaping into danger, putting themselves on the line for a stranger, wagering something they care about.
Spending tokens (one benefit per turn or test):
- Spend 1 token → gain 2 surges (boost damage or ability potency)
- Spend 1 token → succeed on a failed saving throw instead
- Spend 1 token → reroll a test (you must use the new result)
- Spend 2 tokens → regain Stamina equal to your recovery value
Unused tokens disappear at the end of a session unless the Director uses the optional rule where tokens carry over.
Read more: Hero Tokens
Stamina and Recoveries
Stamina measures how much punishment a hero can take before going down. Recoveries are the number of times per adventure you can spend a breather to heal.
When you spend a Recovery, you regain Stamina equal to your recovery value (one-third your Stamina maximum). In combat you do this with the Catch Breath maneuver. Outside of combat, you can spend Recoveries freely.
All Recoveries and Stamina are restored at the end of a respite.
Read more: Building a Heroic Narrative
Victories, Experience, and Respite
Victories track your growing power within an adventure. You earn 1 Victory each time the party overcomes a combat encounter or a major noncombat challenge (a deadly trap, a negotiation, a clever plan that avoids a fight entirely).
A respite is 24 hours of uninterrupted rest. When you finish one:
- All Victories convert to Experience (XP)
- Victories reset to 0
- All Recoveries and Stamina are fully restored
- You can undertake one activity (change your kit, work on a project, etc.)
XP is what permanently advances your hero's power between sessions.
Read more: Building a Heroic Narrative