MENTAL BREAK TABLE
| d6 | Type | Effect |
|---|---|---|
| 1 | Hopeless | -1 to all d6 checks |
| 2 | Spellshock | -1 to Fortitude checks |
| 3 | Neurosis | -1 to Reflex checks |
| 4 | Psychosis | -1 to Will checks |
| 5 | Bloodlust | +1 to attacks, -1 to Health checks |
| 6 | Resolute | Reduce Sanity Check DC by 1 |
When a character has a mental break, they may suffer additional effects from madness. Apply these effects, including forced actions, immediately when a character fails a Mental Break check.
Hopeless.
Your character is overcome by the task ahead. Fall prone and lose 1 point of FORT, REF, and WILL for each level of madness.
Spellshock.
Your character is struck by weakness and stares fixedly ahead, unaware of the world. Drop any held items and lose 1 point of FORT for each level of madness.
Neurosis.
Your character is convinced that the road ahead leads only to death. They are seized by a convulsive fit and prognosticate the party’s doom. Deal 1 point of Sanity damage to allies within 6″ and lose 1 point of REF for each level of madness.
Psychosis.
Your character is seized by hallucinations. They drop any spells they are maintaining and lose 1 point of WILL for each level of madness.
Bloodlust.
Your character is seized by a fit of violence. Immediately make a melee or ranged weapon attack against the nearest target. If no target is available, make an attack against yourself.
Resolute.
Your character is fearless in the face of danger. Immediately use the Encourage action on the closest ally.
Skills
| Skill | Relevant Stat | Desc. |
|---|---|---|
| Athletics | FORT | Perform feats of strengh or endurance |
| Awareness | WILL | Find hidden things or people, notice things that are out of place |
| Stealth | REF | Hide from watchful eyes |
| Lore | WILL | Recall obscure information, discern enemy weaknesses |
| Survival | WILL | Navigate unknown locations, find places to rest, escape a pursuer |
| Influence | WILL | Influence others, negotiate or intimidate |
Actions
| Action | Description |
|---|---|
| Movement | Move up to your movement speed. You may increase your movement by spending one point of Fortitude to jog (+2″ total) or two points to sprint (+4″ total) |
| Attack | Make an attack against a target within range. Roll one d6 against your attack DC to determine if the attack hits. On an unmodified result of 1, take 1 point of Sanity damage. On an unmodified result of 6, restore 1 point of Sanity. Attack DC can be modified by equipment, traits, magic, etc… |
| Reload | Reload a ranged weapon by spending Fortitude |
| Cast a Spell | Cast a spell. |
| Improvise | Take an action not otherwise described here |
| Interact | Interact with an object. Close a door, drink a potion, throw something, draw or stow a weapon, etc. |
| Brace | Spend 1 point of Fortitude to decrease your Health Check DC by 1 until the beginning of your next turn. |
| Defend | Spend 1 point of Reflex to decrease your Dodge Check DC by 1 until the beginning of your next turn. |
| Focus | Spend 1 point of Will to decrease your Sanity Check DC by 1 until the beginning of your next turn. |
| Encourage | Spend 1 point of Will to decrease an ally’s Sanity Check DC by 1 until the end of their next turn. |
| Rally | Spend a point of Fortitude, Reflex, or Will as appropriate to attempt to end an ongoing effect. |
| Wait | Use an action to shift your place in the combat order down one slot. If you have a remaining action, take it at your new place in the combat order. |
Basic Rules
| Rule | Type | Description |
|---|---|---|
| Rolling a d6 | Dice Rolls | When rolling a d6 a result of a 6 is always a success and a 1 is always a failure |
| Stat Check | Dice Rolls | Make a d6 roll against a set difficulty class (DC). If the result is equal to or greater than the DC the check is a success |
| Passive Rerolls | Dice Rolls | Written as “reroll #’s” – e.g. reroll 1’s. Reroll results equal to or less than the target number. Can only occur once per check. |
| Active Rerolls | Dice Rolls | Spend a point from the specified stat pool to reroll any one result on a d6 roll. Can only occur once per check. |
| Stacked Rolls | Dice Rolls | Spend points from the specified stat pool to add additional dice to the same roll. Only one successful result is required to succeed on the entire check. |
| Reroll Limit | Dice Rolls | Regardless of the source, you may only combine two methods of changing the outcome of a single roll. |
| Roll Modifiers | Dice Rolls | Some effects apply direct modifiers to dice rolls (-1, -2, etc.). To preserve simplicity one roll can only be affected by modifiers from a maximum of two sources. |
| Primary Stats | Character Stats | Characters have three primary stats: Fortitude, Reflex, and Will. |
| Fortitude | Character Stats | Fortitude is used to take actions, take reactions, and make saves. Rolls based on Fortitude generally allow making active rerolls. |
| Reflex | Character Stats | Reflex is used to take actions, take reactions, and make saves. Rolls based on Reflex generally allow making stacked rolls. |
| Will | Character Stats | Will is used to take actions, take reactions, and make saves. Rolls based on Will generally allow making stacked rolls. |
| Primary Stats Maximum | Character Stats | Characters start with 1 in each primary stat plus modifiers from ancestry, background, and point allocation. |
| Secondary Stats | Character Stats | Characters have three secondary stats: Health, Sanity, and Recovery. |
| Maximum Health | Character Stats | Maximum Health is equal to one half of your maximum Fortitude, rounded down, plus one. |
| Health Check | Character Stats | When your character takes health damage from an attack or effect, make a health check against your health check DC for each point of damage. For each failure, reduce your current Health by one point. |
| Rerolling a Health Check | Character Stats | When you fail a Health check, you can spend one point of Fortitude to reroll that check. You must take the new result. Reroll one die for each point of Fortitude spent. |
| Health Check DC | Character Stats | Health check DC is 6+ by default, but may be modified by equipment, traits, etc. |
| Death Check | Basic Rules | If your character takes Health damage at zero Health make a death check. Roll a d6. On a 4+ the character survives. On a 3 or less the character dies. Death check DC can be modified by traits. Only make one death check for each attack or effect that deals Health damage, no matter how much damage it deals. |
| Maximum Sanity | Character Stats | Maximum Sanity is equal to one half of your maximum Will, rounded down, plus one. |
| Sanity Check | Character Stats | When your character takes Sanity damage from an attack or effect, make a Sanity check against your health check DC for each point of damage. For each failure, reduce your current Sanity by one point. |
| Rerolling a Sanity Check | Character Stats | When you fail a Sanity check, you can spend one point of Will to reroll that check. You must take the new result. Reroll one die for each point of Will spent. |
| Sanity Check DC | Character Stats | Sanity check DC is 6+ by default, but may be modified by equipment, traits, etc. |
| Mental Break Check | Basic Rules | If your character takes Sanity damage at zero Sanity make a mental break check. Roll a d6. On a 4+ the character must roll on the mental break table. Only make one metal break check for each attack or effect that deals Sanity damage, no matter how much damage it deals. |
| Mental Break | Basic Rules | Roll one d6 and consult the mental break table to determine the result. |
| Additional Mental Breaks | Basic Rules | If a character fails a Mental Break Check while they have an active effect from a previous mental break, the magnitude of the effect increases instead of rolling a new effect. |
| Physical Recovery | Character Stats | Physical recovery can be allocated to Fortitude or Reflex during the recovery phase. Physical recovery is equal to current health plus any bonuses. |
| Mental Recovery | Character Stats | Mental recovery can be allocated to Will during the recovery phase. Mental recovery is equal to current Sanity plus any bonuses. |
| Minimum Recovery | Character Stats | Both physical and mental recovery cannot be reduced below 1. |
| Additional Recovery | Character Stats | Some traits grant bonus recovery. Bonus recovery is not reduced by decreasing Health or Sanity. |
| Excess Recovery Points | Character Stats, Recovery Phase | Discard any unused recovery points. |
| Maintaining a Spell with Mental Recovery | Character Stats, Magic | Characters may allot unused points of mental recovery towards maintaining spells, even if their Will is at its maximum value. |
| Restore | Character Stats, Secondary Stats | Attempt to restore secondary stats (Health or Sanity). Make a check against the relevant check DC (Health Check DC or Sanity Check DC). For each success, restore one point. |
| Combat Order | Combat | At the beginning of combat all participants make a d6 Reflex check to determine combat order. Characters may spend additional points of Reflex to add additional dice to their roll, adding the results together. Participants act in order of result from highest to lowest. In the case of a tie, the participant with the higher max Reflex acts first. |
| Ambush | Combat | If the narrative dictates that one group of combatants has taken care to gain the advantage of surprise, combat instead begins with a ambush round where all participants in that group act first in order of maximum Reflex before all other combatants act. |
| Recovery Phase | Taking a Turn, Combat | Each turn begins with the Recovery Phase where characters allocate their physical and mental recovery to their primary stat pools. Discard any unused recovery points. |
| Action Phase | Taking a Turn, Combat | Characters have two actions in the action phase. |
| Movement | Actions, Combat | Move up to your movement speed. You may increase your movement by spending one point of Fortitude to jog (+2″ total) or two points to sprint (+4″ total) |
| Attack | Actions, Combat | Make an attack against a target within range. Roll one d6 against your attack DC to determine if the attack hits. On an unmodified result of 1, take 1 point of Sanity damage. On an unmodified result of 6, restore 1 point of Sanity. Attack DC can be modified by equipment, traits, magic, etc… |
| Reload | Actions, Combat | Reload a ranged weapon by spending Fortitude |
| Cast a Spell | Actions, Combat | Cast a spell |
| Improvise | Actions, Combat | Take an action not otherwise described here |
| Interact | Actions, Combat | Interact with an object. Close a door, drink a potion, throw something, draw or stow a weapon, etc. |
| Brace | Actions, Combat | Spend 1 point of Fortitude to decrease your Health Check DC by 1 until the beginning of your next turn. |
| Defend | Actions, Combat | Spend 1 point of Reflex to decrease your Dodge Check DC by 1 until the beginning of your next turn. |
| Focus | Actions, Combat | Spend 1 point of Will to decrease your Sanity Check DC by 1 until the beginning of your next turn. |
| Encourage | Actions, Combat | Spend 1 point of Will to decrease an ally’s Sanity Check DC by 1 until the end of their next turn. |
| Rally | Actions, Combat | Spend a point of Fortitude, Reflex, or Will as appropriate to attempt to end an ongoing effect. |
| Wait | Actions, Combat | Use an action to shift your place in the combat order down one slot. If you have a remaining action, take it at your new place in the combat order. |