Quick Reference#
One page at the table
The rules you reach for in the middle of a session, from the pages that hold them in full. Every heading links to its page. Print it: the menu and the backdrop stay off the paper.
Checks
d20 + the score's modifier + a tenth of an ability made for it, ±2 for help or hindrance. Meet the DC. A natural 20 does anything possible; a natural 1 fails.
| 5 | Easy |
| 10 | Fair |
| 15 | Hard |
| 20 | Very hard |
| 25 | Heroic |
Saving throws
The same roll, to shrug something off. Make it and it misses you, or you take half.
| STR | Being knocked down, held, dragged or pushed. |
| DEX | Traps, falls and anything you could dive clear of. |
| CON | Poison, disease, heat, cold and going without. |
| INT | Illusions, confusion and puzzles meant to trap the mind. |
| WIS | Fear, sleep and anything pushing on your mind. |
| CHA | Being charmed, possessed or pulled out of yourself. |
| LUC | Anything nobody could see coming. |
Attacking
d20 + Dexterity modifier + a tenth of your weapon's efficacy. Meet the target's Defense.
Natural 20: always hits, a critical, and a free feat. Natural 1: always misses; roll a d6.
| 1-2 | Off-balance: You overreach. Take 2 off your Defense until your next turn. |
| 3 | Stumble: You go down, and spend your next turn getting up. |
| 4 | Lost grip: Your weapon lands at your feet, and it takes a turn to pick it up. An arrow or a thrown weapon falls at your feet unshot. |
| 5 | Bad angle: Steel meets something harder. Your weapon loses a point of durability. |
| 6 | Calamity: The blow lands on you, or on the nearest friend in reach. Roll its damage as a hit. |
Defense
Natural AC + Your Dexterity modifier + Your guards + Anything else. Guards don't count against a shot or a throw. A creature's Defense is its AC.
A round
Whoever strikes first acts first. That's the character who declares the attack, or the creature that springs the ambush. Everyone else rolls a d20 and adds their Dexterity modifier. Highest goes next, and the order holds for the rest of the fight.
Each turn, one of: attack, use a move, use an ability, get out, something else.
Conditions
| Asleep | You lose your turns, your guards don't count and blows do double. Any blow wakes you, and so does a shake from a friend. |
| Blind | Take 4 off your attack rolls, or 2 if you have blind fighting. |
| Diseased | Take 1d4 at the end of every round of a fight, 1 off your attack rolls and 5 off your damage, until it's cured. |
| Drunk | Everything you say comes out slurred, and you can't get another drink to your mouth. When you cast a spell, roll a d20: on a 6 or less the words slur and it never starts, though you still pay for it. Keep drinking and that climbs as high as 17. It wears off a little every hour (Drinking). |
| Exhausted | Take 2 off your attack rolls and checks. You can't run, use a combat skill or use an ability paid in stamina. It lasts as long as what caused it says, or until an hour's rest out of the weather. |
| Frightened | Every round you try to flee instead of fighting. If you can't get away, you cower and do nothing. |
| Held | Hamstrung, shackled or on a broken leg. You can't walk, follow or flee, though you can still fight whoever's in reach. |
| Lingering harm | A wound, a burn or a frostbite that keeps hurting: the damage it names at the end of every round, for the rounds it names. A bleeding wound stops your health coming back until it closes. |
| Off-balance | Take 2 off your Defense until your next turn. |
| Poisoned | Lose a share of your most health at the end of every round of a fight: a twentieth for bloodmoss, up to a quarter for krakken (Poisons), until it wears off or is cured. |
| Prone | Knocked down or tripped. Take 2 off your attack rolls and 4 off your Defense until you get up, which takes a turn. |
| Silenced | You can't cast. Abilities that aren't spells still work. |
| Slowed | Everything you pay for in stamina costs twice as much, and any haste on you is gone. |
| Stunned | You lose your turns while it lasts, your guards don't count and blows do double. |
Resting, each hour
| Health | Stamina | Willpower | |
| Up and about | 1 | 2 | 1 |
| Sitting | 3 | 4 | 3 |
| Resting | 6 | 8 | 6 |
| Asleep | 9 | 12 | 9 |
Nothing comes back in a fight. Halved without water for 3 days or food for 6.
Death
At 0 health a creature's blow kills you. The dead stay dead unless raised in time:
| Within a minute | resurrect (priest 20), resurrect (woodsman 30), resurrection (page 50), area resurrection (priest 60) |
| Within a minute of the fight ending | self-resurrection (woodsman 40) |
| While the dance lasts | dance of repetition (minstrel 80) |
| Within ten days | greater resurrect (priest 40), greater area resurrection (priest 80) |
Experience
A foe is worth 50 x its level. Each level costs 1,000 x the level you're at.
| A clever plan, a hard bargain or a scene the table won't forget | 50 x your level |
| A secret uncovered, or a place nobody has mapped | 100 x your level |
| A quest finished | 500 x your level |
| The end of a story: a war won, a villain fallen, a town saved | 1000 x your level |
Money and the road
100 vern make a dover, 100 dover a sovern.
An area of the map takes a quarter of a day on foot. Roll a d10 for each: on a 1, something bars the way. See Exploring.

