Player's Handbook · Chapter 6

The Core Game

Most of play is conversation: you say what you do, the Games Master describes the world, and dice appear only when the outcome is uncertain and interesting. This chapter is the toolkit for those moments.

Game time

ScaleAboutUsed for
Combat Round5 secondsFights, chases blow-by-blow, split-second danger
Skill TimeMinutes to hoursPicking locks, watching patrols, careful craft
Narrative TimeWhatever the scene needsTravel, talk, downtime; may compress days into a sentence

In a Round you spend Action Points on Turns in Initiative order. Outside combat, one skill roll usually covers a whole attempt unless the fiction demands several steps.

The skill roll, again

Roll 1d100 ≤ skill (after modifiers):

  • 01–05 always succeeds
  • 96–00 always fails
  • Critical = one-tenth of the (modified) skill, rounded up
  • Fumble = 99–00 (or only 00 if skill is over 100%)

If nothing pressures you and success is inevitable with time, do not roll.

Luck Points

Luck is the thin edge between an adventurer and a corpse. Your pool equals the Luck derived from POW and refills at the start of each session (unless the Games Master awards an extra mid-play).

You may spend one Luck Point per action you support. Spending Luck is a Free Action. You cannot spend Luck on Experience or training rolls.

SpendEffect
Cheat FateRe-roll any dice you just rolled, or swap the digits (75 ↔ 57). You may force an opponent to re-roll an attack or damage roll that just hit you.
Desperate EffortGain one extra Action Point when you have none left in a fight.
Mitigate DamageWhen you take a Major Wound, downgrade it to a Serious Wound—damage becomes one Hit Point less than the Major threshold on that location.

Spend when a hung contest or a death-spiral fight warrants it. Empty Luck that never fired did no one any good.

Fatigue

Hard work, failed Endurance/Athletics/Brawn rolls, asphyxiation, bleeding, disease—these push you down the Fatigue track. Each level worsens skill grades, movement, Initiative, and eventually Action Points.

LevelSkillsMovementInitiativeAction PointsRest to clear one level*
Fresh
WindedHard15 minutes
TiredHard–1 m3 hours
WeariedFormidable–2 m–26 hours
ExhaustedFormidableHalved–4–112 hours
DebilitatedHerculeanHalved–6–218 hours
IncapacitatedHerculeanImmobile–8–324 hours
Semi-ConsciousHopelessNoneNoneNone36 hours
ComatoseNoneNoneNoneNone48 hours
DeadNever

* For physical exertion, complete rest needed per level equals Recovery Period ÷ Healing Rate. Asphyxiation recovers much faster (about a level per minute once air returns); blood-loss Fatigue often heals a level per day after bleed stops.

Past Incapacitated you are out of meaningful play until rescued and rested. Do not treat "one more forced march" as free—the track climbs fast.

Common opposed contests

SituationTypical pair
SneakingStealth vs Perception (or Track)
LyingDeceit vs Insight
BargainingCommerce vs Commerce (or Influence)
StaredownWillpower vs Willpower
Crowd speechOratory vs Willpower
Chase on footAthletics vs Athletics or Endurance
Poison / disease onsetEndurance (or Willpower) vs Potency
Serious/Major Wound shockEndurance vs the attack roll that wounded you

Breaking things

Inanimate objects have Armor Points and Hit Points. Success on Brawn, Unarmed, or an appropriate Combat Style deals damage; AP subtract first. Using a weapon on something as hard as or harder than the weapon damages both. Ask before you chisel a vault door with a family longsword.

What success looks like at the table

Call your skill, accept the grade, and roll in the open when you can. On a Failure, look for the next approach—not the same roll louder. On a Critical, invite the Games Master to make the world tilt your way. On a Fumble, play the disaster; that skill gains a free 1% at the next Experience award for the lesson.

When in doubt: Is this uncertain? Does failure change anything? Then roll. Otherwise, narrate and move.

Manual updated Jul 30, 2026.