Talents: You have 6 Talents, and you have a level in each between 1 and 12. Your Talents are the innate extent of your ability, determining how good you are at certain things without more specific skill being applied.
Physical
Dexterity: Your flexibility and coordination, letting you move quickly and accurately.
Fortitude: Your resilience and recovery, letting you survive injury and operate in extreme conditions.
Strength: Your raw physical power, letting you lift and break things.
Mental
Awareness: Your perceptiveness, letting you sense and process information accurately.
Influence: Your social capacity, determining how much people are affected by your words and how well you can use that.
Intellect: Your intellectual capacity, letting you draw on accumulated knowledge and make use of information new and old.
Skills: Your Skills are more specific and often highly practical abilities, taking you further than raw talent alone. You can have a level between zero and 6 in a Skill.
Alert: The skill of noticing changes to your physical environment quickly. Used for Initiative.
Analysis: The skill of carefully analyzing information to come to a conclusion. Often used to investigate a space.
Athletics: The skill of utilizing your physical body. Often used for running and maneuvering.
Brawl: The skill of fighting unarmed. Used to make Attack rolls when not using weapons.
Cosmology: Knowledge of the greater cosmos and how natural laws fit together. Used to navigate beyond the Earthly Realm.
Craft: The skill to create items from component materials using appropriate tools. Can make all sorts of things.
Dodge: The skill of avoiding blows, projectiles and other things best dodged. You can use Dodge to Oppose an Attack roll against you.
Empathy: The skill of understanding others. Lets you read emotions, see through lies or pick up on subtext.
Geography: Knowledge of how nations and natural landscapes fit together. Often used to navigate.
Herbalism: The skill of processing plants and fungi into medicinal treatments or poisons. Can be used to make healing potions or cure diseases.
History: Knowledge of the past.
Intimidate: The skill of making others fear you and getting your way through fear.
Linguistics: The skill of grasping how language fits together and making use of it. You know a number of bonus languages equal to your Linguistics level x 3.
Medicine: The skill of patching broken bodies and repairing injuries through mechanical means. Often used to stop bleeding, remove shrapnel or projectiles from the body or perform other surgery.
Nature: Knowledge of the natural world and the animals, plants, fungi, geology and more that comprises it. Often used to identify dangerous creatures and gather information about them.
Persuade: The skill of convincing others to think and do what you want. Often used in diplomatic situations.
Sixth Sense: The skill of sensing and understanding supernatural forces. Often used to sense spirits or spellwork.
Slight Of Hand: The skill of performing fast and precise movements, from card tricks to picking pockets.
Spellcraft: Knowledge of magical workings and the skill of creating or altering their designs. Often used to determine the nature of a Spell or other supernatural effect.
Stealth: The skill of going unnoticed. Often used to hide or sneak past others.
Subterfuge: The skill of lying and misleading. Often used to convince others of untruths or hide information. Subterfuge is typically opposed by Empathy.
Survive: The skill of providing for yourself and others in the wilderness. Often used to hunt for food, find and process water, light fires, make shelter and otherwise thrive outside civilization.
Weaponry: The skill of fighting with a weapon. Used to make Attack rolls when using weapons.
Personal Skill: Anything that your character is skilled in that is not one of the common Skills. You can have as many Personal Skills as you want, but every Personal Skill should be agreed upon with the Game Master.
Dice Pools: When you want your character to do something challenging, the Game Master will ask you to roll a Talent and a Skill. You roll a number of d6 (six sided dice) equal to the Talent + the Skill and tell you the difficulty. The difficulty for anything a normal person could potentially achieve ranges from 2 to 6.
Any die with a result equal to or greater than the difficulty is a Success. For each die that rolls a 6, you roll one more die. Any Successes on those additional dice are also added.
Any die that rolls a 1 cancels out a Success. For example, if you are asked to roll Dexterity + Slight Of Hand (difficulty 3) to steal a coin purse from a noble's belt when you bump into him and your Dexterity is 3 and Slight Of Hand is 2, you would roll 5 dice. If you get 4, 1, 2, 3 and 5, you would have 3 Successes (4, 3 and 5) and subtract 1 Success because of the die that rolled a 1. You end up with 2 Successes.
Usually only 1 Success is required to succeed on an action. However, multiple Successes will give a greater effect.
Automatic Success: If the number of dice in your dice pool (Talent + Skill) is at least 3 times the difficulty, you can choose to not roll and instead get 1 Success automatically. For example, if the difficulty is 2 and you would roll 6 or more dice, you could choose to instead get a Success without rolling.
Opposed Rolls: The Game Master may ask you to roll an Opposed roll against another character’s roll (or let another character roll against yours) when they feel it is appropriate. Successes on an Opposed roll subtract from the Successes on the roll being opposed.
Extended Actions: If an action you are taking is not limited by time (and typically if it is really hard/slow), the Game Master can ask for an Extended Roll. You roll your dice pool repeatedly at a stated interval, such as once an hour or once per day.
Usually an Extended Action only succeeds when a certain number of Successes are rolled. Once that number is achieved, you succeed.
Resources: You have 5 Resources: Soul, Arcanum, Divinity, Primal and Health. Each has a level between 1 and 12.
The level determines your maximum in the Resource. However, you can have points up to your level. The points are spent and regained without changing your level.
For example, if your Soul is 4, you can have up to 4 Soul points. But you might spend 1 Soul point and only have 3 points left. Your Soul level is still 4, and you can regain Soul points up to 4.
Soul: The power of your inner spirit and limits of your will and sense of self.
You can spend 1 Soul point after you have rolled but before the result is narrated to reroll using the same dice pool. You may choose between both results.
Some Spells or Techniques will require you to spend Soul points to use them.
Soul is also rolled to resist certain effects, especially mind control and similar magic.
Soul points can be regained when you do something fulfilling or appropriate for your character. You also regain Soul points after resting.
Arcanum: The Resource used to cast Arcane Spells, learned through training and understanding of the cosmos.
You cannot have a higher level in an Arcane Domain than your Arcanum level.
You can meditate for an hour and roll Arcanum (difficulty 4) when in contact with a source of arcane power (usually places where potent Arcane magic has been used in the past) to gain 1 Arcanum per Success.
Divinity: The Resource used to cast Divine Spells, gained through authority granted over aspects of the cosmos.
You cannot have a higher level in a Divine Domain than your Divinity level.
You can meditate for an hour and roll Divinity (difficulty 4) when in contact with a source of divine power (usually temples, monuments or other places of worship) to gain 1 Divinity per Success. If the location is dedicated to your Patron Deity, the difficulty is reduced by 2.
If you have a Divinity level of 1 or more, you must pick a Patron Deity.
Primal: The Resource used to cast Nature Spells, achieved through unity with the natural forces of the cosmos.
You cannot have a higher level in a Nature Domain than your Primal level.
You can meditate for an hour and roll Primal (difficulty 4) when in contact with a source of natural power (usually locations of natural wonder) to gain 1 Primal per Success.
Health: The physical wellbeing of your body and the vitality that animates it.
You cannot normally spend Health like other Resources, but instead you lose Health points when damaged and gain them when you heal.
When your Health points get low, the difficulty of rolls starts increasing.
At 4 Health points, you subtract 1 die from all rolls.
At 3 Health points, you subtract 2 die from all rolls.
At 2 Health points, you subtract 3 die from all rolls.
At 1 Health point, you can no longer make rolls.
At zero Health points, you die.
Resist: When an external effect (usually an Attack) would reduce your Health points, you can reflexively roll Fortitude (difficulty 4). For each Success 1 less Health point is lost.
Combat Round
A combat round lasts approximately 2 seconds. At the start of combat or a similarly time limited situation with multiple participants, roll Awareness + Alertness (difficulty 3) to determine Initiative. Characters take their Turns in order of most to least Successes. Your Turn is composed of the following parts:
Part One: Declare Available Actions.
Declare any Spells, Techniques or other activated effects you are using to gain Extra Actions (such as the Celerity Technique).
Declare if you are Splitting your Action.
If you Split your Action, you can make two separate rolls with the same Action, but the difficulty is increased by 1 on both.
You can Split a dice pool you already Split a second time, but the difficulty is increased by 2 the second time. This can continue until you reach difficulty 6 on one of the rolls involved.
Part Two: Use Your Action.
You get 1 Action, which can be used to do the following:
Attack with a weapon (Dexterity + Weaponry) or your body (Dexterity + Brawl at difficulty 4). The difficulty of the attack and damage caused is determined by the weapon.
Activate a Spell or Technique, such as rolling and/or spending a Resource. Reflexive Spells and Techniques do not require Actions to perform.
Roll Dodge (or Parry) against an Attack, even if it is not your Turn. This uses up your Action from the next Turn you take. You get 1 free Dodge Action (see below).
Do anything else that requires time to perform. Reflexive actions (such as rolling Alertness, Sixth Sense or Natural History) do not require an Action.
Move to a new location. Running lets a character move up to 24 + (3 x Dexterity) yards. If you Attack, you can still move up to half your maximum distance without Splitting your dice pool.
Part Three: Free Dodge Action
You get 1 Dodge Action per Turn.
In response to being Attacked, you can use your Dodge Action to roll Dodge against the Attack without using up the main Action from your next Turn.
You can roll Dodge during someone else’s Turn.
If you have a Shield or Weapon in their offhand, you can use your Dodge Action to Parry (Dexterity + Weaponry).
Crafting Herbal Potions
To make an herbal potion, you must purchase rare herbs or roll Intellect + Herbalism (difficulty set by Game Master) as an extended action to collect the ingredients. You need to gain 10 Successes per dose being created.
Experience Awards
After each game session, the Game Master asks each of the players the questions below. If a player feel they can answer the question with a "yes" and give an example, their character gains the corresponding Experience points.
Question - Reward
Did you participate in the session? - Gain 1 Experience
Did you roleplay your concept? - Gain 1 Experience per instance
Did you achieve a personal goal? - Gain 2 Experience per goal
Did something go wrong for you? - Gain 1 Experience per thing
Did you learn something new? - Gain 1 Experience per thing
Did you make a new contact? - Gain 1 Experience per contact
Did you discover a new location? - Gain 1 Experience per location
Did you do something extraordinary? - Gain 2 Experience per thing
Did someone else do something extraordinary? - They gain 1 Experience (choose 2)
Did you (the player) arrive less than 15 minutes late? - Gain 1 Experience
Did you (the player) drive 40 minutes or more to attend game? - Gain 1 Experience
Did you (the player) provide the food for the game table? - Gain 1 Experience
Experience Costs
Level - Experience Cost
First Skill Level - 3
First Domain Level - 2
First Art Level - 1
Talent - Current level x 4
Skill - Current level x 2
Art or Domain - Current level x 3
Resource - Current level