do in response to the world placed before them. During gameplay, participants roll numerous twelve-sided dice as defined by the rules and their characters
cover how to read the rules. Many effects occur during the game. All text of abilities, gear, and rules count as effect. Rules are written using standard
escend from those who grew from the land itself during the third age, the age of learning. Their erratic, ambitious nature chafes the other Species, yet b
at can see and hear you to follow your commands during its next turn, DL 12 - double Trained Tier. If its Grit Pool has any missing potential or it is in
st does not use an action, but can only be done during your turn. These objects can only be activated by creatures within 2 sizes of the size the object i
he Soulweaver weaves together the adventure, preparing the world and setting forth challenges the players must overcome. When the Soulweaver rolls other t
Have Resolve Reduction equal to your Poise Tier during the Social Encounter.
Ignore: Ignore the Influence, ending the action immediately. Most creatures
take time to perform and are almost never done during conflict. Many actions here are done as part of holding a steady job but also have their uses for a
e a collection of actions that can be completed during a single turn. These actions are commonly used as part of day-to-day life, though a proper adventur
lls are made the first time they are applicable during a round and apply for the entire round unless your roll suffers any penalty or the condition change
rules that the Soulweaver can choose to include during the game. Once a campaign starts, choose if you will apply any of these rules and then all players
esents how well you can tolerate pain. After suffering Grit Injury, if your Grit Pool is empty, fall Unconscious, gain Tier 1 Fatigued, and gain Tier 3 Un
reduce your base size by 1.
A creature of adventuring age has no modifications from their age.
Old-aged creatures have -2 on Finesse Skill rolls and Gri
mine the order in which participants take turns during a round. As a participant joins an activity where time must be tacked, their Zeal roll becomes thei
the city feels catching the culprit is worth offering a reward. If the city does not, the individual may offer a reward themselves should they deem catch
Expose: While suffering from Starving or Exhausted from cold environment or being within 1 range of a creature who is contagious. Infect: Attack Endure with 1 + Starving and Exhausted Tiers d12.
Cause Tier 1 Exhausted. After each day, attack Endure with 2d12 to cause Tier 1 Weakened. On failure, if the creature suffers from Weakened, reduce Weakened Tier by 1. If Weakened Tier becomes 0, end. If the creature Fumbles their defense, the disease becomes Failing Body.
Symptoms: Headaches, mild fever, coughing, and runny nose are the signs of Cotton Head. Tier 1.
Expose: Passing through spoiled or corrupted environments. An infected corpse corrupts the ground they are buried in. Infect: Attack Zeal with 3d12.
At the beginning of the creatures turn, if anything heavier than light clothing is in contact with their skin, they roll Poise DL 3. On failure, they suffer an episode or reset to the beginning of the current episode. After each week, attack Zeal with 4d12 to increase DL by 1. On failure, reduce DL by 1. If the DL becomes 0, end.
During an episode, the creature rolls Zeal, DL 6, at the beginning of each turn. On failure, they take no actions. On success, they take 2 Minor Action damage. As a Major action, they can roll Poise to reduce DL by 1, DL 6. If the DL is reduced to 0, the episode ends.
Symptoms: Flinching from any contact. When there is an attack, the infected is in extreme pain, sometimes described as burning. Tier 5.
Expose: Manifest a spell on an infected creature. Infect: Attack Nature with 2d12.
Each time the creature Manifests a spell, they roll Nature, DL 6. On failure, they become Soulbroken. While Soulbroken, after each minute, they roll Nature with the same DL to remove Soulbroken. On failure, gain +1 on the next roll. After each week, attack Nature with 2d12 to increase DL by 1. On failure, decrease DL by 1. If the DL becomes 0, end.
Symptoms: Erratic intensity of emotional responses. Tier 3.