The Basics

four things you need to know.

You are your skills.

There are sev­en core skills: Agili­ty, For­ti­tude, Immu­ni­ty, Intel­lect, Might, Per­cep­tion, & Sub­tle­ty. You start with 6 of the 7. The one you lack is your weak­ness.

Oth­er skills are pos­sessed only by some. These are acquired skills.

Skills exist to sim­u­late your prowess in con­se­quen­tial actions. They do not exist to for­bid action. You can attempt any action defined under any skill even if you have no lev­els in it. All skills range from 0 to 12. If you don’t have the skill, you have lev­el 0 in it.

If an action isn’t defined by a skill, it doesn’t require sim­u­la­tion and requires no skill roll to be tried. As such, rolls shouldn’t be made unless pre­scribed by a skill. You nev­er need to roll unless the Book­keep­er requires it. Cor­re­spond­ing­ly, the Book­keep­er won’t require rolls for actions not described under a skill.

You roll only when something is at stake.

The Book­keep­er will call for a roll when there is a chance of fail­ure or when some­thing is at stake.

If you attempt an action where­in suc­cess is ques­tion­able, you must roll a d12. If the roll yields dou­ble dig­its (10+) you suc­ceed. If not, you fail. Fail­ure can car­ry con­se­quences.

If you have skill lev­els in the action you are attempt­ing, you total them into the roll, increas­ing your chance of suc­cess.

Cir­cum­stances or items can mod­i­fy a roll. Pos­i­tive mod­i­fiers are bonus­es. Neg­a­tive ones are penal­ties. These are added or sub­tract­ed from the roll total once a rel­e­vant skill is added.

Malus is a penal­ty to all skill rolls.

Stress kills you.

Stress rep­re­sents your phys­i­o­log­i­cal prox­im­i­ty to death. It includes things like Weary, Wound, Bleed, Chilly, and Stun.

At 13 stress, you die

Every 3 stress, you gain 1 malus. Malus is a penal­ty to all d12 rolls.

Eat, rest, and indulge to reduce your stress and gain com­fort.

Time matters.

The time lost per­form­ing actions requires you to choose them care­ful­ly, espe­cial­ly in dan­ger­ous cir­cum­stances. It’s the Bookkeeper’s job to track time.

Time pass­es as a suc­ces­sion of rounds. Every round, you get to act. Once every­one has act­ed, the next round begins. Round length varies depend­ing on timescale.

Timescales 

Your state of endan­ger­ment deter­mines the timescale of play. The three timescales are:

The Book­keep­er will announce when timescales change. 

Sessions survived

Play is mea­sured in ses­sions. At the end of every ses­sion, increase your ses­sions sur­vived score by 1 and receive a quan­ti­ty of XP based on your accom­plish­ments. Spend XP to improve your skills and gain virtues.