The Basics

four things you need to know.

You are your skills.

Your sev­en core skills are Agili­ty, For­ti­tude, Immu­ni­ty, Intel­lect, Might, Per­cep­tion, and Sub­tle­ty. You start with 6 of the 7; the one you lack is your weak­ness.

Oth­er skills are pos­sessed only by some.

Skills 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 a skill, you real­ly have lev­el 0 in it.

If an action isn’t defined by a skill, it requires no skill roll. As such, rolls shouldn’t be made unless defined by a skill, and the Book­keep­er won’t require you roll for actions not defined by one.

roll only when something is at stake.

If you attempt an action where­in suc­cess is ques­tion­able, roll 1d12. If the roll yields dou­ble dig­its (10+) you suc­ceed. If not, you fail. Fail­ure can car­ry con­se­quences.

If you have it, add the skill that defines your attempt­ed action to the roll, increas­ing your chance of suc­cess.

Cir­cum­stances or items can mod­i­fy a roll. Pos­i­tive mod­i­fiers are bonus­es. Neg­a­tive ones are penal­ties. Add them to the roll after adding your skill.

Exploit edges to get bonus­es in com­bat.

Stress kills you.

Stress rep­re­sents your phys­i­o­log­i­cal prox­im­i­ty to death. Stress­es include 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 heal stress­es and gain com­fort.

Time matters.

Time lost under­tak­ing actions requires you choose them care­ful­ly, espe­cial­ly in dan­ger­ous cir­cum­stances.

Time pass­es as a suc­ces­sion of rounds. Every round, you get to act. Once every­one has act­ed, the next round begins. Round length varies by timescale. The Book­keep­er will track time’s pas­sage.

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.