Rulebook

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## Terminology

* Attributes:
* Dice scale: How 'large' your die is. Larger dice have a larger minimum or maximum range than other dice. For example, a d10 (1-10) is larger than a d4 (1-4). 2d4 (2-8) is smaller than 1d10 because you are more likely to roll a number higher than 5 (the average of 2d4) on a d10 (50%) than on 2d4 (37.5%). There is a dice scale table listed within the rulebook.
* DR: Difficulty rating. The number you must roll (or higher) to succeed at a task. The DR is set by the Game Master and is influenced by your associated modifiers and the modifiers of the target.
## Attributes

[BODY] signifies your strength and senses. At high [BODY], you are alert and lively. At low [BODY] you are tired and sickly. At zero [BODY]: "Your journey ends here. You are dead. Move onto your next character."

[MIND] signifies your willpower. At high [MIND], you are analytical and creative. At low [MIND], you are prone to following your impulses and slow to react. At zero [MIND]: "You are starting to lose your grip on reality. Give into Fear whenever confronted with it."

[PRESENCE] signifies your personality. At high [PRESENCE], you are confident and charming. At low [PRESENCE] you are cravenly and awkward. At zero [PRESENCE]: "You are utterly repulsive. People aren't going to have a good first impression with you.

[LUCK] signifies connection to the Gods. At zero [LUCK]: "You are starting to feel lost and hopeless. Otherwise, there is no effect."

## Saving Throws

All saving throws are DR 10, meaning you have to roll a 10 or greater to succeed. Add the appropriate attribute (such as [BODY] for a [BODY] Saving Throw to your 2d6 roll.

## Percentages

When you see numbers like 40%, 60%, etc., you roll 2d10s as a percentile, meaning one acts as the tens digit and the other as the ones digit, with 00 representing 100. The goal is to roll under the percentage given. For example, a 50% chance succeeds when you roll a 01-50. Example usages of percentiles are tables, saves against instant death, and Infection Chance.

When rolling chance dice, you can also roll d10s instead of d2s, with 50% being the base chance and 75% for 2d2.

## Manoeuvres

* Attack: Attack your foe with a weapon or your body.
* Grapple: [BODY] Grab a part of your enemy's body or equipped item.
* Cast a spell: [MIND] Cast any of your available spells. The spell is consumed upon use.
* Dodge: Avoid the Consequences of your actions, mark 1 Stress at the cost of 1 Body.
* Pray: [LUCK] Pray to a chosen Deity or perform a Ritual.

* Ponder: [MIND] Learn something new about your Opponent, your Situation, or the World. Your choice.
* Ritual: [PRESENCE] Prepare a magical ritual.
* Talk: [PRESENCE] Talk to your opponent. Learn something new about your Opponent, your Situation, or the World. Your choice. What your enemy says to you will be affected by their world view and experiences.

* Something else: You may do something not listed under the Actions. Roll an Attribute selected by the Game Master for this task. If you are creative, the Gods may award you with additional skill effects.

Use a Skill: You may gain specialised Skills from your Background or through your exploits in the land of Havok. With permission from your Game Master, you may substitute a relevant Attribute roll with the bonus from your Skills. If you can use one of your Skill Statements (skills with >3 words in the name) in a sentence, you may be rewarded with additional effects from your roll.

XP
--

Turn Dungeon gold (ancient coins) into XP at an Altar of The Gods, available in each town or safe haven

* Shrine: 1:1
* Trading: 1:4 gp spent
* Story progression: 500 xp

## Fears & Dreams

Fears

* Each time you drop to 0 [MIND], roll on the Phobia table
* Receive -2 against monster types and actions involving the subject of one's phobia
* Remember CHARACTER fears not PLAYER fears. Monsters coincide with Background choices, linked Fears.

Dreams

* In character creation, write down three dreams. One represents your immediate goals, the other two your long-term motivations and desires.
* Dreams can be as simple as "slay Veryk the Younger" or "uncover the mystery of Deadman's Keep", but must be impactful or take you on a journey to complete
* Each time you accomplish one of your Dreams, remove one Phobia

### Phobia Table (2d6)

If you have more than two consecutive Phobias, gain: *Panophobia*, the fear of everything. All your previous Phobias become null and you can no longer gain Phobias but receive a -2 in all combat scenarios until it is cured.

## Downtime

Downtime is split into a clock equal to the time you have in between missions. Each Downtime action you take consumes one portion of the Clock.

Example actions: carousing with allies (Fellowship), crafting, doing errands for a faction (Reputation), foraging, influencing a person (Disposition), managing base camp, praying, studying arcana, resting (Healing), trading, weapons training

* Hours = 1
* Days = 3
* Weeks = 4
* Months = 6

### Rest

One of the actions you can take during Downtime is Rest. Resting uses one slice of the Clock to recover harm in the following order:
Stress -> Health -> Injuries

This means that you recover Stress before you will recover Health and you will recover Health before your Injuries start to heal.

## Honour

* Get +1 Honour after each Advancement
* Get +1 Honour after giving away at least one Fellowship die to an ally's roll
* Bank it away until you die
* Next character gets +3 Health OR one non-magical item from your previous character's equipment OR 1d20 gold coins per point of Honour banked

## Fellowship

Everyone has 1d4 for the number of players at the table. These are called Fellowship dice. Whenever anyone makes a roll, anyone (except the one rolling) can add one or more of their d4s to the roll as a Boon (+1d4 k1).

* Every time you support one of your teammates emotionally or in the field, gain +1 Fellowship die
* Every time you spend your Downtime with one or more teammates, gain +1 Fellowship die per teammate.
* When you willingly put yourself at risk or makes a personal sacrifice for the benefit of the party, gain +1 Fellowship die.
* Following a successful season-long quest (or series of quests), gain +1 Fellowship die per surviving party member

## Chance Die

d2 =. 1d6, odds = 1/tails, evens = 2/heads. call odds/evens or heads/tails. spend 1 Luck or a Lucky Coin to roll 2d6 instead. Only one face needs to match your choice for you to succeed. Alternatively, flip a coin.

Alternate rule: roll 2d6 with no modifier at DR 8. Lucky coins allow you to roll 3d6 k2 (roll 3d6, keep the highest 2). This adds up to about the same odds as flipping a coin while maintaining the standard 2d6 roll.

## Hope

Hope = 2d6; +1 any roll, +1 permanent Health, instant stabilise (+1 Health) on self or target, free re-roll

* Hope is fleeting. Each time you take damage, Hope is damaged before Health.

## Advancement

Choose two of the following:

* Gain an amount of Health equal to your Hit Die
* Add +1 to any Attribute (maximum of 4)
* Gain +1 to any trained Skill or take a new Skill
* Gain 1d6 Luck

## Rolling mechanics

* roll 2d6 + Attribute/Skill + Modifiers
* Advantage = roll 3d6 dL instead of 2d6

## Difficulty Ratings

"jesse, what the fuck is a dr?"

DR

* +1 DR = +1 Difficulty rating. You must roll an 11 instead of a 10 to succeed at a give task
* -1 DR = -1 Difficulty rating. You must roll a 9 instead of a 10 to succeed at a give task

Bonus/Penalty

* -1 penalty to x = +1 DR
* +1 bonus to x = -1 DR

Attack/Defence

* +1 ATK = -1 DR on attack rolls against a target
* +1 DEF = +1 DR when an enemy makes an attack roll against you

### Standard Difficulty Ratings

 14 | Impossible

* DRs are adjusted by the modifiers you receive. For example, a +1 attack bonus [ATK] removes 1 DR from your opponent's [DEF] rating
* If you fail the test by a margin of 1-2 points, you may Succeed at a Cost. The GM will ask you if you wish to proceed and will decide the consequences.

Instead of adding +/- multipliers to your roll, you can ask the GM to add/subtract them from the DC or static value you are rolling against. Having the GM keep track of these things helps the game flow smoother, however, it also increases their workload. This style of play is not advised if your GM is inexperienced with the system or is known to be disorganised.

This style of play is simpler with 10 being the target number for all rolls, and all others being effectively communicated to the party. For example, declare an enemy's Defence [DEF] stat and adjust it accordingly as the battle goes on. If you are playing in person, having a visual cue such as a clock, die, or flash cards may help everyone stay on track.

* In general it is encouraged to show all of a monster's stats (including health, armour, counters, and attacks; anything with dice attached), but they do not have to explain what they do

Remember! You can never have a modifier greater than +4 or a penalty greater than -4.

damage penalty = -1D (dual wielding) or -1DL (singlet)

## Hit Location (leftmost or first d6)

* 1 = Head
* 2 = Left Arm
* 3 = Torso
* 4 = Right Arm
* 5 = Right Leg
* 6 = Left Leg

Doubles = vital shot, roll on Injury table
Total = to-hit

* if the targeted enemy is missing/lacking the body part you hit, roll on the Torso Injury section
* if the targeted enemy does not have organs or is otherwise immune to Injuries (such as bosses), deal x2 damage instead
* you can choose to hit any specific hit location with the following modifiers: (-3 [Head], -2 [L.Arm], -1 [Torso], +1 [R.Arm], ±0 [Other])
* you may take a targeted attack against an enemy's weapon or armour. if the material of your weapon is at least 2 material categories higher than their weapon/armour's, you may Sunder it +10%/each material strength level higher and a flat 10% if the material is Heavy on Light material

Damage = (enemy Defence + Resistance - to-hit)

* roll 2d6
* compare the result with enemy's declared Defence
* damage dealt = Weapon Damage dice - Resistance

### Injuries

Injuries cannot be resisted by Stress, only by burning Luck. You lose 1 AP for each Injury you have. If you reach 0 AP, you cannot move due to the pain.

#### Head

 00+ | Your head is destroyed from the impact. You are dead.

#### Arm

 00+ | Subsystem damaged (Major). Roll for subsystem hit location. Your inventory slots are reduced by 2. You are now Bleeding Heavily until you are healed magically or a tourniquet is applied (rags or healer's kit)

* Severed limb goes flying (1m distance, Scatter) causing 1 Bludgeoning damage if hits someone

#### Leg

 00+ | Leg destroyed. +2 DR on tasks requiring using both legs. If both legs are destroyed, you can only crawl.

* Severed limb goes flying (1m distance, Scatter) causing 1 Bludgeoning damage if hits someone

#### Secondary Effects

* Pain: Lose 1 movement point for each Injury
* Subsystem damaged: Roll for hit location on the appropriate Subsystem Injury Table.
* Injury's Toll: Lose 1 [BODY] for every two concurrent Injuries.
* Shattered Psyche: Lose 1 [MIND] for every three concurrent Injuries.
* Mental Drain: Lose 1 [MIND] and 1 [PRESENCE] for each concurrent Injury to the Head.

* If both of your legs are disabled, you are permanently prone and must crawl. Movement is now reduced to 0.5m for each Action Point spent.
* If both of your legs and arms are disabled, you are permanently prone and cannot move.
* If you are knocked prone and both your arms are disabled, you cannot stand back up without assistance.
* If one of your arms is disabled, you cannot wield two-handed weapons or heavy objects and your inventory space is reduced by 2 (min. 1). You cannot equip items with the Heavy tag.
* If both your arms are disabled, you cannot wield items and your inventory space is reduced by 4 (min. 0). You cannot carry or equip items with the Heavy tag.

#### Recovery

Having 0 Body means your character is dead. If you die using a Spell, your spell goes haywire.
You recover Stress through regeneration potions only.
You can recover 1 Harm following 1 hour's worth of Rest in a safe place.
Resting for a week in a safe location heals all Harm received.

One of your body's temporary Injuries heal after one week's rest in a safe location. Roll on the recovery table (d66), (d666 k2 if Major Injury)

#### Recovery Table

 61-66 | Motor nerves damaged. Body part is disabled.

* Scarred: You have some cool scars to show off. [1-4]
* Badly scarred: At this point your scars are numerous and hard to hide. [4-5]
* Disfigured: Your affected body part will never quite work the same way it used to. -1 to associated Attribute. [6+]
* Destroyed: The affected body part is mangled and inoperable, leaving it effectively destroyed. See: disabled limbs. [10+]

* Heavy/arterial bleeding always leaves you with two scars if recovered fully or four scars if you fail.

#### Infection

 91-00 | You recover from your Infection. Roll on the Recovery Table for each limb affected.

* Blood infection can spread to any part
* Brain infection = death

## Scatter Chart

* Used for bombs (1m) and severed limbs (1d4 0.5m)
* d10; 1: front, 2: front-right, 3: back-right, 4: back, 5: back-left, 6: front-left, 7: right, 8: left, 0-9: centre
* Add throwing skill, >= 9: centre

## Damage types

* Ballistic. Bullets, artillery, explosives
* Bludgeoning. Fists, kicks, bludgeons, careful strikes
* Crushing. Blunt weapons, falling, siege engines
* Fire. Flames, acid
* Piercing. Arrows, spears
* Ripping. Blades, claws, teeth
* Shocks. Electricity, cold, \*radiation
* Toxins. Poison, sickness, \*radiation

## Death and Dying

### Dying Table

Upon reaching 0 Health, roll on the following table:

 70-00 | You are knocked unconscious. You will die at the end of the next turn. Recovery: heal using magic, a potion or a healer's kit (DC 10 Medicine).

### Circumventing Death

Instead of outright dying, you may choose to suffer from a permanent Injury instead. Choose one of the following results and roll on the Injury Table for your affected body part:

* Suffer 2 [BODY] damage (permanent), adjust Health accordingly
* Suffer 1d6 permanent Health damage

If your [BODY] reaches 0 or your Health total is reduced to a negative value equal to or greater than your total [BODY] score, you are DEAD. Make a new character.

Starting Health = [BODY] + 2

## Movement

1 hex = 1 metre

* You start with 4 Action Points (AP) and one 1 Reaction point (Reaction)
	+ Move: [Standing] 1, [Running] 0.5, [Crouching] 2 [Crawling] 3.5
	+ Change position: 1 AP [Crawling to Crouching], 0.5 AP [Crouching to Standing]
	+ Change direction: 0.5 AP per degree (for example: Front to Front-Right, Front-Right to Back-Right, etc.)

* Half-stepping: Increase your Reach by 1 metre for the purposes of attacking for the cost of 0.5 AP. Doing so provokes a Reaction from the Enemy with +1 DR. For the duration of the round, you cannot spend any more Action Points after half-stepping. For the purposes of targeting, you count as being in both the hex you're stepping into and the one you came from. On your next turn you must choose to half-step backwards into the hex you stepped from or forwards into the hex directly in front of the direction you are facing and spend 1 Action Point.
If you are Engaged with an enemy, you may stay half-stepping, but cannot turn and have +1 DR on Reactions. Attempting to move away from the enemy will allow them to take a Reaction at +1.
* You may convert Action Points into Reaction points at a ratio of 1:1 for the first point and 2:1 for all points afterwards, unless you are stopped by an ability or manoeuvre.
* Difficult terrain: Some terrain, such as sharp inclines, thick mud, thickets, and snow will incur a 0.5 Movement speed penalty while traversing it. Some Weather effects, such as rain, may also cause difficult terrain.
* Hazardous terrain: Some terrain and Weather effects will not only cause the effects of difficult terrain but also cause a [BODY] Saving Throw vs. taking damage. As a base, 1 Health is suitable for simulating the effects of Fatigue on a combatant. Examples of this terrain could be traversing through a blizzard, thorny undergrowth, and neck-high waters.

### Charging

You may Charge forward consuming half your Action Points. Turning costs 1 AP to turn one degree. You may attack at the end of your charge with +1 DR. Once you stop moving, you can spend no more Action Points this turn. You cannot charge through difficult terrain.

Charging towards one or more enemies will provoke a Morale [MIND] saving throw.

Following a successful charge, Mounted units may move at their full Movement or make an Attack.

#### Failed Charges

Following a failed charge, charging units have a +1 Action Point cost for moving. This means moving 1 Hex costs 2 Movements Points.

Defending units wielding polearms may immediately use their Reaction for any valid move including attacking the charging Units.

#### Charging Modifiers

Attackers

* On horseback: +1 DR to saving throw
* On large mount: +2 DR to saving throw
* Flank charge: +2 DR to saving throw
* Rear charge: +3 DR to saving throw
* Outnumbers enemy x2: +1 DR to saving throw

Defenders

* Is wielding a polearm: -1 DR to saving throw
* Is wearing heavy armour: -1 DR to saving throw
* Has the benefits of *shield tactics* or *formation bonus*: -1 DR to saving throw

### Combat Actions

* One-handed weapon (1H); 1 AP
	+ Can dual wield weapons at 2DdL (main weapon's dice), use a shield, or do other actions requiring the usage of only one hand
* Two-handed weapons (2H); 2 AP
	+ Can be swung at -2 to-hit for 1 AP

* Defensive Stance; Force enemy to target shielded body parts only or shield
* Feint; Force enemy to take a manoeuvre, take a step
* Grappling; Take hold of a body part or item, force a condition
* Parry; Roll defence to negate damage, -1 DEF ongoing

#### Reach

In melee combat:

* Whichever party has the highest base reach (if equal, check the order of weapons in their category or follow the guide of: Ripping -> Blunt -> Polearms) imposes the Outreached condition on their opponent and gains a Reaction attack against them if they step within their maximum threat range
* If there is an obstacle that counts as full cover within the minimum threat range of a polearm, the polearm user gets a -1 ATK penalty against all targets, even those within effective threat range
* Reach rounds to the nearest 0.5m for the purposes of grid combat. 0.5m count half-steps for Reactions. Meaning, if your reach ends in a 0 and an opponent half-steps, placing you into their threat range, they may hit you without you getting a Reaction attack.

#### Grappling

When the Defender successfully breaks free from a Grappling Hold, they make take one of the following actions:

* Take a Reaction
* Take a Minor Action (such as drawing a weapon)
* Move 1 Hex in any direction
* Initiate a Grappling Hold as the Attacker

#### Outmanoeuvred conditions

* Cornered (below min range); Non-movement actions cost +1 AP
* Flanked (enemy at back/side);
* Outreached (enemy has more reach in melee); -1 AP, -2 to Grappling
* Overextended (outside max range); Non-movement actions cost +1 AP, -1 DEF
* Unstable Footing (on difficult terrain); DR/DEF -2 to manoeuvres against them, ongoing

#### Other conditions

* Disarmed; weapon has been dropped/grabbed
* Fatigued; -1 AP (min. 1)
* Injured; see; Injury Table
* Knocked-down; Laying on back, Prone/Crawling

#### Vertical movement

Some hexes may be labelled with [+1m], [+5m], etc., representing height.

Gain a +1 Attack bonus when attacking an enemy at a lower Elevation with a non-polearm melee weapon and a +2 Attack bonus when attacking with a ranged or thrown weapon.

#### Long range (Optional)

In some combat scenarios designed to represent long-range battles, each hex max represent 10m of space. A Game Master may decide that it takes 2.5 Action Points to move within long range. Some Game Masters may divide a battlefield map between long and short range areas in which movement differs. This approach favours ranged characters and artillery, along with tactical play, and may be more appropriate in larger scale battles.

## Falling

When a creature would fall two metres or more, instead of falling instantly, the creature can choose to delay its fall until the end of its next or current turn (whichever comes first).

When falling off a drop take fall (Crushing) damage = number of metres fallen. Take 1 damage for every 5m fallen when falling down an incline (such as the slope of a hill).

## Vision

Vision indicates Attacking and Flanking direction. Ranged weapons can be used at their appropriate range without a penalty so long as the target is within your Vision Radius (extended to the appropriate distance) so long as the target is not behind the attacker (unless specified otherwise).

## Vision Table

You can see into coloured hexes and cannot see into grey hexes. Grey hexes adjacent to the orange hexes indicating the flanks of a character grant the Flanking bonus. For example, characters with Vision ±0 can only be Flanked from the Back-Left, Back-Right, and Back while characters with Vision -3 can be Flanked from any side except the front. Attacking areas that are outside your vision incur a -1 ATK penalty. Attacking back squares incurs a -3 ATK penalty.

## Equipment

### Possessions

Inventory Slots = BODY (min. 1)

* 100g or 100g worth of gems = 1 slot
* Light/small items = 1 slots
* Medium/two-handed items = 2 slots
* Heavy/large items = 3 slots
* Heavy armour gives -1 AP penalty

Player weight = Armour weight (for being carried, Mounts, and Vehicles)

## Mounts

### Land

* 10 kg = 1 Inventory slot
* 1L = 1kg
* Camels have 1/2 speed when travelling in environments outside of deserts
* Elephants and bull oxen cannot be controlled in Combat when they are within 2 Hexes of the enemy's melee Threat Range
* If an Elephant fails a Morale check, it will Flee in the most direct opposite direction of the nearest threat, Charging through any characters in its path

## Bosses

* mythical manoeuvres - can use one of a select group of actions as a Bonus Action or Reaction, may have a cooldown
* attacks are associated with a body part
* usually destroyed by destroying the torso or head
* all body parts are laid out by the GM and assigned a number between 1-6
* most bosses are immune to Injuries or Vital Shots, however the GM may decide they are succeptible at their own discretion. the boss may even have its own Injury Table (for/against Players)

* 1 = [VERY HARD], Head
* 2 = [HARD], Left Arm
* 3 = [MODERATE], Torso
* 4 = [VERY EASY], Right Arm
* 5 = [EASY] Right, Leg
* 6 = [MODERATE], Left Leg