Rules reference
Best practices
•   Ask lots of questions. Make notes. Draw maps.
•   Work together. Devise schemes. Recruit allies.
•   Dice are dangerous. Clever plans don’t need to roll.
•   Play to win. Delight in losing.
•   Fight dirty. Run. Die. Roll a new mouse.
Saves                                                     Combat
Roll d20 equal or under an attribute:                     On your turn, move and take an action.
• STR: tests of physical strength and resilience.         Surprise: If enemy is surprised, you go before them.
• DEX: tests of speed and agility.                        If enemy is not surprised, make a DEX Save to act first.
• WIL: tests of strength of will and charisma.            Attacks: Roll your weapon’s die and deal that much
Opposed saves: Both Save, lowest successful value wins.   damage to an enemy, minus any armour.
Advantage: When making a Save from a strong position,     When an attack is impaired, roll d4 for damage.
roll 2d20 and take the lowest result.                     When an attack is enhanced, roll d12 for damage.
Disadvantage: When making a Save from a weakened          Damage: Dealt to HP first.
position, roll 2d20 and take the highest result.          Once HP is depleted, take damage to STR.
                                                          After taking STR damage, make a STR Save. On failure,
Attribute damage: When an attribute is reduced by
                                                          take an Injured Condition and become incapacitated.
damage, roll d20 equal or under the reduced value.
                                                          Death: If STR is reduced to zero, or you are incapaci-
                                                          tated for 6 Turns, you die.
Magic                                                     Usage: After combat, roll d6 for each weapon, ammu-
Invest 1-3 Power (up to number of unused dots)            nition and armour used. On 4-6, mark usage.
Roll d6 for each Power invested.
Mark usage for each die of value 4-6.                     Rest
The spell effect happens, using [SUM] and [DICE].         Short: Takes a Turn. Restore d6+1 HP.
Mishaps: For every 6 rolled, take d6 WIL damage.          Long: Takes a Watch. Restore all HP. If HP is full,
Make a WIL save, gain Drained Condition if failed.        restore d6 to an attribute score.
                                                          Full: Takes a week. Fully restore HP and attribute scores.