Rules

RULES

THE DIE

This game uses a twenty-sided die to resolve actions during the game. References to “a die” or “the die” refer to a twenty-sided die unless stated otherwise. The die is often abbreviated “d20” (for twenty-sided die) or “1d20” (for one twenty-sided die). So a rule asking you to “roll d20” means, “roll a twenty-sided die.”

MODIFIERS

Modifiers to the die roll are specified like this: “+2,” meaning “You have +2 Advantage, roll a d6 Advantage die and add the result.” An abbreviation of “-4” means, “You have 4 Disadvantage, roll a d10 Disadvantage die and subtract the result.” For each rank of Advantage or Disadvantage you have, the Advantage die gets bigger, from a d4 to a d6, to a d8, to a d10, then to a d12.

If you are at least Tier 2, you can roll an additional die of Advantage or Disadvantage per Tier up to the step below the previous max Advantage or Disadvantage.

PERCENTAGES

You can also use the die to roll a percent chance of something in increments of 5% – just multiply the value of the die by 5 to get a percentage from 5% (a 1) to 100% (a 20). So if there’s a 45% chance of something, that’s a roll of 9 or less on the die.

THE CORE MECHANIC

This game uses a standard, or “core,” game mechanic to resolve actions. Whenever a character attempts an action with a chance of failure, do the following:
1. Roll a twenty-sided die (or d20).
2. Add the appropriate Skill rank, and determine if the character has any Advantages or Disadvantages to the roll, either from the Skill itself or the connected Ability. Add the results from any Advantage die, and subtract the results from any Disadvantage die.
3. Compare the total to a number called a difficulty class (abbreviated DC) or the opposed roll of another character. Often the DC will be set by the passive check of another character, instead of rolling a d20 they simply add 10 to the appropriate Skill ranks and the results of any Advantage or Disadvantage die.

If the result equals or exceeds the difficulty class (set by the GM based on the circumstances), the effort succeeds. If the result is lower than the difficulty class, it fails.

This simple mechanic is used for nearly everything in the game, with variations based on what Advantages or Disadvantages are made to the roll, what determines the difficulty class, and the exact degree of success and failure.

Just remember…

d20 + Skill ranks + Advantages - Disadvantages vs. difficulty class

…and you understand how to play most of the game!

TRAITS

ABILITIES

All characters in this game, from heroes and villains to the average person on the street, are defined by 6 Abilities, basic traits each character has to a greater or lesser extent. Abilities tell you how strong, smart, and aware a character is, among other things. The abilities are: Strength, Stamina, Agility, Intellect, Wisdom, and Charisma, described in detail on the Abilities page.

Each ability is assigned a Rank from -5 to +5 (though you can increase or decrease this number with Enhanced or Cursed Trait Effect, measuring its effectiveness. A rank of 0 is unremarkable or average, applying no Advantage or Disadvantage. Rank 2 is pretty well above average. A 4 truly exceptional, while a 5 is about the most that can be expected from a “normal” being. Beyond that is superhuman, and a rank of 11 is cosmic-level, far beyond the ability of mere mortals (and even most heroes). Abilities can even have negative ranks, for those well below average, as low as -20, or even both positive and negative ranks.

Every Skill has a corresponding Ability. Whenever a Skill check is rolled add Advantage and subtract Disadvantage equal to any positive or negative ranks from the corresponding Ability.

SKILLS

Abilities describe a character’s raw potential or overall capabilities. Skills are a refinement of those basic abilities into specific areas of endeavor. For example, Agility defines how quick and agile your hero is, but the Acrobatics skill focuses on specific feats of agility like gymnastics, doing back flips, and so forth. Think of abilities as providing a certain baseline, while skills focus in on a particular area of expertise.

Characters are said to have training in a skill if they have a rank in that skill. A character not trained in a skill has no rank; only the character’s basic ability applies to checks involving the skill, and more difficult tasks will suffer Disadvantage as well. Trained characters have a skill rank that adds to the actual d20 roll when making checks, instead of being applied as Advantage or Disadvantage like all other modifiers. In the previous example, we said Acrobatics skill applies to specific feats of agility. If a hero has Agility 4 and is trained in Acrobatics (with a rank of 7) then the character’s bonus for checks involving feats of agility covered by Acrobatics is 7 +d10 Advantage. Obviously, training in a skill makes characters more effective at checks involving that skill, often much more. In addition performing more advanced actions may require training in a skill to attempt.

PROFICIENCIES

Proficiencies are essentially cheaper more narrowly focused Skills and work just like them, though they do not have default Abilities assigned to them and can be chosen from different options depending on the Proficiency. Lore and Expertise Proficiencies cannot be used Untrained.

EDGES

Halfway between skills and powers, Edges are minor benefits characters have, allowing them to do things others cannot. They range from special combat maneuvers to things like financial resources, contacts, and so forth.

Many Edges have no rank, or rather just one rank; a character either has the Edge (and the benefits that it grants) or does not. Other Edges may have multiple ranks, like abilities, measuring their effectiveness.

POWERS

Powers are special abilities beyond those of ordinary beings. They’re like Edges, only much more so. Whereas an Edge might give your hero a minor special ability, powers grant truly extraordinary or even supernatural (supernatural powers always require the Awakened edge and a linked Power loss Complication) abilities.

Those abilities are based on effects, which describe what a power does in game terms. A power may have just one effect or several, and you can apply various modifiers to the effects to change how they work, customizing them to get just the right power.
Power effects have ranks like abilities do, on a scale from 1 to 20 (sometimes more). Unlike abilities, effects do not have ranks of less than 1, since the “average” is not having powers at all!

Some power effects require checks to use, while others operate automatically.

COMPLICATIONS

Heroes often have complications to overcome. Overcoming such challenges is part of what makes a real hero. Complications range from physical disabilities or personal issues to unusual vulnerabilities. You choose your hero’s complications, defining some of the challenges your hero must overcome in the game. The process of dealing with complications allows your character to be more heroic, discussed later in the rules.

HUBRISES

Heroes sometimes also have to major character flaws to overcome, known as Hubrises. Hubrises, unlike Complications, are Negative traits a Character may have that can be activated by the other players or GM using any Tragic Destiny die remaining in the pool, the severity determined by the value of the die. The Hero who’s Hubris was activated then gets to keep the Destiny die to use later.

CURSES

Heroes are sometimes inflicted with Curses, either willingly during creation, or unwillingly during game play. Curses take form either as negative Edges or negative Powers

CHECKS

Whenever a character in the game attempts something where the outcome is in doubt, it requires a check of an appropriate Skill or Proficiency (also known as a “skill check” for both) For checks where it would seem random luck would take precedence, have the player make an Intuition skill check adding any ranks in the edge Luck or the power Luck Control as Advantage (or subtracting them as Disadvantage for any negative ranks).

Make a check by rolling the die, adding the appropriate Skill or Proficiency rank and any Modifiers, and comparing the result against a difficulty class (DC): if your result equals or exceeds the DC, you succeed. If it does not, then your attempt fails.
To determine just how well the check succeeded, or how badly it failed, called a degree of success or failure, use the following. Just rolling a success or failure counts as one degree. Every five full points a check result is over or under the difficulty class adds a degree. Fractions are ignored when determining degrees. So DC 10 check with a result of 13 is one degree of success, just as a result of 8 is one degree of failure.

Any given check can have up to five degrees of success or failure, although more than two degrees of failure rarely matters, and some degrees of success may have no further effect beyond a certain point (once you have succeeded as well as is possible in a given situation). For example, failure on an Acrobatics check to balance means you wobble and spend that turn maintaining your balance, but don’t move. Two degrees of failure mean you lose your balance and fall! After that point, further degrees of failure don’t really matter, except as a narrative tool to describe how badly you failed.

In cases where a single degree of success or failure is sufficient, the rules simply specify “success” or “failure” without giving a degree. Others may give specific results for degrees of success and failure in their descriptions.

Checks are used to resolve all outcomes so once you understand the basic concept, the rest is easy.

For detailed examples of how to use checks in the game and their effects, see Action & Adventure

CRITICAL SUCCESS

If you roll a 20 on the die when making a check you’ve scored a critical success. Determine the degree of success normally and then increase it by one degree, even if it would have normally resulted in failure. In addition gain a Triumph stone to be used immediately or added to the fate pool. This can turn a low-level success into something more significant, but more importantly, it can turn a failure into a full-fledged success! A critical success with an attack check is called a critical hit.

For more information regarding critical hits see Action & Adventure.

CRITICAL FAILURE

If you roll a 1 on the die when making a check you’ve scored a critical failure. Determine the degree of failure normally and then increase it by one degree, even if it would have normally resulted in failure. In addition gain a Tragedy stone to be used immediately or added to the fate pool. This can turn a low-level failure into something more significant, but more importantly, it can turn a success into a full-fledged failure! A critical failure with an attack check is called a critical miss.

For more information regarding critical hits see Action & Adventure.

DIFFICULTY CLASS

Checks are made against a difficulty class or DC, a number set by the GM, which your check must equal or exceed to achieve success. So for a task with a DC of 15 you must roll a check total of 15 or greater to succeed. In some cases, the results of a check vary based on how much higher or lower the result is than the DC, known as its degree of success or failure.

To determine the DC of a check, if not an opposed check, First determine the level of the obstacle, just as you would a creature opposing the character. Next determine difficulty, if a check should be easy (x0), moderate (x1), or hard (x2) difficulty and multiply it by the level. Finally add 10 to the total, or the result of a d20.

ROUTINE CHECKS

A check normally represents performing a task under a certain amount of pressure, in the midst of the furious action of heroic adventure. When the situation is less demanding, you can achieve more reliable results.

Under routine circumstances—when you are not under any pressure—instead of rolling the die for the check, calculate your result as if you had rolled a 10. This ensures success for Easy (DC 10) tasks with a modifier of +0 or more. More capable characters (with higher bonuses) can succeed on more difficult checks on a routine basis: a +10 bonus, for example, means a routine check total of 20, able to succeed at DC 20 tasks on a routine basis, and achieve three degrees of success on easy (DC 10) tasks on a routine basis.

The GM decides when circumstances are suitable for performing a task as a routine check. Certain game traits also change what tasks or situations are considered “routine” for a character, such as when a character can always use a Fortune die on a particular check or task. Routine checks help speed-up game play and smooth-out some of the variability of die rolling in situations where a character would be expected to perform at a steady, reliable level.

If a character’s routine check result is not up to a task, the player still has the option to roll the die, since the task is by definition not routine for that character. The idea behind routine checks is to eliminate die-rolling (and possible failures) for things competent characters should be able to accomplish on a regular basis, while still having a good idea of the characters’ capabilities.

OPPOSED CHECKS

Some checks are opposed. They are made against another character’s check result as the DC. An example is trying to bluff someone. You roll a Deception check, while the GM rolls an Insight check for your target to set the DC. If you beat or equal the target’s Insight check result, you succeed.

In some situations, however, one or more of the characters in an opposed check may not even be aware of it! For example, a guard standing watch and looking for intruders would make a Perception check to oppose any attempt at Stealth, but somebody just sitting in a park, not expecting anyone to sneak up on her, isn’t specifically looking. This called a passive check, in which case the DC for the active character’s check would be as if the opposing player rolled a 10 on their check, just like the result of a routine check (previously).

Defenses in combat, where characters are focusing on other actions, are generally passive opposition, which is why attack checks are made against a DC of 10 + Skill ranks and any appropriate modifiers such as those from Ability and Defense. Active opposed checks in combat are an option when a character goes on the defensive.

See Defend in Action & Adventure for further details.

CIRCUMSTANCE MODIFIERS

Circumstance modifiers can apply to either the check result or the difficulty class of a check, affecting the character’s performance, or making the task itself easier or harder. Or even both in some instances.

Some circumstances make checks easier or harder, resulting in Advantage or Disadvantage to the check. Characters in a favorable situation are said to have Advantage for the check, while those in a disadvantageous situation are said to have Disadvantage.

As a general rule, apply a modifier of plus or minus 1 if the character is at a minor bonus or minor penalty, and a modifier of plus or minus 5 if the character is at a major bonus or major penalty for the check.

Circumstance modifiers are another useful tool for handling a lot of the variables that come up during game play. Specific examples are discussed throughout the rules for various types of checks. One example includes the use of tools needed for some tasks, the specific items are mentioned in the description of the task or skill. If you don’t have the appropriate tools, you may still be able to attempt the task, but at a major disadvantage, for a –5 circumstance penalty on your check. A character may be able to put together makeshift tools in order to make the check, reducing the circumstance penalty appropriately.

ATTACK CHECKS

An attack check determines whether or not you hit an opponent with an attack. There are four types of attack based on range, each has its own Ability called an Offense and each Offense has a connected Ability. You can use any skill from the connected ability when Attacking. Whenever an Attack check is rolled, make a Skill check as normal, but in addition add any modifiers for the Offense or any weapons used for the attack. The difficulty is your opponents defense class (see below). If you equal or exceed your target’s defense class result, your attack hits. Otherwise, you miss.

A natural 20 on an attack check (where the die comes up 20) always hits and is a critical hit (see Critical Hits in Action & Adventure for further information). A natural 1 on an attack check (where the die comes up 1) always misses, regardless of the check total and is a Critical Miss.

There are four Offenses, two primarily used in Combat encounters (physical attacks), and two for Conflict encounters (morale attacks). The two combat Offenses are Fighting (Strength) for close attacks, and Aiming (Agility) for ranged attacks. The two conflict Attack types are Wits (Charisma) for court attacks, and Rumors (Intellect) for gossip attacks.

DEFENSE CLASS

A Defense Class determines whether or not you are hit by an attack. There are three types of Defenses, which is a special type of Ability, that are used to determine your Defense Class. Each Defense has two connected Abilities. You can use any skill from the connected abilities when defending. Your defense class is a normal Passive Skill check, but in addition add any modifiers for the Defense or any armor used.

There are three Defenses, one primarily used in Combat encounters (physical attacks), and one for Conflict encounters (morale attacks), the third can be used for either. The combat Defense is Fortitude (Strength/Stamina) for shrugging off physical attacks, and Willpower (Wisdom/Charisma) for ignoring morale attacks, and the final Defense is Reflexes (Agility/Intellect) for avoiding physical or morale attacks.

RESITANCE CHECKS

A Resistance check is an attempt to resist different effects, ranging from damage and injury to traps, poisons, and various power effects. There are two specific Resistances, in addition to the three defenses mentioned previously, which may on occasion be required to make a resistance check. Each resistance has a connected Ability. You can use any skill from the connected ability when Resisting. Whenever a Resistance check is rolled, make a Skill check as normal, but in addition add any modifiers for the Resistance or any armor used. The difficulty is your opponents Effect or Damage (see below). If you equal or exceed your target’s Effect or Damage result, your resist the Effect or Damage. Otherwise, you don’t.

A natural 20 on restance check (where the die comes up 20) always succeeds and is a critical success. A natural 1 on a resistance check (where the die comes up 1) always fails, regardless of the check total and is a Critical Failure.

There are two Resistances, one primarily used in Combat encounters (physical attacks), and one for Conflict encounters (morale attacks). The combat Resistance is Toughness (Stamina) for resisting things like physical damage, disease, or poisons from physical attacks, and Resolve (Wisdom) for resisting things like morale damage, effects of powers, or mental illness from morale attacks.

DAMAGE AND EFFECT

Damage and Effect determines whether or not you are affected by an attack. To determine your attacks damage or effect you use the same skill from the attack. Your damage and effect are normally a Passive Skill check, but in addition add any modifiers from the Offense, and any weapons or powers used.

For Hazards or other non opposed Resistance checks the difficulty class is based on the level of the hazard and its difficulty plus 10 (like a routine check). Resistance are often graded, with different results at different degrees.

THE ACTION ROUND

When things really start happening in a game, time is broken down into six-second segments called combat rounds for combats or 6-minute segments called conflict rounds for conflicts. A round isn’t very much time, just long enough to go around the table once, with each hero doing something. Each character’s portion of the round is called their turn.

The things you can do on your turn are broken up into actions. There are standard actions, move actions, quick actions, free actions, and reactions. During a round you can take a standard, a move action, and a quick action (or substitute an additional move action for your standard action, or an additional quick action for move action or standard action) along with as many free actions as you wish and up to one reaction per turn (including other characters turns) as they are called for.

STANDARD ACTIONS

A standard action generally involves acting upon something, whether it’s an attack or using a power to affect something. You’re limited to one standard action each round.

MOVE ACTIONS

A move action, like the name implies, usually involves moving. You can take your move action before or after your standard action, so you can attack then move, or move then attack. You cannot, however, normally split-up your move action before and after your standard action. Move actions also include things like standing up, issuing a command, and escaping from being held.

QUICK ACTIONS

A quick action, like the name implies, usually involves something quick and easy to do. You can take your quick action at any point in your turn, even during your standard or move actions. Quick actions also include things like drawing weapons, picking up or manipulating objects, and switching between alternate effects of a power.

FREE ACTIONS

A free action is something so comparatively minor it doesn’t take significant time, so you can perform as many free actions in a round as the GM considers reasonable. Free actions include things like talking (heroes and villains always find time to say a lot in the middle of a fight), dropping something, ending the use of a power, activating or maintaining some other powers, and so forth.

REACTIONS

A reaction is something you do in response to something else. A reaction doesn’t take any significant time, like a free action. The difference is you react in response to something else happening during the round, perhaps not even on your turn. Reactions don’t count against your normal allotment of actions and you can react once per turn as the circumstances dictate, but only when they dictate.

SURGE

Heroes are sometimes called upon to perform feats beyond even their amazing abilities, known as a Surge. Players can use Surge to improve a hero’s abilities in exchange for the hero suffering some fatigue. The benefits of using Surge are not limited by power level due to their extraordinary nature.

USING SURGE

Players can have their heroes use Surge simply by declaring they are doing so. Using Surge is a Reaction and can be performed at any time, but is limited to once per turn. A hero using Surge gains one of the following benefits:

ADDITIONAL ACTION
Gain an additional standard action during your turn, which can be exchanged for a move, quick, or free action, as usual.

ALTERNATE EFFECT
Temporarily gain and use an Alternate Effect. The Alternate Effect lasts until the end of the Encounter.

BOOST
Increase one of your hero’s Traits by +1 rank until the end of the hero’s next turn.

BURST
Negate Disadvantages or opponents Advantages until the end of the Hero’s next turn.

EDGE
Temporarily gain a Rank of an Edge rank until the end of the Encounter.

COUNTER
You can attempt to Counter an Effect used against you as a reaction.

RESISTANCE
Gain an immediate additional check against an ongoing effect. If you’re compelled or controlled, the fatigue from Surge doesn’t affect you until you’re free of the effect; this is so you can’t resist yourself to exhaustion as a way of avoiding being controlled!

RETRY
Certain effects or checks require Surge to retry after a certain degree of failure. The Surge merely permits another attempt to use the effect; it grants no other benefits.

COST OF SURGE

At the start of the turn immediately after using Surge, the hero becomes fatigued. A fatigued hero who uses Surge becomes exhausted and an exhausted hero who uses Surge is incapacitated. If you spend Destiny before the start of the turn following the Surge to remove the fatigue (preemptive Recover), the hero suffers no adverse effects. In essence, spending Destiny lets you use Surge without suffering fatigue.

DESTINY

Whether it’s luck, talent, or sheer determination, heroes have something setting them apart from everyone else, allowing them to perform amazing feats under the most difficult circumstances. In this game that “something” is Destiny. Spending Destiny can make the difference between success and failure in the game.

Destiny allow players to “edit” the plot of the adventure and the rules of the game to a degree. They give heroes the ability to do the amazing things heroes do in the stories, but with certain limits, and they encourage players to make the sort of choices heroes do in the stories, in order to get more Destiny.

There are two types of Destiny. Positive die called Triumph, and negative die called Tragedy. Players start each game session with 1 Triumph and 1 Tragedy. In addition each player and the Game Master roll 1 Triumph and 1 Tragedy, these die form the Destiny Pool.

During the adventure the Heroes will get opportunities to earn more Destiny from this Destiny Pool. When a player earns Destiny, Triumph or Tragedy, from the Destiny pool they gain the benefit of using Destiny at the value shown immediately, and then gets to keep the die to use later, handing them over to the Gamemaster when they spend them. The Game Master keeps any Tragedy to be used against the players later, before discarding them.

Any unspent Destiny carry over to the next session, however held Destiny counts as Stress until used. Since Destiny are a finite resource, players need to manage them carefully, spending them at the most opportune times and taking chances to earn them through complications or heroic or villainous actions. Playing it “safe” tends to eliminate chances of getting more Destiny while taking risks, facing complications, and, in general, acting like a hero, or even a villain, offers rewards that help them out later on.

USING DESTINY

Unless otherwise noted, spending Destiny is a free action, taking no time, and you can spend as much Destiny as you have, at any time. You can spend Destiny for any of the following:

COUP
You can spend Destiny to increase the Degree of success on a successful check, determined by the number rolled on the die used (half the number, rounded up, for determining Degrees of Success.

EDIT SCENE
You can spend Destiny to “edit” a scene to benefit your hero, influence how the GM spends Treasure Points, or grant him ranks of Advantage by adding or changing certain details. How much players are allowed to “edit” circumstances is determined by the number rolled on the die used (half the number, rounded up, for determining ranks of Advantage), but generally edit scene should not be allowed to change any event that has already occurred or any detail already explained in game. The GM may also veto uses of editing that ruin the adventure or make things too easy on the players.

IMPROVE ROLL
You can spend Destiny to gain a bonus equal to the number rolled on a failed check or to boost a successful check (Though you might want to use the Coup use instead). You must spend Destiny to improve a roll before the GM announces the outcome of your initial roll. You cannot spend Destiny on die rolls made by the GM or other players without the Luck Control effect (see Powers).

INSPIRATION
You can spend Destiny to get sudden inspiration in the form of a hint, clue, or bit of help from the GM. How much help the players get from inspiration is determined by the number rolled on the die, but how it manifests is determined by the GM.

RECOVER
You can spend Destiny to immediately use the Recover action without taking an action, and does not count against your one use per encounter, but does add Stress. Among other things, this option allows you to use Surge (previously) without suffering any fatigue.

STUNT
You can spend Destiny to immediately add a Stunt to a successful Attack.

EARNING DESTINY

In stories, heroes often confront the villain(s) and deal with various setbacks. Perhaps the villain defeats or outwits them in the first couple of meetings. Maybe one or more of the heroes have to overcome a personal problem. The villain may have a secret the heroes need to discover, and so forth. By the end of the story, the heroes have overcome these challenges and they’re ready to take on the villain. This game reflects this kind of story structure through the awarding of Destiny. The heroes gain additional Destiny from the Destiny Pool as an adventure progresses. When the going gets tough, the heroes get tougher, because they get Destiny to help them overcome future challenges. Heroes get Destiny from complications, acts of heroism or villainy, and roleplaying. See Complications, for details.

FATE

In the world of heroes not every victory or defeat is as complete as they may seem. In this game that uncertainty is achieved thru Fate. Fate can make a failure open up a later opportunity, or a success lead to unforeseen difficulties.

Fate allow players to “edit” the plot of the adventure and the rules of the game to a degree just like Destiny. The primary difference between the two is how long they last, how they are earned, and who can spend them.

There are two types of Fate. Positive stones called Triumph, and negative stones called Tragedy, just like Destiny. Unlike Destiny, the game does not start with a Fate Pool, nor are they earned through heroic or villainous deeds. Fate is instead earned purely through luck, and the Fate Pool only lasts for that encounter.

During an encounter, Fate is earned based on the results of any Advantage and Disadvantage die, and the Fortune or Misfortune die (see Luck below). Whenever the above dice are rolled add the actual result of all Advantage die and the Fortune die together (Triumph), and the actual result of all Disadvantage die and the Misfortune die together (Tragedy). Subtract the lower result from the higher. If the remaining total is 5 or higher gain Fate per degree above 5. Reverse the results for forces opposing the heroes, switching Triumph for Tragedy.

A Hero can use any number of Triumph stones, either as they are earned or from the Fate Pool at any time just as if it were Destiny, with the number of stones used representing the number rolled. However, once Triumph has been used in a Turn, no more Triumph can be earned until the next turn.

Forces opposing the Heroes can use any number of Tragedy stones, either as they are earned or from the Fate Pool at any time just as if it were Destiny, with the number of stones used representing the number rolled. However, once Tragedy has been used in a Turn, no more Tragedy can be earned until the next turn.

Any unspent Fate does not carry over after the Encounter. Instead the DM sees which pool of Fate stones is higher, the Triumph or the Tragedy pool. If the Triumph pool is larger, then the encounter could lead to some other beneficial result for the Heroes. However, if the Tragedy pool is higher, then the encounter will have some sort of beneficial result for the forces opposing the Heroes instead.

TILT

Sometimes life just doesn’t go as expected, and things go sideways. In this game, that’s called the Tilt. Whenever the last die in the Destiny pool’s is awarded the Tilt is triggered. Each player, and the GM, roll all the Destiny die currently in their possession subtracting the Tragedy from the Triumph. Whoever has the highest Triumph will have something relatively positive happen to them, while whoever has the lowest Tragedy will have something negative happen to them.

The player’s and GM then get to vote for an outcome on one of the Tilt tables using the results from the previous role, first picking a category for both the highest Triumph and lowest Tragedy, then an Element from each of the selected categories. Each player gets one vote per each category and element from the numbers showing on his die so long as he has die remaining. Only Triumph can be used to make selections on the Soft Tilt table, while both can be used on the Hard Tilt table. Whatever selections have the most votes are the winners. The Tilt is sort of like a more chaotic Complication or Hubris, and represents the everyday chaos present in the world opposing the forces of Fate and Destiny.

LUCK

Sometimes a Hero misses, or he’s just really lucky or unlucky at a particular task. In this game that is represented by certain Edges or Powers that instruct a player to roll a Fortune or Misfortune die. The Fortune die is an additional d20 you will roll for a check (though sometimes after). If the result of this die is 10 or lower, you add 10 to the result though, using the result of whichever die is higher. The Misfortune die is also an additional d20 you will roll for a check (though sometimes after). If the result of this die is 11 or higher though, you subtract 10 to the result instead, using the result of whichever die is lower. It is possible to have roll both in addition to a normal d20. In these instances use which ever of the three rolls falls in the middle. Also, when determining Fate do not add or subtract 10 from the Fortune or Misfortunes die’s results.

On Some occasions when determining sheer luck, roll both Fortune and Misfortune die just as if they were Advantage and Disadvantage die, adding to and subtracting from a result instead.

STRESS

Even heroes have their limits, known as Stress. Stress represents the limits a hero can go through before their body and spirit starts to give out. Any time a hero is healed or uses the Recover action, they add Stress (Supernatural healers can choose to add the Stress to themselves instead though). Once a hero has gained 10 Stress stones, they can no longer benefit from healing or the Recover action (including Short and Long Rests). Also, any Destiny die held by the player counts towards their Stress limit.

Heroes can remove a number of Stress stones after a Long Rest equal to their tier level. If wounded, the hero can choose to use the Recover action a number of times up to their tier level instead, removing one less Stress stone per Recover action used. This recovery time can vary if Wounded, Shaken, Bloodied, or Broken.

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