The bulk of the SOJOURNER game is played by way of discussion. The GM describes a situation, and the players react through their characters.
It is the Game Master’s job to paint a clear picture for the players’ imaginations. The GM can utilize props, images, maps, or gestures to further illustrate the situation if they wish.
The players share an equal role in storytelling as their characters interact with the game's world. Their decisions will have an impact on the narrative.
When a PC attempts something that has dramatic potential, they must make a roll to determine the outcome of the task. The PC's skills and abilities play a role, but dice can be fickle as well!
When a player declares an action that their character takes, it typically just happens. When Sara describes her character Vestris crossing the bar to order a drink, the GM simply describes the bartender and names a price for the drink—no rolling required.
However, when the stakes are high, and the task is perilous, the GM will likely call for a roll.
The GM decides when a roll is necessary. Players are free to make rolls as they wish simply for the fun of play, with the understanding that the GM is not obligated to deliver benefits or consequences for unprompted rolls. For example, if two players want their respective characters to arm wrestle each other as part of a roleplaying scene, they are free to roll to see who wins.
However, if a player wants to convince an emperor to abdicate in favor of the player's character, and rolls without prompting, the GM has no obligation to respect the roll, regardless of the result.
In general, the GM should only call for a roll if the situation has dramatic potential, and if they are prepared for either a success or a failure. In the example of the emperor above, the GM should not allow a roll unless the player adjusts their expectations of what a successful roll would look like.
Deciding whether an action has dramatic potential is not an exact science. However, here are some hallmarks of a dramatic situation:
The outcome of the attempt is not obvious.
There are consequences for success and failure.
Either outcome will move the story along in an interesting way.
When a game rule (such as an ability) calls for a roll, this typically means the action has dramatic potential by default, though the GM may override this general rule in specific situations.
For example, climbing a steep hill might be difficult enough to warrant a roll during combat, when timing and positioning are vital. But outside of such high-intensity situations, there are no consequences for taking a few extra seconds to reach the top of the hill, so a roll isn't necessary.
Always Round Down. Whenever a game rule instructs you to halve a value (or divide by any other number), always round down to the nearest integer, if necessary. Helpfully, die sizes are always even numbers, so halving them doesn't require rounding.
A character makes a roll using two dice: an event die, which is always a d20, and a skill die which ranges from a d4 to a d12 depending on the skill being used.
Depending on circumstances, rolls can gain one additional die due to edge, which also ranges from a d4 to a d12. Either the lower or the higher of the skill die and the edge die is used, depending on whether the edge modifier is positive or negative.
The outcome is determined by comparing the result from the skill die to the roll's difficulty, which is a static number ranging anywhere from 2 to 12. The Event Die is used to generate secondary effects called boons (★) and banes (☆) depending on the number rolled on the d20.
Roll Dice. The player rolls a skill die (a die ranging from d4-d12) and an event die (always a d20). The size of the skill die is determined by the skill being used for the roll.
If a roll is made with edge, an edge die is rolled along with the rest of the dice pool, with a die size depending on the edge modifier (see "Edge" below). The higher result of these two dice is used if the edge is positive, or the lower result if the edge is negative.
Determine Outcome. If the result of the skill die (or edge die, if applicable) equals or exceeds the roll's difficulty value, the roll is a success. Otherwise, it is a failure.
Spend Luck. After rolling, the player may spend any amount of Luck to increase their result by the same amount. The GM may spend 1 Luck to use an applicable bane, except for any bane that can only be triggered on a roll of 1 on the event die.
Resolve the Roll. First, apply the effects of any boons or banes, then resolve the success or failure effects of the roll.
A boon (★) occurs if the event die result meets or exceeds a certain value (usually higher than 14) defined by the character’s abilities, items, or traits. If multiple boons are available for the event die result, the player may only select one to apply. The player may instead suggest an improvised benefit.
A bane (☆) occurs if the event die result is low enough (usually lower than 7) to trigger an effect from an enemy creature, hazard, or situational danger. The GM either improvises a bane based on the situation, or uses a specific bane provided by the rules.
Continue Play. Once all effects of the roll are resolved, play continues as normal.
When a player reports the results of their roll to the GM, they should first announce the result of the skill or edge die (whichever result would be used), followed by the result on the event die. For example, if a player makes a roll with a d8 skill die and +1 edge, they would roll a d8 (skill die), a d4 (edge die), and a d20 (event die). If they rolled a 6, a 2, and a 19, they would announce it as "I got a 6 and a 19."
Boons (★) and banes (☆) provide an additional axis to a roll's outcome beyond success and failure, and are usually generated as a result of rolling exceptionally high or low on the event die, respectively.
When a player rolls high enough on their event die to activate one of their boons (usually provided by items and/or abilities), they choose one of the boon options available to them at the threshold of their event die result. For example, a character who rolls a 19 on the event die when making a Strike with their Sword can choose the ★ Skirmish (17-20) or ★ Parry (16-20) boons.
On the other hand, low event die rolls allows the GM to trigger Banes from enemies, hazards, or other opposing circumstances. For example, when a player rolls a 3 on their event die to Defend themselves against a Strike from a Bandit, the GM can activate the creature's ☆ Cutpurse (1-3) bane, which allows the Bandit to steal something from the defending character. Additionally, whenever a player makes a roll, the GM can spend 1 Luck to add a bane if the roll doesn't already have one. However, banes that can only be triggered on a roll of 1 on the event die are especially severe, and cannot usually be triggered in this way.
Improvising Boons and Banes. As an alternative to using pre-existing boon and bane options (especially if none are applicable to a particular roll), the player and the GM may improvise an effect for a boon or bane, respectively. The player (or the GM, if assistance is requested) may suggest a beneficial effect on a roll where the event die lands somewhere in the 16-20 range. These ideas should be based on the circumstances of the roll and the larger scene, and build on the story at hand. This allows for increased creativity, but such improvised boons shouldn't be assumed to be available for future rolls.
Conversely, when a character rolls low enough on the event die to incur a bane (typically in the 1-5 range), the GM may determine a suitable consequence based on the narrative positioning of the situation. These consequences can introduce new challenges or setbacks, or further complicated existing ones.
As an example of an improvised bane, when a character Strikes an enemy with a Sword and rolls a 4 on the event die, the GM might decide that the character's grip on their weapon loosens, granting +1 edge to an enemy's attempt to disarm them for one round. A 1 or 2 might cause them to be disarmed immediately, or even cause their weapon to break during the attack, reducing its effectiveness until it is repaired or replaced.
Although there may be several boons and banes that might apply to any given roll (including creative uses of improvisation), there are two that are always available for every roll made in the game. These can only be used when the event die rolls a 20 or a 1, respectively. As with any other boons and banes, other options can be chosen if applicable.
★ Critical Success (20). On a failure, the roll instead becomes a success, but the GM may use any applicable bane (except one that only triggers on a 1). On a success, the player may use any other two applicable boons (except ones that only trigger on a 20), or succeed in an otherwise extraordinary way.
☆ Critical Failure (1). On a success, the roll instead becomes a failure, but the player may use any applicable boon (except one that only triggers on a 20). On a failure, the GM may use any other two applicable banes (except ones that only trigger on 1).
A Critical Success does not permit the impossible to occur. Remember that the GM is not required to allow a roll for every player request. They may choose to disallow a roll if even a 5% chance of success on a natural 20 is too high a probability of success for truly hopeless tasks, or for tasks that absolutely require a minimum level of training. Or they may choose to allow most such rolls, depending on the GM's particular style of play. However, players should not have the expectation that every unprompted roll they make will be respected.
Many game effects and rules cause a roll to be affected by edge. For example, a character making a melee attack against a prone target gains +2 edge on the roll. However, edge can also be a negative factor. If the prone creature then tried to attack the character in turn, they would suffer -2 edge to the roll due to their status effect.
Rather than adding a direct modifier to the result, adding or subtracting edge to a roll determines the die size of the added edge die (if any), according to the table seen here, shifting up and down for each edge modifier increment. When a roll with either positive or negative edge is made, an edge die (ranging anywhere from d4-d12, just like a skill die) is added to the dice pool equal to the die size as indicated in the table. For positive edge, the higher roll between the skill die and the edge die is used, and the other is ignored. For negative edge, the lower roll is used instead.
Multiple sources of edge are cumulative. If a roll is subject to +2 edge from one effect and -1 edge from another, the net edge modifier is +1. This means that a d4 is added to the pool, and the higher roll of the edge die and the skill die is the result. If an additional -1 edge had been added to the roll, the edge cancels out to 0 and the roll is made without edge. The Edge Modifier Tracker section of the character sheet is especially useful for this purpose. A die or token can be moved up and down the tracker for every modifier applied to the roll, making it easy to see what die size the edge die will be, if any.
A roll's final edge modifier cannot be higher than +5 or lower than -5. Additional edge that would exceed this limit has no effect.
In addition to game effects, the GM can add positive or negative edge to a roll to represent some kind of advantage or disadvantage the roll would be subject to that isn't explicitly covered by the game rules.
Edge Modifier Table
It should be noted that while any roll can theoretically succeed by spending Luck or using the Critical Success boon, rolls with difficulties higher than 4 are much less achievable unless the character has at least some level of training in the requisite skill. For example, a character rolling with a d6 will be unlikely to succeed on a roll with difficulty 7 or greater. Because of this, roll difficulties can easily be grouped into tiers based on what level of training should generally be required in order to accomplish the given task.
Automatic (difficulty 1). This task carries no real risk of failure. Therefore, no roll is required whatsoever.
Untrained (difficulty 2-4). Anyone could feasibly accomplish this task without any kind of training. Trained individuals will find this task relatively simple. Examples include shooting a stationary target at close to medium range, bribing a corrupt official, and climbing a rope fast enough to escape a monster.
Novice (difficulty 5-6). This task requires at least a base level of understanding or proficiency, and may still prove difficult to those who have it. Examples include sneaking by guard patrols, deciphering ancient texts, and taming a wild horse.
Apprentice (difficulty 7-8). Those without advanced training are very unlikely to succeed at this task. Even experienced professionals may often fail. Examples include dodging through a hallway of hidden dart traps, haggling with an immortal merchant, and scaring off a hardened bounty hunter.
Expert (difficulty 9-10). Very few people would be capable of accomplishing this task, since it requires an incredible level of expertise. Examples include convincingly mimicking someone else's voice, forging a royal document from scratch, and swimming out of an ocean maelstrom.
Master (difficulty 11-12). None but the truly legendary have any hope of succeeding at this task. Even masters will usually fail. Examples include parleying with a cosmic horror, lifting a large wagon alone, and holding one's own against the power of a lesser god.
Impossible (difficulty 13+). This task is simply too insurmountable for mere mortals. Typically, these rolls cannot even be attempted at all. Examples include shooting an arrow into outer space, convincing an emperor to abdicate his throne to become a peasant after one conversation, and becoming a god.
Flipping a Coin. When you need to flip a coin, you must decide beforehand what side it must land on for you to win. Your group might decide that "heads" is always a win, and "tails" is always a loss, or you can decide before each coin flip. You can use any kind of coin for this, so long as the two sides are different from each other. If you don't have a coin, you can instead roll a die of any size and call "odds" or "evens" before rolling.
Skills measure the effectiveness of characters for certain tasks. Whenever a character makes a roll, the skill being used determines what kind of die is rolled. Skill dice range from a d4 to a d12, with d4 being the worst and d12 being the best.
Untrained (d4) → Novice (d6) → Apprentice (d8) → Expert (d10) → Master (d12)
During the character creation process and during play, player characters can gain skill boosts.
Each skill begins at untrained (d4) and increases by one die size for each skill boost it receives, to a maximum of master (d12). For example, gaining two skill boosts in the Finesse skill would raise Finesse from untrained (d4) to apprentice (d8).
Skills by Category
Physical skills represent a character's bodily power and coordination.
Finesse. When a character attacks or moves in such a way that requires careful precision, they'll typically be rolling with Finesse. This skill can occasionally be used for acrobatic stunts such as swinging from chandeliers, but is primarily used when attacking with precise weapons such as crossbows, knives, and quarterstaffs.
Might. When it comes to raw physical strength, Might is the appropriate skill to use. From lifting a portcullis to Striking with a Heavy Melee or Flex Melee Weapon, Might is a handy skill to have. Might is also used when a character uses the Guard option of the Defend basic ability. Might rolls may also be made when a character attempts to withstand some kind of pain, press on in the face of exhaustion, or hold their breath.
Reflex. Among the more reactive skills is Reflex, which is rolled whenever a character attempts to evade or reduce some kind of physical threat. This is most often accomplished using the Defend (Dodge) basic ability.
Mental skills are more metaphysical or cognitive in nature than physical skills.
Discipline. Sometimes, characters must struggle to remain focused and diligent in tasks. Examples include keeping watch, sensing nearby threats or hidden secrets, Training one's skills, and resisting mind-affecting magic. That's where the Discipline skill comes into play. It is also used for certain magical effects.
Guile. Many characters may have reasons for sneaking about, and this is accomplished using the Guile skill. This can come in many forms, from hiding in crowds, to padding down alleyways, to hiding in camouflage. It also used for thievery, palming objects, hiding things, etc.
Presence. Presence is primarily a social-based skill. It is rolled whenever a character attempts to connect with or exploit another creature using persuasion, coercion, seduction, deception, or any other social tactic. It is also used for certain magical effects.
Each of the previous skill categories has five predefined skills associated with them. By contrast, culture and trade skills do not have defined lists of skills. Culture skills represent a character's connection and familiarity with various languages, regions, and factions. Trade skills are sciences, professions, or arts that a character might have become proficient with. Whenever you gain a skill boost to a new culture or trade skill, write that skill on your character sheet. Skills that don't appear on your character sheet are untrained (d4) by default.
Some character features will grant skill boosts to specific culture and trade skills, while others will provide skill boosts with fewer restrictions. For example, most backgrounds provide a set number of skill boosts to various types of culture and trade skills, but then gain "5 free culture skill boosts." These can be applied across any culture skills the character wishes. For example, you could decide to allocate 4 of those skill boosts into another language skill in order to gain full fluency in that language. You might then spend the remaining culture skill boost to increase a faction skill, thus deepening your ties with that organization.
Take a look at the section below for examples of trade skills, but remember that you can always come up with your own, subject to GM approval. Culture skill examples are also provided, and you can find more about them on the Senteia page. Substitute appropriate skills for languages, societies, and factions if you're playing in a different world than the SOJOURNER default setting.
Trade Skill Examples:
A-C: Agriculture, Alchemy, Architecture, Astronomy, Brewing, Botany, Calligraphy, Cartography, Commerce, Cooking
D-H: Dancing, Engineering, Fishing, Forgery, Gambling, Glassblowing, Heraldry, Housekeeping, Hunting
I-P: Law, Leatherworking, Locksmithing, Mathematics, Medicine, Mining, Navigation, Nobility, Oration, Percussion, Pickpocketing, Piloting, Pottery
Q-Z: Sailing, Scribing, Singing, Smithing, Stabling, Streetwise, Strings, Tailoring, Theater, Tracking, Warfare, Weaving, Woodwinds, Zoology
Culture Skill Examples:
Languages: Altoran, Ancient Vetharic, Éánian, Nithian, Mesh, Stormtongue (Common)
Cities: Shabelanna, Blackwine, Evonhill, Gaddon, Ravatoren, Shuko, Tashalim
Nations: Éána, Prydwallia, Tashal
Factions: The Iron Tower, The Skarzani Consortium, The Visionarium
Religions: Shabels, Church of Hathala, Disciples of Annihilation, The Eleventh Church, Hearth and Home, Oonism, The Seed, The Stormwind Faith, The Temple of Teeth, Tenders of the Forge, Zatikhism
Whenever a character would make a roll using a mental or physical skill for a task that also directly pertains to one of their trade or culture skills, they gain +1 edge for every rank they have in that trade or culture skill beyond untrained (d4).
For example, a character rolling with Presence to try and impress a baroness would roll with +2 edge if they were an apprentice (d8) in the Nobility trade skill, or in a culture skill relating to that NPC's nation or city of origin.
This rule cannot usually be used to gain edge on combat-related rolls such as attacking and defending, nor can it be used to help with tasks unrelated to actual knowledge of the topic. For example, a character would not gain edge when rolling Might to lift a portcullis, even if it's located in a city that matches one of their culture skills. Nor could that character gain edge from that culture skill when fighting the town guard for that city. However, they might be able to apply their culture skill when remembering guard patrol patterns. The GM ultimately decides when a roll is subject to a parallel skills bonus.
Language Skills. A language skill's die size primarily represents a character's level of fluency in that language, as explained below. However, rolls can occasionally be made using a character's language skill, such as when deciphering ancient texts or attempting to understand an unfamiliar dialect.
Untrained (d4): Complete lack of understanding. The character might not even recognize the language at all when they hear or see it in the world.
Novice (d6): Can generally understand the meaning of the language when it is spoken, but may lose out on nuance and precise meaning.
Apprentice (d8): Able to understand and respond in kind, though it's obviously not the character's first language.
Expert (d10): Rather fluent. Able to converse at length, but unlikely to write quality poetry or speeches in the language.
Master (d12): Total fluency. The language might as well be the speaker's native tongue, spoken from childhood, if it isn't already.
Most rolls can be resolved using the above rules, but there are a few scenarios in which special rules apply.
When a character wants to assist another character's attempt at a task or participate in a group effort, use the Aiding a Roll rules.
When a character makes a roll that has multiple different targets, use the Rolling against Multiple Targets rules.
When a character makes a roll but they would not immediately know whether they succeeded or failed, use the Veiled Roll rules.
When two player characters come in conflict with one another, use the Player vs Player Roll rules.
Characters sometimes wish to assist the actions of another character rather than performing a task of their own. Sometimes this is unavoidable, such as when a group of characters works together to sneak into a stronghold. In this scenario, everyone is working together to remain undetected, but the more people there are in the group, the harder this will be. Other times, aiding is voluntary, such as a character attempting to help one particular ally in researching ancient lore.
In gameplay, this is accomplished by an aid roll. Before the primary roll is made, one or more characters may attempt to aid the character making the primary roll. This will often result in an edge modifier being applied to the primary roll, which will raise or lower that roll's probability of success.
To resolve an aid attempt, first determine which character will be making the primary roll (the roll that's being aided) and which characters are attempting to aid. The GM will then determine what level of effectiveness applies to the aiding roll(s) based on the situation.
Aiding rolls often use the same skill as the primary roll, but they don't have to. They can also each have different difficulties.
The aiding roll(s) are then made, with each applying an edge modifier on the primary roll based on the success or failure and the level of effectiveness (see the Aid Effectiveness table) of each attempt to aid.
Finally, the primary roll is made, with all the edge modifiers from aid attempts being applied.
Aid Example. Greagor is trying to construct some quick fortifications for a struggling village before night falls using a Warfare roll with a difficulty of 6. Nazemi offers to help gather building supplies from the townsfolk, while Ongrim elects to harvest some brambles from the nearby woods.
The GM determines that both of these solutions count as worthwhile aid, and requests a Presence roll from Nazemi (difficulty 4) and a Might roll (difficulty 5) from Ongrim. Nazemi succeeds, granting +1 edge to Greagor's roll, but Ongrim fails, and has no effect on the primary roll. Greagor then makes the Warfare roll, and gains +1 edge when he does so.
Limitations of Aiding a Roll. In some cases, the GM might determine that aiding a certain roll is impossible. This might be because the character is too far away from the primary roller, or there simply isn't enough time for them to assist, or there isn't a feasible way for the interference to have any effect on the roll either way. The GM may also place a limit on the number of characters that can aid a particular roll, based on the circumstances. A character cannot aid a character that is unwilling to receive that aid.
Aiding in Tactical Mode. When a character wishes to aid a roll in Tactical Mode, it typically takes an action, and the primary roll is adjusted accordingly when the target next makes the specified roll before the end of the aiding character's next turn. Depending on the circumstances and the declared approach to aid, the GM may allow characters to do so using a maneuver or instant instead of an action. Especially complicated plans might instead take several consecutive actions, but usually have a more pronounced effect as a result.
Aiding in Downtime Mode. When a character aids another in a Downtime Mode activity, the aiding character must typically also use an activity to do so. These activities usually take place at the same time, but not always. For example, a character might aid their ally in Crafting an item by spending an activity to organize the workshop and make measurements beforehand.
Hindering a Roll. Sometimes, a character may wish to actively hinder another character's actions. For example, a PC may try to heckle an evil baron's speech to try and get a rise out of him so he fumbles his message. The GM determines the effects of hindering rolls. Usually, this will be handled primarily in the narrative. However, if the actions of a hindered NPC require the players to roll against the hindered effect, the GM may apply edge modifiers to those rolls due to the hindering attempt. For example, a character who succeeds on a hindering roll with the highest level of effectiveness would grant +2 edge to any characters rolling against the hindered effect.
On occasion, a character might use an ability that has multiple targets, which means multiple different difficulty values to compare against. For example, some Spell abilities or Explosive items allow a character to affect every target in a given area. In these cases, because the ability has the potential to succeed against some targets but fail against others, the player must usually roll against each of these difficulty values.
Unless otherwise specified, when a player makes a roll that has multiple targets, the event die is rolled only once, but the skill die (and edge die, if applicable) is rolled individually against each target. As normal, the roll succeeds against a target if it meets or exceeds that target's difficulty value, otherwise it fails against that target. Edge modifiers are applied as normal to the roll against each target. For example, if a player makes an Attack against multiple targets and one of them is exhausted, the player would roll with +3 edge against that target but not against the other two.
Single Target Effects. When a player makes a roll that has multiple targets, any effects on that roll that would affect "the target" in the singular can only be applied to one of the roll's targets of the player's choice. For example, when a player makes an Attack targeting multiple creatures, they might use the ★ Skirmish (17-20) boon, which says "The target must choose: take 1 Stress (Taxing) or move 1 space in a direction of your choice as an instant, if able." In this situation, the player must decide which of their Attack's targets is subject to the ★ Skirmish boon in this instance. If an effect instead says "each target," then it may be applied to each of the roll's targets, rather than just one.
Boons and Banes with Multiple Targets. Players can trigger their available boons as normal when rolling against multiple targets, though they still only get one roll of the event die to do so. If a player rolls low enough on the event die to trigger enemy banes, only one target with an applicable bane may use the event die result. For example, if a Mage PC uses ◆ Zap targeting two Bandit Lackeys within range and rolls a 2 on the event die, the GM may choose to have one bandit use their ☆ Sidestep (1-3) bane to try and get out of range of the spell before it reaches them. Or, the GM can use the bane in another way entirely, as normal.
When the outcome of a roll involves information that neither the player nor the character would have access to, the GM may make the roll a Veiled roll, which is means the player doesn't know whether they succeeded or failed. For example, when a PC attempts to feed false information to an NPC with a Presence roll, neither the player nor the character are likely to know whether the NPC believes them or not.
Players make Veiled rolls as normal, except that the GM also makes a secret roll based on the difficulty value (determined by multiplying the difficulty value by 2 and using that number as the die size). The result of the secret GM roll becomes the roll's difficulty. The player might not even know what die size is being used. The player will have to move forward with the information the GM does provide to them.
This removes certainty on the part of the player, because even a 1 could result in a success if the GM also rolled a 1. Likewise, even a high roll might result in a failure if the GM rolls exceptionally well. Only when a player rolls a 12 can they be certain of their success, barring other strange circumstances.
Other roll examples that might be Veiled by the GM include…
…sneaking out of a tavern without being followed.
…lying to salvage one's reputation.
…keeping an eye out for the presence of danger.
…searching a room for secret compartments.
…recalling information about an esoteric topic.
Abilities sometimes have the Veiled trait by default. The GM has the final say on whether a roll should be Veiled or not.
In general, the players are meant to work as a team against adversaries and obstacles that the GM lays before them. However, inter-character drama can be interesting and engaging when done properly and respectfully.
The key to a respectful PC vs PC conflict is that the players themselves are not upset at each other. If this is not the case, the game should be put on hold until the out-of-game conflict is resolved. In the event that two players characters do end up in a competitive situation (with the GM's blessing), each player rolls against each other. The player with the higher main result succeeds, and the other fails. If the two results are tied, the player with the higher event die result succeeds. If the roll is still tied, flip a coin to determine the victor. Each player may activate any available boons using their own event die, as normal.
Sometimes, a single roll isn't enough to accomplish a task, especially if it's a long-term objective. And sometimes, a threat or obstacle can't fully come to fruition at one time. For such scenarios, there are progress tracks. A progress track is a method of monitoring step-by-step objectives, threats, or events. Examples include crafting an item, swaying a town's public opinion, or the rate of infection from a withering disease.
Progress tracks are measured in points which indicate how far along the track is, and limits which mark significant milestones and effects based on the number of points. Most progress tracks have a single limit that marks completion of the track after a certain number of points, but some also have a limit of 0 that marks an alternate outcome. Points can be added or removed from progress tracks.
Group Progress Tracks. Some progress tracks affect the entire group, and are not restricted to one character. For example, if the player characters are attempting to infiltrate a castle, the GM might make two progress tracks called "Reach the Vault" and "The Jig is Up." Whenever one of the PCs does something to aid in the infiltration, the GM marks one or more points to the first track. But whenever something happens to arouse suspicion or implicate the party, points might be added to "The Jig is Up." The party's objective is to fill the "Reach the Vault" track before the other one is filled.
Marking Progress. The back of the character sheet includes an array of progress track fields. Whenever you start a new progress track, write its name in one of the slots, as well as the required number of points before the progress track is completed. Then record points in the box as needed throughout the game. Points can be marked using simple tally marks, though keep in mind that points can sometimes be removed as well as added. When a progress track is completed, erase it, cross it out, or otherwise mark it as completed.
In the default game state, the story progresses according to the narrative. Player characters can interact with the world and each other, perform investigations, buy and sell goods, etc. Time is roughly tracked in minutes or hours when necessary. Sometimes however, the game shifts into a distinct “mode,” in which more specific rules apply. The GM will specify when the game enters one of these modes, and when these modes come to an end.
Tactical Mode occurs when combat is initiated, or at any other time when every second counts and the stakes are high. In Tactical Mode, players take turns consisting of an ◆ action and a ⬖ maneuver, as well as any number of ◇ instants, so long as the same instant is not used more than once per round. As an exception, instants that have the Reaction trait can be used any number of times per round.
The rules of Tactical Mode bring narrative and wargaming together in a single package. Players can employ clever tactics to win the day, but players focused on the narrative flow of the combat can still be very effective at helping the team. Using intimidation or taunts to distract an enemy can be just as helpful to the team as swinging a sword.
Downtime Mode is what happens in between missions when the player characters have one or more days to themselves. It can involve training, healing, crafting, traveling, etc. Time in Downtime Mode is tracked in increments of roughly 6-hour chunks called ⧗ activities. Every day, a player character can use up to three activities (one of which should probably be used to Rest).
The decision of how a character can best spend their time over the course of days can have just as much impact as how they use their turn in Tactical Mode, and usually more.
Abilities are effects that characters have or use to interact with the game world in a way that's codified by specific rules. Abilities come in several types. A character cannot use or benefit from an ability unless it is a basic ability, they have the ability included in their character sheet or stat block, or another rule enables them to use that ability (such as a special item or effect).
Static abilities are abilities that are not activated by the character. Instead, they provide a consistent or conditional effect. A character does not choose to use a static ability; it is either active or it doesn't apply.
All non-static abilities are activated abilities, which include ◆ actions, ⬖ maneuvers, ◇ instants, and ⧗ activities. These are also the four main activation types. A character can use an action, maneuver, or instant during Tactical Mode or at any other time, but activities can only be used during Downtime Mode unless otherwise specified.
In order to use an activated ability, a character must meet any special requirements specified by the ability. Many abilities also have special traits that define how and when the ability can be used. For example, the ⧗ Track activity can only be used during Downtime Mode. And because it has the Wilderness trait, it can only be used in natural, non-urban environments.
Some rare abilities require the character to use multiple types of activation. For example, a charging attack ability might require the character to use both an action and a maneuver.
When a character uses an ability, they follow the ability's instructions from top to bottom, making any relevant decisions about how to use the ability at the appropriate times. If any part of an ability cannot be completed (for example, if the target of an Attack moves out of range), the remaining effects of the ability do not take place. If there's ever any ambiguity about how this occurs, the GM decides what makes the most logical sense based on the situation.
Basic abilities are those that are generally available for all characters to use. They can be found in the Basic Tactical Abilities and Basic Downtime Abilities sections. These abilities sometimes have requirements that must be met, but they don't usually require any kind of special training or capabilities to use them. Exceptions largely occur for non-Person creatures. For example, a bear is unlikely to use the ⧗ Gamble activity unless it is sapient and has access to a gambling den that welcomes such creatures.
All non-basic abilities are acquired abilities. These can be permanently gained from a character's ancestry or class, or as a general ability feature. They can also be granted temporarily, such as through the use of certain items or other game effects.
Acquired abilities are the primary way in which player characters progress and grow stronger. Each new character level provides them with new and improved capabilities, helping them accomplish their objectives better than ever before.
Some abilities allow a character to use another ability as part of the original one. In this case, the ability containing the other one is called a nesting ability, and the one contained within the nesting ability is called the nested ability.
When a character uses a nesting ability, they do not need to spend the activation requirements for any nested abilities, though they must still meet any other requirements and spend any other costs. For example, the ◇ Off-Hand Attack instant allows a character to use ◆ Strike, ◆ Shoot, or ◆ Brawl as a nested ability. Even though each of these nested ability options is an action, the character does not need to spend an action to use one of them in this way. However, if the character wishes to ◆ Strike in this way, they must still be wielding a Melee Weapon.
Using a nested ability counts as using that ability for all purposes. However, if an effect requires an ability to be used with a particular type of activation, it does not count unless that type of activation was used. For example, if an ability is triggered only when the character "uses an action to ◆ Strike", that ability cannot be used if they used ◆ Strike as part of a nesting ability that wasn't an action. If the nesting ability was an action, then the character may use this triggered ability in this example scenario.
When a character uses a nesting ability, they cannot substitute the nested ability for one that isn't specified in the nesting ability, even if the new ability contains the one required as a nested ability itself.