When the player characters engage in combat or any other kind of second-by-second encounter, the Game Master may shift the game into Tactical Mode. In this mode, groups of characters take turns to act. Each round lasts five seconds, but usually takes several minutes of game time to resolve.
Tactical Mode should not be engaged every time someone throws a punch, however. It should be reserved for legitimate altercations, when the stakes are high and there is significant risk. If a party of five PCs successfully ambush a single helpless guard in the night, there’s no need to launch into the full tactical rules. It can be assumed that the player characters are successful from a single roll. The only risk might be whether the guard is able to sound the alarm before going down.
When the party engages with a threat or dangerous situation in which every second counts, then the GM will announce that they are entering Tactical Mode. Each participant is allocated to a unit. Typically, all the player characters comprise a single unit, with all the enemy combatants comprise another. But if there are multiple factions at play, or environmental effects, then there may be more than two units. A unit could even be comprised of a single creature, such as a large monster.
Each unit will then roll for initiative to determine the turn order. Each unit has its own turn in which all members of that unit can act in an order of their choice. One character from each unit must make an initiative roll to determine the order in which the units act. This roll can be modified based on whether the unit was prepared or surprised, and how many characters are assigned to the unit (see below).
The character that makes the initiative roll is typically the one leading the unit at the time. In the case of the player characters, the PC that is most active in the situation that results in Tactical Mode being invoked is typically the one to make the roll. The players and the GM can work together to determine which character rolls.
The skill used for the initiative roll also depends on these circumstances. Here are the most common examples:
Roll Discipline when you are acting as a sentry or are otherwise on watch.
Roll Stealth when you are trying to remain undetected.
Roll Manipulation when you are instigating while in a social scenario.
Roll Endurance when you are pursuing or escaping.
Roll Reflex when you are caught off-guard. This roll is typically made with -1 or more Edge due to being surprised (see below).
The GM may allow different skills to be used based on the circumstances leading up to the roll and the nature of the encounter.
After every participating unit has rolled for initiative, Tactical Mode begins, with each unit acting in descending order of initiative results. In the case of a tie, the unit with the higher Event Die result acts first. If it's still a tie, determine which unit acts first using a coin flip. Units without characters, such as environmental hazards, act at a point in the turn order of the GM's choice.
A unit's initiative roll gains +1 Edge if they are prepared, or -1 Edge if they are surprised. Most of the time, units at the start of Tactical Mode are neither prepared nor surprised, making their initiative rolls normally. Player characters who want to get the jump on their enemies should try to prepare ambush scenarios or infiltrate enemy territory as a group. The GM ultimately decides when a unit is prepared or surprised.
Add -1 Edge to the initiative roll for every 3 characters in the unit beyond the first 3. For example, a unit with 1-5 characters would have no army penalty, while a unit with 6-9 characters would have an army penalty of -1 Edge, and a unit with 13-15 characters would have an army penalty of -3 Edge. This represents the added difficulty of mustering a larger unit as opposed to a smaller, more mobile force.
During a unit’s turn, each character in that unit can use an ❖ action and a ◈ maneuver. Characters within the same unit can act in any order they choose, even splitting up their ❖ action and ◈ maneuver to occur at different points within the turn.
Characters can also use any number of ◇ instants, which are abilities that can be used at any time, even on another unit's turn. However, the same ◇ instant cannot be used more than once in the same round (except for Reactions, which can be used any number of times).
A character can spend their ❖ action to use a ◈ maneuver instead. The Exert ◇ instant allows a character to take 1 Stress (Taxing) on their turn to gain an additional ◈ maneuver for that turn. When used together, these two options can allow a character to use 3 maneuvers (◈◈◈) in a single turn, at the expense of 1 Stress and their ❖ action.
See the list of Basic abilities for use in Tactical Mode at the bottom of this page.
Once all members of a unit have acted, the turn moves to the next unit in the initiative sequence. Once every unit has acted, a new round begins, following the same initiative sequence as the first round. The rounds continue until the encounter comes to an end. The end of an encounter could mean one unit makes a hasty retreat, or both sides come to an understanding, or one unit is completely defeated, or a number of other outcomes in which second-to-second stakes are no longer relevant.
A full round of Tactical Mode spans approximately 5 in-game seconds. Keep in mind that everyone's turns are happening more-or-less simultaneously in the fiction. The sequence of turns is simply the game's representation, so you may have to suspend your disbelief for certain inconsistencies.
Typically, when the game shifts into Tactical Mode, the relative positioning of the different participants with regard to the environment is an important aspect to track and manage. This helps establish the distance between Spaces for the purposes of movement and range.
SOJOURNER is built around the use of a map grid and miniatures or tokens, which are used to track positioning. However, some groups may prefer to use Theater of the Mind or Open Terrain styles of play (see below). Square and hex grids are the most commonly used grid types.
Square Grids. The benefit of square grids is that they are easy to draw, and you can draw straight lines to represent box-shaped rooms and buildings. The downside is that diagonals are difficult to work with in larger areas, and calculating areas is a chore. For distances, it is recommended to count every second diagonal square as 2 Spaces instead of 1.
Hex Grids. The benefit of hex grids is that they feel much more natural. It’s much easier to approximate distances and areas. The downside is that they don’t work as well in box-shaped areas unless you chop off a row of hexes in half. In this case, you can simply allow characters to occupy these half-hexes as if they were full Spaces.
A “Space” is a generic measure of distance, approximately 3-7 feet, or roughly 1-2 meters. Normal-sized characters occupy a single Space by default, and can use the Reposition ◈ maneuver to move a number of Spaces up to their speed. Each square or hex counts as 1 Space, and each character occupies a single Space unless otherwise specified (Large creatures usually occupy several Spaces at once).
For maps with verticality—such as underwater scenes, multi-level buildings, and hilly terrain—, Spaces can extend upward as well. A Space's height is equal to its width. Creatures are assumed to have a height roughly equal to their width in Spaces, unless specified otherwise by the GM. For example, an average human occupies an area of 1 Space, including vertically.
When measuring a distance that spans both horizontally and vertically, use this rule of thumb to get a quick result: take the greater of the two distances, then add half the lesser, rounded down. For example, a target 5 Spaces away horizontally and 7 Spaces up is considered to be 9 Spaces away (7 + half of 5, rounded down).
Most creatures come in three basic sizes: Small, Medium, and Large. Small creatures range in size from insects to domestic cats, and Large creatures are ones larger than most horses. Medium creatures occupy the middle range. Very Small and Very Large creatures are rarely encountered. See the below table for more approximations of these creature sizes.
Occupying Spaces. Two or three allied Medium characters can occupy the same Space if they squeeze together and each only occupy 1 Space normally, though squeezing in this way causes each character to suffer -1 Edge on all Physical skill rolls. A Medium creature that occupied 2 Spaces (such as a horse) can occupy the same Spaces as its Medium rider that normally occupies 1 Space. Small and Very Small creatures can usually occupy the Spaces of other creatures without issue. A swarm of Small creatures might occupy 1 or more Spaces until its numbers are diminished.
When it comes to describing the positions of characters, structures, and terrain in Tactical Mode, you essentially have three options available to you: Tactical Grid (described above), Theater of the Mind, and Open Terrain. Remember that you can use these different options for different situations. A GM might use open terrain or a tactical grid for intense battles, but rely on theater of the mind for simple combats in tight spaces or with only a few enemies.
Theater of the Mind. The GM and the players keep the positioning in their shared imagination. In a pinch, the GM can decide whether a target is within 10 or 50 Spaces based on what has been described. This method is useful because it doesn’t rely on battle maps, miniatures, terrain, or advanced preparation. You can launch right into the action without preamble, and imagination can be a powerful tool. Theater of the Mind is also very helpful for small altercations involving only a few characters. Some GMs may switch between this method and another as fits the situation. The downside to Theater of the Mind is that complex Tactical Mode situations involving more than ten or so combatants can quickly become tricky to keep in your mind. Also, some players enjoy the board game-like feel of using miniatures on the table.
Open Terrain. Most war-gamers are familiar with this method of miniature positioning. Rather than using a grid, the players simply build out an area of miniature terrain pieces. Nothing needs to conform to any particular grid shape, so you can create much more unique and natural-feeling environments. Movement is tracked in inches or centimeters on a tape measure (typically one inch per Space of movement), and plastic templates are used to gauge area effects. The downside of this method is that it requires more careful preparation and custom-built or expensive terrain pieces in order to achieve an impressive battlefield.
Movement is an essential aspect of Tactical Mode. It allows creatures to move into more advantageous positions, or to force others into disadvantageous ones. Abilities with the Move trait almost always allow a creature to move at least 1 Space.
A character’s Speed is the distance they can move in Spaces whenever they use the Reposition ◈ maneuver. It doesn’t equate to a faster movement when traveling long distances on foot, and is used exclusively in Tactical Mode.
A player character’s base Speed is 4, but this can be increased permanently or temporarily by various abilities and effects. Whenever a character is able to move up to half their Speed, it is rounded down, as normal.
When a character moves a distance of Spaces, they choose the direction, and can make it a winding path to move around obstacles. Creatures can move through the Spaces of allied creatures, but moving through an enemy Space is more difficult, requiring use of the Tumble ◈ maneuver to do so.
Some Spaces in a battlefield might contain debris, undergrowth, knee-deep water, or other obstacles. This is referred to as “difficult terrain,” and tends to slow anyone who attempts to move through it using their Speed while on the ground. Entering a Space of difficult terrain costs one additional Space of movement.
Some Spaces might only be considered difficult terrain when entering them from certain directions. For example, walking up a steep hill might be considered difficult terrain, but moving sideways or downhill wouldn't.
As part of a character’s movement, they can jump to overcome obstacles like walls or chasms. Jumping across a horizontal distance of 2 Spaces and/or a vertical distance of 1 Space is simply done, and typically doesn’t require a roll. Attempting to jump over larger gaps or obstacles usually requires a roll, however.
The roll made to jump long distances is typically Might, against a base Difficulty Die size of d8. Slick or gravelly surfaces might make the jump more difficult, and jumping from a higher elevation typically make the jump easier (GM discretion). On a success, the character can jump up to 4 Spaces horizontally and/or 2 Spaces vertically. If the character had a running start of at least 2 Spaces, they have +1 Edge on the roll. On a failure, the character only jumps up to 2 horizontal Spaces and/or 1 Vertical Space. Jumping consumes movement Spaces as normal.
Climbing uses a character’s movement Speed as normal. Simple climbs such as gradual slopes, low walls, and steep hills are simply treated as difficult terrain. More advanced climbs, such as rocky cliffsides and smooth walls necessitate a roll to determine whether a character can make any progress. When a character attempts to scale up or down a treacherous climb, they make a Might roll, with a Difficulty Die size based on the difficulty of the climb itself as set by the GM. On a failure, the character is unable to make any progress up the climb. On a success, they can move up or down as if it were difficult terrain for the duration of that ability's movement. If a character fails the roll with a ⛉ Bane, the GM might provide a more dire consequence, and have the character fall off whatever they’re attempting to climb.
Characters can swim in water or other liquids as part of their movement. Under normal circumstances, swimming is a simple task, and characters can take their time to adjust their equipment and pace themselves. But in dangerous situations like combat, falling overboard in a storm, or diving deep underwater, things get a little more complicated. When a character attempts to swim through water in a situation such as these, they must make a Might roll. The Difficulty Die is generally higher if the water is choppy or fast-moving against the character’s intended direction. On a success, they can swim through the water as if moving through difficult terrain. Otherwise, they can make no progress, and they might even slip below the surface and have to use the ◇ Hold Breath instant to prevent from drowning.
Gravity adds another layer of danger when characters decide to go traipsing around on rooftops or engage in swordplay on loose scaffolding. The ◇ Absorb Impact instant contains the full rules that apply when a character falls from a height greater than 1 Space (typically more than 10 feet or 2 meters). The character must make a Reflex roll, reducing their potential Damage by the roll’s result.
Occasionally, it may be important to determine exactly how far a character falls over the course of one or more rounds. Unless extremely tall heights are at play, characters will simply fall and hit the ground instantaneously. Otherwise, a character falls roughly 80 Spaces (approximately 400 feet or 120 meters) at the end of the first round of falling, 160 Spaces (800 feet or 240 meters) at the end of the second round, and 180 Spaces (900 feet or 280 meters) on each subsequent round of falling. This represents terminal velocity. A character may be able to speed or slow their descent somewhat by shaping their body to sculpt the flow of air in different ways.
Some effects take place over an area rather than affecting a single target. The illustrations provided in this section demonstrate what the different effect areas look like on a tactical grid. Using effect areas in conjunction with the open terrain style of Tactical Mode play may require the use of printed templates.
Some items and abilities refer to a “Radius” area of effect from a chosen point. Sometimes, the point is centered on a character. Other times, the point is chosen at a specified Range. The Radius extends outward a number of Spaces from the specified Space and forms a roughly circular area. For example, the Thunderclap explosive affects creatures out to Radius 2. This means that every character within 2 Spaces of the explosive is affected when it is detonated.
If height is a concern (such as when flying, underwater, or dealing with multiple elevations), then the Radius effect is spherical in shape, extending both up and down. Using best judgment, the GM determines what Spaces are affected in these cases.
Some effects refer to an “Arc.” Like the Radius, the Arc has an origin point. But rather that extending outward in all directions, the Arc is limited to a single angle (Narrow, Medium, and Wide). The effect will also specify how far the Arc reaches, such as "Medium Arc 2" or "Narrow Arc 4." The character creating the Arc can usually decide where to point it.
Narrow Arc (45-60 degrees). A Narrow Arc with a reach of 1 Space can affect two adjacent Spaces.
Medium Arc (90-120 degrees). A Medium Arc with a reach of 1 Space can affect three adjacent Spaces.
Wide Arc (180 degrees). A Wide Arc with a reach of 1 Space can affect four adjacent Spaces (or five on a square grid).
If dealing with three-dimensional space, the Arc is considered a cone extending not only side to side but also up and down as it extends.
The most self-explanatory of the area effects, a Line is simply denoted by a number indicating the number of Spaces that are affected. For example, a Line 7 effect extends outward from the origin point for 7 Spaces, affecting everything within Spaces that cross its path. If you're using a grid map and the Line crosses the Spaces at an awkward angle, use your best judgment for which Spaces are affected by tracing from the center of the origin Space to the center of the ending Space. If a Line would perfectly straddle multiple pairs of Spaces on a hexagonal grid, choose left or right when you place the Line and default to having the Line affect the hexes on the chosen side; you cannot choose for each individual point along the Line.
fig. 1 Hex Grid Arcs (left-right, top-bottom: Narrow Arc 1, Medium Arc 1, Wide Arc 1, Narrow Arc 2, Medium Arc 2, Wide Arc 2, Narrow Arc 3, Medium Arc 3, Wide Arc 3)
fig. 2 Hex Grid Radii (top-bottom: Radius 1, Radius, Radius 3)
fig. 3 Square Grid Arcs (left-right, top-bottom: Narrow Arc 1, Medium Arc 1, Wide Arc 1, Narrow Arc 2, Medium Arc 2, Wide Arc 2, Narrow Arc 3, Medium Arc 3, Wide Arc 3)
fig. 4 Square Grid Radii (top-bottom: Radius 2, Radius 2, Radius 3; left column is simplified version, right column is advanced version)
Vitality and Stamina are two halves of the same coin, and relate to a character's general wellbeing. A character’s Vitality represents their capacity to withstand physical harm, while Stamina is a measure of their energy and stability. See the corresponding sections in the Gameplay section for more information about these character statistics.
Certain effects and abilities allow you to block Stress and Damage from incoming Attacks. Wearing Armor or wielding a Shield are reliable way of blocking Stress and Damage from Attacks. When Stress or Damage is blocked, it doesn't affect the defending creature.
Some Stress and Damage is specified as "unblockable," particularly with the Parry and Pierce ⛊ Boons found on certain Weapons. This Stress and Damage cannot be blocked, but it can still be prevented by other means, unless the Stress or Damage is denoted as "unpreventable."
Player characters die when they take too much Blight or when both their Vitality and Stamina are depleted due to any combination of Damage, Blight, or Fatigue. At this point, the character has no vigor remaining to survive. However, NPCs can be defeated more easily than this. Whenever an enemy NPC's Vitality is depleted, they are considered defeated. The player who defeats the NPC generally has narrative control on what exactly that defeat entails. Sometimes, it might be death. Other times, it might be a simple knockout or injury that prevents them from fighting any longer. Or perhaps the NPC loses their courage and turns tail to run away, though this option is more subject to GM discretion.
Characters can become subject to a number of status effects, which alter certain rules for that character while the effect is active. Most status effects include the conditions required to obtain and/or remove them.
When your combined Stress and Fatigue total is equal to your Vitality, you are vulnerable.
You have -3 Edge on all rolls, except those made to stabilize if you are dying.
You cannot perform any ability or effect that has the Taxing trait, and you cannot take Stress from any source.
If you would take any amount of Fatigue, you first remove Stress equal to that amount.
You are no longer vulnerable if your Stress and Fatigue total becomes lower than your Vitality.
When your Damage and Blight total becomes equal to your Vitality, you are dying.
You are unconscious, prone, blinded, and cannot act (except to attempt to stabilize).
If you would take any amount of Damage from a single source, you take that amount of Fatigue instead. If your Fatigue becomes equal to your Stamina, you die.
If you would take any amount of Blight, you first remove Damage equal to that amount. If your Blight becomes equal to your Vitality, you die.
At the end of each of your turns, you must attempt to stabilize. Roll Endurance against a Difficulty Die equal to twice your Fatigue total (minimum d4, maximum d12). Being vulnerable does not cause you to make this roll with -3 Edge. On a success, you become stable instead of dying. On a failure, take 1 Fatigue.
At the end of your turn, if you have 1 or more Damage or Blight removed, you are no longer dying.
You are unconscious, prone, blinded, and cannot act.
If you would take any amount of Damage from a single source, you take that amount of Fatigue instead. If your Fatigue becomes equal to your Stamina, you die.
If you would take any amount of Blight, you first remove Damage equal to that amount. If your Blight becomes equal to your Vitality, you die.
After 10 minutes or several hours, you might stir awake, removing 1 Damage automatically (GM discretion).
A creature is blinded when its eyes are closed or covered, or when it is affected by another effect that causes this status effect. Creatures in darkness are effectively blinded unless they have some other means of accurately perceiving.
You cannot perceive anything visually.
When targeting something you cannot see with an Attack, you must first guess which Space it is in, and then you have -1 Edge on the Attack roll.
You have -1 Edge on Finesse, Reflex, and Defend rolls.
Sonic effects sometimes give creatures the deafened status effect.
You cannot perceive anything auditory, including speech.
You may be unaffected by certain effects that rely on sound, such as a wolf's Howl ability (GM discretion).
You can still be affected by Sonic effects unless they specify otherwise.
You are unconscious, prone, blinded, and cannot act.
You have -2 Edge on Awareness rolls to notice changes in your environment. If you succeed on one such roll, if you take Damage, or if another character uses an ❖ action to wake you up, you are no longer sleeping.
You become breathless when you use the ◇ Hold Breath instant. At the end of each of your turns you choose to remain breathless, flip a coin. If you lose, take 1 Stress. You cannot remove Stress while breathless.
If you are already vulnerable, instead roll Endurance against a Difficulty Die of d4.
Success: The Difficulty Die of this roll increases by one die size (cumulative) until you remove the breathless status effect.
Failure: You must breathe. If you cannot, you are no longer breathless and you gain the suffocating status effect instead.
At the end of each of your turns that you must breathe but cannot, take 1 unpreventable Damage. You cannot remove Stress while suffocating.
You are no longer suffocating when you regain the ability to breathe normally.
This status effect has the Fire trait.
At the start of each of your turns that you are burning, flip a coin. If you lose, take 1 unblockable Damage from the flames. If you win, the flames extinguish themselves. You can also extinguish the flames by immersing yourself in water or by spending an ❖ action to pat them out.
You are encumbered when your carried Burden (including equipped items) exceeds your Might die size. You cannot carry Burden more than twice this total.
Your Speed is halved.
You have -1 Edge on Finesse and Reflex rolls.
You take 1 Fatigue whenever you move more than 2 Zones in a single Downtime day.
You cannot move away from the grappler unless you first Escape or they release you as an ◇ instant (Reaction).
You have -1 Edge on Attacks against targets other than your grappler.
You might be able to drag the grappling creature or effect with you when you move, depending on its size, and usually at half your normal Speed (GM discretion).
You have -1 Edge on all Attack and Defend rolls, except for Defend (Dodge) rolls against Ranged Attacks. You instead have +1 Edge on those rolls.
Your Speed becomes 2 unless it was already lower.
You can remove the prone status effect by using the Stand Up ◈ maneuver.
You can be hidden from some creatures but not from others at the same time. Creatures you are hidden from might be aware of your presence, but not your exact location.
You have +2 Edge on Attack and Defend rolls against creatures you are hidden from.
You are generally no longer hidden from a creature after you use an ability that targets them, they successfully Seek you, or if you attract their attention in an obvious way.
This status effect has the Control trait.
At the start of each of your turns, roll to Focus with no opposing roll. Your result determines what you must do on your turn (GM discretion).
1: Act as though all creatures are your enemies.
2: Waste your ❖ action swaying and babbling.
3: Waste your ◈ maneuver swaying and babbling.
4-5: Take 1 Stress and act normally.
6+: Act normally.
You lose your ◈ maneuver each of your turns you are slowed. You can still use ◈ maneuvers in other ways, such as by using your ❖ action or using the Exert ◇ instant.
This section contains all Basic Tactical Mode abilities. "Basic" abilities are generally usable by any character, assuming they meet any listed requirements. For example, anyone wielding a sword can Strike with it.
Remember, each participant in a Tactical Mode scene can use one ❖ action and one ◈ maneuver on their turn, and any number of ◇ instants during the round, so long as the same ◇ instant isn't used more than once in the same round (unless it has the Reaction trait). A character can also spend their ❖ action to use an additional ◈ maneuver instead.
When you generate a Boon for a roll in Tactical Mode, you can either choose a pre-packaged effect or use your creativity to improvise another benefit (subject to GM approval), or a combination of the two!
What Boons can I use? The Basic Tactical Boons (seen in the section below this one) are always available, no matter the situation. Some Boons are associated with certain traits. For example, the Attack trait means you can use the ⛊ Skirmish Boon when you make an Attack. Some abilities come with their own set of unique Boons only usable with that ability, such as the Motivate ability. Finally, your own abilities and items may grant you the use of additional Boons for certain rolls.
⛊ Discern (15-20): Learn something interesting or significant about your environment, usable once per scene.
⛊ Banter (17-20; ◇ instant): Once before the end of your next turn, you can use Motivate or a Basic Control ability as a ◈ maneuver.
⛊ Rally (18-20; ◇ instant) (move up to 1 Space and remove 1 Stress)
⛊ Assist (19-20): An ally of your choice gains 1 Luck that expires at the end of their next turn.
Basic Attack
Requirement: You must be wielding a Melee Weapon.
Choose Vex or Harm. Make a roll based on the type of Weapon used against a target within the Weapon's reach:
Finesse for Light Melee Weapons
Might for Heavy Melee Weapons
Choose either for Flex Melee Weapons
—Vex
Success: The target takes 2 Stress.
Failure: The target takes 1 Stress.
—Harm
Success: The target takes 1 Damage.
Basic Attack
Requirement: You must have at least one hand free.
Choose Jab or Wrestle and roll Finesse or Might against a target within reach.
—Jab
Success: The target takes 1 Stress, or 1 Damage if they are vulnerable.
—Wrestle
Roll with -1 Edge unless you make clever use of your environment or the target's weaknesses (GM discretion).
Success: Choose one of the following:
The target must choose: take 2 Stress (Taxing) or drop a held item.
The target falls prone.
The target is grappled by you.
Push the target up to 2 Spaces in a direction of your choice.
Basic Attack
Requirement: You must be wielding a Ranged or Thrown Weapon (or another object to you intend to throw).
Roll Accuracy against a target within the Weapon’s maximum range.
Take -1 Edge for every additional range increment beyond the first between you and the target.
Take -1 Edge if you moved more than half your Speed this turn or if you're attacking with a non-Ranged, non-Thrown Weapon.
Success: The target takes 1 Damage.
Whenever a character uses an ability with the Attack trait, they gain access to the ⛊ Skirmish Boon for that roll.
Attack—⛊ Skirmish (17-20): Each target must choose: take 1 Stress (Taxing) or move 1 Space in a direction of your choice as an ◇ instant, if able.
Basic Control
Roll Awareness against a target within 20 Spaces.
Roll with +1 Edge if you’ve used the Discern deed against the target recently.
Roll with -1 Edge if the target is not a Person.
Success: The target must choose one:
Take 1 Stress (Taxing).
Declare their next ❖ action, taking 2 Stress if they then choose a different ❖ action than what was declared.
Reveal one of their weaknesses or special abilities, or suffer -1 Edge on their next Defend before the end of your next turn if they have no remaining weaknesses or special abilities to reveal.
Success +3: The target takes 1 Stress.
Basic Control
Roll Stealth against a target within your Melee reach.
Roll with +1 Edge if you succeeded on a Defend roll against the target since the start of your last turn.
Roll with -1 Edge if you are encumbered.
Success: The target must choose one:
Take 1 Stress (Taxing).
Fall prone or drop an item (only if it is holding one).
Take -1 Edge on their next Defend before the end of your next turn.
Success +3: The target takes 1 Stress.
Basic Control
Roll Manipulation against a target within 10 Spaces.
Roll with +1 Edge if the target believes they are in grave danger.
Roll with -1 Edge if the target believes they have the situation under control.
Success: The target must choose one:
Take 1 Stress (Taxing).
Take -1 Edge on their next Attack before the end of your next turn.
Use their next ◈ maneuver to safely move as far as possible from you.
Success +3: The target takes 1 Stress.
Basic Control
Roll Empathy against a target within 10 Spaces.
Roll with +1 Edge if you first apply one of the “Success” effects to yourself.
Roll with -1 Edge if you attacked the target or their allies since the start of your last turn.
Success: The target must choose one:
Take 1 Stress (Taxing).
Use their next ❖ action to Rally.
Drop or sheathe a Weapon (if able), or take -1 Edge on their next Defend before the end of your next turn.
Success +3: The target takes 1 Stress.
Basic Control
Roll Manipulation against a target within your 10 Spaces.
Roll with +1 Edge if you also use a ◈ maneuver to dance in place, make insulting or suggestive gestures, or issue a formal challenge.
Roll with -1 Edge if you were hit by an Attack since the start of your last turn.
Success: The target must choose one:
Take 1 Stress (Taxing).
Use their next ◈ maneuver to safely move as close to you as possible. If already adjacent, they instead take -1 Edge on their next Attack before the end of your next turn.
Use their next ❖ action to target you with an Attack ability.
Success +3: The target takes 1 Stress.
Basic Bolster
Target a willing creature within 10 Spaces and roll Empathy with a difficulty equal to the target's current Stress total + 2.
Roll with +1 Edge if you succeeded on a Control or Attack roll against a creature since the start of your last turn.
Roll with -1 Edge if the target has already been targeted by this ability within the last minute.
Success: The target may immediately remove 1 Stress as an ◇ instant.
⛊ Vain Hope (17-20): On a failure, the target may immediately remove 1 Stress as an ◇ instant.
⛊ Inspire (19-20): The target removes 1 Stress.
⛊ Muddle (15-20): On a success, remove one of the “Success” choices available to the target(s).
⛊ Mass Control (17-20): Target up to two additional creatures within range.
Basic
Choose a creature and specify a task you expect them to make before the end of your next turn that involves a roll. Then, describe how you attempt to aid or hinder them in the chosen task. If you're aiding the creature, they must be willing.
The GM sets the aid/hinder roll's Difficulty Die and level of effectiveness, using the rules for Influencing a Roll. Roll as directed by the GM.
The target creature's primary roll is adjusted accordingly the next time the target makes that roll before the end of your next turn.
Basic
Choose an ❖ action or ◈ maneuver and a trigger. Until the start of your next turn, you can use that action or ◈ maneuver as an ◇ instant immediately after the trigger occurs.
If you want your ❖ action or ◈ maneuver to take place immediately before the trigger, roll Reflex as part of the ◇ instant to do so in time.
If the trigger involves an opposing creature, the difficulty is equal to the their Reflex. If not, the difficulty is based on the rapidity of the triggering event.
Basic Move
Move a number of Spaces up to your Speed.
Basic Move Bolster
Move up to 1 Space without triggering ◇ instants (except those you allow) and remove 1 Stress. If you use your ❖ action for this ability, remove 3 Stress instead.
Basic Move
Remove the prone status effect, then move up to 1 Space.
Basic Move
Move up to half your Speed and crouch behind an area of adequate cover (GM discretion).
Until the start of your next turn, you have +2 Edge on Hide rolls and Defend (Dodge) rolls made against Attacks originating from the other side of the cover.
If you use both an ❖ action and a ◈ maneuver to Take Cover during your turn, you cannot be targeted by Attacks originating from the other side for the duration.
Basic Move
Move up to your Speed - 1. Before or during this movement, target one adjacent creature or hazardous effect that you intend to move through and roll Finesse against the target's Endurance or Reflex (the target decides which).
Success: For this movement, you can move through the target's Space(s) as if they were difficult terrain.
Basic Move
Move up to half your Speed. Until the end of your next turn, when a creature uses a Move ability to leave a Space within your Melee range, you can use an ◇ instant to Brawl or Strike against them before they leave that Space.
Special: You cannot use this ability while prone.
Difficult Terrain: Entering a Space of difficult terrain costs one additional Space of movement.
Swim, Climb: You can swim or climb as part of movement, and doing so counts as difficult terrain. Roll Might to resist danger or consequences (if any).
Jump: You can jump as part of movement. Roll Might for jumps longer than 2 Spaces in length, jumping a number of Spaces up to half the result (minimum 2). Roll with +1 Edge if you had a running start of 2+ Spaces.
Basic Veiled Move
Move up to half your Speed and roll Stealth against the highest Awareness among all potential observers. You cannot Hide if you are being directly observed without obstruction or obfuscation of some kind.
Success: You are hidden against creatures who failed to detect you. If they were unaware of your presence, they continue to be unaware.
Basic Veiled
Roll Awareness against the relevant Stealth rolls of all hidden creatures or objects within 5 Spaces. If you use your ❖ action for this ability, expand this area to 10 Spaces instead.
Success: You discover the exact Space the hidden creature or object is occupying. If you already knew the Space, it is no longer hidden to you.
Basic Taxing Attack
Target one creature or effect you are grappled by. Roll Finesse or Might against the grappler’s Defend (Guard) or the difficulty of the effect. The grappler may use Might in place of Endurance for this roll.
Success: You are no longer grappled by the target.
Basic
The next time you Shoot before the start of your next turn, you can treat the target(s) as if they were one range increment closer for the purposes of Edge on the Attack roll.
You cannot benefit from this ability more than once per Attack.
Basic Reaction
Trigger: You are targeted by an Attack effect.
Choose Dodge or Guard.
—Dodge
Roll Reflex.
Success: The triggering Attack fails against you.
—Guard
Roll Endurance and take 1 Stress.
Success: The triggering Attack effect fails against you, but still inflicts Stress and Damage to you as if it had succeeded. Block 2 Stress. If the attacker is within your Melee reach, they also take 1 Stress.
⛊ Counterattack (20): Brawl, Shoot, or Strike against the attacker, if possible.
Basic Reaction
Trigger: You are targeted by a Control effect.
Roll Discipline.
Success: The triggering Control effect fails against you.
⛊ Center (20): You have +1 Edge on Focus rolls for one minute.
Basic Reaction
Trigger: You are targeted by a Toxin effect.
Roll Endurance.
Success: The triggering Toxin effect fails against you.
⛊ Immunize (20): You have +1 Edge on Resist rolls against effects with the same name as the triggering Toxin for 24 hours.
Basic Reaction
Trigger: You fall from a height greater than 1 Space.
Roll Reflex. You take an amount of Damage equal to the height of the fall in Spaces, minus the result of the roll (minimum 0), and you fall prone.
Roll with +2 Edge if you are Small.
Roll with -2 Edge if you are Large.
⛊ Soft Landing (18-20): Reduce the Damage by an amount equal to half your Skill Die result and take that amount of Stress instead. If the Damage is reduced to 0, you don’t fall prone.
Basic Reaction
Requirement: You are not suffocating.
You gain the breathless status effect.
◇ Instants with this trait can be used any number of times per round, rather than just once.
Basic Taxing
Take 1 Stress and use a non-Bolster ◈ maneuver.
Special: You can only use this ◇ instant on your own turn.
Basic
Requirement: You are holding a Two-Handed Weapon in one hand with the other hand free.
You grip the Two-Handed Weapon in two hands, and are considered to be wielding it.
Basic Taxing Flourish
Trigger: You just used an ❖ action to Strike, Shoot, or Brawl.
Take 1 Stress. Choose one of the following, and make the roll with -1 Edge.
Strike or Shoot using a Weapon you didn’t use with the triggering ❖ action.
Brawl using a free hand.
Basic
Speak up to around 5 seconds worth of communication to anyone within hearing distance.
Basic
You gain the prone status effect.
Special: You can only use this ◇ instant on your own turn.
Basic
Drop a held item in your Space or an adjacent Space.