Glossary

Index

  1. Bane
  2. Bleeding
  3. Charge
  4. Conditions
  5. Critical Hit
  6. Dazed
  7. Distances
  8. During the Move
  9. Dying
  10. Edge
  11. Effect Resolution
  12. EoT
  13. Forced Movement
  14. Free Strike
  15. Frightened
  16. Grabbed
  17. Hero Tokens
  18. Natural 19 or 20 (Critical Hits)
  19. Opportunity Attack
  20. Prone
  21. Pull
  22. Push
  23. Recovery
  24. Respite
  25. Restrained
  26. Roll Against Multiple Targets
  27. Save Ends
  28. Shift
  29. Size and Space
  30. Skill
  31. Slide
  32. Slowed
  33. Stability
  34. Stamina
  35. Starting Combat (Initiative)
  36. Surges
  37. Taunted
  38. Tests
  39. Turn in Combat
  40. Weakened
  41. Winded

Bane

A bane represents a situational disadvantage a hero or an enemy has when making a power roll. When you make a power roll with a single bane, you subtract 2 from the roll.

If you make a power roll with two or more banes, you have a double bane. This means you don’t subtract anything from the power roll, but the result of the roll automatically decreases one tier (to a minimum of tier 1).

Bleeding

While bleeding, whenever you make a test using Might or Agility, make a strike, or use an action, maneuver, or a triggered action, you lose 1d6 Stamina after the test, action, maneuver, or triggered action is resolved. This Stamina loss can’t be prevented in any way.

Charge

When you take the Charge action, you move up to your speed in a straight line, then make a melee free strike (see Free Strikes) against a creature when you end your move. You can’t shift when you charge.

Critical Hit

When you make an ability power roll as part of an strike or action and the total of the roll is 19 or 20 before adding your characteristic (a natural 19 or natural 20), you score a critical hit. This allows you to immediately take an additional action after resolving the power roll, whether or not it’s your turn and even if you are dazed.

Dazed

While you are dazed, you can do only one thing on your turn: use a maneuver, use an action, or take a move action. You also can’t use triggered actions, free triggered actions, or free maneuvers.

Distances

An ability’s “Distance” entry indicates how close you need to be to a creature or object to affect that target with the ability.

During the Move

Certain ability effects allow you to move and affect other creatures or objects during that move, such as the shadow’s Blade Dance ability. For such abilities, the move begins in the space you first leave when you begin the move, and ends in the last space you move into.

Dying

When your Stamina is 0 or lower, you are dying. While dying, you can’t take the Catch Breath maneuver in combat, and you are bleeding, and this condition can’t be removed in any way until you are no longer dying. While you are dying, your allies can help you spend Recoveries in combat, and you can spend Recoveries out of combat as usual.

While your Stamina is lower than 0, if it reaches the negative of your winded value, you die. When you die, you can’t be brought back to life without the use of a special powerful item such as a Scroll of Resurrection.

Director-controlled creatures die when their Stamina drops to 0.

Edge

An edge represents a situational advantage a hero or an enemy has when making a power roll. When you make a power roll with a single edge, you add 2 to the roll.

If you make a power roll with two or more edges, you have a double edge. This means you don’t add anything to the power roll, but the result of the roll automatically improves one tier (to a maximum of tier 3).

Effect Resolution

Unless otherwise indicated, any effects that are determined by a power roll result occur after the power roll’s damage has been dealt to all targets.

EoT

If an effect ends with “(EoT)” at the end of its description, a creature suffers the effect until the end of their next turn, or the current turn if they got the effect on their current turn.

Forced Movement

Some actions and maneuvers allow you to push, pull, or slide another creature a specific distance across the battlefield. Collectively, these types of movement are called forced movement:

Push X
You move the target up to X squares away from you in a straight line, without moving them vertically.
Pull X
You move the target up to X squares toward you in a straight line, without moving them vertically. Each square you move the creature must bring them closer to you.
Slide X
You move the target up to X squares in any direction, except for vertically.

When you force move a target, you can always move that target fewer squares than the number indicated. For example, when the conduit gets a tier 3 “push 3” result with their Call the Tunder Down ability, they can push targets any distance up to 3 squares, including choosing to not move certain targets at all.

Forced movement ignores difficult terrain and never provokes opportunity attacks. When you force move a target into damaging terrain or into terrain that produces an effect, they are affected as if they had moved into it willingly.

Free Strike

Every creature can use a free strike ability as an action on their turn, though doing so typically isn’t the most effective choice. Most of the time, you’ll use free strikes when the rules call for it. Specific rules let you use free strikes as part of an action that allows you to also do something else impactful, such as how the Charge action lets you move and use a melee free strike in one action.

Frightened

If you are frightened, ability power rolls you make against the source of your fear take a bane. If that source is a creature, their ability power rolls against you gain an edge. You can’t willingly move closer to the source of your fear if you know the location of that source. If you gain the frightened condition from one source while already frightened by a different source, the new condition replaces the old one.

Grabbed

While you are grabbed, your speed is 0, you can’t be force moved, you can’t use the Knockback maneuver, and you take a bane on abilities that don’t target the creature grabbing you. If the creature grabbing you moves, they bring you with them. If the creature’s size is equal to or less than yours, their speed is halved while they have you grabbed.

The creature grabbing you can use a maneuver to move you into an unoccupied space adjacent to them.

The creature grabbing you can end the grab at any time (no action required). You can also attempt to escape being grabbed using the Escape Grab maneuver (see Maneuvers in Combat). If you teleport or if the creature grabbing you is force moved to a space that isn’t adjacent to you, you are no longer grabbed.

Hero Tokens

Whenever hero tokens are available, you can spend them in the follow ways. You can only spend one hero token on your turn or per test:

  • You can spend a hero token to gain two surges.
  • You can spend a hero token when you fail a saving throw to succeed on it instead.
  • When you fail a test or succeed on a test with a consequence, you can spend a hero token to turn the failure into a success and to lose any consequence suffered.
  • You can spend 2 hero tokens on your turn or whenever you take damage (no action required) to regain Stamina equal to your Recovery value without spending a Recovery.

Natural 19 or 20 (Critical Hits)

When you get a natural 19 or 20 on a test’s power roll, you succeed on the task with a reward, even if the test has a medium or hard difficulty.

In combat this is a Critical Hit.

Opportunity Attack

Whenever a creature adjacent to you moves to a space that isn’t adjacent to you without shifting, you can take advantage of their movement to quickly make a melee free strike against them as a free triggered action. This is called an opportunity attack.

If you have a bane or double bane on the power roll against the creature, you can’t make the free strike.

Prone

While you are prone, you are flat on the ground, strikes you make take a bane, and melee abilities made against you gain an edge. You must crawl to move along the ground, which costs you 1 additional square of movement for every square you crawl. You can’t climb, jump, swim, or fly while prone. If you are climbing, flying, or jumping while you are knocked prone, you fall.

While prone, you can stand up as a maneuver, unless the ability or effect that imposed the condition says otherwise. You can use a maneuver to make an adjacent prone creature stand up.

Pull

Push

Recovery

When you spend a Recovery, you regain Stamina equal to your recovery value, which is one-third your Stamina maximum.

Respite

A respite is a focused period of rest and recuperation that allows heroes to regain Stamina and Recoveries. During a respite, you must spend 24 hours uninterrupted and doing nothing but sleeping, eating, dressing your wounds, and recuperating in a safe place. You can also undertake one respite activity, such as making a project roll, or changing your kit. After 24 hours, your respite ends. You can take as many respites as you like in a row to keep accomplishing respite activities—just know that while you’re resting, the enemies are still scheming and carrying out their dastardly plans.

When you finish a respite, you regain all your Recoveries and Stamina, and your Victories convert to Experience. It is best to take a respite in a safe place where you aren’t in a hostile environment or at risk of being attacked. If your respite is interrupted, the respite ends early and you don’t gain the benefits for finishing it.

The standard eightish hours of sleep one gets at night doesn’t count as a respite. The rules assume that all heroes take the time to sleep, eat, and take care of all the other functions necessary for life even if they aren’t engaged in a respite.

Restrained

While you are restrained, your speed is 0, you can’t use the Stand Up maneuver, and you can’t be force moved. Your ability power rolls take a bane, abilities against you gain an edge, and you have a bane on Might and Agility tests.

If you teleport while restrained, the condition ends.

Roll Against Multiple Targets

When an ability targets multiple creatures, you make one power roll and apply the result to all the creatures you target. If you have edges or banes against some but not all of your targets, you might apply a different tier of result to individual targets.

Save Ends

If an effect ends with “(save ends)” at the end of its description, then a creature suffering the effect can make a saving throw at the end of their turn to remove the effect.

A saving throw represents your luck in shaking off an effect. You likely already got a chance to resist the effect using your characteristic score to resist a potency, so now it’s down to fate. To make a saving throw, roll a 1d10. On a result of 6 or higher, the effect ends. Otherwise, it continues.

Shift

Whenever you shift, creatures can’t make opportunity attacks against you during your movement. You can’t shift into difficult or damaging terrain.

Size and Space

A creature’s size indicates how many squares they occupy during combat, which defines the creature’s space. If a creature’s size is 1, they occupy a space of 1 square. If a creature is larger than 1 square, their size equals the number of squares they take up in length, width, and height. You could also think of that space as a cube that is 2 squares on all sides.

If a creature is a size 1, their size value includes the letter T, S, M, or L, abbreviations of tiny, small, medium, and lzarge respectively. Since the minimal amount of space a creature can take up during combat is 1, this letter indicates the difference between tiny pixies, small polders, medium humans, and large hakaan, each of which occupy of a space 1 square in combat.

Objects can also have a size rating. If an object has an O (an abbreviation for oblong) next to its size, it indicates that the object’s size isn’t the number of squares the object occupies, but rather it’s relative mass and weight to a creature of equivalent size. If an ability or feature allows you to interact with objects of a certain size that rule includes all objects of that size, oblong or otherwise.

The Creature and Object Sizes table shows examples sizes of creatures and objects up to size 5, but there is no limit to what a creature or object’s size could be.

Size Example Creature Example Object
1T Pixie Potato
1S Polder Heavy armor
1M Human Wardrobe
1L Hakaan Anvil
2 Ogre Carriage
3 Treant Sailboat
4 Ancient Dragon Galley
5 The Kraken Castle

Skill

If you have a skill that applies to a test you make, you gain a +2 bonus (not an edge) to the test. You can’t apply more than one skill to a test.

Slide

Slowed

While you are slowed, your speed is 2 unless it is already lower, and you can’t shift.

Stability

Each creature has a stability that allows them to resist forced movement. When a creature is forced moved, they can reduce the movement up to a number of squares equal to their stability.

Stamina

Your hero’s survivability is represented by your Stamina. Think of Stamina as a combination of a creature’s physical vitality and their overall energy for dodging and resisting incoming blows, spells, and other violence.

After any damage you take is reduced by damage immunity or other effects, your Stamina is reduced by an amount equal to the remaining damage.

Starting Combat (Initiative)

But if both sides have creatures who aren’t surprised, the Director or a player they choose rolls 1d10. On a result of 6 or greater, the heroes’ side acts first. Otherwise the other side acts first.

Surges

Surges can be used in combat to deal extra damage to your foes and increase the value of your potencies. When you deal damage with an ability power roll, you can spend up to three surges you have to increase the damage you deal by an amount equal to your highest characteristic score per surge spent to one creature or object targeted with the ability.

When you target one or more creatures with an ability that has a potency, you can spend two surges to increase the potency by 1 for one of the creatures targeted with the effect. You can’t increase the potency by more than 1 with surges, though you can spend multiple at once to increase the potency for multiple targets. After you spend a surge, it disappears. At the end of combat, you lose all your surges.

Taunted

If you are taunted, you have a double bane on ability power rolls that don’t target the creature who taunted you while you have line of effect to that creature. If you gain the taunted condition from one creature while already taunted by a different creature, the new condition replaces the old one.

Tests

When making a test, it has one of three difficulties: easy, medium, or hard, as decided by the Director.

Result Easy Outcomes Medium Outcomes Hard Outcomes
11 or lower Success with consequence Failure Failure with consequence
12-16 Success Success with consequence Failure
17+ Success with reward Success Success
Natural 19-20 Sucess with reward Success with reward Success with reward

Turn in Combat

Each creature in combat gets to take a move action, a maneuver, and an action on their turn. Each combatant can perform their maneuver and action in any order, and can break up the movement granted by their move action before, after, or between their maneuver and action however they like.

You can also turn your action into a move action or a maneuver, so that your turn can alternatively consist of two move actions and a maneuver; or two maneuvers and a move action.

Weakened

While you are weakened, all your power rolls take a bane.

Winded

Your winded value equals half your Stamina maximum. When your Stamina is equal to or less than your winded value, you are winded. Although being winded has no effects on its own, certain ancestry, class, item, and title abilities affect winded creatures.

You can tell when other creatures are winded and vice versa.

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