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Table Reference

The rules you reach for mid-encounter — each entry links to the full rule. Print this page for a one-sheet GM screen. (One-liners are paraphrases — click through for the exact rule text.)

Your Turn

On your turn you get one main action, one maneuver, and one move action — in any order, and you can trade your main action for an extra maneuver or move action. Free maneuvers are unlimited. Triggered actions happen off-turn — one per round, though free triggered actions are unlimited. Your heroic resource builds every turn — spend it.

The Power Roll

2d10 + characteristic → three tiers:

Roll Tier
≤ 11 Tier 1 (weakest)
12–16 Tier 2
17 + Tier 3 (strongest)
  • An edge adds +2; a bane −2.
  • A double edge / double bane moves the result one tier up/down instead.
  • Mixing them: an edge and a bane (or double edge and double bane) cancel out; a double edge with one bane leaves an edge; a double bane with one edge leaves a bane.
  • A natural 19–20 is a critical: automatic tier 3 and you can take an extra main action.
  • Tests use the same roll — see test difficulty. Having an applicable skill gives a test (not an ability roll) a +2.

Common Actions

Main actions →   Move actions →

Action In one line
Charge Straight-line move up to speed (no shifting, no difficult terrain), then a melee free strike or a Charge-keyword ability.
Defend Ability rolls against you take a double bane until your next turn starts (no effect while someone is taunted by you).
Free Strike Make a free strike as your main action.
Heal An adjacent creature spends a Recovery or makes a saving throw.
Advance Move up to your speed; split it around your other actions freely.
Disengage Shift 1 square.
Ride Your mount takes the Advance action (once per round per mount).

Hero Tokens & Surges

Hero tokens are a shared pool — one per hero at session start, gone at session end. One token benefit per turn (or per test):

  • 1 token → gain 2 surges.
  • 1 token → turn a failed saving throw into a success.
  • 1 token → reroll a test (keep the new roll).
  • 2 tokens → on your turn or when damaged (no action), regain Stamina equal to your Recovery value — applied before the damage.

Surges: when you deal rolled damage, spend up to 3 — each adds your highest characteristic in damage to one target; or spend 2 to raise one of the ability's potencies by 1 for one target (never more than +1 each, but you can pay again for other targets). Unspent surges vanish when combat ends.

Conditions

Condition In one line
Bleeding Lose 1d6 + level Stamina after each main action, triggered action, or Might/Agility roll.
Dazed One thing per turn (main action or maneuver or move); no triggered actions.
Frightened Bane vs the source; the source has edge vs you; can't willingly move closer to it.
Grabbed Speed 0; only the grabber can force-move you; bane on abilities that don't target the grabber.
Prone Your strikes take a bane; melee vs you has edge; crawl (+1 square per square).
Restrained Speed 0, no Stand Up, can't be force-moved; bane on ability rolls and M/A tests; abilities vs you have edge.
Slowed Speed 2; can't shift.
Taunted Double bane on abilities that don't target the taunter (while you have line of effect to them).
Weakened Bane on power rolls.

Ending effects: (save ends) → roll a d10 at the end of your turn, 6+ clears it (saving throw); (EoT) → ends at the end of the affected creature's next turn.

Potency notation: "M < 2" means a target whose Might is 2 or higher shrugs off the effect — the letter is the resisting characteristic, the number is your potency.

Common Maneuvers

All common maneuvers →

Aid Attack · Catch Breath · Escape Grab · Grab · Hide · Knockback · Make or Assist a Test · Search for Hidden Creatures · Stand Up · Use Consumable

Movement

  • Every adjacent square costs 1 — diagonals too, but you can't cut a corner past a wall.
  • A move never exceeds your speed unless an effect says so.
  • Difficult terrain +1 square per square · climb / swim (2 per square without a climb/swim speed) · crawl (+1 per square, while prone) · fly · falling
  • Jump: long-jump up to Might or Agility squares (min 1), 1 square high, free during any move; a Might/Agility test stretches it (12–16: +1, 17+: +2 length and height). No jumping out of difficult or damaging terrain.
  • Shifting: no opportunity attacks; can't shift into difficult terrain.
  • Teleport: ignores obstacles and opportunity attacks; needs line of effect to an unoccupied destination; ends grabbed / restrained; you can stand on arrival.
  • Size: squares occupied; size-1 creatures are 1T < 1S < 1M < 1L, all in one square.

Forced Movement

Full rule →

  • Push = away from you · pull = toward you · slide = any direction; none move the target vertically unless marked vertical. You may always move the target fewer squares.
  • Stability subtracts its value from every forced move against you.
  • Bigger attacker, smaller target (melee weapon ability): distance +1; the reverse changes nothing.
  • Slam into a creature: movement stops, both take 1 damage per unspent square. Into an object (their size+): movement stops, target takes 2 + 1 per unspent square.
  • Through objects — squares of forced movement spent / damage taken: glass 1 / 3 · wood 3 / 5 · stone 6 / 8 · metal 9 / 11; leftover movement keeps going.

Areas of Effect

Full rule → — "within X" is how far the origin square can be; you need line of effect to that square only.

Shape In one line
Aura Radius X around you; moves with you for the ability's duration.
Burst Radius X around you; instantaneous.
Cube X-square sides, placed at range.
Line A × B straight corridor.
Wall X stackable squares, each sharing a side; blocks line of effect; not into occupied squares.

Stamina, Dying & Recovery

  • Damage reduces Stamina; when a non-hero hits 0, you choose death or unconsciousness.
  • Damage immunity subtracts its value from that damage type (to 0 = no rider effects); weakness adds its value.
  • Winded: at or below half Stamina.
  • Dying: Stamina 0 or below — you keep acting, but you're bleeding and can't Catch Breath; you die at the negative of your winded value.
  • Spend a Recovery to regain your recovery value (Catch Breath maneuver); a respite (24h safe rest) restores everything and converts Victories to XP.

Combat Modifiers

  • Flanking: you + ally adjacent on opposite sides → edge on your melee strikes.
  • Cover: half the target behind something solid → bane on damage-dealing abilities against them.
  • Concealment: obscured but not blocked (darkness, fog, invisibility) → strikes take a bane; a hidden target can't be targeted at all.
  • High ground: fully above the target → edge on the power roll.
  • Line of effect: fully blocked by solid obstruction = no targeting.
  • Opportunity attacks: leaving a creature's reach without shifting → they get a melee free strike (free triggered action).
  • Surprised

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