The rule that matters most is "at table discretion." This phrase captures how every tabletop game is different, has different wants and needs. Different players and characters. Different setting, tone, genre. Different supplies, pacing, time constraints. Different ideas on where to take the story next and different limits.
How "at table discretion" plays out depends on everything that goes into what makes your table unique.
For some, it could be left up to a Game Master (GM) to adjudicate what happens, where to bend the rules as written, how to interpret them, and when to make up new ones. For others, they might prefer a rotating GM, majority vote, leaving things to chance, letting an artificial intelligence drive, or "vibing" what feels most satisfying for the story in the moment.
Likely, it will be a mix of things and it certainly can change. The GM and the players can rely on one another when they forget things, blank on ideas, have had bad days, are feeling short on "spoons," or just need to change things up a bit.
A lot has been said and written by others in the tabletop community about how to make tabletop gaming fun, accessible, and equitable. And what I'll say here is that however "at table discretion" looks at your table, above all else it is yours.
I hope you can take the rules that follow and run with them. I hope playing this game brings you joy and that you can tell some fun stories.
All characters in this game have a character sheet, which tracks:
You can find a blank Character Sheet form at the end of this book. Other character sheet forms are sometimes posted to the community discussion at https://github.com/snotskie/ttrpg/discussions.
The following pages describe the Stats used in Humanity, Blessed, known collectively as the H's of Humanity. Your table may add an additional Stat as well, from the list of Optional Stats provided or by creating your own.
Your first task is to decide which Stat your character is best at.
As you do, begin to think about the story your character takes on in your mind. Why are they good at this and not at that? Why is one important to them and not the other? What are they trying to improve? What do they like getting help from others on?
When you begin the game, most of your Stats are equal, using a
All your Stat Dice may be upgraded later in the Session Shop.
All characters in this game have the following Stats, each related to a different "scope" of action:
Scope: Intellectual pursuits, problem solving, puzzles, riddles, scanning for information, recalling facts, insight, reasoning, operating and building complex machines, playing practiced music, picking locks. High/Low: With a high Head Stat you can tackle intellectual puzzles with ease. But with a low Head Stat you may find yourself confounded easily or solutions to puzzles just outside your reach. |
Scope: Athletic pursuits, endurance, activities that require physical training, raw non-violent strength, moving quietly, pickpocketing. High/Low: With a high Hand Stat you are in complete control of your physical efforts. But with a low Hand Stat you may tire easily or loud, clanky obstacles might somehow always be in your way. |
Scope: Speaking with passion, understanding others, reading emotions, playing music improvisationally, creating expressive art, performing sleights of hand for an audience. High/Low: With a high Heart Stat you understand others' intentions easily and can act accordingly. But with a low Heart Stat others maybe just aren't as enthused about your interests as you are. |
Scope: Protecting yourself and loved ones, tending to illness and wounds, shopping, crafting, scavenging, camping, cooking, remaining calm, staying alert, coming prepared. High/Low: With a high Home Stat you can easily be depended upon in situations both mundane and dire. But with a low Home Stat your estimates of health and money matters might frequently be off or you seem to always misplace things. |
Scope: Nerve and willingness to inflict harm on others. High/Low: With a high Hurt Stat you can easily steel your resolve when the time calls for violent answers. But with a low Hurt Stat your caring for others' well-being seems to extend even to your enemies. |
Scope: Escaping danger, reacting by instinct, surges of adrenaline. High/Low: With a high Hurry Stat you find that your body moves easily to keep you safe from danger. But with a low Hurry Stat you might freeze up more often than you'd like. |
Scope: Unique specializations, skills, proficiencies, and hardships covered by your Backstory, as well as other aspects covered by the history of your people and not covered by your other Stats. High/Low: With a high History Stat you have achieved the specialization you set out to achieve. But with a low History Stat your specific worries and weaknesses seem to creep up more often. |
At table discretion, one of the following Stats may be added to your game, depending on the game's setting and tone:
Scope: Use of wands, spells, potions, and other magical instruments, traps, lore, and knowledge. Setting: Magic or fantasy. |
Scope: Use of outlandish solutions, cartoonish items, and pun-based bends of reality. Setting: Cartoon. |
Scope: Locating clues, guessing the right solution to a puzzle, being in the right place at the right time. Setting: Film noir. |
Scope: Use of machines, robotics, and cybernetic implants. Setting: Cyberpunk. |
Scope: Directly investigating, interacting with, noticing inconsistencies in, and reshaping the simulation the characters exist within. Setting: Futuristic. |
Scope: Acquiring employees, minions, or quest companions, and effectively delegating tasks and operating a business. Setting: Absurd capitalist. |
Scope: Drawing from the magic of the season to bring people joy, operating devices from the North Pole, and interacting with reindeer, snowmen, yetis, and other such fantastical beasts. Setting: Winter wonderland. |
Scope: Performing music on stage, in a garage with your band, moving in sync with the beat. Setting: Battle of the bands. |
Scope: Drawing on the power of your symbiote to push beyond your normal capabilities. Effect: When you would perform a Check while using this Stat, you may perform the action as though you are apt in it. There may be consequences. Setting: Alien paranormal suspense. |
Scope: Shared narrative elements of the story setting that represent the town's obstacles, troubles, and adversities. Effect: This Stat can only be a |
Scope: Dark narrative elements representing a character's fears, a curse they can't escape, or a malevolent force that haunts them. Effect: This Stat begins the game as a |
Scope: Shared narrative elements emerging from each session's obstacles and players' combined efforts against the challenges they've faced. Effect: This Stat is shared by all players at the table, and it cannot be upgraded by the normal means. Instead, it begins each session as a |
Scope: Dark narrative elements representing a character's descent into madness or confusion. Effect: This die begins the game as a |
Each of a character's Stats is represented by a Stat Die.
In general:
Die Sizes: A Stat Die can be one of five sizes, from
Stat Dice "Bump": Stat Dice in this game "bump." This means that when you roll a
Skill and Determination: Success without bumping represents natural or trained ability, while doing so with bumping represents a character's extra determination or focus on the action.
Balanced Stats: Stats are "balanced" if they use the same size Stat Die.
Unconventional Stats: Whenever an effect has you use a Stat, you may instead use any other Stat you have balanced with it, referred to as using an "unconventional Stat."
History Stat: You may use your History Stat in place of another Stat when the action or effect is related enough to your Backstory or Aptitudes (described later in this chapter).
Sparking: You may "Spark" two balanced Stats together to create a more powerful effect (described in the Playing the Game chapter).
Notation | Stat Die |
---|---|
A ten-sided die. The largest die size in the game. | |
An eight-sided die. | |
A six-sided die. | |
A four-sided die. | |
Any of the above dice, treating any odd number as |
Also note:
Bumping Dice Groups: Some effects will ask you to roll a group of dice, denoted such as
Explicit Dice Grouping Only: Note,
The following pages describe starting Lifestyle and Ethic options. Lifestyle and Ethic upgrade options are listed in the Session Shop chapter.
As you read the starting Lifestyle and Ethic options, begin to describe the life your character had growing up and their current outlook on the world.
Then, pick one Lifestyle and one Ethic to begin the game with.
Once you've chosen your starter Lifestyle and Ethic, two of your Stats will begin the game an additional die size larger, according to your starting Lifestyle and Ethic and the Lifestyle/Ethic Starting Stats table below.
Vice & Virtue | Fate & Knowledge | Cunning & Capability | |
---|---|---|---|
Carefree | Heart and Hurry | Head and Hurt | Hand and Home |
Eager | Hand and Hurt | Heart and Home | Head and Hurry |
Wisened | Head and Home | Hand and Hurry | Heart and Hurt |
Description: Your character lives a relatively carefree life, perhaps because of your naivete, wealthy upbringing, optimistic demeanor, or (in a darker setting) a nihilistic worldview. |
Description: Your character is eager for more out of life, perhaps because of a rebellious phase, a yearning to accomplish your dreams, a person you want to impress, or a mission or faith you believe strongly in. |
Description: Maybe life has not been easy on your character, but if so you've come out wiser and tougher. Perhaps you've been shaped by unfortunate events, you've dedicated yourself to your work, or (in some settings) you could take advantage of others easily because you understand how people work. |
Description: Deep down, you may believe that there is good in the world and that no matter how terrible it gets, the good will win in the end. You may also believe that people who live with virtue are able to live in harmony together, while excess vice manifests itself as a clear and knowable "darkness." |
Description: You may believe that traits dictate destiny, not whether someone is "good," and that traits can never really be changed. You may also believe that your destiny can be altered to your liking by making the right deal, adhering to the right discipline, or acquiring the right knowledgeโends justify the means after all. |
Description: At the end of the day, you may believe that the only person you can really trust is yourself. You may also believe that the world is unfair, "good" and "fate" are made up ideas, and you'd do whatever it takes to just get by. |
The game's setting shapes its events, characters, and places, as well as the consequences of rolling very high or very low. The setting also has an Ethic of its own, which shapes its tone and what it means to be Carefree, Eager, or Wisened there.
Vice & Virtue: This Setting Ethic is familiar and fit for good vs. evil stories. Genre: high fantasy, utopian sci-fi, shonen, optimistic post-apocalypse, mythological, magical realism, allegorical fables, urban fantasy, and children's stories. Typical Lifestyle Upgrades: Blossomed, Driven, Steadfast. Typical Ethic Upgrades: Pride & Prudence, Greed & Vanity, Rite & Divinity, Precision & Accuracy.
Fate & Knowledge: This Setting Ethic resists feeling familiar, as it often subverts familiarity in order to invoke unsettling feelings. Genre: dark fantasy, gothic fiction, mystical post-apocalypse, psy-fi, cosmic horror, occult fiction, dystopian fiction, and supernatural horror. Typical Lifestyle Upgrades: Prodigious, Chosen, Warry. Typical Ethic Upgrades: Greed & Vanity, Power & Influence, Rite & Divinity, Fairness & Value.
Cunning & Capability: This Setting Ethic fits stories well that have high stakes without a clear good vs. evil component. Genre: cyberpunk, steam punk, hard sci-fi, spy fiction, heist fiction, josei, surveillance-state fiction, noir, and antihero/villain stories. Typical Lifestyle Upgrades: Crafty, Wired, Compelling. Typical Ethic Upgrades: Pride & Prudence, Power & Influence, Precision & Accuracy, Fairness & Value.
Begin to describe your character's story before, coming into, and outside of the game's main story. Answer the following prompts or others chosen at table discretion:
These background details will help you and your table build the story and set your Backstory, which is used by your History Stat and your Apts and Specs (described later in this chapter). If your game's setting has non-human characters and your character is one of them, also work with your table to determine how your non-human background affects your Backstory or Stats.
And as you play, keep notes! These can help you reflect on your character's relationship to the group's evolving narrative. Maybe not everyone in the party is enthused about the items the party stole last time! Such reflection can help you shape the course of your Backstory and your character's development over the duration of the story, make important character choices during your sessions, and inspire you and your table for ideas for future scenes.
Each character has a Backstory, a list or description of narrative elements from their background that help define the scope of their History Stat, connect them to other characters and events in the story, and set the stage for their Apts and Specs.
What makes up a Backstory is determined by the players at the table working together to craft the seeds for a good story. However, in general:
Unique: Your Backstory should define unique skills, connections, events, traits, and other narrative elements that your character brings to the story.
Variety: Your Backstory should have enough variety that not all or most of your History would already be covered by a single Stat.
If your game's setting allows you to play non-human characters, there are generally two approaches for how to represent it. The choice depends on the variety of non-human backgrounds among players:
High Variety: If each player character has a different non-human background, then the simplest option is to use each character's History to cover one or two simple actions, within reason, that characters of their background could perform unaided that humans couldn't.
Low Variety: If the player characters come from just a few non-human backgrounds, at table discretion, the scope of two or three Stats may be expanded to cover one or two simple actions each, within reason, that characters of their non-human backgrounds could perform unaided that humans couldn't.
The following pages describe rules for Aptitudes and Specializations. You won't begin the game with Specializations, but you will start with Aptitudes drawn from your Backstory.
To help you select your starting Aptitudes, begin to imagine your character. Have you seen characters like them before? With that in mind, select two areas from your Backstory to begin the game "apt" in. For example: Tying Knots (for a scout), Swordfighting (for a knight), Breathing Fire (for a dragonborn), Reading Legal Documents (for the child of a politician), Acting (for a theater kid), Manipulating Technology (for a hacker), Stunt Driving (for a stunt performer), Friendly Interactions with the Empire (for someone raised in the empire), Unfriendly Interactions with the Rebels (for someone raised in the empire).
If you begin the game with a Stat Die of size
You may become apt in more areas or specialize your apt areas in the Session Shop later to gain customized effects.
Characters in this game may have a number of unique effects based on their Aptitudes and Specializations (or "Apts and Specs" for short), described below. The Session Shop chapter lists sample Specializations, which refer to rules described in the following chapters. However, for now you should know:
Aptitudes: Your Aptitudes are the important and often unique narrative areas you are "apt" in.
Specializations: Your Specializations are the Aptitudes you have "specialized," which grant you unique effects depending on the nature of the specialization. You may specialize your Aptitudes in the Session Shop. An example is given below.
Specialization Limits: You may not specialize the same Aptitude more than once or choose the same Specialization more than once.
Aptitude Ease: When you perform a Check related enough to your Aptitudes, you may round rolls of
Aptitude Difficulty: When another character Attacks you or Defends against your Delayed Attack, if the Check is related enough to your Aptitudes, its difficulty is one rank higher, and if the relevant Aptitude is specialized, the difficulty is an additional rank higher.
Example Specialization:
Finally, describe your character's appearance and list three or four things your character gained before the events of the story or always has, within reason, such as items, information, and alliances. These will be what you begin the game with.
Then, for example, you'll track a list of items that you typically carry with you, and other items you may have can be determined in the moment: Over the course of the story, you may perform Home Checks to find new items, create new items, purchase and sell items, and even see if you already have items that could be narratively reasonable for you to have.
Similarly, you'll track and perform Checks to gain, maintain, create, trade in, and already have all kinds of "things gained" beyond just items, like information and alliances.
Most situations in this game can be resolved by performing a Check.
To perform a Check:
Roll | Outcome |
---|---|
Failure | |
Minor Success: Check succeeds, with a bust. | |
Medium Success: Check succeeds. | |
Major Success: Check succeeds, with a boon. The higher the roll, the greater the boon. | |
Maximum Success: Check succeeds with an exceptional boon. |
Difficulty | Effect |
---|---|
Easy | Round rolls of |
Normal | No effect. |
Hard | Perform the roll twice. If either would fail, the whole Check fails. Boons and busts stack. |
Complex | Perform the roll several times, using a mix of Stats and/or characters working together. If two or more would fail, the whole Check fails. Boons and busts stack. |
Attacks are Checks performed against another character. There are two types of Attacks: violent and non-violent.
Violent Attack: A violent Attack is when a character performs an action against another character's will using Hurt. All violent Attacks are dangerous, regardless of intent.
Non-violent Attack: A non-violent Attack is when a character performs an action against another character's will using any Stat besides Hurt.
To perform an Attack:
Sometimes Attacks are made that are Defended against at a later time, such as setting traps or sending letters.
To perform a Delayed Attack:
Some effects cost "Blessing Dice," or simply "Blessings," to activate.
In general:
Pool of Blessings: You have a pool of Blessings, representing resources you can draw upon when the moment calls.
Gaining Blessings: You will be awarded Blessings for good role play, creativity, and setting-specific achievements, according to the Blessing Opportunities table below and either your Ethic or the Setting Ethic (at table discretion). When you gain a Blessing, roll a
Spending Blessings: When you spend a Blessing, remove it from your pool of Blessings. An effect may require you to spend a Blessing of at least a certain size or multiple Blessings at the same time. The Blessing Notation table below provides examples of how these are notated.
Blessings Bump: Like your Stat Dice, Blessings also bump, but in a slightly different way. When you roll a
Gain One at a Time: If you gain multiple Blessings from a single effect, gain each of those dice separately. They do not form a group for the purposes of bumping.
Blessing Deck: You may use a large deck of cards numbered
Notation | Blessing Dice |
---|---|
โฅ | A Blessing worth |
โก | A Blessing worth |
โ | A Blessing worth |
โกโก | Two Blessings each worth |
โ โ | Two Blessings each worth |
โ |
Four Blessings each worth |
โโ | Two Blessings of the same worth. |
Vice & Virtue | Achievement | Gain Blessings for completing important story milestones. |
---|---|---|
Legend | On your first Major Success each session, gain a Blessing. Each other player whose character witnessed or heard about that success also gains a Blessing. | |
Fate & Knowledge | Debt | Gain a number of Blessings during certain interactions with non-player characters, who may consider you in their debt as a result. |
Revelation | On your first Major Success each session, gain or steal a total of three Blessings from other characters in the scene. | |
Cunning & Capability | Reliability | Gain Blessings for completing important story milestones. |
Favorability | You accrue "favorability" with others as a result of your Backstory and actions. Within reason, when your favorability with someone is positive, you may call on them, decrease that favorability by an amount, and gain that many Blessings. |
Characters may spend their Blessings to Help one another succeed Checks.
To provide Help:
Also note:
Help on Hard or Complex Checks: If you Help a Check that requires multiple rolls, only the lowest of those rolls is Helped.
Multiple Helpers: Multiple characters can Help the same roll if they each pay the cost.
Help within Reason: You cannot Help if you are engaged in another action or if it would be unreasonable.
Help as Group: Providing and receiving Help is considered acting as a group.
A pair of balanced Stats can be "Sparked." Sparks are what allow characters to perform far beyond what is normally possible, limited only by their imaginationโand ability to control it!
In general, Spark rolls work by grouping Stat Dice and rolling them, increasing the odds of bumping. To perform a Spark roll:
Alternatively, you can upgrade an existing roll into a Spark roll:
Also note:
Sparking Hard or Complex Checks: If you Spark a Check that requires multiple rolls, you choose which roll to Spark.
Some upgrade options in the Session Shop describe effects that use one or more terms defined below, as shorthand for a number of rules described above:
Recharge: Some effects list a recharge Blessing cost. Once activated, these effects cannot be activated again until the cost is paid.
Ignite: Lifestyle upgrades Ignite one or two of your Stats. When you Spark a roll using an Ignited Stat, you may round it from
Bank: Ethic upgrades bank boons or busts. When you bank a boon or a bust, set it aside instead of resolving its impacts on the narrative. Track the number of boons or busts you've banked, as well as which effects you banked them through, as such effects will describe ways you can then spend them. If multiple effects would bank the same boon or bust, resolve which one applies at table discretion.
Some events challenge your resolve, throw you off your game, cause you great embarrassment, or so on, beyond mere injury. When these happen, you may become Disarmed, Surprised, Uncool, or any of the other Conditions described in the Condition Effects table below.
In general however:
Conditions Tell Stories: At minimum, Conditions provide effects. However, they also represent small story arcs where you face obstacles and, in spite of the Condition's effects, overcome those obstacles. When you gain a Condition, consider how your character feels about the situation and what the Condition means to them beyond mere effect.
Conditions Build Connections: Gaining and removing Conditions, and facing and overcoming obstacles, happen with other characters around. Consider, and take notes for the development of your character: Who else is around that saw the event happen? How would the people you look up to feel about it? And how could your connections to other characters help you remove the Condition later?
Ache | Effect: Rolls you make with the affected Stat cannot bump. Duration: Until next scene. |
---|---|
Cursed | Effect: Your Blessings are each worth 1 less, to a minimum of 0. Duration: Until treated. |
Disarmed | Effect: When you succeed a violent Attack, receive one fewer boon and one additional bust than usual. Duration: Until treated. |
Famous | Effect: You may exert your fame over those less famous, gaining a +2 bonus in Attacks against them, but not against the same character more than once during the same session or while you are Uncool. Duration: Until removed. |
Taxed | Effect: You cannot Spark. Duration: Until treated. |
Surprised | Effect: Your rolls cannot bump, Spark, or use an unconventional Stat. Duration: Until next roll. |
Uncool | Effect: Your rolls are made with a -1 modifier unless you are alone. Duration: Until removed. |
Vexed | Effect: When another character sees you perform a Check with the affected Stat, they may have you automatically fail. Duration: Until treated. |
Sometimes, the player characters will need to race to be the first to reach some destination, to be the first to acheive some action, to escape without being caught, to advance an objective before time runs out, or so on! Many such scenes where the tension is drawn out can be run as Endeavors.
There are several different types of Endeavors depending on the scenario. However, all Endeavors build on the same general rules covered in this chapter.
A few types of Endeavors are described below.
More Endeavor types are described in Humanity, Endeavored, available at https://snotskie.com/ttrpg/endeavored.html.
Endeavors are carried out over rounds in which characters attempt to drive the narrative tension, progress themselves, and slow their opponents.
Rounds are carried out as follows:
Also note:
X: The symbol X represents a generic resource that varies by Endeavor. It is one fourth the largest number on your Action Die, rounded up. (For
Limited Action Dice: At table discretion, the Stats you can choose from for your Action Die may be limited in certain situations.
Reversing Turn Order: During the round, if the numbers of temporary Blessings change and you would no longer have the most, you may reverse the turn order direction, skipping those who have acted already.
Each round during your turn, you may choose and perform one action from the set of action options available for that Endeavor or provided to you by your effects.
In general:
Limited Actions: Your action choices may be limited at table discretion in certain situations, some may only be taken if your Action Die used certain Stats, and all must be narratively reasonable to be taken. Because boons and busts can greatly shape the narrative, and they also can greatly shape what is narratively reasonable for future actions.
Using Action Dice: Some actions use your Action Die to perform Checks, and some ignore it. Even if ignored, Action Dice are still spent after the round.
Actions with Hard or Complex Checks: If an action's Check requires multiple rolls, use your Action Die for the first, then perform the rest.
Special Actions: Actions with the Special Action
tag cannot be performed during your turn. Instead, at the end of the round when all other actions are complete, whoever has the highest number of Blessings chooses a special action to perform, resolving ties at table discretion.
Effects as Normal: You may also activate your other effects as normal, whenever would be most appropriate during, before, or after your turn.
Endeavors use "tracks" to record character positions, scores, progress towards goals, or so on.
In general:
Movement: Tracks begin at
Group Movement: If a group moves together an amount, they only move a total of that amount. Unless the Endeavor's setup instructions specifies otherwise, how the group distributes this movement among its members is up to the group to decide: they may distribute the movement evenly, give it all to one member, or any other arrangement they agree on.
Buttons: Endeavors also add a number of buttons to the track. There are two types of buttons, personal and global. Personal buttons can only be activated by the character associated with them, whereas global buttons can be activated by any character. If an Endeavor uses buttons, it will describe how each is activated and the effect that happens as a result. Additionally, buttons may have a passive effect that applies while the button is present or a cumulative effect that activates only once if multiple instances of that effect would activate at the same time.
Community: For printable tracks and other Endeavor resources, visit https://github.com/snotskie/ttrpg/discussions.
Some campaigns or sessions may involve the player characters facing off against zombies, robots, or the manifestation of someone's fear!
These are performed like any other Endeavor, with the following adjustments, action options, and buttons:
Force and Greatness: The symbol X represents your "force" for the round, such as force of will, force of strength, or so on. And your temporary blessings might represent your accumulated "honor," "might", "coolness," or so on.
Monstrosities: Your opponents are "monstrosities," which are characters as usual, but with a Starting Position (SP) representing how hard they are to remove from the Endeavor, as well as a number of secret tags that affect their actions and buttons.
Setup: You and your "allies" begin at position
Goal: Move all your opponents to position
Wounds: When you are "wounded," gain a Wound button at the first position at or above your current track position without one already.
Attack | Violent | Hurt only. Use your Action Die to violently Attack up to X opponents. On a Maximum Success, remove one of them from the Endeavor. On other successes, they move down by a total of X. |
---|---|---|
Non-violent | Not Hurt. Use your Action Die to non-violently Attack up to X opponents. On a success, steal a total of X temporary Blessings of your choice from them. They then gain a number of new temporary Blessings equal to the amount they lost. | |
Advance | Not Hurt. Use your Action Die to perform a Check to advance your team's objectives. On a success, move up by X. | |
Protect | Any Stat. Ignore your Action Die and spend Blessings to protect yourself or an ally from the opponents' objectives. For each Blessing spent, their relevant Attacks are one rank more difficult, until your next turn. | |
Pass | Any Stat. Delay your action so you can Help another character who has not acted this round or so they can Help you. This Help may be used to increase X values instead of increasing rolls as usual. | |
Unique Skill | Any Stat. Spend โโ to perform an action unique to your character. Take two other actions combined. |
Attack | Violent | Hurt only. Use your Action Die to violently Attack up to X opponents. On a Maximum Success, remove one of them from the Endeavor. On other successes, wound each of them. |
---|---|---|
Non-violent | Not Hurt. Use your Action Die to non-violently Attack up to X opponents. On a success, steal a total of X temporary Blessings of your choice from them. They then gain a number of new temporary Blessings equal to the amount they lost. | |
Advance | Not Hurt. Use your Action Die to perform a Check to advance your team's objectives. On a success, add two Scheme buttons at the first positions at or above your current position without one already. | |
Protect | Any Stat. Ignore your Action Die and spend Blessings to protect yourself or an ally from the opponents' objectives. For each Blessing spent, their relevant Attacks are one rank more difficult, until your next turn. | |
Pass | Any Stat. Delay your action so you can Help another character who has not acted this round or so they can Help you. This Help may be used to increase X values instead of increasing rolls as usual. | |
Unique Skill | Any Stat. If you have the Unique tag, you may spend โโ to take two other actions combined. |
Perform Combo | Special Action Move up by your number of temporary Blessings, then spend all your temporary Blessings. Then you and your allies may move down any total amount. If you do, choose opponents to move down by a total of the amount moved this way. |
---|---|
Declare Victory | Special Action If you are at position 30 or higher, spend all your temporary Blessings and choose an opponent to remove from the Endeavor. |
Perform Combo | Special Action Choose an opponent, then any number of additional opponents with a number of temporary Blessings less than half your number of temporary Blessings, rounded down. Then spend all your temporary Blessings, wound the chosen opponents, and any opponents with three or more Wound buttons in a row are removed from the Endeavor. |
---|---|
Declare Victory | Special Action If there are 10 or more Scheme buttons in a row, spend all your temporary Blessings and choose an opponent to remove from the Endeavor. |
Wound | Type: Personal. Activation: Activated when you move over it. Effect: Decrease your remaining movement by 1, to a minimum of 0. |
---|
Scheme | Type: Global. Activation: None. Effect: None. |
---|---|
Recovery | Type: Personal. Activation: Activated when you move over it. Effect: End your movement, remove this button, and return to your starting position. Then if you have the Revenge tag, use your Action Die to Attack an opponent who caused you to move down this round, even if you have already acted this round. Then at the end of each round, if you have the Unrelenting tag, for each time you've activated a Recovery button, you may use your Action Die to Attack an opponent even if you have already acted this round. Passive: If you have the Horde tag, each time you roll, roll an additional time and ignore the lowest value. If you have the Immunity tag, Attacks against you related enough to your Aptitudes automatically fail. |
Defeat | Type: Personal. Activation: Activated when you move over it. Effect: End your movement, remove this button, and you are removed from the Endeavor. |
Some campaigns or sessions may involve a prolonged scene where the player characters race against one another or their opponents, whether it be by foot, horseback, sled, racecar, or even spaceship!
These are performed like any other Endeavor, with the following adjustments, action options, and buttons:
Speed and Acceleration: The symbol X represents your "acceleration" for the round, while your temporary blessings represent your overall "speed."
Setup: All racers begin at position
Goal: Be the first to reach the finish line or the last one standing.
Terrain: At the top of the first round, the lay of the land will be provided at table discretion for the race course environment, including any terrain elements like hills, brush, holes, asteroid fields, or so on, represented by Terrain buttons. As the Endeavor progresses, additional areas may become available, each with their own track and lay of the land.
Fatigue Buttons: When you spend a Blessing, gain a Fatigue button, representing your need to regroup after a hard push.
Attack | Violent | Hurt only. Use your Action Die to violently Attack another racer. On a Maximum Success, remove them from the Endeavor. On other successes, they move down by X. |
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Non-violent | Not Hurt. Use your Action Die to non-violently Attack another racer. On a success, steal X temporary Blessings of your choice from them. They then gain a number of new temporary Blessings equal to the amount they lost. | |
Advance | Not Hurt. Use your Action Die to perform a Check to advance in the race. On a success, move up by X. | |
Protect | Any Stat. Ignore your Action Die and spend Blessings to protect yourself or an ally from the opponents' objectives. For each Blessing spent, their relevant Attacks are one rank more difficult, until your next turn. | |
Pass | Any Stat. Delay your action so you can Help another character who has not acted this round or so they can Help you. This Help may be used to increase X values instead of increasing rolls as usual. | |
Unique Skill | Any Stat. Spend โโ to perform an action unique to your character. Take two other actions combined. |
Overcome | Special Action Move up by X, ignoring the first Terrain button you would activate during this movement. |
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Terrain | Type: Personal. Activation: Activated when you move over it while moving up. Effect: End your movement. Passive: If this button has the Area tag and is the nearest such button at or below your current track position, it limits the Stats you may use for Action Dice. |
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Fatigue | Type: Personal. Activation: Activated at the end of the round, before special actions. Culumative Effect: Use your Action Die to perform a Check to remain in the race. This Check is Easy, plus one difficulty rank for each of your Fatigue buttons past the first. On a failure, you are removed from the Endeavor. On a success, remove all your Fatigue buttons. |
At the end of each session, you receive one free Stat Upgrade for your character. This may then grant you additional upgrades from the other options described below.
Stat Upgrade One Free |
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Effect: Upgrade a single Stat's die one size. |
Limits: You may have at most two Stat Dice of size |
Purchase More: You may receive an additional Stat Upgrade by spending โ โ โ or by downgrading one of your Stat Dice from a |
Other Upgrades: When you upgrade a Stat Die to a d6 , d8 , or d10 tag, respectively. |
Backstory Upgrade d6 |
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Effect: Make up to two changes or additions to your Backstory, within reason. For example, you might add or change your hobbies, beliefs, interests, items, information studied, chance encounters, connections to others, and answers to questions from during character creation. |
Rumor Upgrade d6 |
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Effect: Begin, end, or modify one rumor, based on the events of the story so far, how you would like to see events play out, or how you would like to interfere with events as they stand. At table discretion, it may or may not spread quickly, be believed by others, or even be true. |
Aptitude Upgrade d8 |
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Effect: Become apt in a new area, based on the events of the story so far or how you would like to see your character grow. |
Specialization Upgrade d8 |
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Effect: Specialize in an area you're already apt in, based on the events of the story so far or how you would like to see your character grow. Select a Specialization option and explain to the table how it relates to the Aptitude you are specializing. Then you gain that Specialization's effect or an adjusted version of it, at table discretion. |
Gains Upgrade d10 |
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Effect: One thing you have gained improves to an exceptional quality, such as an item, information, or alliance. When performing Checks related enough to it, you may round rolls of |
Lifestyle Upgrade d10 |
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Effect: If your Lifestyle is Carefree, you may change it to Blossomed, Prodigious, or Crafty. |
If your Lifestyle is Eager, you may change it to Driven, Chosen, or Wired. |
If your Lifestyle is Wisened, you may change it to Steadfast, Warry, or Compelling. |
And regardless of your Lifestyle, you may change it to Lost. If you do, at the end of a later session, you may change it to any other option for free. |
Ethic Upgrade d10 |
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Effect: If your Ethic is Vice & Virtue, you may change it to Pride & Prudence, Greed & Vanity, Rite & Divinity, or Precision & Accuracy. |
If your Ethic is Fate & Knowledge, you may change it to Greed & Vanity, Power & Influence, Rite & Divinity, or Fairness & Value. |
If your Ethic is Cunning & Capability, you may change it to Pride & Prudence, Power & Influence, Precision & Accuracy, or Fairness & Value. |
Description: Your carefree nature has kept you safe from harm and surrounded by friends. When you Spark, it might take on a free and connected aspect. Effect: Ignite your Heart and Hurry Stats, as though you were aided by the love and connectedness you feel for those around you. |
Description: Your studies have come effortlessly to you, and secrets almost seem to just reveal themselves to you. When you Spark, it might take on a sorcerous or uninhibited aspect. Effect: Ignite your Head and Hurt Stats, as though you were aided by a raw innate power. |
Description: You can envision amazing designs and, it seems, to bring them to life. When you Spark, it might take on an autonomous or lucky aspect. Effect: Ignite your Hand and Home Stats, as though you were aided by your own sudden creativity. |
Description: Your eager drive has found purchase in a great mission or calling. When you Spark, it might take on an incorrigible or resolute aspect. Effect: Ignite your Hand and Hurt Stats, as though you were aided by your own faith in your mission. |
Description: You draw inspiration from the community around you, setting out on your journeys blessed, favored, or even cursed. When you Spark, it might take on a divine or noble aspect. Effect: Ignite your Heart and Home Stats, as though you were aided by the will of the people whose lives you've touched. |
Description: Your mind is quick and analytical, and you can see solutions to problems that are unimaginably complex. When you Spark, it might take on a calculating or duplicative aspect. Effect: Ignite your Head and Hurry Stats, as though you were aided by your own mind palace. |
Description: Your wise steadiness and alertness have made you adept at warding off harm and protecting your loved ones. When you Spark, it might take on a firm or dispelling aspect. Effect: Ignite your Head and Home Stats, as though you were aided by your care for others. |
Description: You are one with the natural and supernatural worlds around you, and you have a keen sense of danger and safety. When you Spark, it might take on an astral or prophetic aspect. Effect: Ignite your Hand and Hurry Stats, as though you were aided by knowledge only you could know in that moment. |
Description: You seem able to spin any loss into a winโor vice versaโ, and you are a sly, tactical force to be reckoned with. When you Spark, it might take on an illusory or vicious aspect. Effect: Ignite your Heart and Hurt Stats, as though you were aided by your own ambition. |
Description: You feel a disconnect from your own past or former sense of self, perhaps because of an exile from your home, an erased memory, or a period of transition or deep self-reflection. When you Spark, it might take on an erratic or liminal aspect. Effect: Ignite your History Stat, as though you were aided by your quest for self-discovery. |
Description: You have an unwaivering trust that you can overcome any obstacle, even if it means planning for the longterm. Perhaps this confidence owes to your abilities, accomplishments, lineage, or even hubris. But whatever the job, you know you will succeed. Effect: When an opponent would gain a bust in an Attack against you, you may instead bank that bust. When you are in a safe place of rest, you may spend busts banked this way to gain or give your allies a total of that many Blessings. |
Description: Moderation is for fools. Why hold back when you can be exactly the dream everyone else wishes they could be? They want wealth. They want power. They want utter freedom. But they're still scared to go for it. The least you could do is show them it's possible. Effect: Once per session, when you would gain a boon from succeeding a Check, you may instead bank that boon and an additional boon for each character who witnessed your success. You may spend boons banked this way to gain that many temporary Blessings, which disappear at the end of the action. |
Description: Assets run the world. The more, the better. The lines between friend, foe, fame, and fortune ultimately come down to what they can do for you. And what do you do with assets? Put them to use. Effect: When an opponent would gain a boon in an Attack against you, they may instead have you bank that boon. When you are in a safe place of rest, you may spend boons banked this way to gain that many Blessings and give those opponents a total of that many Blessings. |
Description: You can take a breath. You've earned this. Your intention is set and nothing can shake you from it. It doesn't matter if you don't have all the details rightโit only matters that you can carry the torch high enough and pay the tolls the journey demands. Only then can you be the light for others to follow in the dark. Effect: When you succeed a Check without gaining a bust, you may instead gain a bust and bank a bust. When another character gains a Blessing, you may spend a bust banked this way to gain a copy of that Blessing. Copied Blessings gained this way do not bump. |
Description: You know that missteps can lead to disaster and that even the best plans can fall apart. But you also know that, in the here and now, those with the greatest dedication to detail, truth, and technique will always have the upper hand. Effect: When you would gain a boon from succeeding a Check, you may instead bank that boon. When you spend Blessings, you may spend that many boons banked this way to gain that many Blessings. |
Description: When you step back, it's clear that wealth, status, law, and justice only work because of our connections to one another. Even the most nihilistic among us still have interests they care about. So, you don't need a complicated philosophy. Just make good deals, and don't get screwed over. Tit for tat, eye for an eye. Effect: When an opponent would gain a bust in an Attack against you, you may instead bank that bust. You may spend busts banked this way to temporarily increase your favorability with someone by that amount, which will decrease by that amount at the end of the session. |
Analytical Specialization |
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Effect: Twice per session, you may provide Help by rolling four |
Ascendant Specialization |
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Effect: You may perform a non-violent Spark roll using |
Attentive Specialization |
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Effect: When you succeed a Check using Hand, Heart, or an unconventional Stat balanced with either, for your subsequent action you may perform a violent Attack using that same Stat. Recharge: โข. |
Calm Specialization |
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Effect: Once per session, when you are in a safe place, you may perform a Check using Head, Home, or an unconventional Stat balanced with either. Then once before the end of the session, you may use the value of that roll instead of rolling for another non-violent Check. |
Charitable Specialization |
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Effect: When you visit a place of religious, spiritual, or community importance, you may spend any number of Blessings as a donation or act of service to the place. The more spent this way, the greater a possible later outcome may be, determined at table discretion. |
Commanding Specialization |
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Effect: During Endeavors, as an action you may ignore your Action Die and choose an ally who has not acted yet. They may choose a new Stat for their Action Die. Recharge: โข. |
Coordinated Specialization |
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Effect: When you succeed a Check using Head, Hand, or an unconventional Stat balanced with either, as part of the same action you may provide another character Help, within reason. |
Critical Specialization |
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Effect: During Endeavors, when you roll |
Determined Specialization |
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Effect: Once per action, you may ignore the negative effects of your injuries and conditions. Recharge: โข. |
Dominating Specialization |
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Effect: During Endeavors, when an opponent activates a button that stops their movement as a result of your action, after resolving that button they continue moving however much movement would have been prevented. |
Excessive Specialization |
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Effect: Once per session, you may destroy a thing you have gained, such as an item, information, or alliance. Until the end of the scene, you adopt its properties, the properties of a concept associated with it, or push it to its breaking point. |
Favored Specialization |
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Effect: When you succeed a Check related enough to this Aptitude, gain an additional boon, within reason. |
Friendly Specialization |
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Effect: You gain access to a creature companion, mechanical companion, or similar companion of your choice, within reason. The companion uses a |
Harmonious Specialization |
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Effect: You may perform a Spark roll using one of your Stats and one of the Stats of another willing character in the scene, so long as the chosen Stats are balanced, you both have this Specialization, and the Blessing cost is paid between you two. Doing so is considered acting as a group. |
Helpful Specialization |
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Effect: Blessings you spend to Help another character are worth |
Imposing Specialization |
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Effect: For the first roll you make during an Endeavor, roll an additional time and ignore the lowest result. |
Insured Specialization |
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Effect: A character may automatically succeed a Check to tend to your wounds, even after they've rolled. Recharge: โ . When this effect is recharged, increase the cost to recharge it by โ โ . |
Heavy Specialization |
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Effect: During Endeavors, when you choose Hand, Home, or an unconventional Stat balanced with either for your Action Die, you gain one fewer temporary Blessing than normal, but your X is one higher than normal. |
Mischievous Specialization |
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Effect: When another character would succeed a Check, you may distract them using a thing you have gained, such as an item, information, or alliance. If you do, modify that character's result by |
Protective Specialization |
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Effect: When another nearby character would be violently Attacked, before rolls are performed, you may become the Defender instead. Recharge: โข. |
Radiant Specialization |
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Effect: During Endeavors, when your Action Die uses Heart, Home, or an unconventional Stat balanced with either, as an action you may perform a Check to empower your allies. On a success, they gain one of your other Aptitudes, including its Specialization if applicable, for X turns. Recharge: โฃ |
Resolved Specialization |
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Effect: When an Attack succeeds against you, the Attacker receives one fewer boon and one additional bust than usual, and you gain a Blessing. Recharge: โฃ. |
Rousing Specialization |
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Effect: Once per session, when your Blessings have a total combined worth of at least |
Self-Accepted Specialization |
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Effect: When you succeed Checks in social situations while using unconventional Stats, you receive an additional boon. |
Shameless Specialization |
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Effect: Once per session, when your Blessings have a total combined worth of at least |
Shrouded Specialization |
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Effect: You may call upon a higher power, criminal underground, book of forbidden knowledge, or so on related enough to this Aptitude to gain access to secret information or an answer to a question. This information may come with consequences. Recharge: โฃ. |
Spiked Specialization |
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Effect: When a violent Attack succeeds against you at a close distance, you may have your Attackers receive a less severe version of the same injury you received. Recharge: โข. |
Sure-footed Specialization |
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Effect: During Endeavors, when you take the Protect action to protect yourself, you may use your Action Die to perform a Check to protect yourself further. On a success, the Protect effect lasts X additional rounds. |
Tactical Specialization |
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Effect: During Endeavors, on your turn you may have an ally Help you who has not acted yet. If they do, they skip their turn this round. |
Tireless Specialization |
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Effect: When you gain this Specialization, choose a Stat. During Endeavors, while the chosen Stat is spent, its Stat Die is replaced with a |
Vibe Specialization |
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Effect: You may adjust the "vibe" or "music" of a situation subtly. Others can't pinpoint what changed, but the mood shifts to suit your intent. Recharge: โฃ. |
Witty Specialization |
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Effect: When a non-violent Attack related enough to this Aptitude succeeds against you, you may have the Attacker receive a less severe version of the same effect you received. |
Zealous Specialization |
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Effect: During Endeavors, when your Action Die uses Head, Heart, or an unconventional Stat balanced with either, as an action you may ignore your Action Die and instead have you and your allies each gain a Zeal button |
๐ง | โ๏ธ | ๐ | โ๏ธ |
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๐ฟ | โ ๏ธ | โณ | |
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Lifestyle | Ethic |
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Apts & Specs |
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Notes |
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