📋 Quick Reference

Core Rules at a Glance — Everything You Need at the Table on One Page

A fanned spread of index cards showing quick rule notes like ROLL HIGH, HP, TARGET, EASY 10, HARD 15, with a d20 resting in front, drawn in bold black felt-marker ink.
Everything you need at the table, on a handful of cards.

🎯 The Core Mechanic

  • Roll d20 + Stat Bonus
  • Meet or beat the Target Number to succeed
  • The GM sets ONE Target for the whole room
  • Target Often around 10–14
  • EASY Target −3 for that roll
  • HARD Target +3 for that roll
  • Nat 20 Critical success — a big effect
  • Nat 1 Fumble — something goes wrong
  • Defense 10 + armor bonus; monsters roll d20 + bonus vs it

💪 Stats

StatUsed For
STRMelee attacks, lifting, breaking
DEXRanged attacks, stealth, acrobatics
CONEndurance, resist poison/disease
INTKnowledge, investigation, devices
WISPerception, willpower, tracking
CHAPersuasion, intimidation, leadership

Stats are bonuses (+1, +2, etc.), not scores.

⚔️ Effort (Damage & Progress)

TypeDieWhen
Basicd4Bare hands, simple tasks
Weapons / Toolsd6Swords, lockpicks, hammers
Gunsd8Firearms
Energy / Magicd10Spells, powers, psionics
Ultimated12Rare, powerful sources

Roll Effort (+ bonuses) after a successful attempt: it deals damage or makes progress on an obstacle’s HP or timer.

♥️ Hearts & HP

  • 1 Heart = 10 HP
  • Players start with 1 Heart (10 HP)
  • Monsters are described in Hearts (more Hearts = tougher)
  • Damage reduces HP; more Hearts mean more HP
  • Dying: at 0 HP you face a short countdown of rolls each turn — get help before it runs out

📏 Distance Zones

ZoneRangeMovement
CLOSEMelee rangeFree to move within
NEARThrowing range1 move action
FARBow / spell range2 move actions

No grids or squares — zones radiate from each character.

🔄 Turn Order

  • Turns go around the table
  • No initiative rolls — just go around the table
  • On your turn: 1 Action + 1 Move
  • Action Attack, cast, use item, attempt
  • Move Move about NEAR distance
  • Enemies act on the GM’s turn

⏱️ Timers

  • GM sets a countdown die (often d4 or d6) or a number of rounds
  • It ticks down each round
  • When it runs out, something happens
  • Reinforcements, traps trigger, door locks, ritual completes
  • Timers create urgency — use them often!

🎒 Loot = Progression

  • No levels — loot IS your power growth
  • Items grant stat bonuses, effort bonuses, abilities
  • Equipped and carried slots (often 10 each)
  • Loot can be found, crafted, bought, or earned
  • Milestones (and Master Edition’s Mastery for repeated success) also advance characters

👹 Monster Toughness (this guide’s rule of thumb)

TierHeartsBehavior
Minion½ (5 HP)Drop in one or two hits, come in groups
Standard1–2Typical foes, balanced threat
Elite3–4Tougher, special abilities
Boss5+Major threat, multiple actions, phases

📇 GM Quick Tips

  • One Target per room — don't overthink difficulty per action
  • Timer on the table — if there's no urgency, add one
  • Say YES — if it's cool, let them try. Set the Target and roll.
  • Index card = encounter — fit the whole room on one card
  • Loot solves problems — reward creativity with items, not XP
  • D.E.W. (this guide’s framework) — every room needs Danger, Energy and Wonder