πŸ“‹ Quick Reference

Core Rules at a Glance β€” Everything You Need at the Table on One Page

🎯 The Core Mechanic

  • Roll d20 + Stat Bonus
  • Meet or beat the Target Number to succeed
  • The GM sets ONE Target for the whole room
  • Easy Target 10
  • Normal Target 12
  • Hard Target 15
  • Very Hard Target 18
  • Nat 20 Critical β€” double Effort
  • Nat 1 Critical fail β€” GM decides

πŸ’ͺ 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.

βš”οΈ Effort (Damage & Progress)

TypeDieWhen
Basicd4Bare hands, simple tasks
Weapons / Toolsd6Swords, lockpicks, hammers
Gunsd6Firearms, crossbows
Magicd8Spells, powers, psionics
Ultimated12Special abilities, crits

Roll Effort on a successful attempt. Effort chips away at Hearts.

β™₯️ Hearts & HP

  • 1 Heart = 10 HP
  • Players start with 1 Heart (10 HP)
  • Monsters have 1–5+ Hearts depending on tier
  • Damage reduces HP; at 0 HP, a Heart breaks
  • Dying: at 0 Hearts, make a d20 roll each turn β€” 15+ stabilize, nat 20 return at 1 HP

πŸ“ Distance Zones

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

No grids or squares β€” zones radiate from each character.

πŸ”„ Turn Order

  • Clockwise from a starting player
  • No initiative rolls β€” just go around the table
  • On your turn: 1 Action + 1 Move
  • Action Attack, cast, use item, attempt
  • Move Move 1 zone (CLOSEβ†’NEAR or NEARβ†’FAR)
  • After all players: GM takes all enemy turns

⏱️ Timers

  • GM sets a d4, d6, d8, or d12 timer on the table
  • Count down 1 per round
  • When it hits 0, something happens
  • Reinforcements, traps trigger, door locks, ritual completes
  • Timers create urgency β€” use them often!

πŸŽ’ Loot = Progression

  • No levels β€” loot IS your power growth
  • Items grant stat bonuses, effort bonuses, abilities
  • Carry limit: 10 equipped items
  • Loot can be found, crafted, bought, or earned
  • GM can grant Milestones for permanent +1 to a stat or effort

πŸ‘Ή Monster Tiers

TierHeartsBehavior
MinionΒ½ (5 HP)One-hit wonders, come in groups
Standard1Typical foes, balanced threat
Elite2Tougher, special abilities
Boss3–5+Major threat, multiple actions, phases

πŸ“‡ GM Quick Tips

  • One Target per room β€” don't overthink difficulty per action
  • Timer on the table β€” if there's no urgency, add one
  • Say YES β€” if it's cool, let them try. Set the Target and roll.
  • Index card = encounter β€” fit the whole room on one card
  • Loot solves problems β€” reward creativity with items, not XP
  • D.E.W. β€” every room needs a Discovery, an Enemy, and something Weird