π― 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
πͺ Stats
| Stat | Used For |
|---|---|
| STR | Melee attacks, lifting, breaking |
| DEX | Ranged attacks, stealth, acrobatics |
| CON | Endurance, resist poison/disease |
| INT | Knowledge, investigation, devices |
| WIS | Perception, willpower, tracking |
| CHA | Persuasion, intimidation, leadership |
Stats are bonuses (+1, +2, etc.), not scores.
βοΈ Effort (Damage & Progress)
| Type | Die | When |
|---|---|---|
| Basic | d4 | Bare hands, simple tasks |
| Weapons / Tools | d6 | Swords, lockpicks, hammers |
| Guns | d6 | Firearms, crossbows |
| Magic | d8 | Spells, powers, psionics |
| Ultimate | d12 | Special abilities, crits |
Roll Effort on a successful attempt. Effort chips away at Hearts.
β₯οΈ Hearts & HP
- 1 Heart = 10 HP
- Players start with 1 Heart (10 HP)
- Monsters have 1β5+ 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
π Distance Zones
| Zone | Range | Movement |
|---|---|---|
| CLOSE | Melee range | Free to move within |
| NEAR | Throwing range | 1 move action |
| FAR | Bow / spell range | 2 move actions |
No grids or squares β zones radiate from each character.
π 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 (CLOSEβNEAR or NEARβFAR)
- After all players: GM takes all enemy turns
β±οΈ 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!
π 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
πΉ Monster Tiers
| Tier | Hearts | Behavior |
|---|---|---|
| Minion | Β½ (5 HP) | One-hit wonders, come in groups |
| Standard | 1 | Typical foes, balanced threat |
| Elite | 2 | Tougher, special abilities |
| Boss | 3β5+ | Major threat, multiple actions, phases |
π 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