Javeth: Welcome, stranger, to Oasis Rim. It’s good to see new faces. Means there are still survivors out there. With how grouchy the Sun has been lately, I’d started to wonder.
Javeth: Like everywhere, we’re struggling to get by. Not a lot of food or space for people to live. Two things we have a lot of: People and water. Which means you probably won’t find many jobs unless…
… you’re crazy enough to work in the day.
Moon’s Grave is a light-hearted table-top RPG designed for quick setup and crunchy play. Things you’ll need to play are:
- Literacy and this document
- At least two other friends – one to serve as the GM
- Pencils, papers and “Tokens” such as poker chips
- A bunch of twelve-sided dice (a dozen or so)
- A healthy imagination
Javeth: The minister of diurnal affairs is a hard-ass who thinks her office duties include being the morality police of the world. Just say “yes, ma'am” to every demand she makes and get your license as quick as you can.
Character creation involves the following steps:
Javeth: You’ll have to take some aptitude test where they rate you in five areas…
You have five Core Stats that represent your basic capabilities. From these core stats you’ll derive your talents that make the basis for dice rolls. The core stats are:
- Awareness: Ability to notice stuff by intuition or keen senses.
- Cunning: Thinking clearly on your feet and under pressure.
- Endurance: Perseverance in spite of fatigue, injury, pain or distraction.
- Grace: Quickness of reflexes and deftness of movement.
- Power: Physical strength and athleticism.
Each will have a number associated with it called its “level” which starts at 4 and can be increased as high as 16 by allocating points to each. The higher the level for a core stat, the stronger you are when using it.
You have 12 points to distribute among your several core stats, increasing the stat +1 for every point applied.
You could go nuts and dump all 12 into a single stat, giving it a level of 16 (but that would be a mistake). You could distribute your points more evenly and have level 6 in most and an 7 in two others.
Javeth: Day-workers command a lot of respect and having the respect of some, can win the respect of others. It’s a handy cycle if you know how to use it.
As a natural born leader, your sixth stat is special. It represents how much of a crowd of disciples you can accumulate just by walking into the room. This stat starts at level 4 as well but can not be increased like the others.
Where your core stats are stable representations of your abilities, resource starts are values that fluctuate more frequently.
Javeth: Once you get your license, you may find yourself followed by groupies and adoring fans. Kids in this town think day-workers are the hottest thing since solar flares and will crawl out of the woodwork to try helping you in your adventures.
You may never have more followers than your Beckon stat level.
For each follower you have, place a token on the Followers area of your character sheet. When followers get hurt or killed for serving you (as they inevitably will), remove a token from the sheet.
Javeth: The streets are tough in the day. Some people think that just because the Sun kills people every day, that they can murder folks and nobody will notice. Sad thing is, they’re right.
Threat level is an abstract representation of how much danger you’re in because of your current position. Standing in daylight, being down range of a bunch of archers, and frolicking at the mouth of an erupting volcano are all examples of things that could increase your threat level.
For each +1 Threat that you take, place a token on your character sheet in the appropriate place.
Javeth: The minister’s going to lecture you on all the things she “will not tolerate in the streets:” theft, assault, gambling, prostitution, drugs – her list goes on. Just remember that every thing she lists – everything but one – is going to be exactly the sort of thing day-workers get paid for.
- Active Talents: Which you make use of when you take a deliberate action.
- Passive Talents: Which are “always on” and benefiting you as long as you’re conscious.
Each talent is composed of two different Core Stats. Like core stats, talents have “levels” that represent your general aptitude in that talent’s area.
|Initiative||...act often and quickly in Combat||Active|
|Maneuver||...move safely around the battlefield||Active|
|Precision||...shoot or throw weapons accurately||Active|
|Strike||...hit accurately with a mêlée weapon||Active|
|Subterfuge||...sneak around and do spy stuff||Active|
|Dodge||...avoid getting hit by ranged attacks||Passive|
|Durability||...resist Physical Damage||Passive|
|Parry||...avoid getting hit by mêlée attacks||Passive|
|Tactics||...resist Chaos Damage||Passive|
|Willpower||...resist Mental Damage||Passive|
When Active Talents are used, they help determine how many dice you are allowed to roll in a Success Measurement.
To calculate an active talent’s level, identify the lower of the two core stats associated with it. Take that number and divide it by 2 (rounded down). The quotient is the level of that talent.
- Example: If your Endurance level is 5 and your Grace level is 8, your Initiative talent level is half of 5 (rounded down): 2.
- Example: If your Cunning level is 6 and your Grace level is 8, your Subterfuge talent level is half of 6: 3.
When others take actions against you that may include dice rolls, you Passive Talents are used to reduce the chance that those dice rolls succeed by setting the Roll Target for Success Measurements equal to your appropriate talent level.
Your passive talent levels are equal to the lower of the two associated stats.
- Example: If your Awareness level is 5 and your Cunning level is 8, your Dodge talent level will be 5.
- Example: If your Cunning level is 8 and your Endurance level is 6, your Tactics talent level is 6.
Javeth: So you get your license and you’re ready to start day work. The three most lucrative jobs are…
Your character’s class tells us how you like to solve problems and draw your paycheck. There are three different classes:
|Assassin||Sneaky types that focus on one foe at a time.|
|Mystic||Freaky types who use destructive magic.|
|Warrior||Beefy types who smack stuff around really well.|
Your character class gives you a special ability called a “Class Benefit” which is something that no other class can do. It also grants you special Perks which give a little extra help for all die rolls relevant to you (both when you roll dice, and when others roll dice to hurt you)! See the Perks section below for more info.
Javeth: Because large armies are expensive and likely to die of thirst before they get into battle, city-states don’t wage war the way they used to. They’ll never admit it but the assassin has become the primary means of eliminating enemies – not just for governments but for everyone else, too.
The assassin weaves unseen through enemy ranks, orchestrating confusion and death.
In addition to the Universal Perks, you can take any of the following when perks are granted:
- Diversion: Spend a Follower to transfer 1 Threat to enemy.
- Evasive Serpent: Your Parry talent level is considered equal to your Dodge talent level for this roll.
- Manipulation: If this ranged attack misses, the attacker gains +1 Follower.
- Recede into Shadow: Totally sink an Initiative Die to become Disengaged.
- Scaled Serpent: Your Durability talent level receives a bonus equal to your Subterfuge talent level.
- Serpent in Shadow: This mêlée attack die receives a bonus equal to your Threat level.
- Serpent’s Strike: This ranged attack die receives a bonus equal to your Subterfuge talent level.
- Shadow Fang: Sink -3 an Initiative Die to transfer 1 Threat to enemy.
- Strike from Shadow: If this mêlée attack hits, transfer 1 Threat to enemy.
- Weaving Serpent: Your Dodge talent level receives a bonus equal to your Subterfuge talent level.
Javeth: Mystics come in two varieties: Those that hate gods and religion (and after what the Sun has done to the world, can you blame them?), and those that remain so loyal to their gods that they get extra special blessings.
Mystics are capable of profound destruction or benevolent protection of their friends.
- Arcing Bolt: You may perform the Ranged Attack action without a weapon in hand. When you do, you’re considered to have a weapon bonus equal to the number of Initiative Dice you have valued @1.
In addition to the Universal Perks, you can take any of the following when perks are granted:
- Conflagration: This ranged attack inflicts DD Chaos if it hits.
- Holy Clarity: Willpower +2. Gain an initiative die at a value equal to this DD’s value.
- Holy Quake: Sink -1 an Initiative Die. The attacker leaves a Fortification and suffers +1 threat.
- Holy Sacrifice: Negate all DD’s in this roll and count them as Mental Damage against yourself.
- Holy Smite: Sink an Initiative Die @1 to give the attacker +1 Threat and another defender +2 Parry.
- Ethereal Blast: Sink two Initiative Dice @1 to give everyone in a Fortification +1 Threat.
- Ethereal Focus: Sink -1 up to three of your Initiative Dice.
- Ethereal Terror: This ranged attack inflicts DD Mental if it hits.
- Ethereal Wave: Sink an Initiative Die @1 to move a DD in this roll to another combatant.
- Otherworldly Companion: Gain a Follower if none of these Mental Damage Dice score.
Javeth: Day-workers value subtlety and conniving but those are no substitute for raw brutality. Every team needs its bruiser to help end fights quickly so you can get out of the Sun.
Warriors can endure damage well and yield good damage with every hit.
- Take the Offensive: You may perform a mêlée attack as a Small Action. When you do, the roll target is increased +5.
In addition to the Universal Perks, you can take any of the following when perks are granted:
- Born for Battle: Bounce an Initiative Die up by your weapon’s damage bonus.
- Born for Blood: This attack die receives a bonus equal to your weapon’s damage bonus.
- Furious Blows: Bounce +1 as many Initiative Dice as your weapon’s damage bonus.
- Furious Cleaving: Double the floating bonus granted by Spiking Dice in this attack roll.
- Furious Momentum: If this damage roll inflicts drags, gain an Initiative Die @1
- Furious Offensive: Increase your Tactics by your weapon’s damage bonus.
- Superior Control: If this attack hits, relieve -1 Threat.
- Superior Defense: Increase your Durability by your weapon’s damage bonus.
- Superior Precision: Re-roll this die. It can’t trigger perks at its new value.
- Superior Stance: Totally sink an Initiative Die to negate a die with lower value from this roll.
Javeth: Before you go gallivanting off to a day job, I have be clear: You gotta be more than just clever, you gotta be more than just tough. To survive in this industry, you gotta be amazing and you gotta be willing to do the sorts of things that nobody else would even dream of doing.
Perks are that extra little something that makes you special. They might be special abilities that only you have, or they could represent a tendency for things to just go your way sometimes. If your life were a piece of literature, perks might be interpreted as deus ex machina or plot armor .
On your character sheet, perks are recorded in “Perk Slots” which are numbered 1 through 10.
At character creation time, you are granted five perks which you may select either from the Universal Perks list or from the perks list associated with your character class. Put them in the first five perk slots (numbered 1 through 5) in any order you wish.
As your character advances, you’ll gain more perks which can fill subsequent slots (6 through 10 in that order).
Perks are handy because they make it possible for some things to go your way even if dice rolls fail or even when somebody’s stabbing you in the face.
The following perks are available to all characters whenever perks are granted:
- Crafty: This die can’t score. This roll receives a +1 Floating Bonus.
- Cursed: Every die in this roll valued @1 gives you and the enemy +1 Threat.
- Expert: When you take this perk, identify a word. Each perk you have with that word in its title gives this die a +1 bonus.
- Lucky: A die in this roll valued @12 counts as two dice for scoring purposes (it doesn’t spike twice).
- Overpowering: This die can’t be negated or penalized.
- Quick: Parry +1, bounce +1 your lowest Initiative Die.
- Resolute: Your Tactics and Willpower receive a +2 bonus until this roll resolves.
- Strategist: Negate a die with one higher value than this one.
- Sturdy: Your Durability and Willpower receive a +2 bonus until this roll resolves.
- Vigilant: Your Dodge and Parry receive a +2 bonus until this roll resolves.
Javeth: In your line of work, you’re going to have to be extra choosy with your equipment. It’s gotta be top quality if you want to survive.
Acquiring tools and materials in Oasis Rim isn’t usually hard. The exceptions are weapons, armor, and magical artifacts. You’re pretty much never going to run into those and even if you do, they’ll probably be inferior to the ones you get here at character creation.
During character creation, you may select one of the following gear packages:
- Armor and a magical artifact
- Armor and a weapon
- One weapon and one magical artifact
- Two weapons
There are two kinds of armor:
- Day Armor
- Night Armor
Day armor gets its name from the fact that you can wear it any time during the day without negative consequences.
Each suit of day armor provides a constant bonus to some of your talent levels while worn.
|Banded Mail Teddy||+1||+2||+0|
|Ring Mail Skirt||+1||+0||+2|
|Steel Plated Bra||+0||+2||+1|
Night armor is bulkier and more protective but its big metal plates also act as an oven in under the scorching heat of the Sun.
There are two types of Night Armor:
- Twilight Armor: While wearing this armor, you can’t trigger perks on odd-numbered perk slots. When taking physical or chaos damage, negate an odd-numbered damage die from the roll.
- Midnight Armor: While wearing this armor, you can’t trigger perks. When taking physical or chaos damage, negate any die from the roll.
The following is true for both kinds of Night Armor:
- When suffering damage that results from heat or electricity, the armor has no effect on the roll.
- At the start of the Aftermath Phase wherein you are exposed to daylight, you gain +3 Threat.
Javeth: Whoa, that looks like no ordinary bling! I can’t say I’ve ever seen anything like that! What’s it do?
Though countless magical artifacts from bygone eras litter the streets, the vast majority of them are useless. You’re special in that you have an artifact that actually works and you know how to use it. You might also be the only person in the world who can.
If your gear package includes an artifact, you may select any of the following:
- Bracelet of Fury: This jewelry imbues your weapon with some ambient effect like purple flames, arcing lightning, or a soft, red glow. When rolling Damage Dice that you inflicted, any dice with values inside @2 add +1 to your weapon’s bonus. Though not technically illegal, the authorities assume anybody with one of these is up to no good.
- Draconic Tiara: This ornate, silver, jewel-studded headpiece grants its wearer the psychic power to tell if anybody is lying, under the influence of narcotics, or mind control. During combat, the wearer gains +2 Willpower. Any dragon who sees you wearing this will treat you with suspicion.
- Moon Shard Necklace: A piece of white, pitted rock that was probably part of the dead Moon. Whenever a perk allows you to sink Initiative Dice, you may also sink -1 a different die. Should anybody from The Magekin Colonies see this necklace, they will stop at nothing to take it.
- Ring of the Dead: A golden ring etched with a gaudy skull and rubies for eyes. During your Success Measurements, dice valued @1 can Spike. If they do, @12’s can’t Spike. Ghosts will never stop shrieking while this ring is around.
Javeth: Everyone in this town is armed and there are arms dealers on every street. If you want the good stuff, I’ll tell you who you can trust…
There are two kinds of weapons:
- Mêlée: Hand-to-hand weapons that tend to deal more damage.
- Ranged: Weapons that can used at a distance.
Each weapon has a damage bonus that is applied to all physical damage dice inflicted by that weapon. Weapons also have unique abilities that make them more effective in certain situations.
|Axe||Mêlée||+2||This weapon's damage bonuses increase by +2 (for a total of +4) when hitting a combatant who has already suffered at least one drag this turn.|
|Bow||Ranged||+1||When you're mêlée attacked, sink -4 an initiative die to give the attacker +1 threat.|
|Knives||Both||+1||After you hit with this weapon, you may change your Engagement Level.|
|Spear||Mêlée||+2||When you hit with this weapon, bounce +1 an ally's initiative die.|
|Sword||Mêlée||+3||It's a sword. What more do you want?|
Dice are used in this game to determine the results of uncertain actions such as whether you successfully hit somebody in combat or how much damage you inflict when you do.
This game uses twelve-sided dice exclusively (usually called d12’s by gamer culture). A roll involves tossing one or more dice all at once to generate random numbers.
Throughout this document, whenever you see a number prefaced with an “at symbol” (@), that refers to a die’s face value.
|@1 =||@5 =||@9 =|
|@2 =||@6 =||@10 =|
|@3 =||@7 =||@11 =|
|@4 =||@8 =||@12 =|
Whenever you see the word “inside” used in reference to die values, it’s a numerical comparison that means “less than or equal to.” The numbers 1, 2, 3 and 4 are all inside 4.
There are two kinds of dice rolls in this game:
Immediately after you roll dice (either for a Success Measurement or for Pooling), check to see if any of them turn up @12. Those are called “Spiking Dice” and are special for the following reasons:
- Each spiking die lets you roll an extra die and treat it as part of the original roll.
- If you’re rolling a success measurement, each spiking die also gives you a +1 floating bonus to the roll.
Extra dice that get rolled-in after spiking can also become spiking dice if they turn up @12 – allowing you to roll even more dice. Repeat this process until you stop rolling @12’s.
The most common type of dice rolls is a Success Measurement. It’s used to determine if you successfully pull off some amazing act while pressed for time.
When called upon to perform a success measurement, the GM will tell you how many dice to roll. After rolling those dice, check for spiking dice and for triggered perks (see Triggering Perks below) before comparing each of those dice to a Roll Target.
The Roll Target is a number that represents how difficult your task is. The higher the Roll Target, the harder it is to succeed. Compare each individual die’s rolled value to the Roll Target. Each die that meets or exceeds that Roll Target is called a Scoring Die. More scoring dice means more success.
This chart gives you a rough idea of how to interpret your scoring dice count for any given roll:
|0||Couldn't achieve your goal in time.|
|1||Did a sloppy job to meet the deadline.|
|2||Finished barely before it was too late.|
|3||Met your goal and got something extra.|
|4||Sane people can't work this precisely this fast.|
|5+||Sane people are pathetic.|
When performing a roll, each die might trigger one of your perks. Compare the die’s rolled value to each of your perk slots. If the slot’s number matches that die’s value, you may choose to “trigger” the perk under that slot – gaining its benefits.
Perks trigger in ascending order (so the perk on slot #1 trigger before the perk in slot #2).
When dice are rolled “against you,” you may also trigger perks with the dice that you did not roll. The GM is responsible for telling you when a roll is “against you” but it’s safe to assume that if you’re attacked, the attack roll is “against you.”
Whenever a perk grants a bonus to a talent, weapon, or similar stat, that bonus lasts until the end of the action.
If you gain any floating bonuses for a roll, each one allows you to identify a die and consider that die to be +1 higher than its rolled value when comparing it to the Roll Target.
When dice are rolled against you, you might also be able to apply a -1 floating penalty to those dice in the same way.
After you roll dice but before you compare them to the Roll Target, you may choose to have one of your followers leap to your aid. Doing so will result in some kind of harm to that follower and you’re encouraged to describe in gruesome detail what horrible thing happens to that follower as you remove a follower token from your character sheet.
Doing this grants you a +1 floating bonus to the roll.
When dice are rolled against you, your followers can also leap to your aid and apply a -1 floating penalty to the roll.
When you’re pooling dice, there is no “success” or “failure” state. You’re simply building up a collection of dice that can be used as a resource. Dice in this pool are called Initiative Dice and they represent your ability to focus on the myriad of important things during combat or during similarly stressful situations.
Place each die that you roll in front of you on the table in a place where they won’t get jostled. Keep them all at their rolled values as those will become relevant later.
One of the ways that you can use your pooled dice is to “Sink” their values. Some actions require you to “sink” a die’s value. This means that you pick the die up and change its facing so the number shows a lower value than before.
To Sink -2, you will reduce the die’s value by 2.
Any action that requires you to sink a die as a cost requires that die to have a value at least equal to the amount you sink. To Sink -2 a die, you must choose a die valued @2 or higher.
When sinking is a consequence rather than a cost, you can sink a die’s value any amount. If sinking would reduce the die below 1, that die is removed from the pool.
To “Totally Sink” a die, that means you remove it from the pool entirely.
Bouncing is the opposite of sinking dice and its value always has a plus sign followed by some number. To bounce a die, change its facing so it represents an appropriately higher number.
Bounce +1 means that you change the die to a value one higher.
If a bounce would increase a die above it’s highest possible value of @12, set the die’s value to @12 and ignore the excess.
Javeth: Day-workers may have a reputation for breaking the law but there are two that they all respect: 1) When the sheriff calls you to defend the city, you do it. 2) don’t provoke the Sun or her minions. If you obey that first, or are dumb enough to break the second, you’d better be ready to fight.
Trying to keep track of all the details of specific locations and exactly when and which projectiles and blades are flying in which directions would be insane. In combat, we zoom out to a more abstract representation of timing and location.
The core concepts of Combat in this game are…
- Engagement Level: Representation of whether you’re being more aggressive or defensive.
- Initiative Dice: Your pool of Initiative Dice represent your ability to focus on tasks.
- Threat Level: Representative of how dangerous your position is as compared to others.
- Fortification: Representative of the cover your position grants you and sometimes other benefits.
- Rounds and Turns: Representative of timing those key moments in a fight when the things you do may matter most.
At the start of each fight, you select one of two Engagement Levels (abbreviated EL) and you may change it as an action on your turn. Each EL has its own strengths and weaknesses.
Being Heavily Engaged mean’s you’re less concerned with being safe and more interested in wrecking faces.
When Disengaged, you’ll pass up some opportunities to shoot or smash an enemy in favor of not exposing yourself to as many attacks.
As explained in the Pooling Dice section, Initiative Dice are a resource that you can use to perform extra combat actions and to fuel extra powerful perks. They’re also used to determine how quickly you can act in combat.
At the start of every fight, roll as many dice as your Initiative. All rolled dice enter your pool as Initiative Dice. If you’re wearing Night Armor, their values will immediately sink by an amount specified in the armor’s description.
Though combat doesn’t track you specific location on the battlefield, there are times when the space you control can have significance. If it does, your space is tracked as a “fortification.”
Fortification can represent something like hiding behind an overturned table, or exploiting one of the municipal guard towers (technically illegal).
When you occupy a fortification, other combatants may not attack you with mêlée weapons unless they also occupy that fortification. You can only mêlée attack those who share your fortification or those who occupy no fortification. Ranged attacks have no such restriction.
Some fortifications also come with special actions that you may perform on your turn if you occupy them.
Rounds represent the ebb and flow of combat actions. They do not represent a fixed interval of time. Each round has two phases:
In the execution phase, each combatant is allowed to take a Turn. In your turn, you can take actions such as shooting a bow or entering a fortification.
The GM begins the phase by offering a turn. If you wish to take the first turn, declare your intent to now. If other combatants also wish to act on the first turn, resolve the contest in one of the following ways:
- You may voluntarily cede the turn to the other competing combatants
- Compare your highest initiative die to those of the other competing combatants. Highest gets the turn. You may, optionally, Totally Sink any number of your Initiative Dice to give your highest a bonus equal to the values of sunk dice (which lasts until the Turn is awarded).
- GM resolves ties by fiat.
Once the turn is awarded, the combatant that wins the turn will take actions. After that turn is over, the GM offers a second turn in the same way. If you’ve already taken a turn, you may not take another one for the rest of the round.
When Aftermath begins, do the following:
- Increase your Threat Level +1.
- If you are in direct sunlight, increase it +1 again.
- If you’re wearing Night Armor and in direct sunlight, increase it +3.
- If your Threat Level exceeds your Maneuver talent level, you suffer as much Chaos Damage as your Threat Level.
Turns are key moments in the fight where your constant running, dodging, slashing and shooting may pay off. In each turn, you may take one of each type of action:
You may also take extra actions of either type by totally sinking your Initiative Dice. The values required on the sunk dice vary between the kinds of actions you’re taking:
|Action Type||Minimum die value|
Thus, on your turn, you may take one Small and one Big action for free, then take an additional Small action by totally sinking a die with a value @5 or higher. You could take an extra Big action by sinking a die with a value @10 or higher.
When you can not or choose not to take any further actions, your turn is over.
Small actions require less dedicated focus and precise timing to execute. Here is a list of possible small actions:
- Change Engagement: Change your Engagement Level either to Heavily Engaged or Disengaged.
- Confront Threat: Suffer as much Chaos Damage as your current Threat Level then, after the roll is resolved, set your Threat Level to zero.
- Evacuate: If you occupy a fortification, leave it.
- Invade: Enter a fortification. If it has occupants who don’t want you there, you must totally sink one initiative die for each resisting occupant.
- Ready a Weapon: Make any weapon you possess your ready weapon.
Big actions are tasks that require more focus and timing to pull off successfully. They include…
- Flee: You must be Disengaged to take this action. Declare your intent to leave combat. Any Heavily Engaged combatant may totally sink an Initiative Die to stop you – whereupon, this action has no effect. If nobody does, you leave the fight.
- Guard: Identify a combatant to guard. You are now guarding that combatant and no others. Until the beginning of your next turn, any time the guarded combatant is attacked or damaged, you may trigger your perks as if you were the defender of that attack.
- Mêlée Attack: Identify a combatant who is the “defender” and who must occupy the same Fortification as you if that defender is fortified. Perform a Success Measurement using as many dice as your Strike talent and using the defender’s Parry talent level as the roll target. Each scoring die is re-rolled as Physical Damage against the defender and all those damage dice receive a bonus equal to your weapon’s damage bonus.
- Ranged Attack: You must have a ranged weapon ready to perform this action. Identify a combatant to be the “defender.” Roll a Success Measurement with as many dice as your Precision talent level, using the defender’s Dodge talent level as the roll target. Each scoring die is re-rolled as Physical damage and receives a bonus equal to your weapon’s damage bonus.
- Upgrade: Perform a Small Action. This is useful for taking a second small action without having to sink initiative dice.
You’re going to get countless bumps and scrapes that we don’t bother tracking. Damage dice are used to represent the risk that some damage becomes severe and lasting.
Suffering damage is a Success Measurement using as many dice as the amount of damage inflicted and using one of your passive talents as the roll target.
Damage comes in one of three varieties:
|Damage Type||Roll Target|
Each scoring die in the damage roll inflicts one drag. Record drags by filling in the “drag” box next to one of your perks. While that perk is dragged, you can not trigger that perk and you can not drag it again.
If all of your filled perk slots are dragged, you are knocked out and you’ll wake up some time later in your team’s base with bandages all over your body. You’ll have to decrease one of your Core Stats -1 and recalculate all derived talents to denote how you were burtalized by those events. If doing so would drop a core stat to level 0 or if you simply don’t want to deal with that penalty, you may declare your character dead and make a new one.
If none of the damage dice in a roll score, you were dazed by the hit but no lasting harm was inflicted. The dizzying effect of the damage did, however, distract you so you will take +1 Threat.
This damage is caused by the random thrashing that goes on in a fight. It could be from shrapnel of an explosion, a stray throwing knife, or shattered glass from a nearby window.
It’s tough to see Chaos Damage coming and so the best way to avoid it is to be prepared and hold a location and stance that prevents it in the first place. That’s why the roll target is set by your Tactics talent level.
Mental damage is psychological trauma inflicted by horrific experiences, many of which are supernatural.
The roll target for mental damage is equal to your Willpower talent level.
The most common type of damage. Physical damage is lacerations, broken bones, concussions, and anything directly, deliberately detrimental to your physical health.
The roll target for physical damage is equal to your Durability talent level.
Recovering from drags requires long periods of total rest. If you’re in the middle of a job, recovering drags requires you to quit the job (thus forfeiting its payment) and let yourself heal. When you leave to recover, you might be abandoning your team mates in their time of need!
As your career progresses, you’ll hone your skills and increase your capabilities. Your experience is tracked in the form of Boosts. If you walk away from a job, you’ll gain one boost. If you also completed the job, you’ll get a second boost.
Record your boosts by filling in one of the three “boost boxes” on your character sheet. You may spend your boosts to improve your character in one of the following ways:
- Gain a Perk: You may spend 2 boosts to gain a perk.
- Increase a Core Stat: You may spend 3 boosts to inrcease one of your core stats +1. When you do, recalculate all derived talents.
- Increase your Beckon: You may spend 3 boosts to increase your Beckon stat level so you can keep more followers.
You can never have more than three boosts at a time. If you have filled all three boost boxes and gain an additional boost, you must spend boosts to make room for the new one.