Playing the Game
What's a Session?
A session is a chunk of time set aside to roleplay with your friends! Each session has chunks of different types of gameplay, like Storytelling, Exploration, Roleplaying, and Combat. As you experience these different elements of gameplay, tell your GM how you feel about them so they know how you like to play; this can change over time, too!
What Do I Do?
Roleplaying games can be overwhelming with how much freedom you have, so giving yourself constraints can help you come up with things to do. Here are some things to think about that can help guide your decisions during roleplay
Think about your character
What are their goals? Can they progress toward them?
How do they feel about recent events?
How would they support other characters in the group?
Think about you as a player
Are you curious about something the GM just said?
Do you want to engage with a character nearby?
Do you want to roleplay with a player in the group?
What's a Session?
If you forget a rule, ask your GM about it, or just focus on roleplaying your character and your GM will let you know about any rules that deal with what you're trying to do.
Other Good Things to Know
Dice
Xd6 means X number of 6-sided dice
If you don't have dice, use a site like rolladie
Rounding
Round up (1.5 counts as 2)
Stats & Leveling Up
Players have 10 max Health per Level.
Players have 4 Stat Points (SP) per Level.
Distribute SP into Stats from top to bottom.
When you level up, distribute your new SP into whichever Stat(s) you want; I recommend focusing on 1 or 2 Stats.
To unlock all Actions & Traits in a Tier, put 1 SP in it.
For example, 7 SP in Strength unlocks Splash Attack
Session Zero
Session Zero is a special session where all players discuss topics they're comfortable roleplaying, player relationships, and their expectations for the gameplay. This is a good time to discuss what kind of character you want to play and how they'd fit into the party.
Roleplaying
Tell your GM what you want to do.
You can ask to do something with a specific Stat.
You try to meet or beat the Goal, determined by the GM.
Your GM might ask you to roll 1d6.
Add the highest, unlocked Tier of the relevant Stat.
You and your GM roleplay the outcome together.
Player-Versus-Player Rolls
Rolls that Players do against another Player.
Ask for consent before doing these!
An example of Roleplay
Player: "I'd like to grab the treasure without tripping the trap."
GM: "Give me a Skill roll with a Goal of 4."
Player rolls 1d6 and gets a 3.
They add their highest Tier of Skill (2) for a total of 5.
GM: "You succeed! The gem seems to beckon to you. How do you grab it skillfully?"
Competing Rolls
2 or more characters try to do the same thing, or a character tries to do something to another character.
Both characters roll, with the highest roll winning (Non-Players don't get Roleplay Bonuses).
Players don't need to use the same Stat.
Ties
GM handles ties based on their discretion.
Nothing could happen, Players could roll again, or some other, custom rule could trigger!
Competing Roll Example
John: "I grab the treasure."
Cristy: "Wait, I want treasure! I try to swipe it from him! Is that okay John?"
John: "Haha, yeah, you're good, but I've got a firm grip on it."
GM: "Competing rolls! John roll Strength, Cristy roll Skill."
John rolls a 5, while Cristy rolls a 4.
John gets to keep the treasure.
Combat
Combat generally starts with the Enemy Phase, when the GM describes enemy behavior. Some Actions can be used by players.
After this Phase, Players and their Allies act, during the Player Phase; there are no turns, players act however they want together!
Health
Players have 10 max Health per Level.
While at zero Health, you can't contribute to the current fight or be healed normally.
This doesn't have to mean death.
Phoenix and Revival can bring you back into the fight!
Your GM tells you how much you heal after combat ends.
Actions & Action Points
Actions are underlined and used by spending Action Points (AP).
All players have 5 max AP, which get restored at the start of the Player Phase.
Actions cannot go through hard Zone boundaries (often represented by solid lines), and have a (range) they can't exceed.
Actions are listed by their (AP cost), Name, (Range): Description.
Movement
Distance is measured by how many Moves it would take to get somewhere.
This can be measured out of game however you like: tiles on a map, the length of a pencil, inches on a ruler, or something else entirely.
Narratively, this can scale however you want: inches a snail moves, miles a bird flies, or anything else.
Your GM might separate 'Zones' of movement with dashed and solid lines.
Hard Zone boundaries block Actions and Movement.
Using Items
Items art Fast, Normal, Slow, or Special.
Spend 1 AP to use a Fast Item.
Spend 2 AP to use a Normal Item.
Spend 3 AP to use a Slow Item.
Spend 4 or more AP to use a Special Item.
AP Cost and Item effects are specified in their description.
Roleplaying in Combat
To do something that isn't listed as an Action, like pulling a lever or grappling an enemy, Roleplay it!
Spend 1 AP to Roleplay in Combat, if you have to roll.
Roll 1d6 and add your highest, unlocked Tier for the Stat relevant to your roll.