Edges Skills Cut
Give 1d Gives up to 3d Lose dice aer the roll
Grace: elegance, precision, agillity Brace: Defend, determination, immobility Difficulty: e challenge is particularly hard
Iron: Force, determination, willpower Break: Destroy, smash, demolish Precision: To aim at a specific location or part
Instinct: Sense, intuition, reaction Concoct: Reactions, crezzerin Impact: Gain extra impact, request before rolling
Sharps: Logic, wit, planning Cook: Spices, sustenance, heat Mire: Cuts one on contrary actions per mark
Teeth: Savagery, passion, destruction Delve: Explore, locks/traps, the past
Tides: Exploration, learning, lore Flourish: Showmanship, performance, art
Impact
Determine before rolling
Veils: Shadows, ciphers, secrecy Hack: Chop, plant hazards, spin tales
Low: weaker/has less effect
Harvest: Forage, identify plants, nurture
Languages Hunt: Observe, track, shoot, butcher
Normal: most actions, marks one box
Gives up to 3d; High: Strong/has more effect, marks two boxes
1d = Smaering, 2d = Knowledge, 3d = Fluency Outwit: Sneak, infiltrate, deceive
Massive: Hugely potent, marks all boxes
Low Sour: Mongrel, common Rale: Mend, maintain, invent
Chthonic: Ancient, human Scavenge: Locate, collect, identify value Reading e Dice
Sense: Detect, intuit, react Roll the entire dice pool, discard the highest dice
Saprekk: ick, rolling, ektus
Study: Discover, record, interpret, decipher for every cut, and note the highest dice which
Gaudimm: Clicks, twitches, pheremones, gau remains as the result, and if you have doubles (a
Knock: Hissing, chiering, tzelicrae Sway: Convince, argue, threaten
twist!)
Brasstongue: Clipped, precise, trader Tend: Heal, calm, beasts, grow
Raka Spit: Rapid paer, hunters, leviatheneers Vault: Climb, leap, dodge, tumble Rolling With 0d
Wavewalk: Brachiate, swing, navigage If you have 0d to draw from, somehow, roll 1d
Lyre-Bite: Lilting, poets, songwriters
and count Triumphs as Conflicts.
Old Hand: Sign language
Advantage
Signalling: Flags, flares, signal lamps, code Gain up to 2d Helping Hands
Highvin: Primarily wrien, pre-verdant ruins Two crewmembers working together may both
Gain from the environment, resources, aspects,
contribute to the dice pool. Both are affected by
favourable sitautions, or helpful assistance.
any negatives taht result.
Results Ratings Combat
Action • Triumph: Bypass obstacle safely full rules on page 54
• Triumph: Success, mark or clear one box • Conflict: As triumph, one rating damage
Damage Types
• Conflict: As triumph, with a drawback • Disaster: Fail to bypass, one damage
• Blunt: Crushing — stun and break
• Disaster: Narrative complication or drawback • Twist: Unexpected event
• Keen: Cuing — slice and bleed
• Twists: Add a small bonus, player chooses Watch see journeys on screen • Spike: Piercing — pentrate and impale
Attack • Triumph: Peace • Hewing: Chopping — split and break
• Triumph: Deal damage plus extra effect • Conflict: Order • Serrated: Sawing — rip and tear
• Conflict: As triumph, also suffer downside • Disaster: Nature • Toxin: Poison — sicken and confuse
• Disaster: Misses, also suffer downside Weather see journeys on screen • Acid: Corrosive — melt and sear
• Twists: Critical hit, increase impact • Triumph: Clear skies • Blast: Explosive — stun and shaer
Defence • Conflict: Continuation • Volt: Electrical — shock and paralyze
• Triumph: Avoid threat completely • Disaster: Change for the worse • Frost: Cold — slow and freeze
• Conflict: Suffer a small downside • Salt: Crystalline — dry and banish
• Disaster: Take damage and suffer downside Montages • Flame: Burning — melt and inspire fear
• Twists: Counter with a mark of damage Exploration oen sets up the next scene Weakness doubles marks
Acquisition Acquisition use Acquisition Results Resistance halves marks
• Triumph: Gain solid untainted resource • Savenging: With salvage Immunity negates marks
• Conflict: Gain resource with negative tag • Hunting: With specimens
• Gathering: With specimens Range using a weapon at a range its not
• Disaster: Resource not found or ruined
designed for cuts one from your roll.
• Twists: Resource has unique/positive tag Recovery use Recovery Results
• Healing: With specimens on traits and animals Damage player chooses aspect marked
Creation
• Repairing: With salvage on gear or mechanics • Failed or basic aacks, hazards: 1–2 marks.
• Triumph: Recipient gains 3-track benefit
• Relaxing: With whisper on mires • Powerful aacks & severe hazards: 3–4 marks.
• Conflict: 2-track with downside or 1-track
• Elite aacks & rionous hazards: 5–6 marks.
• Disaster: No benefit, but may be for flavour Creation use Creation Results
• Twist: Has additional small unexpected benefit • Concocting: With 2 resources for a potion Injuries typically 3-mark tracks
• Cooking: With 2 specimens for a full meal • Force cuts on some actions
Recovery
• Craing: With 2 salvage for temporary gear • Take away a skill or sense
• Triumph: Heal two marks from track
• Add negative effects to some actions
• Conflict: Heal one mark from track Milestone Project At most 3 marks at once
• Disaster: Add extra mark to track • Minor milestones: contributes 1 mark
• Twist: Does not consume resource used • Major milestone: contributes 3 marks
Journeys Whoever is on watch may choose to make a Step 4: Update e Weather
Step 1: Departure discovery or a watch roll: If someone is watching the weather, they may
1. Choose your journies destination For a discovery, trade a whisper and a chart to roll 1d and look at Weather Results, if nobody is
2. Handle preparations for your journey, this can influence the story rules on page 74. the firefly should do this. is sets what the
be done as a montage, scene, or as a simple For a watch roll, player rolls 1d for Watch Results. whether will become aer the next progress
checklist mark, players may wish to change course to
• Peace examples: Montage, meeting, tall tale
3. Create tracks for the journey avoid a storm, or make early preparations.
(gain a whisper), tree shanty, undercrew issue,
• Progress for duration (avg. 4–8)
reflection (heal mire)
• Risk for encroaching danger (3)
• Order examples: Nearby ship, outpost, survivor
Focus Tracker
• Pathfinding for map making (3) fill in A and R to track focus sharing
needing rescue, wreck or ruin, cache of cargo
• Riot for potential mutiny (3)
supplies, conspiracy
Step 2: Crewmates Choose Stations • Nature: weather, natural feature, wonder (heal
• At the helm (required), set the speed mire), horror, unseled landfall, true wilds
• On watch (required), roll for encounters
e firefly rolls 1d for danger, or 2d if travelling
• Tending the engine, overload to go faster
with a chart.
• Cartographizing, creating new charts
• Triumph: No danger, only oppertunity
• Watching the weahter, to know what’s coming
• Conflict: Hazardous encounter with payoff
Step 3: Make Progress • Disaster: Immediate danger, no reward
Time passes, describe a narratively appropriate If someone is tending the engine, they may
passage of time. is is not linked to progress, tend to the engine, overload the engine, or muffle
and simply sets the tone of the story. Days may the engine. Tending to the engine lets you hijack
pass with nothing happening, or troubles may focus if something effects the engine to aempt
come one aer the next. an instant fix or bypass. Overloading the engine
Mark progress track, whoever is at the helm lets you increase impact when evading, or add
decides between: one extra box on the Journey track. Muffling the
• Cut A Path: 1 mark, can avoid encounters engine consumes a resource and increases impact
• Forge Ahead: 2 marks, lile time to react on a roll made to hide or escape without being
• Drop Anchor: 0 marks, take a montage noticed.
If someone is cartographizing they may mark
the pathfinding track with encountered
landmarks.