TESTS, COUNTS AND BATTLE
ROLL SPRINT LEAP MANEUVER
COUNTDOWN
AGILITY
12 In front of enemies Equal to your height On a narrow beam...
Start with (“X”) in a dice (d4, d6, etc.). A Standard ticks down 1 every player’s rolls,
18 On rough terrain Twice your height ...In the wind...
but a Dynamic ticks:
24 In the middle of a war Three times your height ...Wet...
30 Over enemies’ heads Five times your height ...Spinning and shaking Critical Success: Tick down by 3. CHASE:
Success with Hope: Tick down by 2.
One die for the pursued and one
Success with Fear: Tick down by 1.
ROLL LIFT SMASH GRAPPLE for the pursuer, the one that
STRENGHT
12 Table or Chest Wooden Furniture Young or Adult
Fail with Hope: don’t tick.
reaches zero first wins: either by
Fail with Fear: Tick up by 1.
18 Adult Person Quality Door Strong Fighter fleeing or initiating combat.
24 Horse or Cart Stone Wall Stone on a Hill Countdown also can...
30 Oxen or Monster Dragon Tooth Big Beast
Repeat in cycles.
Start with a random value (rolling the die at the beginning).
ROLL CONTROL HIDE TINKER
Connect other progress or consequence counters.
FINESSE
12 Wild horse On a clear night Open a simple trap
Long-term counter: advances with each Rest (or other trigger).
18 Difficult wagon In half light Open a complex trap
24 Wild horse In full light Open a complex lock You can use countdown to...
30 Untamable beast In open field Open a deadly trap
Enemies ambush the party, or allies arrive to help.
The environment changes (avalanche, flood, bridge collapse, etc.)
ROLL PERCEIVE SENSE NAVIGATE
Events complete (Ritual, Party, Weather, Climate, Resources, etc.)
INSTINCT
12 50ft in the forest Ambush or Lie Poorly maintained trail
Effects apply (Poison Gas, Shortness of Breath, etc.)
18 50ft in the city Murder or Hostility Approximate direction
24 50ft in the storm Plan or Intent Notion of space BATTLE POINTS
30 50ft in a war Doubt or Catastrophe Maze exit Base Battle Points: (3 × the number of PCs in combat) + 2
ROLL CHARM PERFORM DECEIVE -1 BP: If the fight should be easy or short.
PRESENCE
12 An ordinary stranger Discount on purchase Common Merchant
-2 BP: To add 1d4 (or +2) to the opponents' damage.
+1 BP: If using an opponent of one Tier lower.
18 A common nobleman Free accommodation Cunning Courtier
+1 BP: If not including any Bruiser, Hordes, Leaders, or Solos.
24 A veiled enemy The public is outraged Trained Spy
+2 BP: If the fight needs to be more dangerous or longer.
30 A higher being The court-martial Deity / Demon
Spend BP
KNOWLEDGE
ROLL RECALL ANALYZE COMPREHEND
Spend 1 BP per Minion, Social, or Support group.
12 Recent and Important Second intentions From a common book
Spend 2 BP per Horde, Ranged, Skulk, or Standard.
18 Ancient and Important Enemy Weakness From a bad teacher
Spend 3 BP per Leader.
24 Recent and Mundane Encrypted Code From faded drawings Spend 4 BP per Bruiser.
30 Ancient and Mundane A Nation's Course From seeing it once Spend 5 BP per Solo.
ITEMS AND ENEMIES
PRODUCT OR SERVICE BUY SELL CRAFT / RECIPE UPGRADE
Weapon or Armor 1° Tier 3-5 Handfuls 2-3 Handfuls 2-3 Handfuls -
Weapon or Armor 2° Tier 9-13 Handfuls 6-9 Handfuls 5-7 Handfuls 3-4 Handfuls
Weapon or Armor 3° Tier 2-4 Bags 1-3 Bags 1-2 Bags 4-7 Handfuls
Weapon or Armor 4° Tier 8-12 Bags 5-8 Bags 4-6 Bags 3-4 Bags
Simple service (meal, overnight stay, carriage ride, etc.) 2-3 Handfuls - - -
Luxurious service (banquet, room, ship ticket, etc.) 5-8 Handfuls - - -
Transport animal (horse, mule, bird, etc.) 3-6 Bags 1-2 Bags - -
Tool (lock pick, hook, rope, tent, etc.) 3-5 Handfuls 1-2 Handfuls 1-2 Handfuls -
Common consumable or treasure 1-3 Handfuls 1-2 Handfuls 1-2 Handfuls -
Uncommon consumable or treasure 3-7 Handfuls 2-5 Handfuls 2-4 Handfuls 1-3 Handfuls
Rare consumable or treasure 1-2 Bags 1 Bag 5 Handfuls - 1 Bag 4-7 Handfuls
Legendary consumable or treasure 2-6 Bags 1-4 Bags 1-3 Bags 1-2 Bags
Craft / Recipe : Cost for the recipe and required materials.
Upgrade: price to upgrade this item from the previous Tier, this still requires a recipe..
LEVEL LEVEL LEVEL LEVEL
RANDOM LOOT
Balance quality with group Tier.
IMPROVISING 1 2-4 5-7 8 - 10
ENEMIES
D8 PERSON D8 MONSTER D8 LOCATION Tier 1 Tier 2 Tier 3 Tier 4
1 Nothing 1 Nothing 1 Nothing
Atk Mod +1 +2 +3 +4
2 d4 Handfuls 2 Consumable 2 d4 Handfuls
3 Consumable 3 Food 3 Consumable 1d6+2 to 2d6+3 to 3d8+3 to 4d8+10 to
Damage Dice
4 Weapon 4 Valuable Piece 4 Tool
1d12+4 2d12+4 3d12+5 4d12+15
5 Armor 5 Treasure 5 Armor Difficulty 11 14 17 20
6 Tool 6 Consumable 6 Weapon
7 Treasure 7 Treasure 7 d4 Handfuls Major 7 Major 10 Major 20 Major 25
Threshold Severe 12 Severe 20 Severe 32 Severe 45
8 Roll Twice 8 Roll Twice 8 Roll Twice
GENERATORS AND GM MOVES
FAST AND PRACTICAL GENERATORS COMMON NAMES FAMILY NAMES
Local wealth Ablon, Acrios, Boris, Bredan, Bruno Advani, Alamo, Burbon, Bragan
Baron, Berta, Cazador, Couriel Cervantes, Castella, Darko, Dias
1. Miserable: Resources are hard to come by but cheap.
2. Poor: Resources are limited and common in price. Devona, Esther, Eureon, Eola Dumah, Enrick, Falred, Fagundes
3. Mediocre: Resources are common and equal in price. Farazul, Felkin, Giovan, Helieh Gallante, Glove, Hyland, Holmes
4. Rich: Resources are easy to find but expensive.
Hirazo, Hukla, Iara, Jean, Jiro Ikeda, Jones, Kaan, Kellar, Larell
Local establishment Karlaz, Langle, Linz, Mario, Mina Lagrade, Leonel, Mac’Lee, Mount
1. Alquemist: Varnish, potions, oils, greases, antidotes, etc. Mikhail, Malacoth, Narla, Netero Novac, Nero, Oak, Pavos
2. Inn: with rooms and perhaps other services.
Otto, Presto, Santis, Zarion, Zuma Queiroz, Saraiva, Vasquez, Zeta
3. Forge: weapons and armor, custom-made or not.
4. Arcanist: Magical weapons and armor, tomes, and trinkets. LOCATIONS NAMES
5. Stable: Horses and pack animals, wagons, and the like.
6. Tavern: Drinks, food, games, and good conversation. Crown Nest, Figaro's Shop, Celestial Fountain, Crown Square, Sky Tear
Golden Goose, Heraldry, Forest, Brave River, Lonely Waterfall
Random event
Dark Passage, Green Valley, Village Forest, Dragonet Cave, Zimbarin
1. Help! A cry for help, is it a trap? And if it isn't?
2. Hold on! Guards or bandits order, what's next? Screaming Forest, Red Desert, Blue Glaciers, Lonely Rock, Islets
3. Someone, grab him! He's coming towards you, what now?
4. Come in, come in! Is it a new store? A unique attraction? EXAMPLES OF GM MOVES
5. Did you see that? Something shiny? Someone suspicious?
Show the world's reaction. Hide something.
6. Explosion! Fire and scream, someone injured? A purple smoke?
7. Wait! Are you going to wait? Is it someone you know? Ask, then build on the answer. Split the group.
8. Excuse me... Instinct Test (12), was your bag that light? Add an NPC to the scene. Change the setting.
Use the goal to move forward. Use their backstory.
Random character (NPC) Hint at what's coming. Remove a PC's chance.
1. Friendly: He came to help or provide some support. Reveal an unpleasant truth. Cause 1 Stress due to their own
2. Unfriendly: He's grumpy, not talkative, difficult to deal with. Foreshadow danger. actions.
3. Amiable: He's very interested, perhaps with certain intentions.
4. Quarrelsome: He's on the verge of starting a fight or worse.
5. Comedic: He's funny or clumsy by nature.
6. Advisor: An experienced individual, ready to teach.
7. Opportunistic: He'll take what he can and what he can't.
8. Rival: He just wants to be better than you, not kill you.
9. Familiar: He's your flesh and blood, whether you like it or not.
10. Strange: Mysterious, is he the culprit? Or a prince?