What you can achieve is defined in part by the tools available.
It's best to bring enough Torches, Rations, Weapons, and Armor
Take a look at the Kits for inspiration
Bane: Remove a d6 from your roll for each bane
Background: A phrase representing who you are or used to be. +d6 to relevant rolls
Crit: Attack that rolls max die value. Bypass Armor and inflict direct damage
Hit: Attack is greater than enemy Armor. Inflict the difference in damage
Graze: Attack at/under enemy Armor. Decrease Armor by 1
Bulky: Takes 2 inventory slots
Tiny: Takes half of an inventory slot
Treatable: A wound that can be temporarily alleviated by a Poultice
Stacks X: X of these fit per inventory slot
Step up: Increase the die size one step d4➺d6➺d8➺d10➺d12
Step Down: Decrease the die size one step d12➺d10➺d8➺d6➺d4
Push: Pay a cost, then reroll any rolled dice
Condition: Stored in the inventory like items
Guard: Your buffer against harm. Starts at 6. When it hits 0, take a wound, reset to 6, and carry over any excess damage.
Conditions are stored in the inventory, like items.
If you get a condition but have no free slots, break an item and place the condition over it
The list is not exhaustive
When you gain a wound, roll a d6 + existing wound count
| 1 | Just a scratch | 6 | Your attack rolls are stepped down. Treatable |
| 2 | Superficial disfigurement | 7 | Opposing attacks are stepped up. Treatable |
| 3 | Destroy a random inventory item | 8 | Lose a limb |
| 4 | Bane to Action rolls. Treatable | 9 | Lose consciousness. Reach town within 1 day or die |
| 5 | Bane to Reaction rolls. Treatable | 10+ | Die |
True recovery happens only during an extended stay in a place of civilization and safety
Barring that, it is always possible to set up camp
During camp, characters must consume a ration and spend a watch
Players may also:
Players clear one fatigue. Players can eat a second ration to clear a second fatigue
Whenever you use your skill to attempt an uncertain action, build and roll a dice pool
If the pool has 0 dice, roll two dice and take the lower
If at least one of the dice you rolled was a 6, you succeed
You may gain Fatigue to push
When you avoid a consequence or cast a spell, build and roll a dice pool
If the result is 0, roll two dice and take the lower
If at least one of the dice you rolled was a 6, you succeed
You may gain Fatigue to push
Your Grimoire contains the Words of Power you have mastered
To cast a spell, hold the Grimoire in both hands and construct a two-Word phrase. Explain the intent of your spell
Make a Reaction Roll
Roll your weapon's Attack die and compare it to enemy Armor
Players always start combat with 6 Guard
Items that hold magic power are called Relics
To invoke the relic's magic, spend a charge
Relics regain their charges when Resting in a place of power associated with the relic's origin
You may harvest magical plants and creatures into vials (once each)
While in camp, you may turn those reagents into potions
The potions temporarily give the drinker the reagent's properties
At character creation: pick 3 potion effects, GM picks side-effects