Quiver Rules

Character Creation

  • Name, pronouns
  • Select two backgrounds
    • Each is a Description + Occupation pair. One is your past, one is your present. Tell us about them
  • Pick items
    • Any 1 item from the Signature Item list
    • Any 5 items from the Starting Item list
    • Your maximum inventory size is 12. 2 for your hands, 10 on your body
  • Each player selects a sentence from the bonds table, and another player
    • Agree on how the bond applies to your relationship
    • Each player without two bonds then does this again
  • Work with the other players to come up with a group identity

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

Game Terms

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

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

  • Fatigue: acquired by failing to cast spells, or skipping food/sleep, straining yourself
  • Wound: acquired by taking damage. A shattered knee. A missing eye. A shadow curse
  • Stress: acquired by coming face to face with the unthinkable

The list is not exhaustive

Wounds

When you gain a wound, roll a d6 + existing wound count

1Just a scratch6Your attack rolls are stepped down. Treatable
2Superficial disfigurement7Opposing attacks are stepped up. Treatable
3Destroy a random inventory item8Lose a limb
4Bane to Action rolls. Treatable9Lose consciousness. Reach town within 1 day or die
5Bane to Reaction rolls. Treatable10+Die

Rest

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:

  • Mend Armor with Tinker's Kit
  • Make Rations out of plants and animals with Cooking Gear
  • Make Potions with Alchemical Supplies and reagents
  • Clear the party's Stressed condition with a Musical Instrument
  • Scout ahead, learning about nearby areas
  • Keep watch, gain the upper hand in a camp encounter

Players clear one fatigue. Players can eat a second ration to clear a second fatigue

Quiver Rules

Action Rolls

Whenever you use your skill to attempt an uncertain action, build and roll a dice pool

  • Take one die if you have no wounds
  • Take one die if your inventory isn't full
  • Take one die if you have a relevant background
  • Take one die if you have relevant equipment
  • Take one die if you have assistance
  • Remove one die for every bane

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

Reaction Rolls

When you avoid a consequence or cast a spell, build and roll a dice pool

  • Start with 6 dice, then remove one for every condition you have
  • Remove one more die if any of your conditions are a Wound
  • Remove one die if your inventory is full
  • Remove one die for every bane

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

Words of Power

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

  • An intent that stretches its Words, causes direct harm, or requires immense power is made with banes
  • On a success, the spell is cast
  • On a failure, the caster gains one Fatigue
  • The caster may gain another Fatigue to push

Combat

Initiative

  • Pass a Reaction roll or skip the first turn of combat
  • Enemies always act after players
  • Current player chooses who gets to act next

Attack Procedure

Roll your weapon's Attack die and compare it to enemy Armor

  • If you roll the highest number, you crit. Deal your Attack as direct damage (ignoring Armor)
  • If Attack > Armor, deal the difference in damge
  • If Attack <= Armor, reduce armor by 1
  • If Attack < Armor, take the difference as retaliation damage

Players always start combat with 6 Guard

  • Every time your Guard is depleted to 0, gain a Wound
  • If you gain a Wound, reset your Guard and apply the remaining damage

Maneuvers

  • You may attempt one Maneuver in addition to anything you do on your turn
  • Declare your intent
  • Make an Action roll with banes representing its difficulty
  • Regardless of your success or failure, an Adversary makes an attack against you

Inventory items

  • Interacting with items that aren't in your hands counts as a Maneuver

Relic Magic

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

Alchemy

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