Core Mechanics

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Dice Rolls

Check Dice Amount

  • To make a check, roll a number of d12s equal to the relevant stat.
  • If the stat is 0, roll 1d12, but your Success Number (SN) is raised to 8 instead of 6.

Counting Successes

  • Each die showing 6 or more = 1 success.
  • Each 12 = 2 successes.

Advantage & Disadvantage

  • Advantage: Lowers your Success Number (SN) by 1 (minimum 1).
  • Disadvantage: Raises your SN by 1 (maximum 11).
  • Multiple sources of advantage or disadvantage stack.

Contested Rolls

When one character acts against another (e.g., attacking, casting, grappling), both sides roll to determine the outcome.

  • Initiator: The one taking the action (e.g., attacker, trap, spellcaster)
  • Responder: The one being affected by the action (e.g., defender, target)

Steps

  • Initiator declares their action and target.
  • Both sides declare any advantages or disadvantages affecting their roll or the opponent’s roll.
  • Both sides roll their relevant number of d12s based on the appropriate stat.
  • Each counts their total successes.
  • Highest number of successes wins.
  • Ties go to the Initiator.

Example:

Brian attacks Ricky with a longsword.

Brian rolls using Vigor = 3, so he rolls 3d12. The rolls are 1, 7, 12 = 3 successes (12 = 2 successes).

Ricky defends with Adaptability = 2, so he rolls 2d12. The rolls are 7, 4 = 1 success.

Result: Brian hits Ricky.

Uncontested Rolls

Some actions don’t have a direct opponent (e.g., lockpicking, climbing, sneaking). In these cases:

  • The GM sets a target number of successes based on the difficulty of the task.
  • Roll your dice and compare total successes to the target number.
  • If you tie the target, the GM may treat it as a partial success or a full success with a drawback.

Example: Uncontested Roll

You try to pick a lock. The GM sets the difficulty at 3 successes.

You roll 4d12 and get: 5, 6, 7, 12. That means 1 + 1 + 2 (because 12) = 4 successes.

You succeed in picking the lock.

Astral Points (AP)

AP are used to increase stats, unlock abilities, and upgrade spells. See Advancement for award cadence.

Armor

Armor Types

There are four types of Armor, each using a specific stat when defending against attacks — unless modified by an ability, spell, or enhancement.

Defense Stat by Armor Type

  • Light Armor uses Adaptability
  • Medium Armor uses Stability
  • Heavy Armor uses Vigor
  • Unarmored uses Adaptability or Vigor, whichever is higher

Armor Traits

Each armor type has a unique trait that sets it apart. These traits provide mechanical benefits or trade-offs that help define your character’s combat style.

Browse Armor & Traits in Items

Spellcasting

Spell Attack or Contest Check

  • Spell Attack: You roll to hit, and the target rolls to defend using their armor’s defense stat.
  • Contest Check: Both you and the target(s) roll, and the higher number of successes wins. The target(s) use the stat indicated in the spell’s description.

What Stat You Roll With

  • Use the stat of the Sign (Sun or Moon) that gives you access to the spell’s Element.
  • If both Signs give access to the same Element, you roll a number of d12s equal to the Sun Sign plus your Moon Sign stat (maximum 12d12).
  • For hybrid elements (Steam, Lightning, Dust, etc.) that combine your two elements:
    • Roll using: Sun Sign Stat + half of Moon Sign Stat (rounded up, maximum 10)

Example: Spell Attack

  • If only your Sun Sign grants access to the element, and it is 4, you roll 4d12.
  • If both your Sun and Moon Signs grant access to the element, and their stats are 4 and 3, you roll 7d12.