Core Terms & Mechanics
Dice & Cards
The game uses standard polyhedral TTRPG dice of the following sizes: d20, d12, d10, d8, d6, d4.
The game also uses a standard deck of 52 playing cards plus Jokers:
- 1-10: Face Value
- Jack-Ace: 11, 12, 13, 14
- Joker: Depends on situation
Drifters
Drifters are the characters that players control through the course of the game. Each drifter has their own statistics that help define who they are and what they are capable of.
The Fateweaver
The Fateweaver is the player that controls all other characters in the game and the game world itself. They are an objective arbiter of the rules of the game. They have the last say when a question of the rules comes up.
Statistics & Difficulty Rating
Statistics (Stats) represent the various physical and mental aspects of a character. There are 6 in total:
- Might (MGT) - Carrying capacity, melee attack/parry, physical crafting, feats of strength
- Agility (AGI) - Ranged marksmanship, dodging, stealth, tinkering, etc.
- Stamina (STA) - Determine HP, resist poison/disease/elements, etc.
- Wits (WIT) - Lore, scout ahead, survival skills, sorceries, medicine, etc.
- Empathy (EMP) - Beast handling, manipulate, insight, perform, aethrys, etc.
- Spirit (SPR) - Miracles, commune with the beyond, willpower, etc.
The Difficulty Rating (DR) of any task is equal to it's associated stat.
- Example: If a Drifter has a Might Stat of 12, the Difficulty Rating to push open a stuck door would be 12.
Stat Checks
A Stat Check [STAT] may be asked by the Fateweaver if an action has the potential of failure:
A stat check is made by rolling a d20 and comparing the result to the DR of the Stat.
- If it is higher, the check succeeds and the drifter does the proposed actions successfully.
- If it is equal to the DR or lower, the check fails and the drifter fails in the action.
- DR can be modified by the situation, with +DR being harder and -DR being easier.
Usage Die
When a Usage Die (ud) is cast, if the result is a 1-2, then the die decreases in size to the next smallest die:
- d20 > d12 > d10 > d8 > d6 > d4
- If the result is 1-2 on a d4, the die is used up completely.
- Usage dice are written as ud12 for example.
Grit Die
A special Usage Die that starts as a d8.
When a drifter uses a kin/trade ability or a gambit, they cast their Grit Die.
- The Grit Die can increase in size (maximum ud8) once per 1 hour of rest.
- If their Grit Die is fully depleted, the drifter suffers Disadvantage on all checks until they get at least 6 hours of rest.
Reaction Checks, Morale Checks, & Prayer Checks
Two cards are drawn and totaled, the sum then compared to their respective charts or number depending on the check being made:
Reaction Check
- Made when first encountering a creature or group.
- The outcome determines their initial feelings towards the drifters.
Morale Check
- Made in the midst of battle when the enemy has lost half their HP, their leader has been downed, or half their forces have been killed.
- If the outcome is higher than their Morale score they may flee or surrender.
- Black card high = Flee.
- Red card high = Surrender.
Commune with the Divine
- Made when a drifter prays to a deity for a prayer, blessing, or miracle.
- The top card and the bottom card of the Fate Deck are drawn and totaled.
- If the outcome is higher than 14, the Miracle takes place.