Skills

Skills define what kinds of actions a character can attempt, not passive bonuses. Each skill grants explicit actions players may declare.

Use this format for every action:

  • RLHF: Required body anchors (R, L, H, F).
  • Check: Which skill roll is used.
  • DC: Typical target numbers for non-contested actions.
  • On Success: What the action does.

If an action is contested, the initiator rolls against a DC equal to the defender’s average result for the relevant defensive skill/tier (meet or beat). Apply wound penalties from wounds.md using the action’s required anchors.

Reaction Commitment Rule

By default, reactions do not require H.

  • A reaction can only use anchors the character did not spend on their own turn.
  • If a reaction needs L, R, or F, that anchor must be uncommitted from the character’s last declared action.
  • A reaction only requires H if a specific rule explicitly says it does.
  • Dodge exception: spending F on normal movement/reposition does not consume Dodge.
  • High-commitment footwork (Sprint/Leap) does consume Dodge unless a trait explicitly allows otherwise.

Skill Duration

Use these duration tags to pace actions without stopwatch tracking:

  • Instant: resolves in the current action/beat.
  • Short: about one focused action (can stretch under pressure).
  • Extended: multiple actions/beats; usually interrupted by danger.
  • Scene: remains relevant for the current scene unless fiction breaks it.
  • Sustained: lasts while actively maintained by the user.

Duration can shift by fiction:

  • Partial Critical may reduce one duration step for time-sensitive actions.
  • Legendary Success can reduce two steps when numerically sensible.

Skill Rank Dice

Use the skill’s rank when rolling that skill:

Rank Roll Average Result Contested DC (Rounded Up)
0 2d12 13 13
1 d10 + d12 + 2 14 14
2 2d10 + 4 15 15
3 d8 + d10 + 6 16 16
4 2d8 + 8 17 17
5 d6 + d8 + 10 18 18
6 2d6 + 12 19 19

Roll all dice, keep the two highest dice, then add the flat bonus. Leverage and Pressure from core.md still apply.

Contested Checks (Explicit Rule)

For any action marked contested:

  • Identify the defender’s relevant skill tier.
  • Use that tier’s Average Result from the table, rounded up, as the DC.
  • Initiator rolls normally and must meet or beat that DC.

Example:

  • Attacker Shove at Rank 2 rolls 2d10 + 4.
  • Defender has Rank 3 Athletics (d8 + d10 + 6), average 16.
  • Shove DC is 16, so attacker needs 16+.

Difficulty Benchmarks

DC Difficulty
6 Trivial
8 Easy
10 Average
12 Moderate
14 Hard
16 Very Hard
18+ Nearly Impossible

Guideline for declared actions:

  • If task is routine and low risk, no roll.
  • If task has danger, time pressure, or meaningful consequence, roll.

Rule of Cool DC Offset

To keep play fast and cinematic, apply a -2 DC offset to all non-contested DCs in this document.

  • Minimum adjusted DC is 6.
  • Contested checks do not use this offset; they still use defender average rounded up.

Legendary Conversion Rule

Legendary Success: gain all listed Partial Critical effects and double all numeric values in those effects. The Guide may add one cinematic rider when fiction strongly supports it.

Blindness Reference

Blindness and other scene conditions are defined in status-effects.md.


Athletics

Theme: Whole-body exertion, balance, force, terrain.

Core Actions

  • Sprint
    RLHF: F
    Check: Athletics
    Duration: Instant DC: 10 rough terrain, 12 crowded or unstable ground, 14+ hazards while sprinting.
    On Success: Spend 1 stamina, gain +2 MR this round. Rank 2: first sprint each scene is free. Rank 4: first two are free. Rank 6: first three are free. Partial Critical (choose one): gain +2 MR this round; or ignore difficult terrain this move; or refund stamina cost. On Miss: Spend 1 stamina, but move normally.

  • Leap
    RLHF: FH
    Check: Athletics
    Duration: Instant DC by distance:
    Horizontal: 8=5 ft, 10=8 ft, 12=10 ft, 14=12 ft, 16=15 ft, 18=20 ft, 20=25 ft.
    Vertical: 8=1.5 ft, 10=2 ft, 12=3 ft, 14=4 ft, 16=6 ft, 18=8 ft, 20=10 ft.
    On Success: Clear the gap/height.
    Partial Critical (choose one): land in ideal footing; or add +5 ft horizontal or +1 ft vertical; or carry one adjacent ally/item without penalty. On Miss: Land short, hang at edge, or fall per terrain danger.

  • Climb
    RLHF: LRFH
    Check: Athletics
    Duration: Short DC: 8 ladder/rope, 12 rough wall, 16 slick wall, 18+ overhang/no holds.
    On Success: Move up to half MR vertically (or full MR with fixed gear). Partial Critical (choose one): climb at full MR this action; or leave a stable route granting one advantage step to next climber; or ignore one hazard on the route.

  • Swim
    RLHF: LRFH
    Check: Athletics
    Duration: Short DC: 10 calm water, 12 current, 14 storm/drain pull, 16+ armor or injury in strong current.
    On Success: Move half MR in water (full MR if unarmored and calm). Partial Critical (choose one): move full MR in water this action; or avoid breath loss/panic cost this round; or tow one creature one range step.

Contested / Tactical Actions

  • Shove / Bullrush
    RLHF: LHF
    Check: Athletics (contested vs Athletics or Melee)
    Duration: Instant On Success: Push target 5 ft or break their engagement. Beat by 4+: push 10 ft or knock prone. Partial Critical (choose one): push +5 extra ft; or choose push, prone, and off-guard (instead of one); or you remain in strong stance and gain one advantage step on next grapple/shove.

  • Tumble
    RLHF: FH
    Check: Athletics (contested vs opponent Melee)
    Duration: Instant On Success: Move through threatened space without giving free melee response. Partial Critical (choose one): move an additional 5 ft; or deny target reaction until end of round; or end in cover or flanking position.

  • Break Free
    RLHF: L(R)F
    Check: Athletics (contested vs grappler Athletics/Melee)
    Duration: Instant On Success: End one grapple/restraint lock on self.
    Partial Critical (choose one): break one additional lock; or reposition 5 ft immediately; or impose +2 DC on grappler next maintain attempt. Note: H is not required for Break Free.

Environmental Actions

  • Navigate Dangerous Terrain
    RLHF: FH
    Check: Athletics
    Duration: Short DC: 10 rubble, 12 ice/mud, 14 collapsing footing, 16+ moving hazard.
    On Success: Cross without falling or losing action tempo. Partial Critical (choose one): cross at full speed; or grant one ally one advantage step to follow same path; or avoid triggering latent terrain hazard.

Melee

Theme: Close-range violence, weapon control, physical dominance.

Core Actions

  • Strike
    RLHF: L(R)H
    Option: Add R, to strike with two-handed weapon, or a weapon with the versatile quality. Check: Melee (vs target defense DC)
    Duration: Instant On Success: Deal normal weapon wound(s). Partial Critical (choose one): gain +1 wound or force off-Guard; or shift 5 ft after hit; or deny one reaction from target this round.

  • Full Martial Strike
    RLHF: L(R)HF
    Option: Add R, to strike with two-handed weapon, or a weapon with the versatile quality. Check: Melee vs target defense DC plus one step advantage. Duration: Instant On Success: Deal normal weapon wound(s). Partial Critical (choose one): add +1 wounds instead of baseline bonus; or force prone/off-Guard together; or immediately pressure a second adjacent target.

Defensive / Reactive Actions

  • Parry
    RLHF: L(R)H
    Check: Melee (contested vs incoming melee roll)
    Duration: Instant (Reaction) On Success: Negate hit. Beat by 4+: negate and gain +1 Leverage on next melee action. Partial Critical (choose one): immediately riposte at +2 DC; or disarm or bind on the deflection; or retain Guard against one additional approach.

  • Bind Weapon
    RLHF: LRHF
    Check: Melee (contested)
    Duration: Short On Success: Target cannot use bound weapon for its next action unless it wins a Break Free/Disengage contest. Partial Critical (choose one): target needs two successes to free weapon; or you may reposition target 5 ft while maintaining bind; or next allied melee action gains one advantage step vs bound target.

Control Actions

  • Disarm
    RLHF: LHF
    Check: Melee (contested)
    Duration: Instant DC/Modifier: +2 DC if target uses two hands.
    On Success: Target drops or loses ready access to weapon. Partial Critical (choose one): weapon lands in a space you choose within 10 ft; or target also becomes off-Guard; or you may immediately seize or kick away the weapon.

  • Grapple
    RLHF: L or R (minimum one free limb)
    Check: Melee or Athletics (contested)
    Duration: Instant On Success: Establish one limb lock on target and enter Grappling state. Partial Critical (choose one): apply one additional lock if you have a free limb; or inflict disoriented on target until end of next turn; or establish lock and reposition target 5 ft.

  • Maintain Grapple
    RLHF: L or R (locked limb must remain committed)
    Check: Melee or Athletics (contested each round control is challenged)
    Duration: Sustained On Success: Existing lock(s) remain in place with an option to commit additional limbs. Partial Critical (choose one): add one new lock without separate grapple roll; or deal 1 wound from crushing control; or deny target all non-break reactions this round.

  • Throw
    RLHF: L or R (requires at least one active lock)
    Check: Athletics or Melee (contested)
    Duration: Instant On Success: Move target 5-10 ft and knock prone. Into hazard adds situational consequence. Partial Critical (choose one): increase throw distance by 5 ft; or target takes +1 wound from impact; or you may remain standing and ready without losing stance.

Grapple Framework

  • One committed limb restrains one target anchor (L, R, F, or H).
  • Additional successful Grapple actions add additional locks by committing additional limbs.
  • If a target has one or more locks on them, their speed is 0.
  • A restrained anchor cannot be used for other actions; it can only be used to attempt Break Free.
  • You cannot initiate a grapple with H, but H can be restrained.
  • If you have no active lock on the target, attacks or grapple attempts without H are blind and use the Blind status rules from status-effects.md.
  • Once you have at least one active lock on that target, you are not blind against them: additional grapples and attacks do not require H and take no blind penalty.
  • If 3 of the target’s limbs/anchors are restrained, the target is fully restrained; their remaining unrestrained limb/anchor is treated as unusable until they remove a lock.

Ranged

Theme: Precision, timing, and distance control.

Core Actions

  • Aim
    RLHF: LH
    Check: Ranged
    Duration: Short DC: 10 under light pressure, 12+ if target partially obscured.
    On Success: Gain +1 Leverage die on next Fire/Called Shot before end of next turn. Partial Critical (choose one): also reduce one cover penalty tier; or carry aim benefit through your next turn if not fired; or gain one extra advantage step on next Fire/Called Shot.

  • Fire
    RLHF: L(R)H
    Check: Ranged (vs target defense DC)
    Duration: Instant On Success: Deal weapon wound(s). Partial Critical (choose one): conserve ammo; or force target off-Guard; or gain immediate 5 ft reposition without penalty.

  • Rapid Fire
    RLHF: L(R)H
    Check: Ranged at +2 DC
    Duration: Instant On Success: Two hits at -1 wound each (minimum 0), or split fire across two close targets. Partial Critical (choose one): both hits deal full weapon wounds; or suppress both targets you engaged; or do not suffer the rapid-fire accuracy increase next time this scene.

Tactical Actions

  • Suppress
    RLHF: L(R)H
    Check: Ranged
    Duration: Short DC: 12 doorway/choke, 14 open lane, 16+ wide lane.
    On Success: Enemies crossing lane take +2 DC on move/advance or risk immediate attack. Partial Critical (choose one): cover a second adjacent lane; or duration extends one additional round; or targets crossing also lose one reaction.

  • Called Shot
    RLHF: LH
    Check: Ranged
    Duration: Instant DC Modifier: Core +0, Arms/Legs +2, Head +2 (per combat.md).
    On Success: Apply wound to called location. Partial Critical (choose one): ignore called-shot modifier; or apply a status effect tied to hit location; or also force target to drop/lose one held item.

  • Cover Fire
    RLHF: LH
    Check: Ranged
    Duration: Short DC: 12
    On Success: One ally moving this round ignores one enemy reaction from your covered direction. Partial Critical (choose one): affect one additional ally movement; or also pin target attention (+2 DC to their next offensive action); or conserve ammo on this covering action.


Thievery

Theme: Stealth, fine motor control, covert manipulation.

Stealth Procedure (Scene Rule)

  • One successful stealth check can cover an entire scene.
  • No additional stealth roll is needed unless the character takes an overt action or the fiction changes sharply.
  • Overt actions include loud violence, open sprinting in view, breaking obvious cover, or direct interaction with a guarded target.
  • When a new stealth check is required, resolve it immediately at the point of exposure risk.

NPCs track awareness as:

  • Relaxed -> Alert -> Suspicious -> Aware

On a failed stealth check:

  • Increase affected NPCs by one awareness step.
  • At Aware, they can actively engage, call out, and normal stealth is uncontestable.

Breaking Aware requires misdirection, not simple concealment:

  • Hiding behind nearby cover alone is insufficient if they already know your location.
  • You must create a believable false lead (noise, decoy movement, staged trail, etc.), then re-enter stealth.
  • Example: opening a manhole to imply escape there, then hiding under a tarp can justify a new stealth check.

Core Actions

  • Sneak
    RLHF: FH
    Check: Thievery (opposed by observer Perception/Lore as appropriate)
    Duration: Scene On Success: Move quietly without drawing attention. Partial Critical (choose one): move an extra short distance while hidden; or leave no trace for immediate trackers; or create a brief opening for one ally to follow unseen.

  • Hide
    RLHF: FH
    Check: Thievery
    Duration: Scene DC: 10 cluttered area, 12 sparse cover, 14+ brief concealment windows.
    On Success: Break line of sight and remain concealed until fiction changes. Partial Critical (choose one): remain hidden despite brief exposure; or gain one advantage step on first action from hiding; or create a decoy sign that misdirects searchers.

  • Pick Lock
    RLHF: L(R)H
    Check: Thievery
    Duration: Short (Extended on hard locks) DC: 10 simple, 12 common, 14 quality lock, 16+ reinforced/security design.
    On Success: Open lock quietly. Partial Critical (choose one): open lock silently and quickly; or do not leave tamper evidence; or keep mechanism intact for clean relock.

  • Disable Device
    RLHF: L(R)H
    Check: Thievery
    Duration: Short (Extended on complex traps) DC: 12 known trap, 14 unfamiliar mechanism, 16+ complex/booby-trapped device.
    On Success: Device is safely disarmed. Partial Critical (choose one): disarm and learn reset method; or convert trap into one-use advantage for your side; or disable adjacent linked trigger as well.

Combat-Relevant Actions

  • Steal
    RLHF: LHF
    Check: Thievery (contested vs target Awareness/Lore)
    Duration: Instant On Success: Remove one small carried item. Partial Critical (choose one): take one additional small item; or target does not realize loss until scene changes; or plant minor false clue while lifting item.

  • Sabotage
    RLHF: L(R)H
    Check: Thievery
    Duration: Short (Extended on reinforced targets) DC: 10 simple gear, 12 weapon, 14 armor fitting, 16+ reinforced mechanism.
    On Success: Target object gains a failure condition on next use. Partial Critical (choose one): failure effect is severe (breaks on first use); or sabotage remains hidden until triggered; or affect one adjacent connected component.

  • Plant Object
    RLHF: LHF
    Check: Thievery
    Duration: Short DC: 10 distracted target, 12 alert target, 14+ active search conditions.
    On Success: Object remains unnoticed until searched or triggered. Partial Critical (choose one): placement is undetectable without focused search; or object can be triggered remotely/simple condition; or also create false evidence trail.

Reaction Actions

  • Slip Away
    RLHF: FH
    Check: Thievery (contested vs nearest threat Awareness)
    Duration: Instant (Reaction) On Success: Exit engagement without immediate pursuit response. Partial Critical (choose one): also break line of sight immediately; or pursuer chooses wrong direction; or you may move full speed while disengaging.

  • Feign Innocence
    RLHF: H
    Check: Thievery or Social
    Duration: Short DC: 10 casual suspicion, 14 active accusation, 16+ direct witness.
    On Success: Delay or redirect suspicion. Partial Critical (choose one): shift suspicion to alternate plausible target; or buy one full round before renewed scrutiny; or observers lower alertness one tier.


Lore

Theme: Knowledge, recognition, inference.

Core Actions

  • Recall Knowledge
    RLHF: H
    Check: Lore
    Duration: Instant DC: 8 common fact, 12 specialized, 16 obscure, 20+ forbidden/esoteric.
    On Success: Learn a correct useful fact. Partial Critical (choose one): gain one extra actionable fact; or fact includes immediate tactical application; or reduce next related check DC by 2.

  • Analyze Threat
    RLHF: H
    Check: Lore
    Duration: Short DC: 12
    On Success: Learn one practical weakness, behavior trigger, or likely tactic. Partial Critical (choose one): identify both weakness and behavior trigger; or grant one ally one advantage step vs this threat; or predict target next likely action.

  • Interpret Signs
    RLHF: FH
    Check: Lore
    Duration: Short DC: 10 clear clues, 12 mixed traces, 14+ degraded scene.
    On Success: Establish what happened and direction/timing. Partial Critical (choose one): determine exact timing and direction; or spot hidden secondary clue; or grant group one advantage step on next tracking/search action.

Preparatory Actions

  • Formulate Plan
    RLHF: H
    Check: Lore
    Duration: Short DC: 12
    On Success: Grant one ally +1 Leverage die on first related action. Partial Critical (choose one): grant two allies one advantage step each; or also reduce one foreseeable complication; or plan remains valid for one extra scene beat.

  • Predict Outcome
    RLHF: H
    Check: Lore
    Duration: Instant DC: 14
    On Success: Guide states one likely consequence before commitment. Partial Critical (choose one): receive best and worst likely branch; or gain one advantage step if acting on prediction immediately; or identify hidden cost before commitment.

Reactive Actions

  • Recognize Pattern
    RLHF: H
    Check: Lore
    Duration: Instant (Reaction) DC: 12 repeating behavior, 14 subtle setup, 16+ highly concealed pattern.
    On Success: Act before trap/ambush fully resolves. Partial Critical (choose one): interrupt the pattern before it triggers; or identify controller/source behind pattern; or grant party one free reposition before resolution.

Science

Theme: Medicine, engineering, chemistry, physics.

Core Actions

  • Diagnose
    RLHF: H
    Check: Science
    Duration: Short DC: 10 obvious injury/fault, 12 mixed symptoms, 14+ rare or hidden cause.
    On Success: Identify root cause and best immediate intervention. Partial Critical (choose one): determine root cause and best treatment path; or identify one hidden complication early; or grant one advantage step to next treatment/check.

  • Treat Wound
    RLHF: L(R)H
    Check: Science
    Duration: Short (Extended for severe trauma) DC: 10 basic first aid, 12 stabilize severe bleed, 14+ field surgery conditions.
    On Success: Stabilize target and remove one immediate complication from the wound state. Partial Critical (choose one): remove one additional immediate complication; or restore functional use of a recently impaired anchor for this scene; or treatment holds longer under pressure.

  • Engineer Bypass
    RLHF: L(R)H
    Check: Science
    Duration: Short (Extended on hardened systems) DC: 12 simple mechanism, 14 secured system, 16+ hardened system.
    On Success: Temporarily bypass lockout/power/control issue. Partial Critical (choose one): bypass lasts for full scene; or leave no forensic sign of bypass; or create safe fallback route if bypass collapses.

  • Analyze Substance
    RLHF: H
    Check: Science
    Duration: Short DC: 10 common substance, 14 mixed compounds, 18+ exotic/occult contamination.
    On Success: Learn key properties, hazard, and safe handling. Partial Critical (choose one): identify exact composition and immediate antidote/neutralizer route; or detect trace contamination source; or grant one advantage step on next handling/use.

  • Improvise Tool
    RLHF: L(R)H
    Check: Science
    Duration: Short DC: 12 simple, 14 precise, 16+ high-pressure improvised build.
    On Success: Create temporary tool usable for a single action. Partial Critical (choose one): tool functions for full scene instead of one use; or tool grants one extra advantage step on first use; or build time is halved.


Social

Theme: Influence, pressure, and presence.

Core Actions

  • Persuade
    RLHF: H
    Check: Social (contested for resistant targets)
    Duration: Short DC: 10 receptive, 12 uncertain, 14 resistant, 16+ hostile.
    On Success: Target accepts a reasonable request or concession. Partial Critical (choose one): target also offers useful concession; or effect lasts one additional scene beat; or one bystander becomes favorable too.

  • Deceive
    RLHF: H
    Check: Social (contested vs target Lore/Social)
    Duration: Short On Success: Target believes false claim until contradictory evidence appears. Partial Critical (choose one): lie survives immediate verification attempt; or target repeats lie to others as truth; or gain one advantage step on follow-up social action.

  • Intimidate
    RLHF: HF
    Check: Social
    Duration: Instant DC: 10 weaker foe, 14 equal foe, 16+ disciplined foe.
    On Success: Target hesitates, yields space, or accepts short-term compliance. Partial Critical (choose one): target withdraws or yields space immediately; or target loses next reaction; or nearby weaker witness also hesitates.

  • Command
    RLHF: H
    Check: Social
    Duration: Instant DC: 10 ally subordinate, 12 ally peer under stress, 14+ contested authority.
    On Success: One ally may immediately adjust position or clear a fear hesitation. Partial Critical (choose one): ally acts immediately and gains one advantage step; or order also steadies fear by 1; or two allies can take minor reposition instead of one.

Tactical / Combat-Adjacent Actions

  • Distract
    RLHF: H
    Check: Social
    Duration: Instant DC: 12
    On Success: Target loses one reaction or suffers +2 DC on next action. Partial Critical (choose one): target loses both reaction and focus bonus; or create opening granting one ally one advantage step; or target misreads your next move.

  • Provoke
    RLHF: H
    Check: Social (contested)
    Duration: Instant On Success: Target commits to an aggressive or suboptimal action chosen by Guide within fiction. Partial Critical (choose one): target commits to a predictable line; or target suffers +2 DC on defense until end of turn; or nearby enemies hesitate before assisting.

  • Rally
    RLHF: H
    Check: Social
    Duration: Short DC: 12 in cover/safety, 14 under active threat, 16+ panic conditions.
    On Success: One ally reduces fear by 1 step or gains +1 Leverage on next defense. Partial Critical (choose one): affect one additional ally; or also clear one minor complication tied to panic/fatigue; or all rallied allies gain one advantage step on next defense.

Consequence-Driven Actions

  • Posture
    RLHF: HF
    Check: Social
    Duration: Scene DC: 12
    On Success: Establish local dominance; first opposed social check this scene gains +1 Leverage. Partial Critical (choose one): establish dominance over a wider audience; or first two opposed social checks this scene gain one advantage step; or opponent must answer your framing or cede ground.

  • Undermine
    RLHF: H
    Check: Social
    Duration: Short DC: 12 fragile cohesion, 14 disciplined group, 16+ fanatic loyalty.
    On Success: Reduce enemy morale/cohesion and impose +2 DC on their next coordinated action. Partial Critical (choose one): enemy coordination penalty lasts one extra round; or fracture one key relationship in opposing group; or their next leader command carries +2 DC.


Magic

Theme: Controlled violation of natural rules. Availability is setting-dependent.

Core Actions

  • Cast
    RLHF: LH
    Check: Magic
    Duration: Instant DC: Set by spell profile in spells.md.
    On Success: Spell manifests as intended. Partial Critical (choose one): add one minor rider effect consistent with spell type; or reduce immediate backlash by one step; or gain one advantage step on next Sustain/Focus.

  • Sustain
    RLHF: H
    Check: Magic
    Duration: Sustained DC: 10 stable effect, 12 contested zone, 14+ high-pressure scene.
    On Success: Ongoing effect continues without escalation. Partial Critical (choose one): extend duration by one tier; or free one anchor normally tied up by sustain strain; or stabilize effect against one disruption source.

  • Focus
    RLHF: H
    Check: Magic
    Duration: Instant DC: 12
    On Success: Gain +1 Leverage die on next magic action or reduce backlash severity by one step. Partial Critical (choose one): gain two advantage steps on next magic action; or also cancel one pending backlash complication; or retain Guard-equivalent awareness against one approach.

Defensive / Reactive Actions

  • Counter
    RLHF: LH
    Check: Magic (contested vs caster)
    Duration: Instant (Reaction) On Success: Interrupt incoming magical effect. Partial Critical (choose one): counter and reflect minor portion of effect; or counter without losing your next planned action; or impose +2 DC on enemy next cast.

  • Dispel
    RLHF: LH
    Check: Magic
    Duration: Instant DC: 12 minor effect, 14 sustained effect, 16+ entrenched ritual effect.
    On Success: End or suppress target effect. Partial Critical (choose one): dispel and learn signature/source; or suppress nearby related effect for one round; or convert residual energy to one advantage step for ally.

  • Ward
    RLHF: LH
    Check: Magic
    Duration: Scene DC: 12 personal ward, 14 area ward, 16+ layered ward.
    On Success: Protected target gains +2 DC versus one defined threat category. Partial Critical (choose one): ward covers one extra adjacent target/zone; or ward gains one additional trigger/use; or ward also imposes minor backlash on first attacker.

Risk Actions

  • Overchannel
    RLHF: LH
    Check: Magic at +2 DC
    Duration: Instant On Success: Increase one spell parameter (range, duration, or potency) by one tier.
    Partial Critical (choose one): gain two spell parameter tiers instead of one; or avoid immediate backlash step increase; or retain one free follow-up Focus this round. On Miss: Spell still manifests in type, but backlash escalates one step.

  • Ritualize
    RLHF: LRFH
    Check: Magic
    Duration: Extended DC: 14 prepared circle/text, 16 partial prep, 18+ rushed/hostile conditions.
    On Success: Complete long-form effect with reduced immediate backlash. Partial Critical (choose one): ritual time reduced by one tier; or effect gains strong stability and duration; or participants gain one advantage step on immediate aftermath actions.


Design Notes

  • Skills define available actions, not static passive bonuses.
  • RLHF anchor commitment keeps consequences grounded in body state.
  • Rank changes both dice quality and flat bonus, making skill growth reliable under pressure.
  • For edge cases, use the nearest action here as baseline, then tune DC by fiction.

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