<nav class="page-sequence" aria-label="Handbook pages"><a class="seq-prev" href="/rules/"><small>← Previous</small><span>Welcome to the Rules</span></a><a class="seq-up" href="/rules/"><small>↑ Handbook contents</small><span>Welcome to the Rules</span></a><a class="seq-next" href="/rules/what-is-a-rpg/"><small>Next →</small><span>What is an RPG?</span></a></nav>

Print this page. It covers almost everything you need at the table.

## Your Character

  * **Two Domains** (e.g. Fury + Skirmish). Each has a **Domain Aspect**, a Base Card, and Feature Cards. See [Domains](/rules/domains/) and [Recipes](/rules/recipes/).
  * **Aspects** are pairs of Attributes (e.g. Agility = STR + DEX). An Aspect's value is how many **d4s** you can roll.
  * **HP** about 5. **Stress** about 5. **Evasion** about 10. **Serious Threshold** (Critical = 2×).

## Rolling

  - Pick the Aspect. Your pool is **Aspect − current Action Load** d4s.
  - Add **+1d4 per Advantage** (one per source). **−1d4 per Disadvantage** (one per source); different sources stack and net out. Minimum 1d4.
  - Add the total; beat the DC or the opposing roll.

## The One "Can I Act?" Rule

**You can take an action if (Aspect − current Action Load) ≥ the action's Action Cost.** Then add its cost to your Action Load. Reactions use the same rule and the same Load (no free reactions). Load resets at the start of your turn (to Exhaustion − Load Buffer, i.e. 0 − Load Buffer with no Exhaustion; a new character's Load Buffer is 1, so Load starts at −1).
Advantage and Disadvantage never change whether you can act—only the size of the dice pool once the action is allowed. (This keeps the gate short and matches Load-then-dice: Disadvantage can't take an action away, and Help still matters on the roll.)

## Attacks and Damage

  - Attack total (Aspect dice + weapon/spell damage dice) **− target Evasion** = damage.
  - Damage > 0: lose **1 HP**. ≥ Serious: **2 HP**. ≥ Critical: **3 HP**. Shields can drop one step.
  - At **0 HP** choose: **Blaze of Glory**, **Risk Fate** (d4), or **Live but Scarred**. Healing before you choose skips the choice.

## Spells

Roll **your Domain Aspect**. An Aspect named on a spell is the **target's Resistance**. No slots: you are limited by Action Load. No Force damage (it is magical Bludgeoning).

## Stress

Mark Stress to fuel Features (e.g. Frenzy). Full Stress + more = lose HP. Rests clear it ([Resting](/rules/resting/)).

## Conditions (one effect each)

Deafened · Distracted (next roll Disadvantage) · Dying · Frightened · Hidden · Prone (−2 Evasion in melee) · Restrained (speed 0) · Sightless · Silenced · Slowed (half speed) · Stable · Stunned · Unconscious · **Exhaustion** (+1 starting Load per level). Details: [Conditions](/rules/conditions/).

## Card Icons

**⚡** Reactive card (costs Action Load) · **💢** Incantor Blood Surge card. Every card shows `Name (Pillar – Type)` and an **Action Load** line.

## Growing

Complete 3 / 4 / 4 Tier requirements (one may be a **Shared Milestone**) and play the minimum sessions (2 / 3 / 4) to advance a Domain.

<nav class="page-sequence page-sequence-bottom" aria-label="Handbook pages"><a class="seq-prev" href="/rules/"><small>← Previous</small><span>Welcome to the Rules</span></a><a class="seq-up" href="/rules/"><small>↑ Handbook contents</small><span>Welcome to the Rules</span></a><a class="seq-next" href="/rules/what-is-a-rpg/"><small>Next →</small><span>What is an RPG?</span></a></nav>
