HEALTH

You do not have a pool of points that represent your health or how many hits you can take before falling. Instead, each time an attack penetrates your defenses and causes you painPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool. – be it physical, mental, or soulish – you checkCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. to see how it affects you.

PAIN

Every time a blow or affect passes through your defenses and causes you harm, you accrue PainPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool.. This damageDamageFor weapon attacks, Weapon Damage plus Accuracy. Protection reduces the Damage that becomes Pain. is not serious injuriesInjuryLingering harm such as a sprain, broken bone, or lacerated muscle. Track each Injury and its penalty separately; Injuries recover in parallel during Respite., like broken bones or major lacerations – but, the suffering it causes makes remaining active and conscious more difficult.

TEST YOUR METTLE

Anytime you take additional PainPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool., you must Test Your MettleTest Your MettleA Check made whenever you take additional Pain, comparing Mettle with total Pain and casting lots. Failure leads to Unconsciousness or Dying, according to Pain relative to Mettle. (TYMTest Your MettleA Check made whenever you take additional Pain, comparing Mettle with total Pain and casting lots. Failure leads to Unconsciousness or Dying, according to Pain relative to Mettle.).
TYMTest Your MettleA Check made whenever you take additional Pain, comparing Mettle with total Pain and casting lots. Failure leads to Unconsciousness or Dying, according to Pain relative to Mettle. is a CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. using your MettleMettleYour resilience and ability to withstand Pain. Add Willpower, Prowess, and Survival, divide by two, and round up. statStatA tracked character value such as Mettle, Capacity, Bulk, Hindrance, or Mobility, used as a quick reference during play. with your current total PainPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool. as the Target NumberDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots..

If you pass the CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. (your MettleMettleYour resilience and ability to withstand Pain. Add Willpower, Prowess, and Survival, divide by two, and round up. meets or exceeds your PainPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool. and your Cast LotLotA special cast-lots result: CRIT, WEAL, WASTE, WOE, or FUMBLE. doesn’t say otherwise), you continue fighting.

If you fail the CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes., you either fall UnconsciousUnconsciousA condition in which you cannot perceive or act. Further Pain still triggers Test Your Mettle; reducing Pain below Mettle restores consciousness. or DyingDyingA condition in which you are unconscious and your body is shutting down. Further Pain requires Test Your Mettle; failure causes your spirit to Depart..

  • If your current PainPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool. is less than or equal to your MettleMettleYour resilience and ability to withstand Pain. Add Willpower, Prowess, and Survival, divide by two, and round up. statStatA tracked character value such as Mettle, Capacity, Bulk, Hindrance, or Mobility, used as a quick reference during play., you fall UnconsciousUnconsciousA condition in which you cannot perceive or act. Further Pain still triggers Test Your Mettle; reducing Pain below Mettle restores consciousness..
  • If you current PainPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool. is greater than your MettleMettleYour resilience and ability to withstand Pain. Add Willpower, Prowess, and Survival, divide by two, and round up., you begin DyingDyingA condition in which you are unconscious and your body is shutting down. Further Pain requires Test Your Mettle; failure causes your spirit to Depart..

UNCONSCIOUS

When you are knocked UnconsciousUnconsciousA condition in which you cannot perceive or act. Further Pain still triggers Test Your Mettle; reducing Pain below Mettle restores consciousness., you are unable to perceive anything or act.

If you receive additional PainPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool. while UnconsciousUnconsciousA condition in which you cannot perceive or act. Further Pain still triggers Test Your Mettle; reducing Pain below Mettle restores consciousness., you Test Your MettleTest Your MettleA Check made whenever you take additional Pain, comparing Mettle with total Pain and casting lots. Failure leads to Unconsciousness or Dying, according to Pain relative to Mettle. as normal.

If you roll a CRITCRITA double-4 cast-lots result, normally giving spectacular success and heightened WEAL benefits. The Rule of Fours can prevent automatic success; attacks are an exception. on when TYMTest Your MettleA Check made whenever you take additional Pain, comparing Mettle with total Pain and casting lots. Failure leads to Unconsciousness or Dying, according to Pain relative to Mettle., the new painPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool. jars you back into consciousness and you may begin acting again as normal.

If your PainPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool. is reduced below your MettleMettleYour resilience and ability to withstand Pain. Add Willpower, Prowess, and Survival, divide by two, and round up. by healing or recovery, you regain consciousness.

DYING

In the DyingDyingA condition in which you are unconscious and your body is shutting down. Further Pain requires Test Your Mettle; failure causes your spirit to Depart. condition you are unconsciousUnconsciousA condition in which you cannot perceive or act. Further Pain still triggers Test Your Mettle; reducing Pain below Mettle restores consciousness. and incapable of acting and your body is starting the process of shutting down.

If you take any additional PainPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool. while DyingDyingA condition in which you are unconscious and your body is shutting down. Further Pain requires Test Your Mettle; failure causes your spirit to Depart., you continue to TYMTest Your MettleA Check made whenever you take additional Pain, comparing Mettle with total Pain and casting lots. Failure leads to Unconsciousness or Dying, according to Pain relative to Mettle.. If you pass, your spirit remains in your body. If you fail, your spirit departs and you enter the DepartedDepartedThe state in which your spirit has left your body. You are permanently dead unless rare supernatural healing intervenes. state.

If you are StabilizedStabilizedA Dying character successfully aided by healing, herbs, or magic. Stabilization lets their spirit remain for days equal to Mettle rather than minutes, and permits healing., your spirit will remain in your body for a number of days equal to your MettleMettleYour resilience and ability to withstand Pain. Add Willpower, Prowess, and Survival, divide by two, and round up.. During that time, you may be healed as normal.

If you are not StabilizedStabilizedA Dying character successfully aided by healing, herbs, or magic. Stabilization lets their spirit remain for days equal to Mettle rather than minutes, and permits healing., your spirit will depart your body in a number of minutes equal to your MettleMettleYour resilience and ability to withstand Pain. Add Willpower, Prowess, and Survival, divide by two, and round up..

STABILIZED

A DyingDyingA condition in which you are unconscious and your body is shutting down. Further Pain requires Test Your Mettle; failure causes your spirit to Depart. character can be StabilizedStabilizedA Dying character successfully aided by healing, herbs, or magic. Stabilization lets their spirit remain for days equal to Mettle rather than minutes, and permits healing. by receiving successful healing aid from another character, or through herbs or magic.

Being StabilizedStabilizedA Dying character successfully aided by healing, herbs, or magic. Stabilization lets their spirit remain for days equal to Mettle rather than minutes, and permits healing. significantly increases the length of time that your spirit will remain in your body before it departs.

A StabilizeStabilizedA Dying character successfully aided by healing, herbs, or magic. Stabilization lets their spirit remain for days equal to Mettle rather than minutes, and permits healing. CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. can be made using any of these DisciplinesDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity.: SurvivalSurvivalThe Discipline of navigating and understanding the natural world through observation, fieldcraft, and practical experience., IngenuityIngenuityThe Discipline of working with tools, mechanisms, construction, repair, and practical hands-on problem-solving., LoreLoreSignificant knowledge acquired and recorded on your character sheet like a possession., or IntuitionIntuitionThe Discipline of instinctively reading people, danger, hidden tension, and situations that are not what they seem. as long as their our Uses of a relevant Kit available.

Each CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. takes a number of minutes equal to the DyingDyingA condition in which you are unconscious and your body is shutting down. Further Pain requires Test Your Mettle; failure causes your spirit to Depart. character’s current PainPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool..

While StabilizedStabilizedA Dying character successfully aided by healing, herbs, or magic. Stabilization lets their spirit remain for days equal to Mettle rather than minutes, and permits healing., you can receive healing as normal. Any healing delivered to a character who has not yet been StabilizedStabilizedA Dying character successfully aided by healing, herbs, or magic. Stabilization lets their spirit remain for days equal to Mettle rather than minutes, and permits healing. is wasted.

DEPARTED

When your spirit has DepartedDepartedThe state in which your spirit has left your body. You are permanently dead unless rare supernatural healing intervenes. your body, you are permanently dead, barring any rare supernatural healing.

RATTLE

RattleRattleDazing, stunning, or shock tracked as a single value. Subtract Rattle from Checks and maneuvers, except Test Your Mettle, or spend Effort standing still to shake it off. is a special condition that occurs when you are dazed, stunned, or shocked.

The amount of RattledRattleDazing, stunning, or shock tracked as a single value. Subtract Rattle from Checks and maneuvers, except Test Your Mettle, or spend Effort standing still to shake it off. affecting you increases and decreases as one number as it is received or relieved.

When RattledRattleDazing, stunning, or shock tracked as a single value. Subtract Rattle from Checks and maneuvers, except Test Your Mettle, or spend Effort standing still to shake it off., you must either perform no other actions and focus on shaking off your RattleRattleDazing, stunning, or shock tracked as a single value. Subtract Rattle from Checks and maneuvers, except Test Your Mettle, or spend Effort standing still to shake it off., or subtract the amount of RattleRattleDazing, stunning, or shock tracked as a single value. Subtract Rattle from Checks and maneuvers, except Test Your Mettle, or spend Effort standing still to shake it off. you have from all ChecksCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. – except TYMTest Your MettleA Check made whenever you take additional Pain, comparing Mettle with total Pain and casting lots. Failure leads to Unconsciousness or Dying, according to Pain relative to Mettle..

SHAKE IT OFF

You can Shake Off RattleRattleDazing, stunning, or shock tracked as a single value. Subtract Rattle from Checks and maneuvers, except Test Your Mettle, or spend Effort standing still to shake it off. – reducing it by one for every EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. spent to shake it off. No other actions or movement can be done in parallel with shaking off RattleRattleDazing, stunning, or shock tracked as a single value. Subtract Rattle from Checks and maneuvers, except Test Your Mettle, or spend Effort standing still to shake it off.. You must stand still.

RATTLE PENALTY

While RattledRattleDazing, stunning, or shock tracked as a single value. Subtract Rattle from Checks and maneuvers, except Test Your Mettle, or spend Effort standing still to shake it off., you can still attempt to perform normal actions. However, you must subtract the amount of RattleRattleDazing, stunning, or shock tracked as a single value. Subtract Rattle from Checks and maneuvers, except Test Your Mettle, or spend Effort standing still to shake it off. you have from all ChecksCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes., Offensive Maneuvers, and Defensive ManeuversDefensive ManeuverAn active defense against an attack. Without one, an attack normally lands unless fate intervenes. – including passive defenseDefenseA defender's Prowess plus applicable modifiers, including relevant shields, special armor, and circumstances..

If continue acting without stopping to try to shake off RattleRattleDazing, stunning, or shock tracked as a single value. Subtract Rattle from Checks and maneuvers, except Test Your Mettle, or spend Effort standing still to shake it off. it still eventually wears off, but much slower than t would have if you have shook it off.

You may remove 1 RattleRattleDazing, stunning, or shock tracked as a single value. Subtract Rattle from Checks and maneuvers, except Test Your Mettle, or spend Effort standing still to shake it off. for every 4 EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. spent doing any activity other than attempting to shake it off.

INJURIES

InjuriesInjuryLingering harm such as a sprain, broken bone, or lacerated muscle. Track each Injury and its penalty separately; Injuries recover in parallel during Respite. are the type of damageDamageFor weapon attacks, Weapon Damage plus Accuracy. Protection reduces the Damage that becomes Pain. that cause a lingering, detrimental effect – such as a torn or lacerated muscle, a broken bone, or a sprained joint. They are dealt as Injury PenaltiesInjury PenaltyA lingering Injury's penalty, subtracted from Checks or added to their Target Number, but never both. that should be tracked on your character sheetCharacter Record SheetThe record of your character's capabilities, burdens, equipment, and other attributes, kept ready for quick reference during play. individually as they occur.

Injury PenaltiesInjury PenaltyA lingering Injury's penalty, subtracted from Checks or added to their Target Number, but never both. are subtracted from any and all ChecksCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. that are made (or added the Target NumberDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots., but never both).

NOTE

Injury PenaltiesInjury PenaltyA lingering Injury's penalty, subtracted from Checks or added to their Target Number, but never both. are tracked individually because they heal in parallel with one another when a character gains the benefits of RespiteRespiteA full 24 hours of Adequate Rest. At completion, reduce each Injury penalty by one, in addition to the Pain recovered each hour.. Certain esoteric means can also target an entire InjuryInjuryLingering harm such as a sprain, broken bone, or lacerated muscle. Track each Injury and its penalty separately; Injuries recover in parallel during Respite. and not just a penalty amount.

RECOVERY

PainPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool. and InjuriesInjuryLingering harm such as a sprain, broken bone, or lacerated muscle. Track each Injury and its penalty separately; Injuries recover in parallel during Respite. are recovered by taking Adequate RestAdequate RestAt least an hour without strenuous activity or circumstances. Each hour removes one Pain; new Pain, Rattle, Injuries, or specified strenuous movement interrupts the rest. or by the use of esoteric means such as herbs or magic – or by a combination of these.

Characters recover from RattleRattleDazing, stunning, or shock tracked as a single value. Subtract Rattle from Checks and maneuvers, except Test Your Mettle, or spend Effort standing still to shake it off. very quickly outside of combat – remove one RattleRattleDazing, stunning, or shock tracked as a single value. Subtract Rattle from Checks and maneuvers, except Test Your Mettle, or spend Effort standing still to shake it off. per second.

ADEQUATE REST

To gain the benefits of Adequate RestAdequate RestAt least an hour without strenuous activity or circumstances. Each hour removes one Pain; new Pain, Rattle, Injuries, or specified strenuous movement interrupts the rest., you must spend at least one hour without Strenuous Activity or Circumstances. For each hour of Adequate RestAdequate RestAt least an hour without strenuous activity or circumstances. Each hour removes one Pain; new Pain, Rattle, Injuries, or specified strenuous movement interrupts the rest., you remove one PainPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool..

Strenuous Activity & Circumstances

Strenuous Activity & Circumstances are any movement while suffering from a HindranceHindranceThe penalty caused by carrying Bulk beyond your Capacity. It equals that excess and reduces Mobility. penalty, any movement at a rate faster than your normal Stride, or receiving any new PainPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool., RattleRattleDazing, stunning, or shock tracked as a single value. Subtract Rattle from Checks and maneuvers, except Test Your Mettle, or spend Effort standing still to shake it off., or InjuriesInjuryLingering harm such as a sprain, broken bone, or lacerated muscle. Track each Injury and its penalty separately; Injuries recover in parallel during Respite. – be it through combat or through environmental conditions such as extreme weather or natural forces.

You can attempt things like ChecksCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes., training, experiments, social interactions, and other downtime activities without interrupting your Adequate RestAdequate RestAt least an hour without strenuous activity or circumstances. Each hour removes one Pain; new Pain, Rattle, Injuries, or specified strenuous movement interrupts the rest. – unless any of them cause you to take any PainPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool., RattleRattleDazing, stunning, or shock tracked as a single value. Subtract Rattle from Checks and maneuvers, except Test Your Mettle, or spend Effort standing still to shake it off., or InjuriesInjuryLingering harm such as a sprain, broken bone, or lacerated muscle. Track each Injury and its penalty separately; Injuries recover in parallel during Respite..

RESPITE

To gain the benefits of a RespiteRespiteA full 24 hours of Adequate Rest. At completion, reduce each Injury penalty by one, in addition to the Pain recovered each hour., you must complete a full 24 hours of Adequate RestAdequate RestAt least an hour without strenuous activity or circumstances. Each hour removes one Pain; new Pain, Rattle, Injuries, or specified strenuous movement interrupts the rest..

At the end of this 24 hour period, you can remove one from each of your InjuriesInjuryLingering harm such as a sprain, broken bone, or lacerated muscle. Track each Injury and its penalty separately; Injuries recover in parallel during Respite.. You also remove one PainPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool. per hour of Adequate RestAdequate RestAt least an hour without strenuous activity or circumstances. Each hour removes one Pain; new Pain, Rattle, Injuries, or specified strenuous movement interrupts the rest. as each hour passes towards your attempt at gaining the benefits of a RespiteRespiteA full 24 hours of Adequate Rest. At completion, reduce each Injury penalty by one, in addition to the Pain recovered each hour..