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Table of Contents

  • This Is A Game?
  • The Core Loop
  • Quick Start
    • Character Concept
    • Roles And Maneuvers
    • Negotiating Details
    • Character Drives
    • Putting It Together
  • Core Mechanics
    • Dice And Tests — The Heart Of The System
      • Resistance And Opposition
      • "Can I Try Again?"
      • Beyond All-Or-Nothing: Accumulated Progress
    • Actions And Timing
      • Free Actions
      • Direct Actions
        • Direct Opposition
      • Boost Actions
        • Boosts With Duration
        • Free Action Access To Pre-Existing Boosts
      • Resistance
    • Multiple Actions
      • Splitting Actions
      • Wagered Actions
    • Luck Tokens
    • Picking Your Dice
      • Simple Pool
      • A Closer Look
      • AnyDice
    • Using Standard Dice
      • I'd Really Rather Not Deal With All This…
      • Other Alternatives
    • Extreme Results
      • Extreme Failure
      • Extreme Success
      • Observations
  • Harm And Recovery
    • Where Are My Hit Points???
    • Three Types Of Harm - And One More
      • A Clarification
    • Feeling Down?
      • Staggered
    • Recovery
      • Making It Dark
      • Second Wind
      • The Oddball Rule
      • The Messy Reality Of Not Knowing How Bad It Is
    • So…What Do I Roll?
    • Advanced Options
  • Gear
    • What Gear Does
    • Armor
    • Weapons
    • Other Gear
    • Gear Traits
    • The Assist Rule
  • How Characters Improve
    • Karma Is Experience
      • Earning Karma
      • Spending Karma
    • Mechanical Function
  • Building A Character
    • Foundations: Level And Concept
    • Hooks — Your Character's Engine
      • How They Work in Play
    • Crafting Good Hooks
    • Self-Hooking And Table Courtesy
    • Common Pitfalls
    • Hooks And Growth
    • Hooks On Credit
  • Nonhuman Characters
    • Nonhuman As A Hook
  • Roles — What You Do Well
    • The Nature of Roles
    • Mechanical Function
    • Maneuvers — Specialization Within Roles
      • The Sweet Spot: Not Too Broad, Not Too Narrow
      • Examples in Practice
      • Role Synergy
  • Combat Roles
    • Warrior
      • Common Warrior Maneuvers
      • A Warrior In Action
    • Sniper
      • Common Sniper Maneuvers
      • Advanced Applications
      • A Sniper In Action
  • Social Roles
    • Performer
      • Common Performer Maneuvers
      • Advanced Applications
      • A Performer In Action
    • Sneak
      • Common Sneak Maneuvers
      • Advanced Applications
      • A Sneak In Action
  • Outdoorsman Roles
    • Naturalist
      • Common Naturalist Maneuvers
      • A Naturalist In Action
    • Beast Handler
      • Understanding Animals
      • Companion Training
      • The Price Of Partnership
      • Common Beast Handler Maneuvers
      • Advanced Applications
      • A Beast Handler In Action
    • Athlete
      • Common Athlete Maneuvers
      • An Athlete In Action
  • Knowledge And Craft Roles
    • Healer
      • Recovery And Treatment
      • Common Healer Maneuvers
      • A Healer In Action
    • Loremaster
      • Information And Investigation
      • Common Loremaster Maneuvers
      • Advanced Applications
      • A Loremaster In Action
    • Tinker
      • Creation And Manipulation
      • Common Tinker Maneuvers
      • Advanced Applications
      • Tinkers In Action
  • Supernatural Roles
    • Adept
      • The Intuitive Path
      • The Price Of Power
      • An Adept In Action
    • Spellweaver
      • Binding The Powers
      • Advanced Applications
      • Spellweaver In Action
    • Conjuror
      • The Unseen
      • Contracts: The Art Of Spiritual Commerce
      • Abjuration
      • Compulsion
      • Summoning
      • Typical Maneuvers
      • A Conjuror In Action
  • Running The Game
    • Special Rules
      • Common Situations
      • Setting Difficulty
      • When To Roll
        • When There's Value In Failure
        • "So What Are My Odds?"
      • The Universal Answer
    • Pacing
      • Story And Planning
        • Scenes
        • Sessions
        • Campaigns
      • Campaign Considerations
      • Advancement
    • Wealth Management
      • Level-Based Wealth Abstraction
      • Barter
      • Traditional Currency Tracking
    • Hooks In Play
    • Traits
      • Behavioral Traits
      • Combat Traits
      • Area Effect Traits
      • Defensive And Vulnerability Traits
      • Spell-Specific Traits
      • Creating New Traits
  • Magick!
    • Adepts: Intuitive Power And Thematic Magic
      • Nontrivial Magic
      • Thematic Flexibility
    • Spellcraft: Academic Preparation And Formulaic Power
      • The Mechanics
      • Three Ways To Cast Spells
      • Counterspells
      • So What IS A "Spell"?
      • Spell Design
    • Conjuring: Contracts, Relationships, And Spiritual Power
      • Nature And Powers Of Unbound Spirits
        • The Spiritual Realm
        • The Nature Of Spirits
        • Spirit Classifications And Specialization
        • The Accords
        • Spiritual Interaction With The Physical World
        • Reaching Across The Veil
        • Achieving Physical Presence
    • Spells
      • Duration
      • Difficulty
      • Creating Spells
      • Example Spells
    • The Beyond
      • Layers Of Reality
      • Spiritual Geography
      • Astral Projection
      • Ethereal Travel (Teleportation)
      • Spiritual Anchors
      • Spiritual Hazards
      • Practical Applications
  • Safety Tools
  • Appendices
    • Quick Reference
    • Glossary
    • Example Character Builds
    • Threats And Obstacles
      • Beasts
        • Wolves
      • Spirits
        • Ghosts
          • Spectres
          • Shades
    • License
    • Make Your Own
    • Art Credits