Defences

When danger threatens a Hero, the Hero has two main options to resist its impact. The first is through reactions and the second is through armour.

Reaction Rolls

When a particular situation calls for a response from the Hero, the Narrator might call for a Reaction to see how they hold up.

  • On a miss, the Hero experiences the danger completely.
  • On a swing, the Hero can mitigate or offset some of the danger, but not escape it entirely.
  • On a hit, the Hero can ignore or negate the danger. 
  • On a crit, the Hero ignores the danger, and regains 1 Flare for every 6.

A player may only get one roll for any given reaction.

Dice Pools

The Narrator will tell the player to roll one of their Attributes based on the nature of the danger.  

  • Cunning: Shields against trickery and hidden snares
  • Wisdom: Guards the mind from confusion and deception
  • Grace: Deflects social blunders and subtle coercion
  • Valour: Steadies resolve against fear and intimidation
  • Agility: Evades sudden strikes and swift hazards
  • Brawn: Endures poison, crushing force, and sheer exertion

A Hero may add dice to their Reaction for each of the following:

  • They have a relevant resistance
  • They burn 2 flare
  • They tempt fate (giving the Narrator 1 Fate)

Villainy

Heroes do not normally roll danger dice with their reactions. Specifically, reactions should not take into account danger.

The exception is if the Hero has gloom, which represents the Hero’s lost morale. When a Hero Reacts and they have gloom, they will add some danger dice.

  • On a 1-3, the Hero’s Dark Urge fills them with bitter and unpleasant thoughts.
  • On a 4-6, the Hero’s Dark Urge has a chance to act out.

Armour

Armours are passive defences against specific types of harm. They will either protect against physical, elemental, or mystical harm.

If a player has a relevant Armour to a source of harm, they can simply spend this Armour to reduce the severity of the wound.