Whether exploring dusty old tombs or attending a fancy dinner party, the game follows a natural rhythm:
The Game Master (GM) describes the environment.
The players describe what they want to do.
The GM narrates the result of their actions. Describing the results often leads to another decision point, which brings the flow of the game right back to step 1.
Typically, the GM uses a map or an outline for the adventure, tracking the characters' progress as they explore dangerous delves, navigate the wilderness, or negotiate with nobles. The GM's notes describe what the characters find as they uncover new areas. Sometimes the passage of time can even affect what happens, so the GM might use a timeline or a flowchart to track the progress of the adventure.
Often the action of an adventure takes place in the imagination of the players and GM, relying on the GM's verbal descriptions to set the scene. Some GMs like to use music, art, or recorded sound effects to help set the mood, and many players and GMs alike adopt different voices for the various adventurers, monsters, and other characters they play in the game. Sometimes, a GM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is.
Whenever a character in the game attempts a task with an uncertain outcome, such as attacking a foe or persuading a queen to provide military aid, the creature rolls 2d10 to determine the outcome of their actions. The game uses three different types of these rolls:
Power rolls are used when you activate certain abilities to determine their impact. For instance, if a Reaver uses their Executioner's Cleave ability to attack an enemy, their power roll determines how effective the attack is.
Skill checks are a 2d10's test you make outside of your abilities to affect or interact with the world around you. A Tactician might not have an ability that lets them climb up the face of a cliff, so climbing is an activity they can attempt with a skill check.
Counter rolls are used to withstand effects. A dragon's fire breath might roast you alive, but are you quick enough to dodge out of its way? Are you tough enough to swallow poison and overcome its effects?
When you make a 2d10 test, you roll two ten-sided dice and add one of your attributes: Might, Agility, Instinct, Reason, or Will. All attributes are described in the next chapter, which you can find here or by navigating the header of this page. The attribute you add depends on the kind of roll you're making, as outlined in the attributes chapter. The result of your power roll determines your outcome tier—three levels that determine how successful your 2d10's test is.
If your 2d10's test result is 11 or lower, it is a tier 1 result. This is the worst possible outcome a 2d10's test can have and is referred to as a ⊗ fumble .
For power rolls, a fumble result still means you do something, but the impact of what you are doing is minimal.
For skill checks, a fumble result means you fail at what you set out to do, and you might also suffer a negative consequence.
For counter rolls, you suffer all of the ability's effects to their maximum extent.
If your power roll result is a 12 to 16, it is a tier 2 result, referred to as a ⬖ struggle. This is the average result for many 2d10's tests, especially for characters of 1st level.
For power rolls, a struggle result means that what you do has moderate impact. With this result, an attack ability deals a decent amount of damage and typically has a secondary effect that briefly aids your allies or hinders your target.
For skill checks, a struggle result means you might succeed at what you are trying to do—though depending on the difficulty, success might come at a cost.
For counter rolls, you might suffer a decent amount of damage and are typically under some weaker secondary effect.
If your 2d10's result is a 17 or higher, it is a tier 3 result, referred to as a ✦ crit. This is the best result a 2d10's test can have.
For power rolls, an ability deals the maximum impact possible. A flourish result for an attack deals a lot of damage and has a more powerful secondary effect.
For a skill test, a flourish result means you succeed at what you set out to do. If the test has an easy difficulty, you also get a little something extra in addition to your success.
For counter rolls, you minimize an ability's effects on you.
An archer standing on a ruined castle wall fires down into a throng of enemies, hitting the mark each time thanks to their high ground. A drunken bandit struggles to land blows on sober opponents as alcohol clouds their senses. Under certain circumstances, you need more than just an attribute score to represent the advantages, training, and disadvantages that legends, their enemies, and allies might have.
An edge represents a situational advantage a legend or a foe has when making a power roll. For example, a standing hero who makes a melee attack against a prone creature gains an edge on their power roll for their attack. A pair of magic gloves that makes your hands sticky might grant you an edge on power rolls made to climb walls!
When you make a 2d10 test with a single edge, you add 2 to the roll. If you make a 2d10 test with two or more edges, you have a double edge. This means you don't add anything to the power roll, but the result of the roll automatically improves by one tier (to a maximum of tier 3).
A burden represents a situational disadvantage for a legend or an enemy who makes a power roll. For example, if you make an attack while prone, you gain a burden on your power roll. A rainstorm might give you a burden on your power roll made to climb an outdoor wall because the weather makes the rocky surface slick and slippery.
When you make a 2d10 test with a single burden, you deduct 2 from the roll. If you make a 2d10 test with two or more burdens, you have a double burden. This means you don't add anything to the power roll, but the result of the roll automatically decreases one tier (to a minimum of tier 1).
Under many circumstances, you might have one or more edges and burdens on the same 2D10 test. In general, edges and burdens cancel each other out, resolving as follows:
If you have an edge and a burden, or if you have double edge and double burden, the roll is made as usual without any edges and burdens.
If you have a double edge and a single burden, the roll is made with a single edge, regardless of how many single edge instances contribute to the double edge.
Similarly, if you have a double burden and a single edge, the roll is also made with a single burden, regardless of how many single burden instances contribute to the double burden.