The Six Dice
| Die |
Type |
Shape |
Positive / Negative |
| Boon Die |
Situational advantage |
d6 |
Positive |
| Bane Die |
Situational disadvantage |
d6 |
Negative |
| Ability Die |
Base characteristic pool |
d8 |
Positive |
| Trial Die |
Base difficulty |
d8 |
Negative |
| Mastery Die |
Trained skill pool |
d12 |
Positive |
| Crisis Die |
Upgraded difficulty |
d12 |
Negative |
Symbol Pairs
| Symbol |
Cancels |
Effect |
| Success |
Failure |
Net Successes = task accomplished |
| Failure |
Success |
Zero net Successes = task fails (ties fail) |
| Boon |
Bane |
Positive secondary effect |
| Bane |
Boon |
Negative secondary effect / complication |
| Breakthrough |
(never cancelled) |
+1 + exceptional positive effect; always triggers |
| Calamity |
(never cancelled) |
+1 + exceptional negative effect; always triggers |
Die Face Summary
Boon Die · Bane Die (d6)
| Faces |
Boon Result |
Bane Result |
| 1–2 |
Blank |
Blank |
| 3 |
|
|
| 4 |
|
|
| 5 |
|
|
| 6 |
|
|
Ability Die · Trial Die (d8)
| Faces |
Ability Result |
Trial Result |
| 1 |
Blank |
Blank |
| 2–3 |
|
|
| 4 |
|
|
| 5–6 |
|
|
| 7 |
|
|
| 8 |
|
|
Mastery Die · Crisis Die (d12)
| Faces |
Mastery Result |
Crisis Result |
| 1 |
Blank |
Blank |
| 2–3 |
|
|
| 4–5 |
|
|
| 6–8 |
|
|
| 9 |
|
|
| 10–11 |
|
|
| 12 |
|
|
Building a Dice Pool
| Step |
What to Do |
| 1. Find the higher |
Compare your Characteristic and Skill rank. The higher number = total positive dice (all start as Ability Dice). |
| 2. Upgrade |
Replace a number of Ability Dice with Mastery Dice equal to the lower of the two ratings. |
| 3. Add situational dice |
Favorable conditions, talents, or assistance → add Boon Dice. Unfavorable conditions → add Bane Dice. Both may be in the pool at once. |
| 4. GM sets difficulty |
GM adds Trial Dice (and may upgrade some to Crisis Dice for volatility). |
| Pool limit |
Maximum 12 dice total after all modifiers. |
Pool Examples
Characteristic 3, Skill 2: Start with 3 Ability Dice (3 is higher), upgrade 2 (skill is lower). Pool:
Characteristic 2, Skill 4: Start with 4 Ability Dice (skill is higher), upgrade 2 (characteristic is lower). Pool:
Untrained (Skill 0): Roll Ability Dice equal to Characteristic only. No upgrades.
Difficulty
| Level |
Dice |
When to Use |
| Simple |
— |
No roll; success is automatic |
| Easy |
|
Routine with some risk |
| Average |
|
Standard challenges under pressure |
| Hard |
|
Demanding; real skill required |
| Severe |
|
Expert-level; failure is real |
| Extreme |
|
Near-impossible feats |
Upgrading a Trial Die to a Crisis Die adds volatility (more Banes, Failures, and Calamity risk) without increasing the difficulty count.
Attack Difficulty
| Attack |
Default Difficulty |
| Melee / Unarmed at Engaged |
Average |
| Ranged at Engaged |
Easy + 1 |
| Ranged at Short |
Easy |
| Ranged at Medium |
Average |
| Ranged at Long |
Hard |
| Ranged at Extreme |
Severe |
Weapon Damage + net Successes beyond 1 − Resistance = Wounds (minimum 0)
Resistance = ½ Might (rounded up) + armor.
If Resistance equals or exceeds the damage, the hit causes 0 Wounds.
Range Bands
| Band |
Description |
Move Cost |
| Engaged |
Melee range (within arm's reach) |
— |
| Short |
Across a room or small area |
1 Maneuver |
| Medium |
Across a battlefield or large hall |
1 Maneuver |
| Long |
Distant but visible |
2 Maneuvers |
| Extreme |
At the limit of perception or capability |
2 Maneuvers |
Moving between any two adjacent bands costs 1 Maneuver, except Medium→Long and Long→Extreme which cost 2.
Your Turn in Combat
| Type |
Limit |
Examples |
| Action |
1 per turn |
Attack; Cast Spell; Defensive Guard; Skill Check; Use Item; Assist |
| Maneuver |
1 free (2nd costs Action or 2 Strain) |
Move; Aim; Catch Breath; Guarded Talent; Draw/Stow; Take Cover; Stand Up |
| Quick Actions |
Unlimited |
Speaking a sentence; dropping an item; glancing around; reactive talent triggers |
Second Maneuver costs your Action for the turn or 2 Strain. You may never take more than two Maneuvers in one turn.
Boon Spend Guide
| Cost |
Effect |
| 1 |
Recover 1 Strain; small positional advantage; keep hold of an item; +1 to the next related check |
| 2 |
Knock target off balance; perform a free Maneuver; assist an ally; learn a useful detail; recover 2 Strain |
| 3+ |
Alter the scene; additional hit on nearby enemy; called shot; disarm or inflict Prone; bypass a complication |
Unused Boons: Spend 1 Boon to recover 1 Strain. Boons are never wasted; this is the floor.
Bane Spend Guide (GM applies)
| Cost |
Effect |
| 1 |
Minor setback; lose position; suffer Strain; brief delay |
| 2 |
Complication; lose a resource; expose a vulnerability; grant enemy advantage |
| 3+ |
Major complication; introduce a new threat; escalate danger |
Story Points
| Resource |
Start of Session |
Spend to… |
When Spent, Flips to… |
| Fortune Point (players) |
1 per player |
Upgrade 1 Ability Die → Mastery Die; activate a Breakthrough; introduce a minor narrative detail |
GM Peril Point |
| Peril Point (GM) |
1 for GM |
Upgrade 1 Trial Die → Crisis Die; activate a Calamity; introduce a complication |
Player Fortune Point |
Only one Fortune Point may be spent per check. Both pools refresh at the start of every session.
Derived Values
| Value |
Formula |
| Wound Points |
Species Wound base + Might; maximum Wounds |
| Strain Points |
Species Strain base + Willpower |
| Resistance |
½ Might (rounded up) + armor |
| Melee Defense |
0 + modifiers from talents/equipment |
| Ranged Defense |
0 + modifiers from cover/talents |
| Initiative (On Watch) |
Savvy + Perception |
| Initiative (Surprised) |
Willpower + Readiness |
End-of-Encounter Recovery
| What |
How Much Recovers |
When |
| Strain |
Willpower |
End of any structured encounter |
| Strain |
Willpower |
15-minute short rest; stacks with end-of-encounter recovery |
| Wounds |
Might |
Full night's rest |
| Fortune Points |
Full refresh (1 each) |
Start of next session |
| Once-per-encounter talents |
All reset |
End of encounter |
| Once-per-scene talents |
All reset |
End of scene |
| Once-per-session talents |
All reset |
Start of next session |
If incapacitated by Strain: recover only half Strain Points (rounded down) on full rest instead of full recovery.
Critical Injuries
| Trigger |
Effect |
| Wounds reach 0 or below |
Roll d100 + 10 per existing Critical Injury on target (table: Chapter Twelve) |
| Attacker spends a on an attack |
Roll d100 + 10 per existing Critical Injury on target (table: Chapter Twelve) |
| Net Boons ≥ weapon Crit rating, spent to inflict one |
Same |
| Attack causes at least 1 Wound or 1 Strain while already incapacitated |
Same |
Severity bands: Minor 01–30, Moderate 31–60, Severe 61–85, Deadly 86–100, Mortal 101+. A result of 141 or higher is Killed: instant death, no check applies. The GM Guide (Chapter Nine) holds the canonical table.
Ix Skill List — All 34 Skills
| Skill |
Characteristic |
Category |
One-Line Use |
| Unarmed |
Might |
Combat |
Punches, kicks, grapples, throws |
| Light Melee |
Might |
Combat |
One-handed weapons: daggers, rapiers, hand axes |
| Heavy Melee |
Might |
Combat |
Two-handed weapons: greatswords, polearms, warhammers |
| Light Ranged |
Agility |
Combat |
Bows, slings, thrown weapons, hand crossbows |
| Heavy Ranged |
Agility |
Combat |
Heavy crossbows, braced or crewed ranged weapons |
| Athletics |
Might |
Physical |
Climbing, swimming, sprinting, lifting, forcing movement |
| Reflexes |
Agility |
Physical |
Balance, tumbling, dodging, precise body control |
| Fortitude |
Might |
Physical |
Resisting fatigue, pain, poison, disease, harsh environments |
| Stealth |
Agility |
Physical |
Moving unseen or unheard, hiding, shadowing |
| Perception |
Savvy |
Awareness |
Noticing details, spotting hidden things, reading surroundings |
| Readiness |
Willpower |
Awareness |
Acting under pressure, resisting surprise and fear |
| Discipline |
Willpower |
Awareness |
Mental resistance, resisting compulsion, fear, and psychic effects |
| Survival |
Savvy |
Awareness |
Tracking, foraging, navigation, wilderness travel, animal handling |
| Subterfuge |
Agility |
Awareness |
Lockpicking, sleight of hand, disabling traps, escaping bonds |
| Streetwise |
Savvy |
Awareness |
Criminal networks, black markets, illicit contacts |
| Lore |
Intellect |
Knowledge |
History, cultures, institutions, interpreting clues |
| Secret Lore |
Intellect |
Knowledge |
Forbidden knowledge, occult traditions, banned magic, Ancient lore |
| Adventuring Lore |
Intellect |
Knowledge |
Ruins, monster behavior, trap patterns, relic identification |
| Planar Lore |
Intellect |
Knowledge |
Cosmology, planes, divine geography, Silver Road theory |
| Rifts |
Intellect |
Knowledge |
Identifying, reading, and safely transiting wild planar rifts |
| Medicine |
Intellect |
Technical |
Treating injury, diagnosing conditions, aiding recovery |
| Natural Philosophy |
Intellect |
Technical |
Natural laws, engineering theory, chemistry, systematic analysis |
| Craft |
Intellect |
Technical |
Building, repairing, modifying, appraising objects and structures |
| Riding |
Agility |
Operation |
Controlling mounts under pressure; mounted combat |
| Piloting |
Agility |
Operation |
Flying ships and large arcane vessels |
| Operate |
Agility |
Operation |
Wagons, river craft, standard sailing vessels |
| Charm |
Charisma |
Social |
Winning people over; performance, oratory, entertainment |
| Deception |
Charisma |
Social |
Lying, misdirection, false identities, scams |
| Negotiation |
Charisma |
Social |
Bargaining, diplomacy, trade, compromise |
| Leadership |
Charisma |
Social |
Commanding, rallying, inspiring, organizing groups |
| Intimidation |
Willpower |
Social |
Threats, interrogation, pressure, dominance |
| Arcana |
Intellect |
Casting |
Mortal-tradition spellcasting; structured arcane technique |
| Divine |
Willpower |
Casting |
Faith-channeled divine spellcasting; requires a patron deity |
| Primal |
Savvy |
Casting |
Instinct-driven elemental and wild spellcasting |
Talent Pyramid
| Tier |
XP Cost |
Purchase Prerequisite |
Notes |
| 1 |
5 XP |
None |
Available at creation; free starting talent (Tier 1) at creation |
| 2 |
10 XP |
2 Tier 1 talents owned |
Available at creation |
| 3 |
15 XP |
2 Tier 2 talents owned |
Not available at creation; play to unlock |
| 4 |
20 XP |
2 Tier 3 talents owned |
Play only |
| 5 |
25 XP |
2 Tier 4 talents owned |
Play only |
Ranked talents may be purchased multiple times. Choose One talents may be purchased multiple times with a different choice each time.
Skill XP Costs
| New Rank |
Profession Skill |
Out-of-Profession |
| 1 |
5 XP |
10 XP |
| 2 |
10 XP |
15 XP |
| 3 |
15 XP |
20 XP |
| 4 |
20 XP |
25 XP |
| 5 |
25 XP |
30 XP |
Ranks 3–5 cannot be purchased at character creation. No starting skill above rank 2.
Characteristic XP Costs (Creation Only)
| New Rating |
XP Cost |
| 2 |
20 XP |
| 3 |
30 XP |
| 4 |
40 XP |
Costs are paid one step at a time. After creation, characteristics only increase through Growth (Tier 3) or Greater Growth (Tier 4) talents.
Common Conditions
| Condition |
Effect |
Ends |
| Staggered |
No Actions this turn; may Maneuver |
Start of next turn |
| Disoriented |
+1 Bane Die to all checks (Disorient X = X rounds) |
Per source / end of next turn |
| Immobilized |
Cannot take movement Maneuvers; may act in place |
Source resolves / end of next turn |
| Prone |
Ranged attacks against add 1 Bane; melee attacks against add 1 Boon |
Maneuver to stand |
| Silenced |
Cannot speak or communicate vocally |
Source resolves / end of next turn |
| Restrained |
Immobilized; +1 Bane to free-movement checks |
Escape or end restraint |
| Bleeding |
Ongoing Wounds as listed; default 1 per turn |
Action + Average Medicine |
| Immolation |
On fire; 2 Wounds at start of each turn |
Action to extinguish |
| Hidden |
Attacks against add 1 Bane; first attack/escape from concealment adds 1 Boon |
Reveal, attack, make noise, or be found |
| Frightened |
+1 Bane Die to checks against the source or made in its presence; cannot voluntarily move closer to it |
End of encounter, source defeated or out of sight one round, ally steadies you, or a fear-removing effect |
| Demoralized |
Minion group / Elite form of Frightened; will not advance, +1 Bane to attacks, Action spent withdrawing, surrendering, or defending |
Leader's Leadership check, source gone, or end of encounter |
Fear check: a source with a Fear rating 1-4 forces one Readiness check (sudden shock) or Discipline check (sustained dread) per source per scene, difficulty equal to the rating (1 Easy, 2 Average, 3 Hard, 4 Severe). Failure = Strain equal to the rating and Frightened; success with two or more net = 1 Strain only; also Staggered; = immune to that source for the session. Full rule: Chapter Thirteen.
Faith Talent Summary
Prerequisite for all faith talents: Divine 1+ and an active patron deity.
| Alignment |
Assigned Deities |
Talent Tree (Tier 1–4) |
| Positive |
Echo, Jula, Themela, Thulgard, Jusannia, Zopha, Bridhel, Hesira, Nyxollox, Kraut, Talbar, Caminus, Bronthe, Bethsia |
Sacred Ward · Voice of Comfort · Living Light · Divine Shelter |
| Neutral |
Pollaran, Fujin, Ryujin |
Balanced Bearing · Edge of the Moment · Tested Resolve · Weight of Consequence |
| Negative |
Oshala |
Iron Authority · Demanded Obedience · Instrument of Order · Absolute Decree |
Each deity also offers one signature Tier 1 talent available only to devoted characters.
Adventurer Tree Summary
Open to any character; no species, Background, or Career restriction. Ranks are bought in order for 5 / 10 / 15 / 20 / 25 XP (75 XP for a full tree). Rank 1 counts as a Tier 1 talent, ranks 2 to 5 as Tier 2 to Tier 5.
| Tree |
Prerequisite |
Ranks 1–5 |
| Warrior |
Heavy Melee 1+ |
Set Footing · Weight of Arms · Second Strike · Armored Veteran · Storm the Line |
| Blade |
Light Melee 1+ |
Point Control · Riposte Drill · Take the Measure · Disarming Turn · Unanswerable |
| Marksman |
Light Ranged 1+ or Heavy Ranged 1+ |
Steady Aim · Practiced Reload · Ranging Shot · Long Shot · Killing Shot |
| Shield |
None |
Shield Trained · Interpose · Covering Stance · Take the Hit · Hold Fast |
| Rogue |
Subterfuge 1+ |
Lockwise · Trapwise · Slip the Net · Find the Seam · Ghost in the House |
| Trailbreaker |
Survival 1+ |
Tracker's Eye · Ground Read · Set the Camp · Live off the Land · The Way Through |
| Envoy |
Charm 1+ or Negotiation 1+ |
Read the Room · Right Words, Right Person · Hold the Floor · Words That Move · The Deal on the Table |
| Scholar |
Lore 1+ or Natural Philosophy 1+ |
Cross-Reference · Field Identification · Brief the Party · Identify the Work · The Right Book |
Planar Tree Summary
Same XP ladder and the same Tier mapping as the Adventurer trees. Full entries: Chapter Seven.
| Tree |
Prerequisite |
Ranks 1–5 |
| Rift-Walker |
Rifts 1+ |
Rift Sense · Hardened Traveler · Read the Tear · Emergency Anchor · Rift Walker |
| Planar Endurance |
None |
Acclimated · Planar Constitution · Dimensional Footing · Sustained Presence · Plane Walker |
| Mounted Combat |
Riding 1+ |
Saddle Fighter · Warborn · Charging Strike · Ride Through · Living Weapon |
| Flying Ship Crew |
Piloting 1+ or Operate 1+ |
Crew Sense · Hard Turn · Ship's Heart · Battle Helm · Master of Skies |
| Ship's Gunner |
Heavy Ranged 1+ or Operate 1+ |
Weapons Station · Gun Sense · Precision Load · Broadside Timing · Dead Shot |
| Assassin |
Stealth 1+ |
Killer's Approach · Study the Quarry · Find the Gap · Clean Kill · Nowhere to Be |
| Sky Fighter |
A species with Flight |
Height's Advantage · Dive Strike · Aerial Evasion · Strafing Pass · Apex Predator |
| Brawler |
Unarmed 1+ |
Iron Grip · Punishing Hold · Brawler's Instinct · Stunning Strike · Unfettered Force |
Tradition Talent Costs (Magic Access)
| Tradition |
Prerequisites |
Rank XP Cost |
Total (1–5) |
| Theomancer |
Arcana 1+, Divine 1+ |
5 / 10 / 15 / 20 / 25 |
75 XP |
| Necromancer |
Arcana 1+, Primal 1+ |
5 / 10 / 15 / 20 / 25 |
75 XP |
| Shaman |
Divine 1+, Primal 1+ |
5 / 10 / 15 / 20 / 25 |
75 XP |
| Archmage |
Arcana/Divine/Primal 3+ (one at 5+); Theomancer/Necromancer/Shaman 2+ (one at 5+) |
5 / 10 / 15 / 20 / 25 |
75 XP |
Combined tradition casting skill = floor of average of the two prerequisite skills. High Magic = lowest of all three.
Casting Quick Reference
Every value below is taken from Chapter Nine, Casting Rules. Spell entries and the full Spell Index live in that chapter.
Casting Workflow
- Declare the spell. Choose the spell, confirm a legal target, and verify you meet all listed prerequisites.
- Build the pool. Take the spell's listed Difficulty, then add characteristic dice, Mastery upgrades, and situational modifiers.
- Choose Overload (optional). Before rolling, you may increase risk to increase output.
- Pay strain. Suffer the listed strain cost, modified by talents or effects.
- Roll the check. Resolve Success, Failure, Boon, Bane, Breakthrough, and Calamity.
- Resolve the base effect. On at least one net success, the spell functions.
- Spend Empower symbols. Spend matching symbols to trigger listed enhancements.
- Resolve fallout. Banes and Calamity create cost, complication, or consequence. A Mishap entry, where the spell has one, is that working's specific Calamity outcome.
Spell Tiers Unlock by Skill Rank
| Tradition Skill Rank |
Tier Unlocked |
| Rank 1 |
Cantrips and Apprentice |
| Rank 2 |
Journeyman |
| Rank 3 |
Adept |
| Rank 4 |
Master |
Every spell at your current tier or below is available to you; there is no selection step and no daily spell limit. Rank 5 unlocks no new tier. Theomancy, Necromancy, and Shamanism spells also require the matching tradition talent, and High Magic requires Archmage.
Strain and Difficulty
| Strain |
Typical Working |
| 1 |
Minor workings, reflexive effects, cantrip-tier magic |
| 2 |
Standard spellcasting; the default cost for most practical magic |
| 3 to 5 |
Powerful, sustained, wide-reaching, or forcefully compressed effects |
Strain is what the spell costs you. Difficulty is what it costs the roll, and it rises when a spell exceeds what should be free at its tier: more damage, wider targeting, longer duration, stronger control, added utility, or effects that bend action economy or scene logic. A low-difficulty spell may still be exhausting, and a high-difficulty spell may be efficient but unstable.
Range and Duration Codes
| Code |
Meaning |
SELF |
Self |
TCH |
Touch |
ENG |
Engaged |
SHRT |
Short |
MED |
Medium |
LONG |
Long |
EXT |
Extreme |
INST |
Instant |
RND |
One round / until stated round endpoint |
ENC |
Encounter |
SCN |
Scene |
UTL |
Until ended / until condition is met |
Overload, Dispel, Resist, Concentration, Ritual
- Overload — chosen before the roll; adds the option's Trial Die on top of whatever difficulty the spell already has, so a Difficulty 2 spell with one Overload option selected is Difficulty 3 for that cast.
- Dispel — any spell with a duration longer than Instant can be ended from outside by any caster using any casting skill they possess, against the spell's listed Dispel difficulty plus the original caster's net successes; the attempt costs strain whether it lands or not, and the original caster may end their own spell as an out-of-turn Quick Action at no cost.
- Resist — a target bound, compelled, cursed, or controlled by an ongoing spell may attempt the spell's listed resist check as a Maneuver at the end of each of their turns after the round it was cast, at a difficulty equal to the caster's original net successes, minimum 1 and maximum 5.
- Concentration — only one Concentration spell may be active at a time and casting a second spell ends it; Wounds suffered force a check built from the linked casting characteristic alone at a difficulty equal to the Wounds suffered, minimum 1 Trial Die and maximum 5; any Calamity ends it outright, and an attacker may spend a Breakthrough to collapse it instead of triggering a Critical Injury.
- Ritual — a spell carrying a Ritual box may be worked slowly instead of cast, and that box is the rule: it states the extended casting time, any change to difficulty and Strain, the altered effect, and any requirements. A spell with no Ritual box cannot be ritualized.
Starting Character Summary
| Element |
Limit |
| Starting XP |
Species starting XP (Human 110 XP; others listed in Chapter Four) |
| Max skill at creation |
Rank 2 |
| Free starting talent |
1 Tier 1 (no XP cost) |
| Talent tiers available at creation |
Tier 1 and Tier 2 only |
| Talent tree ranks at creation |
Ranks 1 and 2 only; rank 3 and higher require play |
| Free characteristic swap at creation |
Raise one by +1, lower another by −1 (min 1, max 4) |
| Starting gear funds |
2d10 gold flargons + career package |