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Ix · The Adventurer

Player Quick Reference

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

Damage Formula

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
  1. Declare the spell. Choose the spell, confirm a legal target, and verify you meet all listed prerequisites.
  2. Build the pool. Take the spell's listed Difficulty, then add characteristic dice, Mastery upgrades, and situational modifiers.
  3. Choose Overload (optional). Before rolling, you may increase risk to increase output.
  4. Pay strain. Suffer the listed strain cost, modified by talents or effects.
  5. Roll the check. Resolve Success, Failure, Boon, Bane, Breakthrough, and Calamity.
  6. Resolve the base effect. On at least one net success, the spell functions.
  7. Spend Empower symbols. Spend matching symbols to trigger listed enhancements.
  8. 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