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Player Handbook

Everything you need to play: the Roll, building a character, the Trees, combat, equipment and progression.

Combat

Combat has no resolution rules of its own. The RollsRule wordRoll2d12 + one Characteristic + one Aptitude, measured against a DC, an AC or an Opposed Roll. are the same ones you make everywhere else. What it adds is an order of play and a budget per turn.

Your turn

On your turn you have four things. They are independent: not spending one does not give you another.

One ActionRule wordActionThe main action of your turn. You have one per turn.
Most Skills are played here, starting with AttaquerBase ActionAttaquerActiveVous portez une Attaque contre une créature à portée, avec une arme équipée ou à mains nues. Effectuez le Jet que l'arme indique contre la CA de la cible. En cas de réussite, elle subit les dégâts de l'arme, augmentés de la Caractéristique…Open the entry →.
One Bonus ActionRule wordBonus ActionA quick action taken during your turn. You have one per turn. Usually reserved for Skills that say so.
A quick action, usually reserved for Skills that say so. It does not replace the Action, and nothing converts one into the other.
One movement
Your Speed, 9 metres by default. Split it freely before, during and after your actions.
One ReactionRule wordReactionAn action played outside your turn, in response to a trigger. You have one per turn.
Outside your turn, when a rule gives you a trigger. It comes back at the start of your next turn.

Distance

Everything is counted in steps of 1.5 metres. Contact is 1.5 metres, a reach weapon carries 3 metres, and the usual ranged distances are 9, 12 and 18 metres.

You may break your movement as often as you like within your turn, so long as the total stays inside your Speed.

Your Speed can fall to 0, and several states manage it. MovementRule wordMovementThe distance you cover on your turn, up to your Speed. of 0 does not stop you acting: you keep your Action, your Bonus Action and your Reaction.

Initiative

At the start of a fight, each player character rolls:

1d4 + Dexterity

Play runs from the highest result down to the lowest. Players win ties against their opponents, and settle ties among themselves however they like.

The die is deliberately small. A gap in DexterityCharacteristicDexterityThe character's coordination and precision, in gesture as in movement. weighs heavily in this order, more than in any other Roll in the game.

The order holds for the whole fight. It is not rolled again each round.

Two variants

The GM may roll once for a group of identical creatures, and separately for each major creature. That shortens a fight with many opponents without changing any rule.

They may also group allied positions that run together with no opponent between them. Allies in one block then interleave their movement and their actions. Each keeps their own start and end of turn, which matters for anything that triggers there, and Reactions interrupt as normal.

Attacking

The AttaquerBase ActionAttaquerActiveVous portez une Attaque contre une créature à portée, avec une arme équipée ou à mains nues. Effectuez le Jet que l'arme indique contre la CA de la cible. En cas de réussite, elle subit les dégâts de l'arme, augmentés de la Caractéristique…Open the entry → action makes one attack with an equipped weapon or unarmed.

Make the Roll the weapon states against the target’s ACRule wordACArmour Class, the total an Attack has to reach to hit you.. On a success the target takes the weapon’s damage, increased by the CharacteristicRule wordCharacteristicOne of a character's six core scores. It makes up half of every Roll. that Roll used.

That Characteristic always adds. It is the same one on both sides of the calculation: whatever let you hit is what makes the blow land harder.

Unarmed, a Strike resolves on a Strength + Melee Roll, at 1.5 metres, for 1d4 + Strength damage.

What a weapon states

Every weapon prints its own line, and that line is what counts:

  • the Characteristic and the AptitudeRule wordAptitudeA field of know-how. It makes up half of every Roll. of its Roll;
  • one range, and only one;
  • its damage dice and damage type;
  • its properties.

A target beyond the range cannot be attacked. No general rule lets you shoot further by accepting a penalty; that takes a property saying so.

Everything unusual a weapon does goes through a named property printed on it. A FinesseAptitudeFinesseLanding a precise blow with a weapon suited to it, such as a dagger or a rapier. weapon lets you swap Strength + Melee for Dexterity + Finesse. Two Light weapons, one in each hand, open an attack as a Bonus Action.

Armour Class

AC is the number an attack has to reach to hit you. With no armour:

AC = 12 + Dexterity

Worn armour erases that formula and imposes its own. It never adds to 12. This is the rule most often forgotten.

Only one base formula applies at a time, the one on the piece in the Armour slot. Shields and other explicit modifiers are added afterwards, on top of the result.

  1. Take your armour’s formula, or 12 + Dexterity if you wear none.
  2. Add the shield.
  3. Add the other explicit modifiers, piece by piece.

An example. Unarmoured with Dexterity +3, your AC is 15. Put on armour rated 14 + Dexterity and it becomes 17, not 29. Add a targe and it reaches 18.

Each armour prints its own formula, and some cap the Dexterity they let you count or demand a minimum StrengthCharacteristicStrengthThe character's physical power, the kind that lifts, pushes and strikes.. Read the piece: it carries its constraints.

Dropping to 0 HP

Your HPRule wordHPHit Points, what a creature can take. At 0, it falls into Agonie. never falls below 0. A creature that reaches it gains AgonieStatesAgonieDebuff · ×3Une créature tombée à 0 PdV gagne Agonie 3. Ses PdV ne descendent pas sous 0. Tant qu'elle subit Agonie, elle est À terre et ne peut pas se relever. Elle ne peut jouer aucune Action, Action Bonus ni Réaction qui coûte de l'Énergie. À la… 3 and begins to die.

The counter drops by 1 at the end of each of its turns, but not during the turn it received it. So it has three of its own turns before the end. Taking damage costs it another, at most once per enemy action.

At 0, the creature dies.

Throughout, it is À terreStatesÀ terreDebuffUne créature À terre est au sol. Elle ne peut que ramper, pour la moitié de sa Vitesse. Ses Attaques subissent 1 Désavantage. Les Attaques faites contre elle à 1,5 m ou moins gagnent 1 Avantage ; celles faites de plus loin subissent 1… and cannot get up, and it can no longer play anything that costs EnergyRule wordEnergyThe reserve that pays the cost of Skills..

Getting someone up

Any healing that restores at least 1 HP ends AgonieStatesAgonieDebuff · ×3Une créature tombée à 0 PdV gagne Agonie 3. Ses PdV ne descendent pas sous 0. Tant qu'elle subit Agonie, elle est À terre et ne peut pas se relever. Elle ne peut jouer aucune Action, Action Bonus ni Réaction qui coûte de l'Énergie. À la… immediately. The counter does not linger: one point restored is enough, whatever its size.

With no magic and no potion, an Action and a successful IntelligenceCharacteristicIntelligenceThe character's ability to analyse, remember, learn and deduce. + MedicineAptitudeMedicineTreating a wound, operating, diagnosing an ailment or working out what a creature died of. Roll against a DCRule wordDCThe difficulty a Roll has to reach, set by the GM or by a rule. of 20 restores 1 HP, which ends the state.

Either way the creature stays À terreStatesÀ terreDebuffUne créature À terre est au sol. Elle ne peut que ramper, pour la moitié de sa Vitesse. Ses Attaques subissent 1 Désavantage. Les Attaques faites contre elle à 1,5 m ou moins gagnent 1 Avantage ; celles faites de plus loin subissent 1…. Getting up costs half its movement, on its turn.

Three turns is short but it is not instant. A downed ally is a problem to solve during the fight rather than after it, and they stay one even if nobody hits them again.

States

A state is a named condition that changes the rules while it lasts. Its entry says what it does and how it ends. When the entry leaves its duration, its DC or its damage unset, the Skill or item that applies it gives them.

Some carry an Intensity, written after their name, such as CombustionStatesCombustionBuff · ×5Combustion s'accumule sur vous jusqu'à 5. Lorsque vous effectuez un Jet de dégâts qui inflige des dégâts de Feu, ajoutez 1 dégât par Combustion que vous portez. 3. Reapplying the same state keeps the highest Intensity, unless its text says they add up.

For an improvised consequence the GM needs no written state. They may grant an AdvantageRule wordAdvantageAdds a d12 to the Roll. Keep the two highest dice. An Advantage and a Disadvantage cancel out. or a DisadvantageRule wordDisadvantageAdds a d12 to the Roll. Keep the two lowest dice. A Disadvantage and an Advantage cancel out. until the fiction brings it to a sensible end.