Four pages, meant to be printed and kept at the table. Everything here is also in the book - this is only the part you look up mid-roll. Generated from the same source the printed sheet uses.

20 Below at a Glance

Roll 2d10 under Element + Difficulty. Low is good.

2 - both dice showing 1 - is a critical success, whatever the target was.

20 - both showing 10 - is a catastrophic failure. The attempt fails, something else goes wrong on top of it, and in a fight you are Off Balance until the end of your next turn.

DifficultySomething that hard
0Nearly ImpossibleCatch an arrow out of the air mid-flight
1Extremely HardPick a masterwork lock with no tools, blindfolded
2Very HardScale a sheer, rain-slicked cliff face
3HardConvince a hostile guard captain to stand down
4ChallengingTrack a careful quarry through a rainstorm
5ModerateA tense but ordinary check under pressure
6Fairly EasyPick a simple lock with the right tools
7EasyClimb a sturdy rope with knots tied in it
8Very EasyRecall a well-known fact in your field
9Nearly TrivialWalk a straight line on level ground
10TrivialTie your own shoes

Advantage and Disadvantage

Advantage - roll 3d10, keep the lowest two

Disadvantage - roll 3d10, keep the highest two

Both are binary - three sources are worth one. They cancel one for one. Core roll only, never damage dice.

What Your Target Is Worth

Target58111417
Succeeds10%28%55%79%94%

One point of Difficulty is worth ~10 points of probability mid-curve, ~2 at the extremes.

Getting Around

MeleeContact, to ~1m
Close1-10m
Near10-50m
Far50m+

Movement Rate is 5 + Air in metres; you move in metres and the band follows. One move clears Melee into Close. A Normal action can spend both halves moving, for 2x.

Sprint - 5x Movement Rate, a Slow action, and the only thing you do that round. Ki can bump it to Normal (1) or Fast (2).

Weapon range - no penalty inside Normal, Disadvantage out to Long, no shot past it.


Training and Combat

Training Tiers

TierThe roll you make
0UntrainedDifficulty only. No Element.
1TrainedElement + Difficulty
2AdeptElement + Difficulty, at Advantage
3ExpertAs Adept, and a 2 or 3 is a critical success
4MasterAs Expert, and a catastrophic failure gets one reroll, which can only soften it to an ordinary failure

In a Fight

The round

Roll Initiative, declare your Action Bracket, act in order. Fast goes first, Slow goes last.

BracketActions
Fast1You go first, and that is all you do
Normal2A move and an attack, usually
Slow1You go last. One empowered action: Aim (Advantage), a Called Shot, Study a Target, and more

Spend 1 Ki per step to bump the Bracket you declared - Slow to Normal, or Normal to Fast.

Attacking

Step one - 2d10 under Element + Difficulty vs. their Defense. Roll low.

Step two - your Damage in d10, each die separately against their Wall. Roll high.

The WallsStops
SoakPhysical attacks
PresenceSocial attacks
PsycheMental attacks

A critical hit sends half your dice through with no roll and no wall to beat, rounded up. The rest roll, and each adds your Klotho.

Ki Infusion - roll the damage dice first, then spend 1 Ki per die to add your matching sub-stat to that die. Ferocity for Physical, Presence for Social, Psyche for Mental.

Ki

Ki = your strongest Element + 8


Social Attacks

Defense differs by attack: 10-Atropos physical, 10-Psyche social, 10-Presence mental.

Moira never carries a Physical attack, but it carries a Social or a Mental one.

Same two steps as any attack. Element vs their Social Defense (10-Psyche) to land it, then dice one at a time vs their Presence, rolling high. Each connecting die costs a Poise. Ki Infusion adds your Presence.

The dice are your training in whatever Skill you are using.

0Untrained1 die
1Trained3
2Adept4
3Expert5
4Master6

The Skill picks the Element too. Fire carries Ridicule, Intimidation, Persuasion, Public Speaking, Performance and Leadership. Water carries Deception. Moira carries Insight.

Charm and Seduction are not attacks - they win someone over rather than take them apart.

Mental attacks need a Gift. There's no unarmed version - that's the rule, not a gap.

Conditions

DyingHealth below 0. Unconscious and out of the fight; only more damage makes it worse
Off BalanceEverything at Disadvantage until the end of your next turn. Doesn't stack
DistractedAtropos + Difficulty to hold a Slow action together
SurprisedEverything at Disadvantage for the round
FlusteredPoise hit 0. Social rolls at Disadvantage for the scene
HumiliatedPoise below 0. You defer and comply
OverwhelmedSanity hit 0. Disadvantage on everything, plus a temporary Mental scar effect
ShatteredSanity below 0. Panicky and babbling; you have to be led
ExhaustedStacks 1-5: Disadvantage on Physical, then on all, then half Move and no Fast, then +1 per Ki spend, then out cold

Ki, Fate and At Zero

Ki

Ki = your strongest Element + 8

Fate Tokens

You gain one from
NaturePlaying to it when it costs you something
FlawsEither side invoking one in a scene
DisadvantageTaking it voluntarily on a roll
Sunrise1 per day
Milestone1 to every PC when the group clears a real hurdle
The GMFor good play, whenever they like
Spend one to
Overcome a FlawIt doesn't apply for the rest of the scene
Automatic SuccessOne roll succeeds outright, no dice
Shrug Off an EffectClear a condition for a moment
Refill KiYour whole pool, right now
Get Back UpUp at 1 Health Level, even while out cold

Hold at most (Stamina x 3) + 1. Make at most Stamina + 1 counted spends per Scene - a Kotodama, or burning off Corruption; the spends above don't count. A Token earned at the cap is lost.

Kotodama - assert a fact into the world. Cost is Magnitude + Range beyond yourself + Plausibility (Whisper 0, Murmur +1, Shout +3), and permanent is free.

At Zero and Below

Every Vital runs as far below zero as it runs above it.

At 0Below 0At the bottom
HealthUnconsciousDyingDead
PoiseFlusteredHumiliatedResets to 0, costs a Sanity
SanityOverwhelmedShatteredResets to 0, temporary Mental scar effect

An unnamed NPC who reaches 0 is out of the fight and the story - dead or down is the GM's call.

Resting

Short RestFull Night
Healthhalf your Health, round upfull
Poisehalf your Presence, round upfull
Sanityhalf your Psyche, round upfull
Kiyour Klothofull

Below 0 the rates stop. Health gets nothing from a Short Rest and exactly one Level from a full night. Poise and Sanity go back to 1 on either rest, or for 1 Ki.