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.
| Difficulty | Something that hard | |
|---|---|---|
| 0 | Nearly Impossible | Catch an arrow out of the air mid-flight |
| 1 | Extremely Hard | Pick a masterwork lock with no tools, blindfolded |
| 2 | Very Hard | Scale a sheer, rain-slicked cliff face |
| 3 | Hard | Convince a hostile guard captain to stand down |
| 4 | Challenging | Track a careful quarry through a rainstorm |
| 5 | Moderate | A tense but ordinary check under pressure |
| 6 | Fairly Easy | Pick a simple lock with the right tools |
| 7 | Easy | Climb a sturdy rope with knots tied in it |
| 8 | Very Easy | Recall a well-known fact in your field |
| 9 | Nearly Trivial | Walk a straight line on level ground |
| 10 | Trivial | Tie 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
| Target | 5 | 8 | 11 | 14 | 17 |
|---|---|---|---|---|---|
| Succeeds | 10% | 28% | 55% | 79% | 94% |
One point of Difficulty is worth ~10 points of probability mid-curve, ~2 at the extremes.
Getting Around
| Melee | Contact, to ~1m |
| Close | 1-10m |
| Near | 10-50m |
| Far | 50m+ |
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
| Tier | The roll you make | |
|---|---|---|
| 0 | Untrained | Difficulty only. No Element. |
| 1 | Trained | Element + Difficulty |
| 2 | Adept | Element + Difficulty, at Advantage |
| 3 | Expert | As Adept, and a 2 or 3 is a critical success |
| 4 | Master | As 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.
| Bracket | Actions | |
|---|---|---|
| Fast | 1 | You go first, and that is all you do |
| Normal | 2 | A move and an attack, usually |
| Slow | 1 | You 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 Walls | Stops |
|---|---|
| Soak | Physical attacks |
| Presence | Social attacks |
| Psyche | Mental 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.
| 0 | Untrained | 1 die |
| 1 | Trained | 3 |
| 2 | Adept | 4 |
| 3 | Expert | 5 |
| 4 | Master | 6 |
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
| Dying | Health below 0. Unconscious and out of the fight; only more damage makes it worse |
| Off Balance | Everything at Disadvantage until the end of your next turn. Doesn't stack |
| Distracted | Atropos + Difficulty to hold a Slow action together |
| Surprised | Everything at Disadvantage for the round |
| Flustered | Poise hit 0. Social rolls at Disadvantage for the scene |
| Humiliated | Poise below 0. You defer and comply |
| Overwhelmed | Sanity hit 0. Disadvantage on everything, plus a temporary Mental scar effect |
| Shattered | Sanity below 0. Panicky and babbling; you have to be led |
| Exhausted | Stacks 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 | |
|---|---|
| Nature | Playing to it when it costs you something |
| Flaws | Either side invoking one in a scene |
| Disadvantage | Taking it voluntarily on a roll |
| Sunrise | 1 per day |
| Milestone | 1 to every PC when the group clears a real hurdle |
| The GM | For good play, whenever they like |
| Spend one to | |
|---|---|
| Overcome a Flaw | It doesn't apply for the rest of the scene |
| Automatic Success | One roll succeeds outright, no dice |
| Shrug Off an Effect | Clear a condition for a moment |
| Refill Ki | Your whole pool, right now |
| Get Back Up | Up 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 0 | Below 0 | At the bottom | |
|---|---|---|---|
| Health | Unconscious | Dying | Dead |
| Poise | Flustered | Humiliated | Resets to 0, costs a Sanity |
| Sanity | Overwhelmed | Shattered | Resets 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 Rest | Full Night | |
|---|---|---|
| Health | half your Health, round up | full |
| Poise | half your Presence, round up | full |
| Sanity | half your Psyche, round up | full |
| Ki | your Klotho | full |
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.