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10 Pag Hart
10 Pag Hart
Rules Summary
COMPEL: Threats, lies, flattery or diplomacy.
DELVE: Climb, crawl, explore, plot a route.
Rolling DISCERN: Look, smell, touch, hear (maybe taste on a bad day).
BUILD DICE POOL ENDURE: Resist the effects of the Heart on your body and
• Roll 1D10 mind.
• 1D10 for relevant skill. EVADE: Run away, dodge attacks, lose pursuers.
• 1D10 for relevant domain. HUNT: Track something or someone down.
• 1D10 for relevant mastery. KILL: Murder people and creatures.
MEND: Repair, build, jury-rig, heal.
ROLL DICE POOL SNEAK: Hide, blend in, conceal items.
REMOVE DICE FOR DIFFICULTY
•
•
Remove no dice if the action is Standard.
Remove the highest dice if the action is Risky. DOMAINS
• Remove the two highest dice if the action is Dangerous. CURSED: Actively harmful locations.
• If the dice pool is reduced to 0 or fewer, roll 1D10 – DESOLATE: Wastelands and abandoned towns.
succeed at a cost on a 10, otherwise fail. HAVEN: Settlements where people live, work and form
communities.
DETERMINE SUCCESS AND FAILURE OCCULT : Hidden knowledge and black magic.
Compare your highest remaining dice to the following chart: RELIGION: Gods, and things worshipped like gods.
1: Critical failure (take double stress). TECHNOLOGY: Machines, buildings and devices
2-5: Failure (take stress). WARREN: Cramped, dense corridors.
6-7: Success at a cost (take stress). WILD: Wilderness, vegetation and animals.
8-9: Success (take no stress).
10: Critical success (increase outgoing stress dice by 1 step). RESISTANCES
BLOOD: Physical exhaustion, pain, blood loss and injury.
INFLICT STRESS ECHO: Twisting of the body and mind by the unreal ener‐
If not tackling an adversary or delve, skip this step. On a 6 or
gies of the Heart.
higher, inflict stress to a relevant adversary or delve using the
MIND: Madness, instability and weirdnesses.
dice size of character’s equipment.
FORTUNE: Bad luck, incompetence and over-confidence.
RESOLVE STRESS AND FALLOUT SUPPLIES: Loss of resources, damaged equipment and debt.
• If player character marked stress, GM rolls a D12 and When you mark stress to a resistance, reduce the total
compares it to their total stress. stress taken by the value of the protection.
• If result is higher than total stress, no fallout is suffered.
• If result is lower than total stress and between 1-6,
character takes Minor fallout and clears all stress in the
FALLOUT
Each time you mark stress, the GM rolls a D12 and com‐
associated resistance. pares the result to your current total stress. If they roll
• If result is lower than total stress and between 7-12, equal or lower, you suffer fallout: Minor fallout if they roll 1-
character takes Major fallout and clears all stress. 6, Major fallout if they roll 7+. GM chooses which fallout to
apply and whether to combine two fallouts of the same level
PROTECTION to upgrade them. Two Majors equal a Critical fallout, which
When you mark stress to a resistance, reduce the total
kills you (or worse).
stress taken by the value of the protection.
DIFFICULTY
The GM will tell you the difficulty of an action before you
roll – Standard (remove no dice), Risky (remove highest
dice), Dangerous (remove two highest dice) and Impossible
(action fails automatically).
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Protections
Blood □□□□□□□□□□ ■■□□□
Drowned
Mind □□□□□□□□□□ □□□□□
Echo □□□□□□□□□□ □□□□□
Fortune □□□□□□□□□□ □□□□□
Supplies □□□□□□□□□□ □□□□□
MAJOR
• GET BEHIND ME. You know that you can’t explore the world
Notes
alone, so you’ve learned to keep your team alive. Any ally within
arm’s reach of you gains +1 Blood protection thanks to your
interventions. Once per situation, you can bellow an order
and remove D4 Blood or Mind stress from a nearby ally.
Protections
Blood □□□□□□□□□□ □□□□□
Mind □□□□□□□□□□ □□□□□
Echo □□□□□□□□□□ ■□□□□
Fortune □□□□□□□□□□ □□□□□
Supplies □□□□□□□□□□ □□□□□
Resources
Family jewelry (D8, Haven)
Resources
Silver moon amulet (D8, Religion)
Calling Forced IN THE THICK OF IT: 1/situation, when you would mark
stress to any resistance other than Fallout, mark it to Fal‐
Active Beats lout. When you suffer Fortune fallout, roll with mastery for
the remainder of the situation.
MAJOR
• TRENCH-FIGHTER. Your mind is scarred with mud, gore and
screams from a century before your birth. When you attack at
close range, your attacks gain the Piercing tag, even if
you’re unarmed.
Protections
Blood □□□□□□□□□□ □□□□□
Mind □□□□□□□□□□ □□□□□
Echo □□□□□□□□□□ □□□□□
Fortune □□□□□□□□□□ ■■□□□
Supplies □□□□□□□□□□ □□□□□
Calling Enlightenment SACRIFICE: Before you cast a spell, you can sacrifice a
resource with the Occult or Religion domains. Roll its dice,
Active Beats and add the result to your protection against stress incurred
from casting the spell.
Unlockable Abilities KISS OF THE DROWNED QUEEN. You have glimpsed the
sunken Court of the Drowned Queen, where she slumbers and
MINOR awaits the resurgence of her line. With a touch, you can conjure
• BY ANY MEANS. Gain access to one of the following salt water in the lungs of those who oppose you. This spell
skills: Compel, Delve, Discern, Evade, Hunt, Kill, Sneak, functions as the following weapon: (Kill D6, Piercing.) If the
Mend. You can take this advance more than once. target is at least shin-deep in water, it inflicts D8 damage.
• BEEN EVERYWHERE. Gain access to one of the SLUMBERING ETERNAL. You no longer need to breathe
following domains: Cursed, Desolate, Haven, Occult, air; no matter the situation, you will not asphyxiate. Once
Religion, Technology, Warren. You can take this advance per session, you can also locate a useful source of water -
more than once. a stream, a pipe, a drain, a reservoir, a waterfall, etc.
• WARDING SPELLS. Gain +1 Protection in the Blood,
Supplies, Echo or Fortune resistance. You can take this
advance more than once.
• MARK OF THE PHANTOM. Silver-grey skinspells and
litanies of obfuscation wind their way over your body; you are an Bonds
aberration in space and time, glitching through the City
Beneath. Gain the Evade skill. Once per situation, when
you mark stress due to physical harm or detection, you
may make the GM reroll the stress dice. Keep the second
result, even if it’s higher.
• MARK OF THE WEAVER. Your hands are covered in
spiderweb ink; you have the capacity to stitch, fix and bind with Notes
a thought. Gain the Mend skill. Once per session, you can
fix someone or something in a matter of seconds, even if
it would usually take hours of careful work.
MAJOR
• FRENZY OF THE SKY COURT. The Court had their memories
stripped away and their brains filled with nothing but air; though
all of genius-level intelligence, they exist purely in a single, frantic
moment. Roll Evade+Occult to cast this spell. On a success,
you are filled with the mercurial energy of the Sky Court,
and you gain +1 Protection to all resistances for the
remainder of the situation. However, until the spell ends
(and you can’t end it early), any actions that require more
than a couple of seconds’ attention become Risky.