Table companion

Rules cheat sheet

The checks, actions, statuses, and formulas you reach for mid-session — including the official table sheets.

Keep these close

Quick formulas

Max HP
(MIG × 5) + Level + class HP
Max MP
(WLP × 5) + Level + class MP
Max IP
6 + class IP
Initiative
(DEX + INS) ÷ 2
Defense
DEX + armor + shield
Magic Defense
INS + armor + shield
Crisis
Current HP ≤ half of max HP
Difficulty
7 easy · 10 normal · 13 hard · 16 very hard
Critical
Both dice match and are 6+
Fumble
Double 1s · gain 1 Fabula Point

Official table sheets

Fabula Points, clocks, actions, and items

Fabula Points

Spending Fabula Points

  • 1 FP After a Check, invoke a trait to reroll one or both dice.
  • 1 FP After a Check, invoke a bond and add its strength to the result.
  • 1 FP Alter the story. If you change an existing element, you need permission from whoever introduced it.

Gaining Fabula Points

  • +1 FP At the start of a session if you have none.
  • +1 FP When you fumble a Check.
  • +1 FP When a Villain makes an entrance.
  • +2 FP If you surrender at zero HP.
  • +1 FP If you invoke a Bond or Trait to intentionally fail a Check.

Conflict Actions

ActionDescription
AttackYou perform a melee or ranged attack.
EquipmentYou switch any number of equipped items with any number of items in your backpack. This action doesn't apply to armor.
GuardOnly once per turn. Until the start of your next turn: you gain resistance to all damage types; you gain a +2 bonus to Opposed Checks; you may cover another creature and prevent foes from performing melee attacks against them.
HinderYou perform a DL 10 Check against an opponent. If you succeed, you inflict dazed, shaken, slow, or weak upon them.
InventoryYou spend Inventory Points to produce and use a consumable item.
ObjectiveYou work towards accomplishing an objective within the conflict. This will require a Check, and complex goals will require a Clock.
SpellYou cast one of the spells you have learned.
StudyYou attempt to gain information about someone or something.
SkillYou perform a skill that requires you to use an action.
OtherYou perform an action that is not covered by any of the above.

Clocks

SectionsOnce filled…
4A simple, minor, or temporary effect or advantage.
6 to 8A major effect which provides a decisive and permanent advantage.
10 to 12A grand effect which is capable of resolving a conflict scene.
4
6
8
10
12

Advancing a Clock

  • Fill one section for a successful Check.
  • Fill an additional section if the Result exceeded the Difficulty by 3 or more, or two additional sections if it was by 6 or more.
  • If the Check was a Critical Success, the corresponding Opportunity may be spent to fill two additional sections.

Consumable Items

ItemIPEffect
Elixir3One creature recovers 50 Mind Points.
Remedy3One creature recovers 50 Hit Points.
Tonic2One creature recovers from a single status effect.
Elemental Shard2One creature suffers 10 damage of a type of your choice (air, bolt, earth, fire, or ice).
Magic Tent4Allows the entire group to rest in the wilderness.

Official table sheets

Opportunities, statuses, and rituals

Opportunities

OpportunityEffect
AdvantageThe next Check performed by you or an ally will receive a +4 bonus.
AfflictionA creature suffers dazed, shaken, slow, or weak.
BondingYou create a Bond towards someone or something, or add an emotion to one of your existing Bonds.
Faux PasChoose a creature present in the scene: they make a compromising statement chosen by the person who controls them.
FavorYour Actions earn you someone's support or admiration.
InformationYou spot a useful clue or detail. The GM may tell you what it is or ask you to introduce that detail yourself.
Lost ItemAn item is destroyed, lost, stolen, or left behind.
ProgressYou may fill or erase up to two sections on a Clock.
Plot Twist!Someone or something of your choice suddenly appears in the scene.
ScanYou discover one Vulnerability or one Trait of a creature you can see.
UnmaskYou learn the goals and motivations of a creature of your choice.

Magic Rituals

DisciplineMagic CheckUse it to…
Arcanism{WLP + WLP}Produce a magical effect based on the Arcana you have bound.
Chimerism{INS + WLP} or {MIG + WLP}Enhance your senses, see through the eyes of an animal, quell the fury of a monster.
Elementalism{INS + WLP}Walk on water, shape rock, snuff out fires, cause a rainstorm or summon powerful cyclones.
Entropism{INS + WLP}Cause the decay of physical matter, twist the flow of time, teleport creatures or items.
Ritualism{INS + WLP}Extract magic from an object, activate a soul circuit, sense the presence of magic.
Spiritism{INS + WLP}Sense the presence and feelings of creatures, put someone to sleep or embolden their heart.

Status Effects

StatusEffect
DazedInsight die reduced by one size.
EnragedDexterity and Insight die reduced by one size.
PoisonedMight and Willpower die reduced by one size.
ShakenWillpower die reduced by one size.
SlowDexterity die reduced by one size.
WeakMight die reduced by one size.

No attribute can be reduced below a d6 size.

Ritual Difficulty

PotencyClockMPDL
Minor4207
Medium63010
Major64013
Extreme85016
AreaMP
Individual×1
Small×2
Large×3
Huge×4
  • The cost of a ritual may be reduced by half with an especially rare or powerful ingredient. Identifying and gathering this ingredient should be its own adventure.
  • Allies may assist in ritual casting without needing the ritual discipline. This makes the ritual a group check.

Ritual Limitations

Rituals cannot be used to…

  • Deal direct damage, though collateral damage is fine.
  • Inflict or remove status effects.
  • Cause characters to gain or lose HP, MP, IP, Fabula Points, or Ultima Points.
  • Replicate the mechanical benefits of existing spells or skills.
  • Generate creatures or equipment, or grant permanent abilities.

Attributes & Checks

Actions

Combat

Status Effects

Equipment

Magic

Recovery & Rest

Travel & Projects

Game Master & Villains