Every player starts with 2 actions per round. This means players have 2 turns per round.
At the start of the round, there is the Planning phase, each player picks two unique actions they wish to take.
Then the GM counts from 0 to 9, and players can inform the GM they are taking an action at that Tempo.
Each action the player takes a has an tempo and that action occurs at that tempo.
All players perform their actions at that Tempo, then all NPCs before moving on.
Players are free to change their upcoming action choices from the Planning phase.

Each player has movement that they can use on each of their turns, this is called their Normal Move.
Each player has 1 Reaction per turn (including other character’s turns). Each reaction has generally one use per round.
Each reaction has a tempo that needs to be reached before the character can use this reaction.

ActionTempoDescription
Rest1Begin Resting to later in the round take the recover action
Scan2Ask the GM one of a pre-set list of questions about a character in range.
Mark2Focus on a single target to improve attacks against them.
Quick Attack3Make an attack with a quick weapon.
Help3Help an ally with a roll or clear a debuff.
Move4Move your speed.
Guard4Protect someone else.
Standard Attack5Make an attack.
Inventory6Swap weapons or use an item in your inventory.
Hide6Hide behind objects.
Slow Attack7Make an attack with a slow weapon.
Shift7Switch paradigms and or reclaim committed mana and clear debuffs.
Magic?Cast a spell.

Unique Action Restriction

When you perform your actions in a round, each action must be a different action, including any Extra actions.
All Attacks count as the same action for this restriction.
If you gain an action from an ability, it is a unique action if it doesn’t list another action under Tempo. If it does, then it is that action even if it occurs at a different Tempo than usual.

Free actions ignore this rule.

Normal Move

Normal Move

Every turn a Character takes, they can move up to their Speed in total, broken up as they wish.

They may perform their Action before or after or in-between moving but must complete the whole Action before continuing to move.

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Exert

Exert

PCs can choose to Exert themselves to provide themselves more power at a cost.

You may Exert yourself to do one of the following:

  • Exert at the end of any turn: Take another Action this round. This action ignores the Unique Action Restriction.
  • Exert at the end of any turn: Change an Action with to a different Tempo than usual.
  • Exert during your turn: Gain 1d4 Momentum.
  • Exert during your turn: Clear a Condition.
  • Exert during your turn: Reclaim 1 Mana from the lowest committed tier.
  • Exert when you fail a Skill roll: Retry any Skill roll.
  • Exert during your turn: Say you have done something in the past to prepare yourself for the current event, the GM may say this results in 1-3 Exertion.

When you Exert yourself, you gain 1 Exertion.
At the end of each Scene in which you Exerted yourself, take damage equal to your Exertion.
Resting can remove Exertion.

Exertion

A character builds up Exertion to represent how hard they’ve pushed themselves to their physical and mental breaking point.

The Maximum Exertion a character can take is: 2 + FOR (minimum 1).

A Character at Max Exertion cannot willingly take anymore Exertion.
If a Character is forced to take more Exertion, they die. As a result, Dying while at Max Exertion will kill a PC.

Exertion is reduced by Resting.

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Actions

Scan

Scan

Tempo: 2

Pick a target in your Seek and Ask one of the following questions:

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Mark

Mark

Tempo: 2

Apply Marked to a Character within Seek.

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Help

Help

Tempo: 3

When you take a Help action choose an Ally in Range 1 and perform one of the following options:

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Move

Move

Tempo: 4

Move up to your Speed in addition to your Normal Move on this turn or Jump.

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Guard

Guard

Tempo: 4

Pick a Character adjacent to you, while you are adjacent to them Strikes against that Character have Disadvantage to hit and they may use your Deflection instead of theirs.

Additionally you gain the Intercept reaction until the end of the round:

Intercept

Intercept
Tempo:4
Pre-Requisites:You are adjacent to the Character you Guarded this Round.
Trigger:When the Character you are Guarding is Hit by a Strike.
Action:Take the damage from the Strike instead of the Character you are Guarding.
Tags: Reaction
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Attack

Attack

Tempo: 5

The Attack action lets you make a Strike with a weapon you are holding.

There are three Attack actions per round, each corresponding to a different Weapon Speed, each Attack action is the same action for the Unique Action Restriction.

Quick Attack
Tempo: Attack: 3
Requirements: Quick Weapon
Action: Attack
Tags: Quick Attack Action
Slow Attack
Tempo: Attack: 7
Requirements: Weapon
Action: Attack
Tags: Slow Attack Action

Weapon Speed

There are three Weapons Speeds:
Slow, Standard, Quick.

When you take an Attack action, you can only Strike with a Weapon with a matching Weapon Speed or quicker.

Dual Wielding

While wielding two weapons of equal Weapon Speed gain the following Reaction:

Dual Wield
Tempo:0
Pre-Requisites:You are holding two weapons with the same Weapon Speed.
Trigger:You take the Attack action to Strike with one of those Weapons.
Action: Strike with the other weapon, dealing only the Dice Value as damage.
Tags: Reaction
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Inventory

Inventory

Tempo: 6

When you take an Inventory action, perform one of the following options:

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Hide

Hide

Tempo: 6

You may Hide if you there are no non-allies that can draw Line of Sight to you, on a success you are Hidden.
When you Hide and while Hidden, Objects 1 Size smaller than you, and Characters of the same Size as you block Line of Sight.

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Shift

Shift

Tempo: 7

Perform any number of these options:

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Reclaim

Reclaim

Commit Mana for the scene and reclaim your Mana committed indefinitely.

If performed at the end Scene:
Commit Mana for the day and reclaim your Mana committed for the scene and indefinitely.

If performed during a Shallow Rest:
Reclaim 1 Mana committed for the day.

If performed during a Deep Rest:
Reclaim all your Mana.

When you commit Mana for Reclaiming, you can commit it from the Mana you are reclaiming.

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Magic

Magic

Tempo: Varies

Commit some Mana for a duration to cast a Spell from the list of spells you know.

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Tags

Extra

Extra

The Extra Tempo tag means you can take this action as an extra action in addition to the usual 2, but you do not receive your normal move on an Extra turn.

You take the extra action at the tempo listed or the usual tempo for that action if an action is listed.

There is no limit to the number of Extra actions you can take in a round, however Extra actions are still under the Unique Action Restriction.

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Free

Free

The Free Tempo tag means you can take this action as an additional action in addition to the usual 2, ignoring the Unique Action Restriction but you do not receive your normal move on a Free turn.

You take the Free action at the tempo listed or the usual tempo for that action if an action is listed.

There is no limit to the number of Free actions you can take in a round.

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Reaction

Reaction

Reactions are actions you can take on any turn, including turns that are not yours.
Every turn you have 1 Reaction to use.

When a trigger occurs for a Reaction you know,

  • And you meet any pre-requisites for that reaction,
  • And the Tempo of the current turn is equal or greater than the Tempo of the reaction,
  • And you have not used your reaction this turn,
    You may expend your reaction to take the action of that reaction.

Each Reaction (unless stated otherwise) can only be used once per round.
If a Reaction can be used multiple times per round, the same Reaction cannot be triggered by the exact same trigger multiple times.

Reactions ignore the Unique Action Restriction.

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18 items under this folder.