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Core Rules & Combat

Difficulty Class (DC)

Easy10
Normal12
Hard15
Heroic18

Turn Structure

  • 1 Action — Attack, Cast, Use Item, Defend, Help, Break DP
  • 1 Move — Up to 30 ft (split OK)
  • 1 Quick Action — Draw item, shout, interact

Combat Formulas

Initiative = 1d20 + Swift
Attack = 1d20 + Bonus vs. Dodge
Damage = Dice + Stat − Mettle (min 1)
Dodge = 10 + Swift + Armor
Mettle = Brave + Armor (min 0)
HP = 10 + Brave

Armor

TypeDodgeMettle
None10+SwiftBrave
Light12+SwiftBrave+1
Heavy14 (no Swift)Brave+3
Shield+2 Dodge

Weapon Damage

Light (dagger, wand)1d4
Standard (sword, bow)1d6
Heavy (greataxe, maul)1d8

Conditions

ConditionEffectEnd Early
StuckNo MoveBrace/Dodge DC 12; ally frees
SleepySkip next turnDamage; ally shakes awake
CharmedWon't attack charmer; Disadv. vs charmerCharmer harms you; Hold Fast DC 12
FrozenNo Move this turnEndure DC 12; fire damage
BlindedAttacks at Disadv.; targeted at Adv.Duration expires; cleansing ability
OverwhelmedMove + speak only; no ActionsFriend helps (auto); Hold Fast DC 12; Hope Token
Inspired+2 to next rollUsed on next roll

Defensive Rolls

CategoryStatsResists
BodyMight, Swift, BravePhysical: knockback, poison, ice
MindClever, KeenMental: illusions, fear, confusion
SpiritWarmSoul: charm, corruption, Unwritten

Resting

Short RestLong Rest
HP+1d6Full
Specks-1All removed
AbilitiesNo resetAll reset
Limit2 per Long Rest

Shadow Specks

  • Max 3. HP→0 = +1 Speck + HP resets to 1d6 + Hold Fast
  • Corrupted creature hits may add Specks
  • 3 Specks = Overwhelmed
  • Remove: friend helps (Action, auto) / Hold Fast DC 12 / Hope Token / rest

Darkness Points (DP)

DP ≠ HP. Attacks deal HP. Calling abilities deal DP. At DP 0, the creature is freed.

DP vs. HP

HPDP
RepresentsPhysical healthCorruption armor
Reduced byAttacks & spellsCalling abilities only
At 0Shadow Speck + 1d6Freed! Full HP restored
Healed?YesNo — must be broken

Corruption Stages

  1. First Marks — Black ink-like stains; creature acts off
  2. Scales Grow — Obsidian scales; hostile; DP appears
  3. Full Armor — Unrecognizable; dark abilities

Encounter Difficulty

TierHPDodgeMettleAtkDP
Minor8–1210–110+22
Standard13–2011–130–1+33–4
Standard+21–2612–141+3–44–5
Boss28–4013–161–2+4–55–10

Liberation Checklist

  1. Last DP breaks → scales shatter
  2. Creature's eyes clear, returns to itself
  3. Healed to full HP
  4. Becomes neutral or friendly
  5. Award XP (25/50/100)

Rewards & Resources

Spark Points (XP)

Easy encounter25 SP
Normal encounter50 SP
Boss encounter100 SP
Level up every 250 SP: +1 stat, +2 max HP, new ability

Loot Roll

1d20 — 15+ = bonus loot
d100Tier
01–50Common
51–80Uncommon
81–95Rare
96–100Legendary

Currency

10 Drops = 1 Shard  |  10 Shards = 1 Gem

Hope Tokens (max 5)

Earn: Brave play, creativity, kindness, freeing creatures

Spend 1 to:

  • Reroll any defensive roll
  • +2 to any roll
  • +2 to an ally's roll
  • Remove 1 Shadow Speck
  • +1 to a DP-breaking roll

Optional Rules

  • Team Combos: Coordinated action = both get +2
  • Hero Moves: 1/session auto-success for dramatic play
  • Dynamic Environments: Terrain adds conditions/advantages
Tales & Tails — GM Screen
Courage through kindness.