Core Rules & Combat
Difficulty Class (DC)
| Easy | 10 |
| Normal | 12 |
| Hard | 15 |
| Heroic | 18 |
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
| Type | Dodge | Mettle |
|---|---|---|
| None | 10+Swift | Brave |
| Light | 12+Swift | Brave+1 |
| Heavy | 14 (no Swift) | Brave+3 |
| Shield | +2 Dodge | — |
Weapon Damage
| Light (dagger, wand) | 1d4 |
| Standard (sword, bow) | 1d6 |
| Heavy (greataxe, maul) | 1d8 |
Conditions
| Condition | Effect | End Early |
|---|---|---|
| Stuck | No Move | Brace/Dodge DC 12; ally frees |
| Sleepy | Skip next turn | Damage; ally shakes awake |
| Charmed | Won't attack charmer; Disadv. vs charmer | Charmer harms you; Hold Fast DC 12 |
| Frozen | No Move this turn | Endure DC 12; fire damage |
| Blinded | Attacks at Disadv.; targeted at Adv. | Duration expires; cleansing ability |
| Overwhelmed | Move + speak only; no Actions | Friend helps (auto); Hold Fast DC 12; Hope Token |
| Inspired | +2 to next roll | Used on next roll |
Defensive Rolls
| Category | Stats | Resists |
|---|---|---|
| Body | Might, Swift, Brave | Physical: knockback, poison, ice |
| Mind | Clever, Keen | Mental: illusions, fear, confusion |
| Spirit | Warm | Soul: charm, corruption, Unwritten |
Resting
| Short Rest | Long Rest | |
|---|---|---|
| HP | +1d6 | Full |
| Specks | -1 | All removed |
| Abilities | No reset | All reset |
| Limit | 2 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
| HP | DP | |
|---|---|---|
| Represents | Physical health | Corruption armor |
| Reduced by | Attacks & spells | Calling abilities only |
| At 0 | Shadow Speck + 1d6 | Freed! Full HP restored |
| Healed? | Yes | No — must be broken |
Corruption Stages
- First Marks — Black ink-like stains; creature acts off
- Scales Grow — Obsidian scales; hostile; DP appears
- Full Armor — Unrecognizable; dark abilities
Encounter Difficulty
| Tier | HP | Dodge | Mettle | Atk | DP |
|---|---|---|---|---|---|
| Minor | 8–12 | 10–11 | 0 | +2 | 2 |
| Standard | 13–20 | 11–13 | 0–1 | +3 | 3–4 |
| Standard+ | 21–26 | 12–14 | 1 | +3–4 | 4–5 |
| Boss | 28–40 | 13–16 | 1–2 | +4–5 | 5–10 |
Liberation Checklist
- Last DP breaks → scales shatter
- Creature's eyes clear, returns to itself
- Healed to full HP
- Becomes neutral or friendly
- Award XP (25/50/100)
Rewards & Resources
Spark Points (XP)
| Easy encounter | 25 SP |
| Normal encounter | 50 SP |
| Boss encounter | 100 SP |
Level up every 250 SP: +1 stat, +2 max HP, new ability
Loot Roll
1d20 — 15+ = bonus loot
| d100 | Tier |
|---|---|
| 01–50 | Common |
| 51–80 | Uncommon |
| 81–95 | Rare |
| 96–100 | Legendary |
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.
Courage through kindness.