Advanced mechanics expand the core system with optional rules for complex scenarios, mounted combat, and aerial encounters.
Advanced Mechanics Overview
These mechanics handle situations where basic rules aren't enough: entire parties working together, competitive scenarios, dynamic pursuits, and long-term projects.
Group Checks
When the entire party attempts the same task together (climbing a cliff, sneaking past guards, navigating a storm).
Group Check Rules
Step 1: Everyone rolls the same skill (e.g., Athletics for climbing)
Step 2: Count successes (roll ≥ TN) vs failures
Result: If majority succeed, the group succeeds. If majority fail, the group fails.
Example: 4 PCs climb a cliff (TN 12). Results: 14, 10, 13, 15. Three succeed, one fails. Majority succeeds—the group makes it, but the one who failed takes 1 Wound from a minor fall (caught by allies).
Help Action
One PC can Help another on a check. The helper doesn't roll—they grant +2 dice to the target's check. Only one Help per check.
Example: Elias has Stealth +2. Mira Helps him (+2 dice). Elias rolls 4 dice total.
Contests
When two participants compete directly (arm wrestling, debate, chase, opposed magic).
Contest Rules
Step 1: Both sides roll relevant skills
Step 2: Compare totals. Higher wins. Ties: both fail or stalemate.
Margin of Victory: Winning by 4+ = decisive victory. Winning by 8+ = overwhelming victory (extra benefits).
Example: Mira (Persuasion) vs Guard (Insight). Mira rolls 15, Guard rolls 11. Mira wins by 4 (decisive)—guard believes her lie completely.
Extended Contests
For longer competitions (debate tournament, crafting competition), use best of 3 rounds. First to win 2 rounds wins overall.
Example: Kael vs rival in swordsmanship contest. Round 1: Kael wins. Round 2: rival wins. Round 3: Kael wins (2-1 victory).
Chases
When one party flees and another pursues, use the Chase System.
Chase Mechanics
Setup: Determine starting Lead (distance in abstract units: 0-5)
- Lead 0: Caught (chase ends)
- Lead 1-2: Close pursuit (can attack/interact)
- Lead 3-4: Distant (visual contact only)
- Lead 5+: Escaped (chase ends)
Each Round:
1. Quarry rolls relevant skill (Athletics, Stealth, Survival, or Pursuit)
2. Chaser rolls same skill
3. Compare: Winner gains +1 Lead. Tie: no change. Loser: -1 Lead.
Complications:
Each round, Trickster can add obstacles (crowds, hazards, barriers). Failing an obstacle check costs -1 Lead.
Extended Challenges
Multi-step tasks requiring multiple checks over time (research, investigation, ritual).
Extended Challenge Structure
Setup: Define goal and required Successes (typically 3-10)
Checks: PCs roll relevant skills. Each success counts toward total. Each failure adds Complication or costs time.
Resolution: Once total Successes reached, challenge complete.
Example: Decipher ancient text. Need 6 Successes. Kael (Lore) rolls 3 times over 3 days: Success, Failure (waste 1 day), Success. Mira (Investigation) helps: Success, Success. After 5 checks (4 Successes), one more needed.
Tiered Information
For investigation challenges, reveal information based on success margin:
- Success by 0-3: Basic clue
- Success by 4-7: Detailed clue + context
- Success by 8+: Breakthrough insight + hidden connection
Edge Case Combat
Unusual combat situations not covered in basic rules.
Mounted Combat
Fighting while on horseback or other mounts. Gain +2 dice to attacks vs dismounted foes. If mount takes damage ≥ 3 Wounds in one hit, test Athletics (TN 8) or be thrown (1 Wound, prone).
Aerial Combat
Flying combatants (via Potentials, wings, or mounts). Gain +4 TN to be hit by melee attacks (unless attacker also flying). Ranged attacks at no penalty.
Underwater Combat
All attacks at -2 dice unless using piercing weapons (spears, daggers) or water-adapted. Drowning: Hold breath for Forma rounds. After that, test Forma (TN 8, +2 per round) or take 2 Wounds per round.
Grappling
Contested Forma (or Brawl) check. Winner restrains opponent. Restrained: cannot move, -2 dice to attacks. Escape: contest Forma again on your turn.
Mass Combat
Armies or large groups. Treat each side as one entity. Forma = average, Anima = morale. Resolve as one attack per round. Wounds = casualties. When Wounds ≥ half army size, test Anima (TN 12) or rout.
Crafting & Rituals
Detailed rules for creating items or performing supernatural rites.
Masterwork Crafting
Extended Challenge: Need 5 Successes. Each check = 1 day work. Final check determines quality:
- Success by 0-3: Standard item
- Success by 4-7: Masterwork (+1 bonus)
- Success by 8+: Legendary (+2 bonus or unique property)
Ritual Magic
Using Potentials as rituals (extended casting). Multiply Reverie cost ×3 but gain additional effects or duration ×10. Requires 1 hour per Reverie spent.
Example: Traveler's Leap (1 Reverie, 30 ft teleport) as ritual: 3 Reverie, 3 hours, teleport entire party 300 ft.
See Also
- Combat - Basic combat rules foundation
- Skills - Skill descriptions for all checks
- Potentials - Ritual magic applications
- Equipment - Masterwork crafting outcomes