Steps 06–07 · Player quickstart

Know enough.
Enter anyway.

Use this page during the first session. The character sheet contains your exceptions; these are the shared rules underneath them.

At the tableDescribe the intent.

The GM tells you whether it happens, needs a roll, costs something, or exposes a danger. The rules resolve uncertainty; they do not limit what you may attempt.

The basic roll

Roll a d20 when the outcome is uncertain.

d20+ability modifier+proficiency, if trainedvs.difficulty or defense

Ability checks

Use the ability that matches the approach. Add proficiency when a trained skill, tool, weapon, save, or feature applies.

Advantage

Roll two d20s and keep the higher. With disadvantage, keep the lower. If both apply, roll normally.

Helping

Explain how you assist. When your help could meaningfully change the attempt, the acting character usually gains advantage.

An engagement turn

Move, act, and watch for an opening.

01

Move

Move up to your Speed. On a grid, every square is five feet. You may split movement around other actions.

02

Action

Attack, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use an Object, activate an Action feature, or attempt another reasonable task.

03

Bonus Action

Use one only when a feature, Grant, or circumstance specifically gives you a bonus action.

04

Reaction

Use one between the start of your turn and the start of your next turn when its trigger occurs.

Harm, recovery, and resources

Track what the danger takes.

Hit points

Damage reduces current HP. Temporary HP are lost first and do not stack. Healing cannot raise you above maximum HP.

At 0 HP

You fall unconscious and begin death saves at the start of your turns: 10 or higher succeeds. Three successes stabilize you; three failures kill you.

Short rest

Spend one or more Hit Dice, adding Constitution to each die, to recover HP. Features refresh only when their rules say so.

Long rest

Restore all HP, regain spent Hit Dice equal to at least half your maximum, and restore resources marked “long rest,” including level-one Grant uses.

Profession resources

Drive, Quarry, Precision, Supply, Influence, Treatment, Analysis, and other Profession resources follow the feature on your sheet.

Grant

Your Deal explains who granted the power and why. The Grant card controls its action, range, effect, uses, duration, save, and recovery.

When you do not see a button for it

Say what you are trying to accomplish.

Question a witnessRead a dangerous roomForce a locked routeCreate a distractionProtect someone elseUse the environmentCall in an Origin connectionCombine a Grant with a Profession feature

A completed concept

Tamsin Vale

Use her as a model for scope and specificity, not as a required template.

Pursuer
Level 1
People & form
Common; her shadow now chooses turns a heartbeat before she does
Origin
Condemned Transit Line
Profession
Pursuer · Rank 1
Want
Find her brother, who vanished aboard a train the city insists never ran
Crisis
A sealed platform reopened for thirteen minutes and called her by name
Force
The Regretful Door
Grant
Marked Route
Promise
Open a safe way home for one traveler the city deliberately abandoned
Principle
Never mark someone merely because an authority wants them found
Anchor
The retired signal operator who taught her to read the old line maps

Her playable hook

“I know where people went. The frightening part is learning whether they meant to go.”

Tamsin can pursue a target without magic through Quarry, Investigation, Perception, Stealth, route knowledge, and patient observation. Marked Route can reinforce that work or function independently when ordinary tracking fails.

Build someone different →
FirstJob

Opening engagement · level one

The Address That Came Back

At midnight, a courier collapses outside the crew’s meeting place carrying an eviction order for a tenement erased from every city map eleven years ago. The address has reappeared for one hour. A child is still inside. A Quiet Firm recovery team is already on its way.

Get inside. Find the child. Decide who owns the door before the hour expires.

This opening tests:

  1. 01Getting information from a frightened courier
  2. 02Crossing a shifting urban environment
  3. 03Solving a problem through Origin and Profession
  4. 04Using Grants under time pressure
  5. 05One level-one combat with an alternative objective
  6. 06A choice no attack roll can settle

Ready for engagement

Bring the Ledger into play.

Open the generated character, keep this reference available, and let the first impossible problem introduce the rest of the city.

Open My Character →