The story
An AI Game Master tells the tale. Each round you choose what your hero does, or write your own action. The story always continues, win or lose.
Dice: does luck decide?
Risky choices roll two dice and add your skill. 10 or more: it works, with a bonus. 7 to 9: it works, but you pay a price. 6 or less: things go wrong. With skill +2 you get a miss about 1 time in 6; with +0, 5 times in 12. Choices marked “Safe” never roll.
What can I lose?
HP (you start at 10). Only a miss costs HP, usually 1; the final fight costs more. A “yes, but” costs something else: an item, a place, a friend’s trust. At 0 HP you get back up once with 1 HP; the second fall ends the tale.
Skills
Might: force and fighting. Agility: speed, stealth, aim. Mind: puzzles, magic, knowledge. Charm: talk and persuade. Perception: notice and search. The number next to a skill is added to the dice.
Moves and Focus
Your class has moves (Hero tab). Some work once per scene or tale, shown as 1/scene. Mages cast with Focus (✦): each spell costs 1-2, it returns when you rest, and at 0 magic costs HP and can backfire.
Friends and things
Companions never roll: your choices decide how they fare, and they remember. Items live in your bag; if you lose one by mistake, Undo works until your next move.
Reading a choice
Skill and modifier, then your chances (great / yes-but / trouble), then what a miss costs and what the move costs you.