How to play

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.
10+
10 or more: great
7-9
7 to 9: yes, but
6-
6 or less: trouble
+0
Even-ish
16%
42%
42%
+2
Good odds
42%
42%
16%
+3
Very likely
59%
33%
8%

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.