TalesOfXadia Rules Primer
TalesOfXadia Rules Primer
GRAPHIC DESIGN & LAYOUT Setup: This is an overview of what you need
Ti Collier in order to play a game of Tales of Xadia.
We use five different kinds of dice in Tales of Xadia: ④, ⑥, ⑧, All characters in Tales of Xadia, whether they’re player characters
⑩, and ⑫. The number tells you how many sides the die has; the or Narrator characters, are described using game traits. Every
more sides, the bigger the numbers. A handful of dice together is trait in the game is rated with a die, called a die rating. Whenever
called a dice pool. Roll all the dice in a dice pool together, right you use a trait, you pick up a die of that many sides for your
out in the open—even if you’re the Narrator! dice pool.
Any time you roll a die, the number you get is called the result. The die rating tells you how much effect that trait has on the
Usually you choose two results to add together to get a total. outcome of any given test, contest, or challenge. They’re a useful
Adding two or more results together is about the only math you shorthand for how strong, smart, or skilled your character is.
need to do in Tales of Xadia.
More sides don’t always mean better, so much as they mean more
Dice are used to resolve tests, contests, and challenges. important or significant in the story. Having a ⑫ in a trait like
Strength versus a ⑫ in a trait like Justice doesn’t mean that
the bigger dice in physical strength or valuing justice measure the
same things. It just means that being inhumanly strong can affect
the outcome just as much as being obsessed with justice can.
Here’s a selection of Rayla’s
attributes (a type of trait)
from her example journal Agility
on page 6. If a test calls for
Agility, add a ⑩ to your Awareness
dice pool.
Sometimes you swap out one or more dice in your dice pool
for dice with fewer or more sides. This is called stepping up or
stepping down a die rating. To step up a die by one, swap it for
a die that’s one step bigger than the original, like a ⑥ to a ⑧.
To step down a die by one, swap it out for a die that’s one step
smaller, like a ⑥ to a ④.
TEST CONTEST CHALLENGE
We categorize tests, contests, and challenges with the above Die ratings can only have five possible steps, from ④ to ⑫. If
icons. They are used primarily in our tales, The Lost Oasis, you step a ⑫ in a dice pool up by one, it remains at ⑫, but you
The Gloaming Glade, and The Corrupted Core.
can step up another die in your dice pool by one step instead.
If you step a ④ down by one, it’s removed from the dice pool.
0
battles, for
I’ve been through nations; I’m here
precious
and lives are too myself and my
friends. Devotion ④
to risk. Liberty ⑧
Mastery ⑥ I am only just beginning
Glory ④ to learn the value I’m getting a feel DR AY
I spent years perfecting LE NN
VALUES
an for the value of
I’d rather just use about of companionship.
my skills; I’m just my independence. (s he
arrow to defuse
a fight
survival these days. Glory ⑥
A passi
onate /h er
Mastery ⑧ beloved worries keeper
)
VALUES
if I can. friends that of Xadi
Truth ⑥ I was raised to seek she’s open in dang the tumult an wildl
ife, Dray
to parla er. She’s in the
Justice ⑧ builds conquest but find I’m better at what
I do village,
the Hollo ying with sought world lenn
A secret or two it than most people, humans help from puts her
w Woo
Power always seems character, so to
speak. tiresome of late. and
d. if it mean Sunfi
like to make a show s less strifere elves;
to end up in the Justice ⑥ of it.
for her
wrong hands. Truth ⑩
There is a need to Devotio
right Hero worship is for n ⑩ Agility
8
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Evenerean Exile⑧
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on how I feel. suckers; they all lie
a spell ovise
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Liberty
out this to stay powerful. Agility if it ⑧
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⑧
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Ⓟ
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importantno more Master e
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thing
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DISTINCTIONS
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.
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total. with your Dark Magic real truth ugh them
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te ⑧ Dark Magic. Convert
Watchful Expatria Corrupted stress
after the roll.
that asset into hadow
Elf
out this Heavy Bow ⑧ 1 Hind ⑧
one Ⓟ● when you switch e bow that fires
spear-Brooding er: Gain
1 Hinder: Gain . A military-grad Wanderer ⑧ distinction one Ⓟ
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distinction’s die asset for like arrows through ’s die ratin when you
switch
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the same challenge distinction’s die rating
ge ⑧
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IONS
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Your Character
Plot points (Ⓟ●) are a way for players to affect the story beyond
the roll of the dice. Plot points can be spent to give yourself more
dice for your dice pool, make the dice you have more powerful,
or activate certain traits or trait special effects (SFX) on your
character journal. As a player, your interaction with the rules of Tales of Xadia starts
with your character journal. Everything you need to discover
You need a way to keep track of plot points. One way is to write
new places, puzzle out intrigues, and enjoy high adventure comes
them on your character journal as tally marks. Another option
from the traits and die ratings you have before you.
is to use poker chips or some other kind of token (pennies,
paperclips, glass beads… you get the idea).
The Narrator uses plot points as well. Keep a supply of
them in the middle of the table for everyone to draw
from. Important NCs have their own Ⓟ ●, which are the
Narrator’s responsibility to keep track of.
How It Works
We’re using Rayla’s character journal by way of example. Here’s
what it looks like.
RAYLA (she/her)
As of the end of Book One: Moon.
Devotion ⑩ Liberty ⑧
Love and devotion compel My real allegiance is to
and define me. my heart and those who
know it.
Glory ④
Mastery ⑥ Agility
If those I care about
VALUES
Moonshadow Elf ⑧
Spirit
As a Moonshadow elf, Rayla draws power from the Moon and
is at her strongest at night, especially on the night of a full
moon. Her heritage provides her with greater natural agility Strength
and speed than other elves.
ɬ Intellect: Your capacity to comprehend. Use this ɬ Justice: Have you ever been compelled to
to study, learn, recall things you know, or figure fix what’s wrong? This value is about balance,
out a puzzle. righteousness, and reward. You’re motivated by
adherence to fairness and what you think is right.
ɬ Spirit: Your mental resolve and emotional
reserves. Use this when the situation requires ɬ LiBerty: Have you ever resisted the control
courage, determination, perseverance, or of others? This value is about freedom,
willpower. independence, and autonomy. You’re motivated
by a world without oppression or suppression.
ɬ Strength: Your level of physical fitness and
power. Use this if you’re called to be tough, ɬ Mastery: Have you ever needed to rise above
strong, or use brute force. your own limits? This value is about control,
achievement, and skill. You’re motivated by
Rayla has amazing hand-eye coordination, so power, growth, and self-development.
her Agility is ⑩. She’s alert, tough, stubborn,
ɬ Truth: Have you ever sought out all the
and quick-witted, so her Awareness, Spirit, and
answers? This value is about fidelity, certainty,
Strength are all ⑧. Rayla tends to struggle in
and authenticity. You’re motivated by finding
social situations, so her Influence and Intellect
strength in facts and by the principle and pursuit
are ⑥. All of this means that she’s most successful
of knowledge.
when she uses her quick reflexes and speed, and
least successful when trying to convince others to
Rayla will do anything for those she loves, and this
do what she wants
is where she has the most investment: DeVotion
⑩. She is fiercely independent even though she
Values accepts her role in her community, so her LiBerty
is ⑧. She wants to do what’s right, even at personal
cost: Justice ⑧. She doesn’t see power as more
You’re about to embark on a story set in the world of Xadia, so than a tool, so that’s Mastery ⑥. She seeks out her
you need to know what matters to you and why you do what own truth, not that which others tell her: Truth ⑥.
you do—this is represented by your values. Every character’s Finally, she doesn’t have much time for Glory with
investment in these six traits runs from a barely interested ④ a rating of ④. Clearly, when she’s driven by
to a supremely committed ⑫. The bigger the die rating, the her heart, she’s at her peak, with duty
more that value helps you on your journey. You always include and integrity as runners-up.
one of your values in your dice pool when you’re attempting a
test, contest, or challenge; which value depends on what your
character is most motivated by in each situation.
Types of Stress
Dark mages have chosen an easy path to power, but they must use
the arcanum of magical creatures, sacrificing the creature in the
process. To reflect that in Tales of Xadia, the rules for assets and
stress are modified for dark spellcasting. Using dark magic can
inflict Corrupted stress on you, and even though it’s possible to
embrace it and use it to enhance your own spells, it will consume
you if you can’t get rid of it.
Whenever you roll dice, you want to get a higher total than your If you beat the difficulty by 5 or more on a test or challenge,
opposition. This is the core principle of Tales of Xadia’s Cortex you’ve got a heroic success. You not only succeed at what you were
game system. The key difference between tests, contests, and trying to do, your roll produces unexpected beneficial results. If
challenges is who rolls the dice first. your opponent loses by 5 points or more in a contest, you get a
heroic success and are the clear victor. As with any success, the
When you roll two or more dice, you choose two dice results to
Narrator should ask you to describe your amazing efforts, but
add together for your total, and a third die to use as the effect
that’s just icing on the cake. There’s an added benefit as well.
die. If you’re rolling one die, your total is equal to the result of
The effect die is stepped up by one for every 5 points you beat
that die. If you don’t have a third die, your effect die starts at
the difficulty by.
④. Your effect die indicates how well your efforts did, beyond a
simple pass or fail. When you pick a die to use as the effect die,
the number it rolled doesn’t matter—just the size of the die.
Heroic Successes on an Effect Die of
OPPONENT YOU RESULT
How Dice Amount Affects Effect Die
DICE RESULTS TOTAL EFFECT DIE
5 10 your effect die steps
up by one to
After rolling dice, leave them on the table in view of everyone. Effect Dice
Only pick up the dice once a test, contest, or challenge has been
resolved. The Narrator does not hide dice from the players; all
The effect die is chosen from the dice pool after the dice used
rolls are done in the open.
for the total are taken out and added together. The effect die
When you or the Narrator are rolling to oppose somebody is used for things like overcoming challenge dice or inflicting
else, you’re putting together an opposition pool. For tests and stress dice on others. Only the size of the effect die (number of
challenges, the opposition pool is assembled by the Narrator sides) matters; the result rolled on the effect die has no further
and is rolled first, so you know what total you have to beat. For use in the roll.
contests, however, the opposition pool roll comes after you’ve
already rolled your own dice, and in that case the roll needs to
beat what you’ve rolled.
Dice Result Color Reference Chart
You are free to choose any two dice for your total. You don’t (just in case you forgot)
need to choose the two highest rolling dice. You may want to A hitch has a blue outline and black interior.
save a die with more sides for your effect die, even if it was the Cannot be used in results.
highest result. Likewise, the Narrator may decide to let the dice
fall where they may and always keep the two highest rolling dice Dice type is just blue.
or go easy on you and keep a smaller total. It’s totally up to the A chosen dice result will have a blue outline
person rolling the dice. and a white interior.
You and the other players make decisions for the group in A dice result you chose not to use is grey.
response to the situations the Narrator presents. Not every
decision needs to lead to dice. Unless the outcome of a roll— An effect die is green.
success or failure—would be interesting or move the story
along, or unless there’s something keeping you from doing
what you want to do, then don’t bother picking up the dice. If a
particular outcome is guaranteed to happen, the Narrator can
either describe what happens and move on, or have you narrate
the outcome of what your character does.
Any die that came up as a hitch can’t be used as an effect die. When a test, contest, or challenge isn’t opposed and you need an
If you spend plot points to add more dice to a total beyond the effect die, use the largest die in the difficulty pool (for a test) or
first two, those dice can’t also be used as effect dice. If there the initiating dice pool (for a contest). Most of the time, however,
are no dice left in the pool once the total is determined (or the you won’t need an effect die if no test, contest, or challenge is
remaining dice are hitches or otherwise spoken for), the effect rolled.
die is always a ④.
If you win a dice roll in a challenge, the effect die lets you know
if you can reduce the challenge pool by a whole die, or just step
down one of the dice in the pool.
For a contest, you’re the one initiating it, so you pick up the Sometimes the Narrator may initiate a contest when a NC
dice and roll first, adding together two results for a total. If your chooses to do a thing; the Narrator is essentially asking you,
opposition decides against opposing you after seeing what you “What are you going to do about it?” However, the PCs are the
rolled, you automatically win the contest. If your opposition heroes of the story, so Narrators shouldn’t do this too often or
decides to stop you, they assemble a dice pool and try to beat else the players are just watching the NCs do things.
the difficulty you just set.
Examples of contests include dueling across a
If your opposition doesn’t beat your difficulty, you’ve won the battlement, putting your case before the king’s
contest and you put stress on your opponent equal to the last court, struggling over a prize that your rival
effect die you set aside. also wants.
If they do beat your difficulty, it goes back over to you; you can Contests are very often made between PCs
choose to give in, in which case you define the failure on your and other PCs, or between a PC and a
own terms, and you get a Ⓟ ●. Otherwise, your opposition’s total catalyst (see page 25). However, it’s
becomes the new difficulty, and you must roll again to try to beat perfectly fine to initiate a contest with
it. Failing to beat your opposition means your opponent gets to a non-catalyst Narrator character.
define how they stopped you and can put stress on you, instead. (See Example: Rayla’s Contest.)
Contests go back and forth until one side gives in or fails to beat
the difficulty. The losing side takes stress, and the winning side
comes out with the advantage. It returns to a conversation—is
the loser going to back down, or is the winner going to press
their advantage? If the winner isn’t given what they want from
the loser, another contest might be necessary.
Because Rayla initiates the contest, she assembles her dice pool
first. She picks Agility ⑩ since this falls under her ability to 2
move carefully; Truth ⑧ because, while she’s still trying to Ulfred’s Roll Against Rayla’s Roll
reach her friends, she’s hoping to hide the truth of her presence DICE POOL DICE RESULTS TOTAL
from Ulfred; Moonshadow Elf ⑧ because sneaking is a thing
her people do well; and her SneaK ⑥ specialty, for obvious 9
reasons. That’s ⑩ + ⑧⑧ + ⑥ for her dice pool.
1 Rayla’s player rolls the dice to set the starting difficulty for
Ulfred: 7 on the ⑩, 5 and 2 on the ⑧⑧, and 6 on the ⑥. The By winning the contest,
7 and 6 add up to a total of 13! She chooses one of the remaining she can choose to
inflict a type of stress
⑧s as her effect die. on Ulfred based on the
size of her effect die
The Narrator looks at Ulfred’s character journal. He’s got
Catalyst ⑧, Truth ⑥, and Del Barian Bandit ⑧. He doesn’t Exhausted
have any specialties that seem relevant, but the Narrator spends
one of Ulfred’s Ⓟ
● to create a temporary asset: Watchful ⑥.
That’s ⑧⑧ + ⑥⑥ for his dice pool.
2 The Narrator rolls to try to beat the difficulty Rayla set: 3 and 2
on the ⑧⑧, and 5 and 4 on the ⑥⑥. That’s a grand total of 9.
Even if the Narrator spends a Ⓟ● to keep one of the other dice,
the most he could get is a 12 (from adding the 3 to the 9). He
decides not to, and the contest is over.
In a challenge, the Narrator sets out a challenge pool based Alternatively, the Narrator can choose to strengthen the
on how difficult the challenge is and how long it will take to challenge pool by stepping up one of the dice in the pool by one
overcome it. The former uses the same difficulty ratings as a test; step. Once the Narrator has had their turn, it’s back to the first
the latter is several dice from three to five, or sometimes more, PC, and play continues like it did the first round.
where fewer dice means it won’t take as long to overcome and
In a challenge, the Narrator rolls the challenge pool to set the
more dice means it takes concerted effort by multiple characters
difficulty, just like a test. Then you roll your own dice pool and
to do it quickly.
try to beat the difficulty. If you don’t, you fail to progress the
Challenges take place over several rounds. Each round represents challenge, and you take stress equal to the Narrator’s effect die.
some passage of time; it could be a few seconds, or it could be If you beat it, you make progress, and compare your effect die to
minutes or hours. Fighting your way out of a water-logged tunnel one of the dice in the challenge pool. If it’s bigger, the challenge
fi lled with rats might use rounds of only a few seconds each, but die is removed from the challenge pool. If it’s equal to or smaller,
trying to transcribe a complex spell from a wall carving might the challenge die is stepped down by one step.
take rounds of several hours to achieve.
Getting a heroic success in a challenge lets you overcome the
The Narrator may declare that something happens after a certain challenge faster. Each heroic success lets you step up your effect
number of rounds, such as guards arriving, a cave collapsing, die by one step, or keep an additional effect die from your
or the sun going down over the horizon. If this happens, the remaining dice; if you choose the latter option, you can compare
challenge may be a failure. If there’s no such time-sensitive this added effect die to another die in the challenge pool and
element to the challenge, then it becomes a matter of how long it either eliminate it or step it down, as well.
takes you to overcome the challenge without getting stressed out.
Once the challenge pool is reduced to zero dice, the challenge is
Other PCs might help you take on challenges, but everyone must over, and you’ve won!
take turns, one turn per player per round. The Narrator decides
Examples of challenges include sneaking past dangerous guards,
which of you goes first, but once a PC has had their turn, that
confronting a group of hungry beasts, overcoming a magical trap,
player chooses who goes next out of the remaining PCs. Finally,
dismantling an enchantment, laying siege to a fortified castle.
the Narrator gets a turn for the challenge pool, just as if it were a
character of its own—the Narrator chooses a PC to test against, (See Example: Rayla’s Challenge.)
and that player sets the difficulty with their dice.
Rayla’s player describes her leaping into the trees, jumping from Due to the heroic success,
branch to branch, her blades going snicker-snack. She rolls: 10 Rayla can add another effect die
and 2 on the ⑩s, 8 and 1 on the ⑧s, and 5 on the ⑥. Ugh, a
3 CHALLENGE POOL
hitch! She sets aside the ⑧ that rolled the 1 and adds the two
best dice together for 18, using her other ⑩ as the effect die. Steps down
She easily wins the first round of the challenge. due to Rayla’s
⑥ effect die
2 She beat the Narrator’s total by more than 5 (18 vs 10), so that’s
Eliminated by Rayla’s
a heroic success. Rayla can either step up her ⑩ effect die or ⑩ effect die
choose an additional effect die. She chooses the only remaining
die in her pool, the ⑥. So her effect dice are ⑩ and ⑥.
Angry
3 The Narrator says that the ⑩ effect die removes one of the ⑥s
Narrator buys Rayla’s
in the challenge pool, reducing the pool to ⑥⑥. The ⑥ effect hitch to give her stress
die isn’t bigger than the dice in the pool, so it steps one down +1
from ⑥ to ④. The challenge pool is now ⑥ + ④. The Narrator
hands over a Ⓟ● to activate Rayla’s hitch and give her Angry ⑥ 4
stress: dodging spider webs is raising Rayla’s temper. DICE POOL DICE RESULTS TOTAL
Rayla could tweak her dice pool, but she’s happy with her pool Since both of Rayla’s effect die are
from round one, and she isn’t doing anything different. More bigger, the entire pool is eliminated
leaping, more flashing of knives. She rolls: 9 and 8 on the ⑩s, 5
and 4 on the ⑧s, but a hitch on the ⑥. She adds the 9 and 8 for
Angry
17 total, another heroic success, and uses both ⑧s as effect dice.
Narrator buys Rayla’s
5 The Narrator says that her two ⑧ effect dice eliminate the hitch to increase her
remaining two ⑥ in the challenge pool. Rayla's Angry stress was existing stress
included in the dice pool, but it isn't part of the challenge. With +1
all the challenge dice gone, Rayla has defeated the spiders. The
Angry
Narrator gives Rayla’s player another Ⓟ ● to activate the hitch she
rolled on that ⑥, which steps up the Angry stress to a ⑧. Rayla
runs off into the woods, frustrated and tangled up in webs.
You can choose to have your character shoulder through their Trauma is like long-term stress. Any time a PC’s stress is stepped
pain and suffering and use it as a motivator rather than a setback. up past ⑫, they’re stressed out of the scene they’re in, and they
To do this, spend a Ⓟ● and add your stress die to your own dice gain ⑥ trauma of the same type as the stress that just increased.
pool for that test, contest, or challenge, rather than adding it to Trauma functions just like stress but is much harder to recover.
the opposing dice pool.
During any scene in which your character is stressed out and
Using stress dice in this fashion has an additional cost, however. has taken trauma, additional stress of that same type to your
After the test, contest, or challenge is resolved, the stress die you character goes directly to trauma of that type. This won’t happen
included in your dice pool is stepped up by one. This may result often! You’re already out of the scene, after all. But it might occur
in your PC being stressed out if the die is stepped up past ⑫. under some circumstances. Once trauma is stepped up beyond
⑫, your character is permanently out of options—they’re dead,
hopelessly incoherent, lost to their own psyche, or whatever
Last-Ditch Effort seems most appropriate.
If the next scene is one in which your PC can be taken care of
In some cases, you may be able to temporarily recover enough or allowed to recuperate, your character’s stress is reduced to
stress during a scene after you have been stressed out, which is zero, but the trauma remains at the level it was at the end of the
something we call a last-ditch effort. Th is must be prompted previous scene. Recovering trauma requires somebody else to
by somebody trying to rouse you, snap you out of it, clear your make the tests to help you. This works like recovering stress but
head, or inspire you with words. The character trying to help you the effect die isn’t used, as follows:
makes a test similar to a recovery test: ⑧⑧ difficulty plus the
⑫ stress you still have. Take note of their effect die; you may If the player beats the difficulty, the trauma is
get to use it as an asset in your roll. stepped down by one.
If they’re successful, you can attempt something in the current If the player fails to beat the difficulty, the trauma
scene, so long as it’s a short or immediate sort of activity. This does not get any better or worse. The player can’t
might be taking a turn in a challenge, or making a test. A contest try to recover that trauma again until time passes,
is probably out of the question! The downside to this is that although another friendly character might try
instead of adding two dice to get your total, you can only use one. to help.
You can spend Ⓟ ● to include more into your total, as normal. If the player rolls a hitch on a successful attempt to
You may also add the effect die of the test that was made to rouse
recover trauma, the Narrator may hand over a Ⓟ ●
you as an asset for that roll, if that helps.
and inflict stress of a different type than the trauma
After your moment of activity, you go back to being stressed out. that’s being recovered, starting at ⑥ (or stepping
up by one if the PC already had stress of that type).
When you’re the Narrator and you’re running a scene, you may
sometimes wonder in which order things should happen. This is
especially true when there are multiple PCs all doing something!
Just like in any episode of the show, the spotlight shifts from
character to character, with each of them resolving a test, or being
part of a contest, or taking their turn in a challenge.
We call this the dramatic order. It can become something of a
juggling act, more of an art than a science, but the best way to
manage it is to shine the spotlight on a PC and ask the player,
Narrator Characters
“What do you do?” This player is the dramatic lead. Based on
what that player says, maybe you roll dice for a test, or maybe In Tales of Xadia, there are many characters who act as the
they initiate a contest. If you presented a challenge when you supporting cast of the story for the PCs—the antagonists,
framed the scene, maybe they’re the first to take it on. Once their friends, and neutral parties along the way. It’s your job as Narrator
test, contest, or turn in a challenge has been resolved, switch to to play all of these people, making the players feel as if there’s a
a different dramatic lead PC and repeat until everyone has had living, breathing world around them populated by individuals
their go. and groups who have their own goals, dreams, and obsessions.
If a NC in the scene has their own motivations and goals, Some Narrator characters (NCs) are just names, and they don’t
they should get their own turn in the spotlight as a dramatic need game stats like PCs do. They’re often little more than part
lead. Give the players the option to go first, even if the NC is of the location the scene is set in, and if they don’t try to get
particularly fast or aware, unless you’ve framed a scene as an in the PCs’ way, they don’t need to have traits. If you need to
ambush or surprise reveal. The NC is part of the dramatic order, involve them, they might be part of a challenge or a test. When
and players can choose for the NC to go next once they’ve had a in doubt, assign them two or three traits—⑥, ⑧, or ⑩—and
turn. Challenges always take their own “turn” last, after everyone have them add to a test or challenge when they’re in opposition
involved in the challenge has taken a turn. to a PC or add to a PC’s dice pool if they’re helping, just like
stress and assets.
More important and active NCs have attributes, values,
Sessions distinctions, specialties, and assets just like PCs do. You don’t
need to have as many of these traits as the PCs have; a NC might
only have two distinctions, or no assets. But they must all have
A session is the length of play from when you sit down at your
die ratings in the six values and the six attributes, at least one
table (or at your computer desks) with your characters to play the
distinction that summarizes who or what they are, and the
game, to when you wrap up and take notes for next time. Most
Hinder SFX attached to that distinction. Good examples of
sessions last anywhere from two to four hours, sometimes longer!
these NCs from The Dragon Prince include the tracker Corvus
It depends on the group, and the time of day, or how much you
and Gren, Amaya’s friend and translator.
get done. Sometimes it’s good to end a session after a big climactic
scene, or you might end it with a cliffhanger or shock reveal that
leaves everyone excited for next time.
Every session starts with the players getting a Ⓟ
●, in addition to
any Ⓟ
● they have left from last time. You as the Narrator get a
fresh pool of Ⓟ
● equal to the number of players. Then, you can
either ask the group to do a quick recap of what happened last
time and where you left off, or you might do that yourself. Some
Narrators use the time between sessions to communicate this
sort of information to the players via emails or chat.
A Asset
A helpful trait that belongs to a PC and
Dice Pool
A group of dice rolled by a player or Narrator
represents important things or connections
Die Rating
that may sometimes help the PC out
The size of the die assigned to a trait, goal,
Attribute or difficulty
A trait set of basic areas of innate ability:
Die Size
Agility, Awareness, Influence, Intellect,
The number of sides a die has, such as ⑥
Spirit, and Strength
or ⑩
B Beat
Get a total higher that the opposition;
Difficulty Die
A die, usually a pair of dice, that represents
a tie is a failure
how hard a test or other opposition is
Botch
Distinction
A critical failure. All your dice came up 1. Total
A trait that represents a character’s vocation,
zero. In addition to the normal result of the
kindred, and quirks in the game
failed roll, the Narrator may also step up or add
stress to the PC without giving the player a Ⓟ ● Dramatic Order
Tests and contests play out in an order that
C Catalyst
A character, similar in traits to the PCs, with
makes sense for the unfolding story
a catalyst trait die that changes size based on
interactions with the PCs
E Effect Die
A die chosen from the roll that wasn’t used
for the total, which then gets used for things
Catalyst Die
like creating assets, giving a character stress,
A trait die included in any dice pool put
or reducing a challenge pool; the size, not
together for a catalyst; the size changes
the result, of the die matters
based on interactions with the PCs
Challenge F Framing a Scene
The Narrator sets up a scene, saying who’s
A more complicated obstacle that may
there, where it is, and the time of day
involve several parts to overcome
Challenge Pool G Give In
When called to make a roll, usually in a
Dice that represent the difficulty and
contest, a player may choose not to roll
duration of a challenge, used to set the
and instead accept the consequences on
difficulty for each turn
their own terms
Character Journal
The player’s record of game stats and H Heroic Success
A total of 5 or more points higher than the
information about their character
difficulty set by the opposing roll or, in a
Contest contest, when the opposing roll is 5 or
A series of dice rolls between opponents, more points below the previous roll
each trying to beat the previous roll
Hinder SFX
D Dark Mage
Humans who wield dark magic
Gain a Ⓟ
● when you switch out this trait’s die
rating for a ④ in your dice pool
Dark Magic Hitch
A unique kind of magic practiced by humans A die that comes up as 1 in a player’s roll;
that uses the primal magic of magical creatures the Narrator may give the player a Ⓟ
● to
activate it
V Value
A type of trait that represents deeply held
beliefs or attitudes: DeVotion, Glory, Justice,
LiBerty, Mastery, and Truth
Value Statement
A phrase attached to a value that provides
context and connection