KING

Quick Reference

Everything you reach for mid-fight, on one page. Every table here is the rulebook's own; each card links to the full rule.

Attack d20 + stat mod + weapon bonus vs AC   AC armor + Sense mod   Initiative d8 + Mind die, rerolled each round   Vitality 3 + Tier   Wounds Tier

The round

Round structure

Each combat round follows this sequence:

PhaseWhat Happens
1. InitiativeRoll d8 + Mind die (reroll each round)
2. Player Tactical PhaseRegain Vigor, pick ONE Maneuver each
3. TurnsEach combatant acts in initiative order
4. End of RoundEnemies declare tactics for next round (blind, don't see next initiative)

Enemy Leaders: If enemies have a Leader, they declare tactics BEFORE players (after initiative). If the Leader dies, enemies revert to declaring at end of round starting that same round.

Combat → Round Structure

Initiative

d8 + Mind die

Critical: Initiative is rerolled at the end of each round, not just once at start.

Combat → Initiative

Tactical phase

1. Roll Initiative (Start of Round)

  • All combatants roll d8 + Mind die
  • Players see the initiative order before declaring

2. Enemy Leader Tactics (if applicable)

  • If enemies have a Leader, they declare tactics NOW (after seeing initiative)
  • No Leader = enemies declared at end of previous round (blind)

3. Player Tactical Phase

  • Pick ONE Maneuver each. Most are instant. Casting a spell IS your Maneuver (a Declared Maneuver: it resolves on your turn and can be disrupted)
  • Coordinate strategy as a group
  • Psions never declare (spontaneous casters; they keep their Maneuver)

4. Turns (Actions Resolve)

  • Everyone acts in initiative order
  • At the start of your turn, roll Tier exploding d4s: each 4 regains 1 Vigor
  • Execute Declared Maneuvers on your turn
  • Can make opportunity attacks as reactions
  • Losing Vitality may disrupt your Declared Maneuver

5. End of Round

  • Enemies without a Leader declare tactics for next round (blind, don't see next initiative)
  • If Leader died this round, enemies declare now instead
  • New round begins with initiative roll

Combat → Tactical Phase (Detailed)

Action economy

Each turn you get:

  • ONE action - Attack, resolve a Declared Maneuver, Dodge, Sprint, Help, etc.
  • ONE movement - 30 ft, can split before/after action
  • ONE reaction - Opportunity attack or triggered ability

NO bonus actions. Abilities either replace your action, cost nothing, or use your reaction.

Combat → Action Economy

Basic actions

These require NO declaration. Decide and execute on your turn. Cannot be disrupted.

ActionEffect
AttackMake a weapon attack (melee or ranged)
DodgeAttacks against you have disadvantage until your next turn
SprintMove additional 30 ft (total 60 ft), no other action
DisengageMove without provoking opportunity attacks
HelpGive an ally advantage on their next check
Use ItemInteract with an object (but NOT potions, see Drink Potion Maneuver)
Escape PinContested Body/Cunning ability test to break free
ManifestPsion only, spontaneous casting, no declaration

Combat → Basic Actions

Movement & reactions

  • Base: 30 feet per turn
  • Splitting: Can move before and after your action
  • Sprint: Use your action to move an additional 30 feet (total 60 feet)
  • Difficult Terrain: Costs 2 feet per foot moved
  • Limit: ONE reaction per round
  • Opportunity Attacks: When an enemy leaves your reach without disengaging
  • Triggered Abilities: Some abilities trigger on specific events

Opportunity Attack: When an enemy you can see leaves your reach without taking the Disengage action, you may make one melee attack against them as a reaction.


Combat → Movement

Attacks and hits

Attack roll

Attack Roll:

d20 + stat modifier (from martial or mystic tree) + weapon bonus vs AC

Which stat? Your martial or mystic tree's associated stat:

  • Body trees (Brawler, Guardian, Titan, etc.)
  • Cunning trees (Assassin, Skirmisher, Opportunist)
  • Mind trees (Swordmaster, Tactician, Wizard)
  • Sense trees (Aspect Warrior, Stalwart, Druid)
  • Heart trees (Commander, Champion, Invoker)
  • Fate trees (Fortunate, Destined, Inquisitor)

Untrained (no martial or mystic tree): Use Body modifier (melee) or Cunning modifier (ranged). No tactics, no tree effects.

Combat → Making an Attack

Armor class

Armor base + Sense modifier

Tier is NOT added to AC. Unarmored is 10 + Sense. Light armor 11 + Sense (full Vigor); Medium armor 12 + Sense (-1 Vigor cap); Heavy armor 13 + Sense (-2 Vigor cap); a Shield is +1 AC. Heavier armor raises AC but its rigidity shrinks your Vigor shield: light armor and Sense-based dodging keep your full shield, plate trades some away for protection. Armor no longer taxes Stamina; its cost is Vigor.

Combat → Armor Class

Range & cover

Melee: Reach is 5 feet unless weapon or ability says otherwise
Ranged: Each weapon lists its normal range and long range

  • Normal range: No penalty
  • Long range: Disadvantage on attack
  • Beyond long range: Cannot attack

Cover: Provides +2 AC (half cover) or +5 AC (three-quarters cover)

Firing Through Allies: Ranged weapon attacks (bows, thrown weapons, etc.) are affected by creatures in the line of fire:

  • 1 creature in the way: Disadvantage on attack. On a natural 1, you hit that creature instead of your target.
  • 2+ creatures in the way: Cannot attack that target.
  • Mystic attacks and spells: Not affected by this rule.

Combat → Range

What a hit deals

The die ladder is always the standard one: d4 / d6 / d8 / d10 / d12 for Tiers 1-5.

  • Major hit = roll your Tier die. The target takes that much Damage.
  • Major critical hit = roll TWO Tier dice (a natural roll in your crit range).
  • Minor hit = flat points equal to Tier. No roll. Minors are the metronome: steady, predictable pressure.
  • Minor critical hit (natural 20 only) = roll the Tier die, floored at the flat value. A crit is never worse than a normal hit.
  • Some abilities add points, deal Vigor damage, or attach conditions. Flat riders ("+1 point on a hit") stay flat.

Combat → What a Hit Deals

Crit range

CunningCrits on
8 or lessCannot crit
1020
1219-20
1418-20
1617-20
1816-20
2015-20
2214-20

Crit range bonuses stack but never grow past 12-20. A Major's crit rolls two Tier dice.

Combat → Critical Hits

Glancing blow

When a Major MISSES with a weapon attack or mystic attack, they may deal Vigor damage to one target within the attack's range. Body sets how much:

  • Positive Body die (Body 12+): roll the Body die and deal the result as Vigor damage.
  • No Body die (Body 10-11): deal a flat 1 Vigor damage.
  • Negative Body die (Body 9 or less): nothing; no Glancing Blow.

The default target is the one you missed, but any target within the attack's range is legal. A miss still grinds shields; Body sets how hard.

Combat → The Body Rule (Glancing Blow)

Mystic attack

All mystic trees except Martial Artist gain access to a basic ranged attack:

Mystic Attack: 120 ft range
  • Attack: d20 + casting stat modifier vs AC
  • On hit: deals 1 Vigor damage (a crit deals your Tier die of Vigor damage, d4 at Tier 1 up to d12 at Tier 5; damage type appropriate to your class).
  • Vigor damage never touches Vitality and never wounds, against anything. But a Minor's whole pool IS Vigor, so against Minors it is simply damage: the mystic attack grinds Major shields and clears mooks. Real damage against Majors comes from your spells.
  • A missed mystic attack triggers your Glancing Blow (section 2) like any weapon attack.
  • No declaration required. This is a standard attack action.

Maneuvers & Deeds → Mystic Attack

Resistance & immunity

Hits keep a descriptor from their source (slashing, fire, psychic, holy...).

  • Resistance: hits of that type deal 1 less point (minimum 0).
  • Immunity: hits of that type have no effect.
  • Vulnerability: hits of that type deal 1 more point.

Combat → Damage Types, Resistance, and Immunity

Taking hits

The three layers

Every point of Damage moves through three layers, in order:

  1. Vigor - the shield. Absorbs Damage first, 1 point per point. Vigor damage stops here: it never spills past this layer.
  2. Vitality - the pool. Each point of Damage past Vigor removes 1 Vitality.
  3. Wounds (players only) - a hit that would push you past 0 Vitality costs a wound instead: a rolled lasting injury. You catch a Second Wind, staying conscious and fighting with your Vitality AND Vigor both back at full, and the rest of that hit is negated. With no wound left to spend, you die.

Combat → Taking Hits: The Three Layers

Vigor

What it is: A shield of battle focus and fighting spirit. Each point negates one incoming point of harm.

Cap: Tier + your Heart modifier (minimum 0). Heart sets how large your shield can grow. A negative Heart modifier can leave a low-Tier character with little or no shield; a high Heart makes for a deep one.

Generation:

  • Start every combat with full Vigor (= your cap)
  • At the start of each of your turns, roll a number of exploding d4s equal to your Tier. Each 4 restores 1 Vigor (a 4 explodes: roll it again and keep counting), up to your cap
  • Vigor from abilities (Brace regains your Tier, Rally, tree effects) still respects the cap

Special:

  • Losing Vigor does NOT trigger disruption of Declared Maneuvers
  • Only Vitality loss (a hit past your Vigor) counts for disruption

Combat → Vigor

Vitality

What it is: Your capacity to keep fighting while hurt.

Vitality = 3 + Tier

Each point of Damage past your Vigor removes 1 Vitality. Vitality is battle damage: it returns in full on a Rest, and a Recovery can trade 2 Stamina for 1 Vitality.

Combat → Vitality

Wounds & Second Wind

Running out of Vitality does not drop you. A hit that would push you past 0 Vitality costs you a wound instead: roll a lasting injury (d4 + Tier, section 5) and catch a Second Wind. You are maimed but still standing, and you come back up fighting.

  • A wound refills both pools. Your Vitality returns to its maximum and your Vigor shield reforms to its maximum. The rest of that hit is negated: the blow that broke you can do no more.
  • Wound capacity = your Tier. Your active lasting injuries ARE your wounds.
  • With no wound left to spend, you die (section 5). There is no dying state to be rescued from.
  • One wound per hit, however big the hit was. A crit that pushes you past 0 costs the same single wound as a 1-point hit; what a big hit really costs you is the whole Vitality pool it burned through first.
  • Wounds persist through Rest: they heal only via their Treatment column or wound-removal magic.
  • NPCs never take wounds. A Major NPC out of Vigor and Vitality is dead; a Minor at 0 Vigor flees, and dies outright at total damage equal to twice its Tier (Part 7B).

Combat → Wounds & Second Wind (Past 0 Vitality)

Rolling a lasting injury

A wound IS a lasting injury. Vitality is battle damage that returns on a Rest; a wound is what a hit costs you when it would push you past 0 Vitality (you are maimed but standing, and both pools refill: see Second Wind above). Roll d4 + your Tier on the table below; the GM chooses which table based on what caused the hit, or rolls randomly if the source was mixed. The GM may skip the roll if it is narratively inappropriate. You can carry wounds equal to your Tier; with no wound left to spend, you die. Wounds persist through Rest and heal only via their Treatment column or wound-removal magic.

Death & Danger → Lasting Injuries

Death

A character dies the moment they would take a wound and have none left to spend. There is no dying state, no death timer, and no stabilization: the wound track IS the countdown, and it is visible to everyone at the table.

What this means in play:

  • Help has to arrive before the killing blow, not after it
  • Clearing a wound (Treatment or wound-removal magic) gives back a slot, and a slot is a life
  • A character at capacity should be played like it: they are one hit past 0 Vitality from the end

Death & Danger → How Characters Die

Abilities and spells

One pick per round

There is ONE tactical choice per round: your Maneuver. Some maneuvers carry the Declared tag.

TypeChosen WhenResolvesCan Be Disrupted?
Basic ActionYour turnYour turnNo
Maneuver (instant)Tactical PhaseImmediatelyNo
Declared ManeuverTactical PhaseOn your turnYes
ReactionWhen triggeredImmediatelyNo

Quick Reference:

  • Basic Action = decide on your turn, can't be stopped (Attack, Dodge, Sprint, etc.)
  • Instant Maneuver = pick early, happens immediately, flat Stamina cost, can't be stopped
  • Declared Maneuver = pick early, resolves on your turn, CAN be disrupted. Spellcasting is the big one: casting a spell IS your Maneuver for the round

Maneuvers & Deeds → Types of Special Actions

Universal maneuvers

Core Maneuvers (always solid defaults):

ManeuverEffect
Defend+2 AC until start of next turn
Empower+1 crit range on your attacks this round
FocusAdvantage on one saving throw type until start of next turn
BraceRegain your Tier in Vigor, up to your cap
FortifyConvert Stamina to Vigor 1:1, up to your cap
Steel YourselfConvert Stamina to Vitality 1:1, up to your max

Situational Maneuvers (specific tactical uses):

ManeuverEffect
Drink PotionConsume one potion immediately (only way to drink in combat)
ProvokeNext enemy you hit must target you on their turn
StepMove 5 ft without provoking (even if flanked)
DisengageYour movement doesn't provoke opportunity attacks this round

Tree-specific Maneuvers include: Rage, Takedown, Bestial Maneuver, and others (see tree descriptions). All martial tree maneuvers are instant.


Maneuvers & Deeds → Universal Maneuvers (Available to Everyone)

Declared maneuvers

Announced in the tactical phase, resolved on your turn. CAN be disrupted if you lose Vitality before your turn.

What is Declared:

  • Spellcasting (Wizard, Invoker, Druid) - tier = spell tier
  • Prayer invocation (Prophet) - tier = stack count
  • A handful of telegraphed abilities marked (Declared)
  • Psions and Martial Artists never declare (spontaneous)

Unresolved Declared Maneuvers are lost at end of round.

Maneuvers & Deeds → Declared Maneuvers

Disruption

Every Declared Maneuver carries a tier from 1 to 5. The DC it sets and the Stamina a failed check costs are in Tier DCs.

When you lose Vitality (a hit past your Vigor) before resolving a Declared Maneuver, make a disruption check:

Roll: d20 + relevant stat die + Tier vs DC (by declaration tier).

Success: Maintained, no cost.
Failure: Spend Stamina equal to the tier to maintain, or lose it.

Multiple hits: One check per point of Vitality lost.

Important: Vigor loss does NOT trigger disruption. Declaring paints a target on you; your shield is what stands between your spell and their steel.


Maneuvers & Deeds → Disruption

Casting in combat

Declare: In the tactical phase. Casting is your Maneuver for the round (no Defend, Brace, or Empower on a casting round).
Resolve: On your turn.
Disruption: Can be disrupted by Vitality loss (see Declared Maneuvers above).

No check required - declare and resolve. Disruption is the risk.

What spells do: see the Magic Conversion table at the start of Part 4. A damaging spell deals flat Damage equal to its SPELL tier on a failed save, 1 Vigor damage on a save (each target, for area effects). Healing heals Vitality equal to its tier, refills Vigor, or removes wounds (a wound is a lasting injury; removing one heals a real injury).

Maneuvers & Deeds → In-Combat Spellcasting

Checks, saves, and Tier

Tier

LevelTier
1-21
3-42
5-63
7-84
9-105

Tier determines:

  • Dice pool size (add Tier dice to skill/checks)
  • Successes needed (need [Tier] successes)
  • Attack rolls (d20 + stat modifier + weapon bonus, no Tier)
  • Vigor generation
  • Damage on a hit (your Tier die: d4 / d6 / d8 / d10 / d12 for Tiers 1-5)

Fundamentals → Tier

Tier DCs

TierDCStamina on fail
1111
2132
3153
4174
5195

One ladder: the disruption DC of a declared maneuver, the DC to cast a spell outside combat, and the save DC an effect of that tier sets. On a failed roll you pay the Stamina to hold the effect, or lose it.

Maneuvers & Deeds → Declaration Tiers

Stat dice & modifiers

Each stat has TWO values: a stat die and a flat modifier.

Stat ScoreFlat ModifierStat DieAverage
1-5-d8-4.5
2-3-4-d6-3.5
4-5-3-d4-2.5
6-7-2-d3-2.0
8-9-1-d3-2.0
10-11+000
12-13+1d32.0
14-15+2d42.5
16-17+3d63.5
18-19+4d84.5
20-21+5d105.5
22+6d126.5

Use stat die for: Checks, saves, initiative (Mind die), Glancing Blow (Body die), most mechanics
Use flat modifier for: Attack rolls, AC (Sense modifier), Cunning crit range

Fundamentals → Stats & Modifiers

Checks

Roll [Stat modifier + Tier] d6s. Count successes:

  • 1: Lose 1 stamina, gain 1 Fate point
  • 2-4: Nothing
  • 5: Success
  • 6: Success + roll another die (explosion)

Need [Tier] successes to pass.

Negative Stats: If stat modifier is negative or zero, roll only Tier dice. Successes require 6 only.

Fate Points: Spend 1 Fate point after rolling to add 1 die to your pool. Can spend multiple.

GM Option - Narrative Consequences: When a player rolls 1s on a check, the GM can replace the standard stamina cost with a more fitting narrative consequence instead. The "1" represents something going wrong - this could be stamina loss, or it could be a broken lockpick, a torn rope, alerting a guard, or any other setback appropriate to the situation. The player still gains the Fate point. This keeps the fiction dynamic and responsive to context.

Fundamentals → Checks (Dice Pool)

Saves

Roll [Stat modifier + Tier] d6s. Need [Effect Tier] successes.

Key Differences from Checks:

  • 1s do NOT cost stamina or grant Fate points (saves are reactive, not active effort)

Fate Points: Spend 1 Fate point after rolling to add 1 die to your pool. Can spend multiple.

The Six Saves:

  • Body: Poison, disease, exhaustion
  • Mind: Illusions, arcane effects, knowledge-based deceptions
  • Sense: Divine/primal magic, curses
  • Heart: Fear, despair, domination
  • Cunning: Dodging, traps, feints, misdirection, pickpocket attempts
  • Fate: Death effects, destiny manipulation

Fundamentals → Saves (Dice Pool)

Advantage & disadvantage

  • Advantage: Succeed on 4+ (50% per die)
  • Normal: Succeed on 5+ (33% per die)
  • Disadvantage: Succeed on 6 only (17% per die)

If you have both, they cancel (normal). Multiple sources don't stack.


Fundamentals → Advantage & Disadvantage

Check tiers

TierEffect LevelExample
1BasicCatch a tossed weapon, shove off balance
2ImprovedSuplex through a table, catch an arrow
3GreaterBreak a wooden door, rally panicking allies
4HeroicCut a spell in half, break a stone column
5LegendaryWrestle a giant, defy death itself

Maneuvers & Deeds → Check Tiers

Resources

Stamina by level

LevelStamina
17
210 (+3)
314 (+4)
417 (+3)
521 (+4)
624 (+3)
728 (+4)
831 (+3)
935 (+4)
1038 (+3)

7 base, then alternating increments of +3 and +4 per level.

Resources → Stamina

At 0 stamina

You can still use abilities. However:

On a failed check:

  • Normal: Spend stamina to succeed
  • At 0 stamina: Failure causes exhaustion instead, even if you would have spent more stamina than you have.
  • At 0 stamina with exhaustion: Failure costs 1 Vitality per 2 stamina you would have spent (round up).

Exhaustion Effects:

  • Roll all checks, attack rolls, tests, and saves at disadvantage

Recovering from Exhaustion:

  • Rest: Removes exhaustion

Critical: Stamina does NOT recover from Recoveries beyond the Fate exchange below. Only rests restore stamina freely.


Resources → When You're at 0 Stamina

Rest (8 hours)

Requires:

  • 8 hours of rest
  • 1 ration consumed
  • Relatively safe location

Benefits:

  • Restore ALL Vitality (wounds - lasting injuries - persist; see their Treatment)
  • Restore Stamina equal to your level
  • Remove exhaustion
  • Remove non-permanent conditions

Resources → Rest (8 hours)

Recovery (10 minutes)

Spend resources to patch up:

  • 1 Fate: Recover Stamina equal to your Tier
  • 2 Stamina: Restore 1 Vitality
  • 1 Stamina: Reduce Attunement by 1 (Druid)

Vigor refills automatically at the start of each combat.


Resources → Recovery (10 minutes)

Printing

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