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Abilities
Might, Insight, Presence, and the body of a character
Every character on the board is a handful of numbers you can see from across the table. Might hits. Insight finds and seals. Presence speaks. Guard is the number the attack must meet. Armor eats damage. Wounds end the scene.
The three branches
| Branch | What it does | Where it lives |
|---|---|---|
| Might | Combat pressure, resilience, physical command. | Attack rolls; some Traverse tests. |
| Insight | Discovery, hazards, sealing, information. | Investigate, Veil, Chaos seals. |
| Presence | Diplomacy, arbitration, influence, leadership. | Accords, Border Arbitration. |
A Champion begins with one skill selection on a two-tier micro tree in each branch. You may earn up to three additional selections through milestones. Milestones, prerequisites, branch limits, and respec policy remain OPEN. Do not invent a feat list to fill the gap; play the printed ability on the card you have.
Combat numbers
| Stat | Current rule |
|---|---|
| Attack | D20 + Might versus Guard. Ties hit. |
| Damage | On a hit, roll the weapon die. D4 light, D6 standard, D8 heavy, D10 exceptional. |
| Armor | Subtracted from damage. Normal Micro Armor is capped at 2. |
| Minimum | A successful damaging hit deals at least 1 final damage. |
| Wounds | 1–3 damage = 1 wound; 4–6 = 2 wounds; 7+ = 3 wounds / Downed. |
| Guard bonus | Temporary Guard bonuses are capped at +2. |
Health
Champions have 3 wound slots. Cohorts have 2. A character becomes Downed when all slots are filled. Normal attacks cannot mark more than 2 Champion wounds unless tagged Heavy, Critical, Relic, Major, or another explicit exception.
A Downed character receives a Med Flag at 3. At the end of that character owner’s House Turn it counts 3 → 2 → 1 → removed if not stabilized. A newly Downed character does not decrease during the turn it fell. An adjacent Healer uses Command to stabilize. A Champion returns standing with 2 wounds filled / 1 wound remaining.
Field healing is a Gesture that spends 1 Healing Supply to clear 1 wound from a standing adjacent ally. A character normally clears no more than 1 wound through field healing per round.