PAY THE PRICE
When you suffer the outcome of a move, choose one.
• Make the most obvious negative outcome happen.
• Envision two negative outcomes. Rate one as ‘likely’, and Ask the Oracle using the yes/no table. On a ‘yes’, make that outcome happen. Otherwise, make it the other.
• Roll on the following table. If you have difficulty interpreting the result to fit the current situation, roll again.
Roll Result
1-2 Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest (Ask the Oracle if unsure) and make it happen.
3-5 A person or community you trusted loses faith in you, or acts against you.
6-9 A person or community you care about is exposed to danger.
10-16 You are separated from something or someone. 17-23 Your action has an unintended effect.
24-32 Something of value is lost or destroyed.
33-41 The current situation worsens.
42-50 A new danger or foe is revealed.
51-59 It causes a delay or puts you at a disadvantage. 60-68 It is harmful.
69-77 It is stressful.
78-85 A surprising development complicates your quest.
86-90 It wastes resources.
91-94 It forces you to act against your best intentions.
95-98 A friend, companion, or ally is put in harm’s way (or you are, if alone).
99-00 Roll twice more on this table. Both results occur. If they are the same result, make it worse.
Harm represents physical damage and fatigue. You inflict harm on your foes in combat, and you Endure Harm when you are attacked or fail to overcome a physical hazard or ordeal.
ENDURING HARM
When you face physical injury or hardship, make the Endure Harm move (page 91). As part of that move, you reduce your health track by the amount of harm suffered. There are five ranks of harm.
• Troublesome (1 harm): An attack by a minor foe, a painful injury, or a tiring effort.
• Dangerous (2 harm): An attack by a skilled foe or deadly creature, a nasty injury, or a demanding effort.
• Formidable (3 harm): An attack by an exceptional foe or mighty creature, a serious injury, or an exhausting effort.
• Extreme (4 harm): An overwhelming attack by a monster or beast, a grievous injury, or a debilitating effort.
• Epic (5 harm): An attack by a legendary foe of mythic power, a horrific injury, or a consuming effort.
When you are fighting a foe, they inflict harm based on their rank. Sample foes are in chapter 5 (page 133).
If you are at 0 health, a miss on the Endure Harm move puts you at risk of suffering a debility or dying. You can recover health through rest and recuperation, using moves such as Heal (page 63), Make Camp (page 64), and Sojourn (page 71).
When you face physical damage, suffer -health equal to your foe’s rank or as appropriate to the situation. If your health is 0, suffer -momentum equal to any remaining -health.
Then, roll +health or +iron, whichever is higher.
On a strong hit, choose one.
• Shake it off: If your health is greater than 0, suffer -1 momentum in exchange for +1 health.
• Embrace the pain: Take +1 momentum.
On a weak hit, you press on.
On a miss, also suffer -1 momentum. If you are at 0 health, you must mark wounded or maimed (if currently unmarked) or roll on the following table.
Roll | Result |
1-10 | The harm is mortal. Face Death. |
11-20 | You are dying. You need to Heal within an hour or two, or Face Death. |
21-35 | You are unconscious and out of action. If left alone, you come back to your senses in an hour or two. If you are vulnerable to a foe not inclined to show mercy, Face Death. |
36-50 | You are reeling and fighting to stay conscious. If you engage in any vigorous activity (such as running or fighting) before taking a breather for a few minutes, roll on this table again (before resolving the other move). |
51-00 | You are battered but still standing. |
Quest | ||
Track the Herd | Troublesome | [#][#][#][#][#] [#][#][#][#][] |
Kill the Harrow Spider | Troublesome | [][][][][] [][][][][] |
momentum | health | spirit | supply |
+5 | +4 | +5 | +3 |
Rolls
Endure Harm, +heart (3) - (1d10, 1d10, 1d6+3)
1d10 : (7) = 7
1d10 : (6) = 6
1d6+3 : (1) + 3 = 4