Stamina: Stamina represents an active defense from the character, their ability to avoid, deflect or stop attacks.

Recovery Die: The value of your die is your starting stamina, you can have a maximum of stamina equal to double this value. When an action calls to roll this die it means that you will gain the amount rolled.

Exhaustion: When you reach zero stamina you enter a state known as ‘exhausted’, the next attack that targets you will deal one damage to your health, or two if the damage is greater than your maximum stamina.

Tank or Evade? When you would incur a negative condition in combat the Game Master will ask you whether you wish to Tank it or Evade it. If you choose to Tank it you will lose one health point but you won’t incur the effect. If you choose to evade it you will roll a skill check to try to avoid taking the effect.

Health: You permanent health, you never recover this value during combat, only when your character has a chance to rest. Any time you take damage to your health you roll your recovery die.

Actions and Action Points: You normally have 4 action points (AP), which you can spend during your turn to use actions. Each action can only be used once during your turn.

The Adrenaline Condition: You can spend this condition to lower the AP cost of an action to a minimum of one.

The Impacted Condition: You are incapacitated or off guard in some way, you must spend one AP to remove this condition. Or it can be removed if you are targeted by an action with the Aid Trait.

Traits: Traits can both describe what an action is and add effects to it. Each trait does something different. Actions with the Attack Trait are also called ‘attacks’.

Combo Actions: Actions that have some sort of requirement that must be met before they can be used.

The Crossover trait: Actions with the Crossover Trait, a player character can use another player character’s action that has this trait.

Empowered and Power Feats: Empowered is the main resource all player characters must balance. Constantly gained and lost. Power Feats describe how you obtain empowered and how you spend it.

Flourish Actions: Allows you to spend your stacks of empowered. Once per turn you can use your flourish action for free, further uses cost 1 AP.