Rules Index
Chapter II — Character Creation & Contacts
Determine Core AttributesII.2
Fate Roll (Default)II.2
Point BuyII.2
Attribute ModifiersII.2
Omen-BornII.3
Special Attribute: HealthII.3
BackgroundsII.4
Initial SkillsII.8
Finishing TouchesII.15
Nature of a ContactII.9
Choosing an Initial ContactII.9
Relationship StatesII.11
Invoking a ContactII.11
Consequences of FailureII.11
Contact BoonsII.12
Signature Boons by Contact CategoryII.13
Maintaining ContactsII.14
Burning a ContactII.14
Expanding One's NetworkII.14
Chapter III — Character Growth, Skills and Paths
Milestone AdvancementIII.1
Milestone RewardsIII.1
Major Arc RewardsIII.2
Raising Core AttributesIII.2
Human Limits in This AgeIII.2
Injury Can Lower Your MaximumIII.2
Spending Skill PointsIII.3
Skill Tier CostsIII.3
Partial Advancement (Committed Progress)III.3
Investing Toward a TierIII.3
No ReassignmentIII.3
Meaningful Use Requirement (Expert and Master)III.3
Downtime Training (Counts as Use)III.3
Skill RanksIII.4
CompetenciesIII.4
Basic Human CompetenciesIII.4
Background CompetenciesIII.4
Skill ChecksIII.4
Skill Check FormulaIII.5
Challenge Marks (CM)III.5
CM Benchmarks by DomainIII.5
Defended Skill Checks (Opposed)III.5
Skill PathsIII.6
Continued Advancement (Cross-Training)III.6
Skills and Paths ListIII.6
Martial SkillsIII.7
Wilderness & Travel SkillsIII.8
Subterfuge & Intrigue SkillsIII.9
Social & Civic SkillsIII.11
Craft & Technical SkillsIII.12
Special SkillsIII.12
Chapter IV — Combat
Combat ScaleIV.1
Terrain in CombatIV.1
Visibility in CombatIV.1
The Combat RoundIV.2
Action SummaryIV.3
Melee Combat ResolutionIV.4
Engagement Clash Segment (Neutral State)IV.4
Momentum Press Segment (Attack / Defense State)IV.5
Damage ResolutionIV.6
KnockdownIV.6
Ranged CombatIV.7
Range BandsIV.7
Cover ModifiersIV.7
Aiming ActionIV.7
Shooting into MeleeIV.8
Ranged Special CasesIV.8
Ammunition & Thrown WeaponsIV.8
Fatigue & WoundsIV.8
Last PushIV.8