Quick Guide

You Are A Player
You do things. When you do things, you roll four dice. High numbers are good, low numbers are bad.

You Have A Character
The character is the person you're pretending to be. Characters have Skills, specific things they're good at. You add your character's Skill rating to dice rolls when you use it.

Your Character Has A Class
A class tells you what your character is good at. It tells you what Skills they have by lumping them into broad groups. A Knight looks like this:

Battle adventurers are at their best when they’re fighting. They tend to be natural athletes.

Cunning adventurers have useful abilities like outdoorsmanship or lockpicking. They tend to be sneakier than others.

Thought adventurers are knowledgeable about many things, including medicine. They tend to think their way through problems.

Charm adventurers have a way with people. They tend to talk their way out of (or into) trouble.

Your Character Has A Permission
A Permission lets your character do something impossible, like magic. Every permission is different, and lets you do something different. You can find a full list here.

Your Character Will Get Hurt
Sometimes you fall from a building or get stabbed by a sword. It happens.

When it does, you take damage. Stress is temporary damage that goes away after the problem does (like when a fight ends). Injuries are long-lasting damage that give you penalties.

The more stress boxes your character has, the harder it is to hurt them. Injuries happen when you don't have enough stress boxes left to take damage. Injuries heal eventually, but they make taking action harder in the mean time.