Basic mechanics

Everything is based off d6’s.
1-3 are failures
4-6 are successes.
By spending a Fae point, you may re-roll 6’s and potentially add to the success pool, re-rolling any bonus 6’s you get too.
You spend Persona points to get 1D to roll in a check, or to add your Nature rating to any ability or skill test. More on Fate and Persona later.

Test v Conflict

Tests are one player rolling a skill or ability against a set Obstacle number (DC). Other players can help, generally adding 1D or so to the die pool.
Example:
3 guardsmice need to cross a swift-moving stream. GM decides the Obstacle rating and assigns it a number, secretly. Jameson uses his Boatcrafting (2) skill and his Boat-wise to create a canoe out of a large leaf. Tullamore helps with his Carpentry skill to give 1D to the pool. Walker adds his River-wise for an additional 1D. The pool is 2+1+1+1, or 5D. only 2 successes, where the Obstacle was 3. Failure.
The Failure does not mean they don’t cross, but perhaps one mouse falls in and is now Tired. Or perhaps they were washed downstream and are off course for the trek to the next town. A Pathfinder skill check is now needed to get them back on track. Being washed downstream could also introduce them to a lost mousepup, so far from his home.
Typically, there’s a lot of tests throughout the session, and each player should get some time to shine.

Conflicts are more intense, and generally involve players splitting into teams of 1-3, with 3 being ideal. Conflicts aren’t just combat fights, they also include arguments, negotiation, chase, journey, speech, etc. You split into your separate teams and each team secretly devises a plan of action. First, we determine the total Disposition. Goal is to reduce the opponent’s Disposition to zero first. There are 4 action descriptions: Attack, Defend, Feint and Maneuver. Depending on the opponent’s action, each team rolls a test either Independent, Versus or no roll at all. You must choose 3 consecutive actions in a round, and no player can act more than once in a round. Your choices should be secret from the GM.

Example: 3 guardsmice versus a Snake in a Fight Animal conflict. 1 team of mice vs Snake.
Snake has Nature 7, rolls 7D and gets 3 successes. Add success to Nature and get initial Disposition of 10. The initiating mouse (Tullamore) rolls Fight 3 and gets 2 successes. He adds 2 to his Health score of 5 for Disposition of 7.
Action 1: Snake reveals Attack, Walker reveals Maneuver. Versus test. Snake rolls 5D, gets 2 successes. Walker rolls 4D, 3 successes. Margin of success is 1, so Snake gets -1D on his next check. Snake lunges at Walker, who dodges out of the way.
Action 2: Snake reveals Attack, Jameson reveals Attack. Independent. Snake rolls 4D, gets 2 successes. James rolls 5D, gets 3 successes. Snake now has 7 Disposition, Mice have 5 Disposition. Snake turns to bite at Walker again biting into his soft belly, leaving his flank open to Jameson, who slashes his Axe into the Snake’s side.
Action 3: Snake reveals Feint, Tullamore reveals Attack. No roll for Snake. Tullamore rolls 5D, gets 3 successes, 2 of them are 6’s. Tullamore spends a Fate point to re-roll his 6’s. He gets 2 more successes, 1 is a 6. He re-rolls that 6 for an additional success. That’s 6 successes total. Snake now has 1 Disposition, Mice still have 5. Tullamore stabs his spear at the Snake’s exposed head, jabbing the slithery beast in the eye.
The Fight could continue to Round 2, where the players come up with another 3 action set vs the GM. Or the Snake could surrender or try to flee.

Other stuff

Traits, Checks and earning Fate & Persona points.
During Tests, you can invoke a Trait to gain a bonus die one that Test or a re-roll of a failure, if the GM (and other players) agree. You may also invoke a trait to Hinder or Hurt your character, giving you a Check, which are used later. Hindering or Hurting your character now gives greater reward later. It’s a risk vs reward setup. Often, you’ll invoke a trait to Hinder yourself to break a tie in he GM’s favor, to get an extra check for later.
You can help your teammates during their Tests by giving that player a bonus Die. Abilities always help Abilities, Skills and -Wises always help Skills and -Wises. Helper’s are tied to the result. If Tullamore helps Walker and Walker fails, Tullamore also suffers a consequence. Helpers get a lesser condition than the active participant.

Beginner’s Luck. If you’re not trained in a skill, you can spend Persona or tap Nature. I’ll go more into this as needed. Point is, it’s okay to try untrained skills.

Fate points are spent after you roll, to affect the outcome before the test is over.
Persona points are spent before the roll, to add 1D to the roll. You can spend up to 3 Persona to get 3 bonus Die at one time, as long as you have the Persona Points to spend. You can spend a Persona Point to Tap Nature and add the Nature score to the Die pool. Failures affect the total Nature a player has available.

At the end of the session, you get rewards. You gain Fate points by 1.Acting on your Belief, 2.Working toward a Goal, and 3.Playing an Instinct. You can only earn 3 Fate points per session, and the group decides if a player has earned the Fate point.
Persona points are earned in 5 ways. 1.Accomplishing a goal, 2.Playing against a Belief, 3.MVP, 4.Workhorse, and 5.Embodiment. Only 1 MVP and Workhorse per session, but multiple people can earn the other 3 rewards.

Basic mechanics

Amaranthine Rift DKorte