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How to Play

Never played Inkbright before? Here's the shape of it.

This isn't the rulebook. It's a quick orientation to how Inkbright actually plays.

I

Taking Action You roll

When your Hero tries something and the outcome is in doubt…

  1. Choose your approach

    Say what you do.

    If it’s risky or uncertain, the Narrator will call for a roll.

  2. Build your dice pool

    Choose an action.

    Start with d6s equal to your action rating.

  3. Danger and difficulty

    How dangerous your action is and how likely you will achieve the outcome. The Narrator sets this, and it nudges a die after it lands.

    Favourable

    Raise any die by one.

    Your approach fits the situation.

    Unfavourable

    Drop the highest die by one.

    Your approach fights the situation.

  4. Bonus dice

    You may add up to two bonus dice before rolling, both optional:

    • Push: 1 Will.
    • or Tempt Fate: 1 Fate to the Narrator.
    • plus Help from an ally, who spends 1 Will and passes you one of their dice.
  5. Roll and read

    Roll your pool and read your highest die.

Worked example

Building a roll

  1. Action rating 3

    × 3
  2. + Push, 1 Will

    1 Will
  3. + Help from an ally

    The ally spends 1 Will.

    1 Will
  4. = 5 dice

    Roll them together. The 6 is the highest.

    Rolled 2, 4, 6, 3 and 2. The 6 is highest.

The result

Crit

6 + 6

Get what you want without consequence. Narrate how it happens.

Hit

6

Get what you want without consequence.

Swing

4–5

You get what you want, but face problems.

Miss

1–3

Do not get what you want, with problems. Gain 1 Will.

Actions & attributes

Actions

Use these to act.

Cite 2 Wisdom 3

Your action rating is read across its row; your attribute rating is read from the first column.

Attributes

Use these to resist or defend.

Agility resist falls and tumbles

Handle manual finesse

Sneak act & move unseen

Vault move swift & sure

Grace resist charm and influence

Attend care for the living

Compose create beauty

Sway charm & persuade

Cunning resist tricks and illusion

Discern read clues & motives

Invent engineer solutions

Trick outwit with guile

Brawn resist fatigue and impacts

Fight physical conflict

Heft overcome with strength

Hunt wear down a target

Valour resist fear and authority

Barter strike a deal

Command exert authority

Perform rally & captivate

Wisdom resist folly and duress

Cite apply lore & precedent

Divine mystical insight

Fathom untangle the truth

II

Facing Danger Narrator rolls

When the world answers back and your Hero might be hurt…

  1. On a Swing or a Miss

    The Narrator rolls the danger dice based on position. They sum two dice to create a value: your danger.

  2. Stress or damage

    The Narrator indicates danger or damage. You may resist danger. You defend against damage.

  3. Attributes add protection

    You can add an attribute to your threshold. This may help lower the severity.

  4. Use Armour or Luck

    Spend 1 Armour to reduce the severity of damage.

    Spend 1 Luck to reduce the severity of stress.

Stress lose Will

When resisting perils, the amount of Will lost is set by your resistance.

Damage lose Health

When taking damage, the amount of Health lost is set by your defence.

MinorMajorSevere StressMark 1 Will6+Mark 2 Will9+Mark 3 Will DamageMark 1 Healthn+Mark 2 Healthn+Mark 3 Health

Severity is set by your danger being at or above a threshold. Stress thresholds are 6 and 9; they do not change. Damage thresholds (n) are your defence numbers, set by your armour.


Resist stress

Add your attribute to your resistance before you decide whether to accept the danger.

Defend damage

Add your attribute to your defence. Defending costs a beat in combat.

Your reserves

Four things track your Hero’s state from moment to moment.

Health

Health

How much punishment a Hero can take before they're out of the fight.

Armour

Armour

What a Hero spends to soften a bad hit. How much you have depends on what you wear.

Will

Will

What a Hero spends to push past their limits, for themselves or an ally.

Luck

Luck

What turns a bad roll back in a Hero's favour, right when it matters.

When it comes to blows

III

Combat Beats & spotlight

A round of action.

  1. Determine initiative

    First round only. This sets your starting beats.

  2. Narrator starts with the spotlight

    The Narrator makes monsters act. After, the spotlight passes to the Heroes.

  3. Heroes have the spotlight

    Heroes share the spotlight freely among them. Each significant action costs a beat.

  4. Spotlight passes to the Narrator

    On a swing, miss, or a trigger, the spotlight passes. The Narrator spends 1 Fate to activate all of one type of creature.

  5. End the round

    When Heroes have spent all beats, the round ends. The Narrator can activate the environment.

Initiative results: beats in the first round

Miss

beat

Swing

beats

Hit

beats

Crit

beats, and 1 to an ally

Spending beats

Act

1 beat

Act or attack. Take a meaningful action, or attack a target. May move 1 zone before or after.

Dash

1 beat

Move up to 2 adjacent zones. Dashing does not avoid terrain marks.

Defend

1 beat

Add to defence. When taking damage, you can spend a beat to add an attribute to your defence.

Team up

2 beats2 Will

Team up with another Hero. Both spend 1 beat and 1 Will, use the best attack roll and apply both sets of damage.

Narrator

1 Fate

The Narrator takes the spotlight: on a swing or miss, on a monster’s trigger, when the players hesitate.

Damage example rolls shown

Light damage

2d6 7 damage

Medium damage

Best 2 of 3d6 10 damage

Heavy damage

Best 2 of 4d6 11 damage

Psychic: defend with cunning or wisdom. Mystical: defend with grace or valour. Physical: defend with agility or brawn.

Range

The arena: concentric rings divided into zones

The battlefield is divided into zones, affecting movement and range.

Close
(close-by) Same zone.
Near
(nearby) Same or adjacent zone.
Far
(far-off) Anywhere in the arena.

Marks

  • BleedingTake +1 wound when hurt.
  • ChilledCannot use Armour.
  • CompelledMust obey directive.*
  • ConfusedCan only attack at close range.
  • EnragedMust attack closest target.*
  • FrightenedMust flee source of fear.*
  • HiddenCannot be targeted.
  • PoisonedTake 1 wound each round.
  • ProtectedGain +1 to defence.
  • RestrainedCannot move until freed.
  • SlowedCannot act and move.

*Compulsion mark: can push to ignore.

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