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Dagger Heart
Page numbers are for the linked SRD pdf
Core Mechanics
Rolling p37-38
Players
Group Action:
One character leads the action
The other characters make a reaction roll
The leader’s action roll gains a +1 bonus for each reaction roll that succeeds and a −1 penalty for each reaction roll that fails
Leader makes the action roll
GM
Roll Difficulty Range
| TN | TN | TN | TN | TN | TN |
| 5 | 10 | 15 | 20 | 25 | 30 |
| Very Easy | Easy | Average | Hard | Very Hard | Nearly Impossible |
Player Action Roll Results p36
Success with Fear: If your total meets or beats the Difficulty AND your Fear Die shows a higher result than your Hope Die, you rolled a “Success with Fear.” You succeed with a cost or complication, but the GM gains a Fear.
Failure with Hope: If your total is less than the Difficulty AND your Hope Die shows a higher result than your Fear Die, you rolled a “Failure with Hope.” You fail with a minor consequence and gain a Hope, then the spotlight swings to the GM.
Failure with Fear: If your total is less than the Difficulty AND your Fear Die shows a higher result than your Hope Die, you rolled a “Failure with Fear.” You fail with a major consequence and the GM gains a Fear, then the spotlight swings to the GM.
Critical Success: If the Duality Dice show matching results, you rolled a “Critical Success” (“Crit”). You automatically succeed with a bonus, gain a Hope, and clear a Stress. If this was an attack roll, you deal critical damage. Note: A Critical Success counts as a roll “with Hope.”
Hope p38
Players can hold up to a maximum of 6 Hope, so look for opportunities to spend it.
Spend hope to:
Help an Ally
Utilize an Experience
Initiate a Tag Team Roll
Activate a Hope Feature
Fear p38
GM can hold up to a maximum of 12 Fear. GM starts a campaign with Fear equal to the number of PCs
GM gains Fear:
GM spends Fear to:
Interrupt the players to make a move.
Make an additional GM move.
Use an adversary’s Fear Feature.
Use an environment’s Fear Feature.
Add an adversary’s Experience to a roll.
Stress p39
Stress represents the mental and physical strain your character suffers during their adventures. Some features, such as your spells or abilities, might require you to mark a Stress to use them. Additionally, the GM might offer you the chance to mark a Stress in exchange for succeeding at the action you’re taking.
When you mark your last Stress, you become Vulnerable
If you’re forced to mark Stress but your slots are already full, you must instead mark 1 Hit Point.
Damage Types p40
Death p42
When you mark your last Hit Point, you must make a death move.
Character Creation (Level 1) p4-5
Pick Class and Subclass (p6-24)
Pick Heritage (p27-31)
Pick Community (p32-34)
Assign Traits (+2, +1, +1, 0, 0, −1)
Record Evasion (Class), Max HP (Class), and Stress (6)
Pick Starting Gear (Tier 1)
Create Background
Create Two Experiences (+2)
Pick Level 1 Domain Cards
Create Connections
Resources