The ultimate goal of the game is to observe your surroundings and utilize findings to conquer the various obstacles you come across while foraging Appalachia and battling the inner things.
You start out with might, speed, and intelligence points. You have some reserve effort and edge points that can be used to ease difficulty levels of tasks. You can roll your d20 die to achieve goals that are beyond basic tasks. Basic tasks will be awarded without cost/rolls -these tasks levels of difficulty are up to the oracle..
The oracle is a part of the green. Neither good nor bad, just there to guide and determine each players fate. Throughout the game, players can call on none character's participation as well as the game master's character and special abilities at any time.
Each round the game master will distribute XPs to the players. These XPs can be used to regain stat points, recover effort, increase edge, and learn new abilities. You cannot hold more than 10 xp at one time.
ways to spend xp:
Training to gain abilities, reroll, refuse intrusion, recovery, cohersion
The max an action can be lowered is by 6. You can decrease the difficulty of a task by applying your reserve edge and effort.
Special rolls:
1: GM intrusion
17: Damage bonus -1
18: Damage bonus -2
19: Minor effect / +3 for attacks
20: Major effect / +4 damage
Recovery roll:
You can rest to regain your stat pool. When you rest you roll a recovery d6 die. You add the number of your tier to the results and that is the number of recovery points you get to distribute to any pool.
The first time you roll a day is one action, the second ten minutes the third one hour and the fourth 10 hours.
Helping Hands:
1. Working together
the two team members working together take their turns for that round at the same time and each member gets one turn per round.
2. Companion Helpers (etc. mouse, hawk, red dog...)
When the companion takes their turn the creature can optionally take a turn.
3. Cohersion - costs 1xp
At any time before a move a player can optionally attempt cohersion of a noncharacter. You get your normal turn after
XP:
The GM will distribute XP points for discovery, intrusions, and fulfilling the overal purpose of the game - to protect the green or enhance the game.