Game Rules

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.

Go to XP Store

To get to the next tier you must spend xp on immediate benefits, short and medium term benefits and long term benefits.
Your edge and effort can only be used once per tier, once you level up to the next tier you will get back your edge and effort, including any extra edge or efforts you gained from your skills.
Leveling up:
once all of the goals for your character are completed then you will advance to the next tier.
Tier goals: short term goal: reroll, refuse intrusion, use edge or effort - small things that boost your action. intermediate - learn x number of new skill or ability
Tier 1 X = 1
Tier 2 X = 3
Tier 3 X = 3
Tier 4 X = 3
Tier 5 X = 3

(Tier 1 must learn one new ability, the next levels will require to learn 3 new skills or abilities. Tier 1 is only one because during character building you picked 4 actions).
intermediate environment building/campaign strategy achievements for next action. Also must have increased your stats in all areas by 1 point which can be achieved through accomplishing a medium goal that benefits the campaign or through exchanging 6 xp.
long term benefits - helps the green, helps achieve campaign goal - this is ultimately determined by the oracle - and they will announce when they see this and mark this off the tier level up list as well as provide Xp. However, if a character feels it was a long term benefit they can suggest this and it will be voted on.