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==Rules== The rules are pretty much like Wrath and Glory, except considerably more simplified. Each character only has three stats (Body, Mind, and Soul) to derive everything from. Tiers and Levels have also been done away with, considering how vast the gulfs between racial power levels are, with XP now only being used to buy your skills and talents. Like W&G, you roll on dice pools combining stats and skills to make your testing. However, rather than the static value for success, the target number for a roll to be considered a success is determined by the test's difficulty, as is the number of successes you need. In combat, you have a particular resource called Mettle, which you can spend to on your rolls to influence how many rolls or successes you got. Combat also takes a decidedly [[FATE System]]-like approach, where movement is highly-abstracted into Zones and ranges are similarly generalized. However, here Initiative is a legitimate stat and thus it takes a linear order of progression. Magic is a rather familiar fare, split between the CRB disciplines (though they don't exist as such anymore in the wargame) - Pass the associated test, and you can pull any extra successes to boost your spells while failure makes a guaranteed bad-things roll based on the difficulty on the test. Fortunately, these rolls aren't Perils of the Warp bad, with the worst being summoning an out-of-control Endless Spell. There's also Miracles, a special talent variant for all the priest-like characters. This requires you to take a talent to declare fealty to your chosen god (Or the Ethersea for Idoneth)- You then gain access to the various miracles which act somewhat like spells, though not all require tests to trigger. Glory and Doom exist here as well, though in different ways. Glory would be renamed "Soulfire" to emphasize it's nature as an inter-party resource (and to which the Sigmarines cannot contribute considering that their souls are already property of Sigmar himself and Ossiarchs can't contribute because they are technically Soulbound to the various fragments of their own souls). Soulfire acts like WFRP's Luck, letting you re-roll tests, turn a test into a sweeping success, restoring health, and even cheating death - something that was usually reserved for a very limited resource like Fate. This is offset by two factors: One is how any actions you take with Soulfire requires the entire party to consent to it or else risk giving the GM a point of Doom. The second is that the quantity doesn't necessarily restore per session, but only on accomplishing character goals, expending downtime, and a few very rare exceptions. Doom, meanwhile, no longer acts as a GM resource for dickery and instead a vague tracker to determine the threat level of the enemies.
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