Character sheets come with tick boxes on them that can be used to achieve a number of interesting things for your character automatically without having to roll. One of the most important of these is creating parts of the narrative. A player can tick a box next to a skill, such as Mendicant (beggar), to create a person, place or thing related to that skill and add it to the narrative. They could create a beggar, homeless person or urchin and bring them to life. They get to give their creation a name, appearance and personality. A player could tick Militus (soldier) to create a armoursmith who can repair their armour or Sacerdos (clergy) to create a church. You get one tick box per point you have in each skill to use per session. You can even tick your background, social status and origin to create narrative elements such as NPCs from your country of origin or slaves you might have worked with when you were a slave.
The game is designed so that it can be played with zero or near zero prep. The narrator picks a monster and makes a few choices about it. They then set the first scene and describe the characters all stood round a body, sailing across the sea of Marmara or being ambushed by bandits. The players then get to go round the table and introduce their characters. They say what they look like and invent some juicy details. The narrator then asks them in turn to add something to the narrative. "Tell us about this ship you are on." "Who was this dead body you see before you in life?" "What season is it and what's the weather like?"
After scene 1 the players then drive the narrative forward by deciding where they go and what they do next. They can use their skills, backgrounds and origins to add narrative elements to the story which aid them in their quest to discover what dastardly monster is behind the recent spate of deaths. The narrative is directed primarily by the players scene by scene as they uncover clues, investigate what is going on and track the monster to its lair.
Roll 4d6, 5s and 6s are successes. Then re-roll a number of individual dice equal to the most relevant Virtue and Skill. You will then have between 0 and 4 successes. If the action has a difficulty subtract that from your re-rolls.
0. No successes. Critical failure. Lachesis intervenes.
One successes. Failure and a complication.
Two successes. Narrow failure or partial success. Or Clotho intervenes.
Three successes. Success.
Four successes. Critical success. Atropos intervenes.
On a critical failure something bad happens. The character may be injured or the Antipathy or Sinister level may increase. High antipathy leads to the locals forming a mob and driving the characters out of town. High Sinister means the monster advances it goals and more people die or are enslaved.
Failure is just that. Complications are problems the narrator is allowed to throw in the players' way whenever they roll poorly. They are used to add narrative interest and advance what happens behind the scenes.
A narrow failure or partial success means the character's action has some impact but they did not achieve what they set out to do. They may have made progress towards success.
Success means what the player described wanting to happen, happens.
A critical success means the outcome is even better than the character hoped for.
The three Moirai, or Fates, have an interest in carnificis because their supernatural gifts have made them neither mortal nor immortal. They have stepped sideways off the thread of life and are no longer bound by it. They can die either before their time or live on beyond their allotted years. Lachesis the Moirai who measures the thread hates carnificis for this very reason. They do not die when they are supposed to, when the thread she measured out stops.
When players roll very badly Lachesis sometimes intervenes in their fate and tries to do make their life miserable or even to kill them. The more the character has tried to cheat their fate the worse the consequences of her interference.
Clotho is the Moirai who spins the thread. As she has no part in measuring or cutting she has no interest in whether individuals die before or after their time. When players roll 2 successes she sometimes decides to intervene for fun, just to spite her sisters and spice things up a bit. Her interventions are neither harmful nor helpful- they are random, arbitrary and chaotic.
Atropos cuts the thread when it is a mortal's time to die. Due to the fact that the carnificis are agents of death she is quite fond of them. She knows they will die eventually so she does not mind that they cheat her sister Lachesis. If players roll very well she may bestow a boon on them- making their actions especially efficacious.
Each player has coin with them that they can flip just like flipping a coin to get heads or tails. Doing so is called Tempting Fate and allows you to gain extra successes on dice rolls. Every time the coin lands Doom side up however your character gets a Doom point. The narrator spends your Doom points to cause narrative complications for you as Lachesis claims payment for your impertinent perversion of destiny.
Every time the player characters perform actions to investigate and prepare they trigger rolls of the Sinister pool. They can interrogate locals, research local historical records, perform divination, examine a body, scout the surrounding country side, prepare spells and alchemical devices.
As the Sinister level increases the machinations of the enemy, the chaos, destruction, murder and kidnap increases. Once Sinister reaches 6 things really get out of hand. Wholesale local destruction, madness and mayhem ensue and the characters will be scrabbling to try and put a stop to things or salvage what they can from the wreckage of their mission.
Because Sinister increases with defeat on rolls and defeat can, usually, be avoiding by tempting date repeatedly, it is possible to avert Sinister at the risk of increasing Doom. In other words Sinister which affects the whole cohors, the local population and the mission can be traded for personal Doom. The wellbeing and success of the group can be traded for personal tragedy.