Surges
You start every game session with 1 surge. During gameplay, GMs can award surges to players for various reasons, typically for moments of intriguing and risky heroism. You can only have up to a number of surges at a time equal to 2 + 1/5th your level. Any additional surges beyond this threshold are gained as temporary surges, which vanish at the end of the current scene if not used by then.
You can spend a surge to do various things as listed below.
- Add a bonus to a d20 roll (1d6 if declared after roll, 1d12 if declared before).
- Cheat death, immediately returning to 1 hit point if the GM rules it as feasibly possible for you to survive.
- Multiply the area, damage, duration, hardness, healing, hit points, and/or range of an effect you use (double if declared after roll, triple if declared before).
- Take an extra Action or Reaction at no penalty.
- Reroll a d20 roll you just made, keeping the second roll even if it's lower.
- Regain a number of hit points or focus points equal to 3d6 + your level
LEGENDARY SURGES
If your character is a legendary character, you can have up to a number of legendary surges at a time equal to 1 + 1/10th your level. You gain a legendary surge at the end of every overwhelming scene. You also begin every new campaign with 1 legendary surge and regain one after 1 year of downtime. You can spend a legendary surge to do various things as listed below:
- automatically succeed in a roll you make as if you'd gotten a natural 20 so long as the GM rules the effect possible
- immediately refill your surge pool
- conjure any effect such as that form a Miracle or Wish with a tier equal to half your level so long as it's explainable by natural means and deemed plausible (if however unlikely) by the GM such as conjuring an ally who just happened to be in the area or a sudden earthquake or storm etc. You can only do this if you're at least 10h level.