Daggerheart in two minutes.
A fantasy tabletop RPG from Darrington Press about heroes, Hope and Fear. The first system Joinery supports.


Hope and Fear.
Every check is two d12s: Hope and Fear. The total against the Difficulty says whether you succeed. The higher die sets the tone: with Hope the hero gains Hope, with Fear the GM gains Fear. Doubles are a critical success.
Your abilities are cards.
Each class opens two of ten domains; the tenth, Dread, comes from Hope & Fear. Every level the hero takes a new card: a spell, a technique or a trick.


Thirteen classes.
Nine core classes: Bard, Druid, Guardian, Ranger, Rogue, Seraph, Sorcerer, Warrior, Wizard. Four from Hope & Fear: Assassin, Brawler, Warlock, Witch. Each has two subclasses.
SRD
- Bard
- Druid
- Guardian
- Ranger
- Rogue
- Seraph
- Sorcerer
- Warrior
- Wizard
Hope & Fear
- Assassin
- Brawler
- Warlock
- Witch


The GM plays too.
Fear is the GM's currency: interrupt a turn, give adversaries extra moves, trigger their features. The more Fear, the closer trouble gets.

What's already in Joinery.
13 classes and 26 subclasses, 10 domains and 210 cards, 24 ancestries, 15 communities, equipment, 275 adversaries and 47 environments, all wired into the table's rules.