When You Roll
- GM identifies the domain and the T-number.
- You roll 5d6, keep dice based on your Effective Tier in that domain.
- Compare your total to T:
- Beat by 7+ → Crit (yes, and...)
- Meet to T+6 → Success (yes)
- Miss by 1–4 → Mixed (yes, but / no, but)
- Miss by 5–9 → Failure (no, and)
- Miss by 10+ → Catastrophic (no, and everything)
Tier → Dice
| Tier | What you keep |
|---|---|
| Impaired | Lowest 2 |
| Untrained | Lowest 3 |
| Trained | Highest 3 |
| Proficient | Highest 4 |
| Expert | All 5 |
Pool Sizes by Tier
| Tier | Pool |
|---|---|
| Impaired | 1 |
| Untrained | 2 |
| Trained | 4 |
| Proficient | 6 |
| Expert | 8 |
Stress Effects
| Stress in pool | Effect |
|---|---|
| 0–2 | None (mild strain) |
| 3–4 | Effective Tier −1 |
| 5+ | Effective Tier −2 |
| Pool full | Broken (Impaired in domain) |
Push
Spend 1 Stress in the relevant pool to reroll a failed roll. Take the new result.
Combat Turn
- 1 Action + 1 Movement, OR 0 Action + Double Movement
- Plus 1 Reaction per round (refreshes at start of your next turn)
- Zones: Engaged (0–5 blocks) / Near (6–10) / Far (11–15) / Distant (16+)
- Movement = 1 zone (up to 5 blocks); Double Movement = 2 zones (up to 10 blocks)
- Static T when target isn't defending; opposed roll when they are (highest wins, defender wins ties)
- Damage = pre-assigned Stress to the relevant pool
- Crit = double damage
Weapons & Gear (Quick Reference)
Range classes: Melee (Engaged) · Thrown (Engaged/Near, 3 uses) · Sidearm (Near/Far, 12 uses) · Ranged (Far/Distant, 6 uses) · Reach (Engaged/Near). Attacking outside range class: −1 Effective Tier.
Ammunition: Each attack roll spends 1 use. At 0 uses, weapon can't attack until restocked. Resupply is in-fiction.
Armour: Protective tag reduces all incoming Body Stress by 1 (min 1). On Catastrophic defence roll, armour loses Protective tag until repaired.
Improvised weapons: Melee or Thrown · 1 Stress · no tags · breaks on Failure or worse.
Rarity: Common (1 tag) · Uncommon (2) · Rare (3) · Unique (3 + narrative property). Signature items are at least Uncommon.
Key tags: Brutal (+1 Stress on Success) · Precise (+1 Stress on Crit) · Vicious (Crit = secondary effect) · Light (−1 Stress, concealable) · Overwhelming (3+ Stress pushes target) · Reliable (breaks → damaged instead) · Unreliable (Catastrophic breaks weapon and deals 1 Body Stress) · Signature (+1 Effective Tier in trained situations)
Gear breaking: Catastrophic Failure = weapon breaks, unusable until repaired.
Support Actions
- Grant Reroll (Action) — ally rerolls; Stress paid from your pool
- Draw Aggro (Action + Move) — enemies target you instead
- Tactical Assist (Action) — ally gets +1 Effective Tier on next roll
- Soak the Hit (Reaction) — take ally's Body Stress instead
- Steady the Spirit (Action) — absorb 1 Mind Stress from ally
- Ground a Path-walker (Action + 1 Spirit Stress) — give ally +1 Effective Tier on next Spirit roll, or let them use one of your Spirit abilities
Spirit Abilities (each costs an Action)
Starting set: Spirit Trained+ begins with Push a Spirit Roll (automatic) + 1 chosen standard. Mystic begins with Push + 2 chosen. More via Advancement (Option 2). Second-tier requires 3 standards already unlocked.
| Ability | Cost | Tier |
|---|---|---|
| Push a Spirit Roll | 1 | Standard |
| Read a Path | 2 | Standard |
| Sense the Local Reality | 2 | Standard |
| Resist the Local Reality | 2 | Standard |
| Pull the Needle | 3 | Standard |
| Speak with a Place | 3 | Second-tier* |
| Find the Way Home | 3 | Second-tier* |
| Bend Local Reality | 4 | Second-tier* |
| Channel Another Walker | 4 | Second-tier* |
*Second-tier: requires Spirit Trained+ and 3 standard abilities already unlocked.
Local Magic (Casting)
- Requires Spirit Trained+ and a world with magic
- Declare effect, then tier (Small 1 / Moderate 2 / Major 3 / Reality-bending 4). Higher tier = lower T but bigger fail cost.
- Roll Spirit: Crit/Success/Mixed = no Stress · Failure = take declared tier in Spirit Stress · Catastrophic = double Stress + something terrible
- Defending against magic: Roll Spirit (Trained+ only). Success/Crit negates; Mixed = GM call; Failure/Catastrophic = full hit
- Initiation (earned through play, no Advance required): four stages (Apprentice / Journeyman / Adept / Master). Each stage grants +1 to compatible casting and 2 named techniques at the new tier. Apprentice happens in a single scene; later stages earned through play.
- Resonance (track marks): cast = 1 · failed Spirit roll = 1 · Catastrophic Spirit roll = 2 · Broken in Spirit = 3. Levels: 0–5 Unnoticed · 6–15 Noticed (atmospheric) · 16–30 Known (Spirit refills slower) · 31+ Marked (Path-space waits for you). Decays only via appeasement / ritual / a full arc in a forgotten world.
Recovery (Body and Mind only)
- Brief rest (an hour, safety): clear 1 Stress each
- Long rest (a night, security): clear 3 Stress each
- Recovery in safety (days at outpost): clear all Stress
- Body Recovery Roll: Action, T11 Body. Crit clear 4 / Succ clear 2 / Mixed clear 1 / Fail +1 Stress / Catast +2 Stress
- Mind Recovery Roll: Action, T11 Mind or Heart. Same structure
- Spirit recovery: Path traversal only (or Anomalous Comfort Object)
Advancement
- When: one Advance per player at end of each arc
- Qualify via: Guide entry (world / Path / faction / anomaly — real fieldwork, not a stub) or milestone (first unknown Path, surviving a hostile world, resolving a faction conflict, Hook advancing, significant loss, genuine first contact)
- Spend on: +1 domain tier (max Proficient) · new Spirit ability (Spirit Trained+ only) · signature item tag or rarity upgrade · Background perk upgrade (once per character)
- Expert: Proficient + three arcs of primary use + a defining moment the table remembers. GM declares it.
Standard Items
- Field Medical Kit — Action, clear 2 Body Stress
- Compliance Stim — Movement, clear 1 Body Stress, add 1 Mind Stress
- Calmative Compound — Action, ~1 hour, clear 2 Mind Stress
- Approved Reflective Practice — scene-long conversation, clear 1 Mind Stress for target; helper also clears 1 if genuinely engaged
- Stabilizer Coil — worn; absorbs next 1 Spirit Stress this scene; consumed
- Anomalous Comfort Object — once per session, clear 1 Stress from any pool
You're ready to play. See you at the table.