Minimum rules
For Whom
Haunted Matter is for those who choose drama over simulation, narrative over mechanics, and decision over supernatural power. There are no levels, classes, builds, grand abilities, or balance. There is risk, pseudo-realism, fluidity, consistency of rules, narrative thinking, real consequences, grime, blood, and pressure. It requires an understanding of the rules but offers concrete mechanics to keep the story coherent. This is a system made for story-driven play — a dark and fast-paced dramatic action in a low-magic fantasy world where survival comes before morality.
It combines traditional elements (the GM has a story), PbtA (narration first, degrees of success, players contributing to world details, etc.), and OSR (resource management, survival, lethality).
The system aims to realize a specific belief: the narrative is the most important thing, but deep moral stories can’t be created purely through improvisation. The GM provides the framework, while players move freely within it, filling it with details.
I call this play to reveal as opposed to play to find out — players co-create the world, but within the boundaries of a narrative prepared by the GM. They don’t invent the story as they go; instead, they develop it through decisions that uncover new facts, secrets, consequences, and meanings. They add details that give the story depth and direction without breaking its structure.
For example: the GM knows exactly what’s behind a building’s doors, but if a player decides to circle around and look for another entrance — and the roll allows it without breaking the story’s spine (GM’s decision) — another path indeed exists and alters the story’s tone.
The GM holds the structure (scenes, clocks, factions, consequences), but what is revealed and how it’s interpreted depends on the players’ actions.
The most important thing is the consequence of choice — it’s the players’ decisions that shape the story.
Every rule here can and should be changed to smooth the narrative, maintain the flow of play, and ensure everyone’s enjoyment. The GM has the final word.
How to play
The game takes the form of a conversation, where points of tension are resolved through dice rolls. It’s a collaborative, interactive storytelling experience.
The GM (Game Master) places the P (Players) in specific scenes within the world through description, and the players — imagining themselves as real individuals within that reality — act as if they were truly there.
Example:
GM: The incense smoke stings your eyes. Thousands of chanting throats fill the air of a crystal cavern so vast its ceiling is lost in shadow. A priest, standing in the center of a runic circle, slits the throat of a screaming doe, its blood splattering over the offerings laid before the god. The ritual is almost complete — the darkness will open, revealing a pastel landscape of a surreal dream realm — the faithful will soon begin to dream while awake. But there’s unrest in the crowd. It’s your duty to keep order here; you swore it. Nothing can interrupt the ceremony. Something unseen moves among the kneeling worshipers nearby. They’re stirring, afraid to rise. What do you do?
P: I want to position myself so I can intercept whatever’s moving there as fast as possible, without disrupting the prayer — even if it means stepping over people or brushing past them.
GM: Okay. That’ll be a roll for Dexterity, with a penalty, since you’re trying to move both carefully and quickly.
P: I got a partial success.
GM: You make it to the spot where the intruder is about to emerge, but your awkward movement breaks the rhythm of the chant. You’ll need to take a splinter if you want the harmony to hold.
P: I’ll take the splinter.
GM: Alright. You hear the melody of the prayer return to its steady rhythm — and at that moment, something steps into view that makes your insides twist. You see a young Uurundi, a sacred creature worshiped across nations, whose bellies grow blue orbs of energy that power ancient technology. They only live in their native lands. Its presence here is a violation of faith and law. How did it get in? Someone must have let it in on purpose. You don’t have time to wonder — it’s a provocation. You’re the first to see it, a Priest of Dream, and it’s your duty to act. You must choose. If you ignore it, the foreign guests will accuse you of breaking the pact. If you expose it, the ritual will collapse into chaos. Which sanctity do you protect?
P: I take the risk. I remove my cloak, cover the creature, and calmly walk toward the exit as if nothing happened.
GM: That’s a Performance test — you’re acting for everyone present. Since you’ve covered the Uurundi, you cancel the penalty you’d normally have on this roll.
P: I got a failure.
GM: …
P: I’ll use a Narrative Die… rolled a 6! I change the narration: I manage to lead the Uurundi out, and those who saw it I convince with whispers that it was a fragment of dreamstuff slipping into the waking world.
And so on.
The goal of the game is not to win — it’s to tell a story. The GM is neither against the players nor on their side. Everyone at the table builds the narrative together.
Legend
- P — player, players, player character, etc.
- GM — game master.
- action — any move a character makes in their turn, such as attacking, using a power, moving, or interacting with the environment.
- arcana — magical items.
- weak, average, strong, powerful — scale of enemy strength.
- scar — a permanent consequence of critical damage.
- attribute — a core ability (physical, mental, social, or specialized) that determines the dice pool for tests.
- short rest — one hour of downtime; removes 2 fatigue and allows side actions.
- long rest — eight hours of downtime; restores 5 fatigue and allows side actions.
- discomfort — hunger, lack of sleep, cold or other conditions that prevent resting.
- inventory — everything a character carries; each P has a limited number of item slots.
- slot — a unit of space in the inventory; shares the same pool as HP and fatigue.
- main die — one die in a roll (different color or first from left) whose result may trigger an additional effect.
- HP — hit points; an abstract measure of endurance, not literal wounds. Restored after a scene.
- narrative dice — bonus dice used to alter the narrative or add to a roll.
- critical damage dice — used to avoid death when HP drops below 0; losing them represents real wounds.
- condition — a short-term effect from combat (e.g., STUNNED, BLEEDING) applied by weapons or powers.
- critical success — two rolled 6s; grants maximum effect and one bonus narrative die.
- critical failure — two rolled 1s; automatic failure and a new splinter for the character.
- magic — use of arcana, nature, or faith to manipulate matter; costs fatigue.
- maneuver — an alternative to a standard attack, used to disarm, trip, or push an enemy.
- power / specialization — a special ability that costs fatigue to use.
- madness — represents loss of mental stability; destabilizes tests; after 5 points, the character loses control.
- armor — number of incoming damage dice that can be blocked; can be physical or magical.
- full success — result of 6 on a die; the action succeeds completely.
- partial success — result of 4–5; succeeds but with a drawback or cost.
- failure — result of 1–3; the GM describes a negative outcome.
- fate point — a single chance to avoid death; leaves the character traumatized.
- development points — reward for progress; used to improve attributes, buy powers, etc.
- reaction — the enemy’s response to a player’s action.
- reputation — level of relationship with a faction or region; positive or negative values affect NPC behavior.
- status — a lasting negative condition, e.g. WOUNDED, HALLUCINATING, WEAKENED; hinders tests.
- disadvantage — penalty to a roll (–1 die) or reduced maximum result.
- advantage — bonus to a roll (+1 die); cancels disadvantage or increases success chance.
- natural / dominant / privileged / executive / threatening authority — levels of influence affecting how a P can challenge power through narrative.
- splinter — a temporary flaw triggered when a 1 appears on the main die, worsening the outcome.
- clock — a progress or danger tracker that triggers an event when filled.
- corruption clock — represents the soul’s decay from magic or alchemy; leads to mutation.
- fatigue — the primary cost of actions; occupies slots, lowers HP, and causes disadvantages.
- zone — a space on the battlefield; the core unit of positioning in combat.
- downtime action — after 3 days in a major settlement, P can spend time on various personal pursuits.
- inevitable damage — damage that cannot be avoided.
- moves — special tests that help P interact with the world and advance the story.
- utility items — common items with practical uses, like a torch.
- elixirs — potions with potent magical-chemical effects.
- brews — concoctions granting specific effects, usually at a cost.
- tactical gear — simple technology designed to overcome obstacles.
- technology — complex mechanisms powered by energy orbs, highly useful but rare.
- energy orbs — bio-batteries for technology, produced from the blue fluids inside the translucent bellies of sacred Uurundi creatures.
- miracles of Jaruga — flora and fauna mutated by the power of the river-god Jaruga, possessing strange traits.
- healing items — ointments, balms, and remedies that remove fatigue, status effects, or other conditions.
- exotic material — rare substances or monster parts used to upgrade items.
- raw material / component / material — crafting ingredients.
- treasure — valuable loot such as a golden chalice, tapestry, or jewelry.
- armor penetration X — X successes always deal damage; armor can only block additional ones.
- wealth level — abstract measure of a character’s financial ability.
- market — a trade location that P can visit once per stay in a settlement.
Core Mechanics
- Narration first, then mechanics. Say what you want to do, and the GM decides whether it’s possible and which mechanic applies.
- Almost all tests use pools of d6.
- Number of dice = level of the used attribute (usually 1–4).
- Main die (different color):
- 5–6: the P may do something extra for free, e.g. interrupt an effect in time (6), unless they pay fatigue (5).
- 1–2: the enemy may do something extra.
- Test result = highest value among all dice:
- 6 – full success.
- 4–5 – success with a cost (GM describes consequences).
- 1–3 – failure (GM describes consequences).
- Minimum dice: 1. Maximum: 6 (unless stated otherwise).
- The P may roll fewer dice than their attribute if they wish.
- Help from another P: +1 die, helper gains fatigue. Multiple P may help (max. 6 dice total).
- Repeating the same action after failure costs fatigue (e.g. forcing a door, picking a lock); each additional attempt costs +1 fatigue.
- The GM may modify the roll (+/– dice) depending on the situation.
- If the test is general (e.g. perception in open terrain), a maximum of 2 people may roll to limit stat abuse.
- Critical failure (two or more 1s) – automatic failure and the P gains a splinter.
- Critical success (two 6s) – automatic success and the P gains one narrative die (d6).
- One 6 cancels two 1s, two 6s cancel three 1s, etc. In that case, the final result counts as one success level lower.
- Example: rolls 1, 1, 6 → partial success.
- Example: rolls 1, 1, 6, 6 → full success.
- If the P has plenty of time and no pressure, no roll is needed – the action automatically succeeds. Testing should be done only when the stakes matter.
- Narrative dice:
- A pool of d6 the P can use at any time to influence the narrative (within logic, and with the GM’s approval, who has the final say).
- For example, the P wants to prevent something that just happened to them or the group, summon reinforcements, or make something occur differently than described by the GM, etc.
- To succeed, at least one of the used dice (any number, up to what they have) must roll a 6.
- A P can’t have more than 5 narrative dice.
- The P gains a narrative die on a critical success or as a reward from the GM.
- The GM has their own narrative dice, which can be used narratively against the P or to impose disadvantages – they gain them when a P would receive a splinter but already has 3.
- Advantages / disadvantages:
- Advantage: +1 die to a roll; Disadvantage: –1 die to a roll.
- They stack and cancel each other (e.g. +2 and –1 = +1).
- If a disadvantage would remove the last die, the P still rolls one die, but the maximum result is reduced by 1 (scalable).
- Enemies:
- Disadvantage: when dealing damage, remove 1 of the P’s lowest failure dice. Additional disadvantages alternate removing highest/lowest.
- If there’s only one die, the enemy performs a maneuver or tries to inflict a status → resistance test: fatigue / status.
- If they must deal damage, it’s only 1.
- If there’s only one die, the enemy performs a maneuver or tries to inflict a status → resistance test: fatigue / status.
- Advantage: the enemy adds one failure die (value 2) to the P’s pool; it counts as normal damage and may be reduced by armor.
- Disadvantage: when dealing damage, remove 1 of the P’s lowest failure dice. Additional disadvantages alternate removing highest/lowest.
- Fate points:
- Each character starts with 1 fate point. If you die, you can miraculously survive by spending it. You remain unconscious but stable. Fate points can be repurchased with development points.
- Losing a fate point leaves the P with a permanent trauma related to what nearly killed them.
- Madness points:
- The GM grants them for reckless acts, especially those conflicting with the character’s values.
- Each madness point adds 1d10 to every roll, except for those where the mad person is passive, such as critical damage, falling, etc.
- Results on madness dice have higher priority than regular d6:
- 1 = critical failure, regardless of other results.
- 10 = critical success, unless another madness die shows 1.
- If you have 2 madness points and roll both a 1 and a 10 at the same time, you always suffer a critical failure.
- At 3 madness points, the character loses their mind — the GM takes control.
- They can be cured at the medick’s place - 1 downtime action for 1 point.
- If there’s no clear way to determine the outcome of an unexpected or undefined situation — e.g. the P sends a messenger into dangerous lands and you want to know if they made it, or whether an NPC noticed something — the GM rolls 1d6: 1–3 = negative result, 4–6 = positive result.
- For the GM – don’t worry if you forget a rule, it happens; just apply it next time. In the heat of the game, the most important thing is that everyone has fun and the narrative stays engaging.
- For the GM – if you’re unsure which attribute to use for a roll or how to resolve a situation, ask the P and decide together.
- For the GM – not every partial success has to come with a cost, if the task is easy or the stakes are low/none – for example, when you’re rolling to see if the P notice something not crucial, a partial success is simply enough.
| N | Probability (%) of at least one six |
|---|---|
| 1d6 | 16.67% |
| 2d6 | 30.56% |
| 3d6 | 42.13% |
| 4d6 | 51.77% |
| 5d6 | 59.81% |
| 6d6 | 66.51% |
Splinters
- When the GM doesn’t know how — or doesn’t want — to trigger an immediate narrative consequence against a P on a partial success or failure, they may give that P a splinter instead.
- The GM shouldn’t rely on a splinter during moments of major narrative weight.
- A critical failure (two 1s) always causes a splinter.
- A character can have up to 3 splinters. Players record and track them themselves.
- If a P would gain a splinter while already having 3, the GM gains a fate die instead.
- A splinter triggers when the P rolls a 1 on their main die (16%). Once triggered, it’s removed.
- Effect: reduce the outcome by one degree (full → partial, partial → failure).
- A splinter never triggers on a failure.
- A splinter never triggers if only one die is rolled.
- All splinters can be removed by one of the following:
- a worthy sacrifice made to the gods — something rare or precious;
- spending part of a long rest on prayer or meditation + a will/religion test:
- full success — remove all splinters;
- partial — remove one splinter;
- donating to the church (one treasure per splinter);
- using a downtime action.
- When a splinter triggers, the P describes what hindered them in that moment.
- Splinters persist between scenes.
- Narratively, a splinter is a form of deep stress stored in the body — invisible, constantly threatening a breakdown, releasing only at an unexpected moment of greatest weakness.
Traits
- Each P has a level in every trait — from 1 to 4 — and rolls that many dice when making related tests.
- You may have at most two attributes at level 4, and six attributes at level 3.
Physical
- melee – striking, defending, reading an opponent’s movements
- aim – shooting bows, throwing spears, hitting distant targets
- endurance – enduring pain, poison, hunger, fatigue
- athletics – climbing, pushing, pulling, jumping, breaking resistance
- dexterity – balance, dodging blows, acrobatic maneuvers
- sleight of hand – stealing, handling small objects, disarming traps, picking locks
- stealth – moving silently, hiding, setting ambushes
Mental
- arcana – understanding and using magic, alchemy, handling artifacts
- mind – deduction, analysis, memory, knowledge of history or science, general knowledge
- investigation – finding details, examining crime scenes, uncovering traps
- nature – recognizing plants and animals, tracking, navigation, druidic or nature magic
- religion – rituals, symbols, cults and dogmas, divine magic
- will – resisting fear, mental pressure, psychic influence
Social
- intuition – reading emotions, detecting lies, sensing moods
- deception – lying, pretending, creating false identities
- intimidation – threats, pressure, physical or verbal dominance
- performance – speeches, singing, gestures, music, holding a crowd’s attention
- persuasion – negotiation, convincing, easing conflicts
- influence – connections, forcing events, gathering information
Specializations
- perception – noticing hidden details, sounds, movements, sensory awareness
- medicine – treating wounds, diagnosing illness, stabilizing the injured
- animal handling – taming, calming, training, issuing commands
- survival – tracking, lighting fires, building shelters, finding paths, exploration
- technology – repairing mechanisms, unlocking devices, crafting tools
- herbalism – making potions, identifying and collecting herbs or poisons
HP, Inventory, and Fatigue
Slots
- Each P has 10 shared slots for HP, inventory, and fatigue. The number of slots represents both the P’s carrying capacity and their HP.
- HP is restored after the scene if the conditions allow it - every 4 restored HP turns into 1 fatigue.
- Each point of fatigue occupies 1 slot, reducing both HP and carrying capacity (you must drop something if you run out of space). HP and capacity blocked by fatigue don’t recover until the fatigue is removed.
Fatigue
- If you have 6+ fatigue, you gain a disadvantage for every roll.
- At 10 fatigue, you fall unconscious and receive:
- +1 madness point
- a permanent trauma (set by the GM, e.g. fear, hypersensitivity)
- You can always take 2 fatigue to add 1 die to a roll. This fatigue is applied after the roll.
- Common sources of fatigue: prolonged exertion, critical wounds, harsh conditions, magical effects, costs of partial successes, etc.
- Enemies can’t have fatigue — whenever they would gain it, they instead take 1 inevitable damage.
- If you rest and return to the place where fatigue forced you to drop your equipment, you can pick it up again — other P can also collect your items if they have enough space in their backpacks - but it has to make sense, e.g. if the party lost items in a fight after which they covered their tracks and then went to rest in a more distant place, they have no reason to return.
- Fatigue cannot cause you to lose an item in an illogical way, e.g. you won’t drop your chainmail while running in pursuit - when you fill equipment slots with fatigue that are occupied by these items, they stay in place - however, these slots can only be filled last.
Rest
- Short (1h): –1 fatigue.
- Long (8h): –5 fatigue.
- In a dangerous area: a group survival test. On a failure, remove 2 less Fatigue.
- If, during the rest, the P craft any item, they remove 2 less fatigue and cannot use a healing item.
- Discomfort (desperate hunger, extreme cold, soaked clothes) prevents rest. Each morning spent in discomfort adds +1 fatigue.
- After 24 hours without long rest, P gain fatigue — after 48 hours they gain mental status.
- During longer time skips - e.g. when an action takes P two weeks and the narrative is fast-forwarded — P may take at most 1 long rest per week, and short rests do not apply in this case.
Inventory
- Small/light item: ½ slot; Common: 1 slot; Large/heavy (two-handed weapon, large shield): 2 slots.
- ½ slots are only used to track items — the P can never lose less than 1 slot of HP/fatigue.
- Tiny items (berries, coins) don’t take space. If there’s a lot of them, e.g. a bag of berries, the space they occupy increases proportionally.
- Ammunition / kits (e.g. lockpicks): 20 pieces = 1 unit; P tracks usage.
- Ranged weapons share space with their ammunition (don’t count separately).
- Rations:
- Large: 1 slot, lasts 3 days.
- Small: ½ slot, lasts 1 day.
- When not in a settlement or using an inn, P must consume a ration each day or gain discomfort from hunger.
- Arcana: take no slots and can’t be lost.
- During the cold season, characters need warm clothing (common item, 1 slot) or they take disadvantage on all rolls.
Item Upgrades
- Items can be upgraded up to twice using exotic materials (e.g. hydra scales = +1 magical armor; basilisk venom = melee weapon inflicts a condition (choose/roll which) on a 5 on the main die).
- Upgrades are done at the market, according to the party’s wealth level.
- Aside from the exotic material, upgrading an item also requires 1 regular material.
- Upgrades to particular item can’t be swapped or removed.
- Arcana can also be upgraded.
- You can’t have more than 4 upgrades active at once (unless you purchased an upgrade slot with development points). If you exceed that limit, you must choose which ones remain active and which are disabled.
- P tells what the augmented item looks like.
Statuses
- if P is to receive a status but it is not known which exactly, roll a d6 to draw it from the indicated group.
- If the P would receive the same status again, roll a different one. if you roll one they already have, a catastrophe occurs — instead of a new status, the P suffers permanent damage: roll twice on the scar table and take the worse result.
- Statuses are the main tool for truly weakening the P beyond regular damage.
- Fatigue and statuses are the only lasting effects that influence the players. everything else should lead to or reinforce them.
- The P should fear statuses. they are common, long-lasting, and hard to remove.
- Well-used statuses create the feeling of a brutal, pseudo-realistic world, where failures have consequences and every decision carries real weight.
- Enemies cannot have statuses — if they ever would, they instead take 3 ** inevitable damage**. they can, however, have conditions.
Physical
- WEAKENED – disadvantage on tests using physical attributes.
- WOUNDED – whenever you roll a partial success or a failure, gain 1 fatigue.
- MAULED – your wounds are so deep that every damage die deals +1 damage.
- SOAR – each failure on a physical test costs you one critical damage die.
- SHOCKED – you can’t benefit from armor.
- CUT OPEN – every 1 rolled on any die lowers your highest result in the pool by 2; altered dice don’t count toward criticals.
Mental
- SENSITIVE – doubles received fatigue.
- JITTERY – disadvantage on tests using social attributes and specializations.
- HALLUCINATING – you can’t achieve full successes.
- DISTRACTED – disadvantage on tests using mental attributes.
- BROKEN – you can’t roll more than two dice for any test.
- UNCERTAIN – a result of 4 counts as a failure.
Damage
Dealing Damage
- Each success (4–6) on an attack (melee, aiming, magic) deals 2 damage, unless something states otherwise.
- Each failure (1–3) represents potential damage from the opponent.
Enemy Attacks
- P takes damage based on the enemy’s weapon: typically, a one-handed weapon deals 2 damage per P’s failure, and a two-handed weapon deals 3, unless stated otherwise.
- Enemies choose their targets rationally — the GM selects targets with narrative logic in mind (usually the attacker, the greatest threat, or the closest one), or follows the targeting rules from Combat – Controlling Enemies as GM.
- An enemy can use only as many of P’s failed dice as its class allows:
- weak (1), regular (2), strong (3), boss/powerful (4).
- Example: P fights a regular opponent, rolls 3 dice, and gets 3 failures — the enemy can use only two of them, even though there were 3 failures total.
- Powerful enemies have 1 base damage — added to their total regardless of rolls. These can still be blocked by armor.
Special Cases
- Armor Piercing X: X successes always hit; armor can only block the rest.
- Unavoidable Damage: cannot be blocked in any way.
Hit Points and Recovery
- HP = the ability to avoid harm (not literal wounds).
- After a scene, P restores all HP from slots not covered by fatigue, but for every 4 HP restored they gain 1 fatigue.
- HP blocked by fatigue do not recover.
- Temporary HP: last until the end of the scene; they do not refresh.
- Losing HP below 0 = critical damage.
Critical Damage
- Represents actual bodily harm.
- P rolls their critical damage dice:
- 6: lose 1 critical damage die, stand with 1 HP.
- 4–5: +3 fatigue (max 9) that replaces damage, lose 1 critical damage die, stay conscious with 1 HP.
- 1–3: same as above, but you fall unconscious. If no one heals you before your next turn → you die. Outside combat → only 1 person can attempt to save you. In both cases they must score at least 5-6 in medicine.
- Critical damage dice are restored only by oil/incense and only during a long rest.
- If P would lose a critical damage die and can’t because he doesn’t have any, he dies.
- P who has been stabilized after suffering critical damage can return to combat with 1 HP if he succeeds on a resistance check with disadvantage. Otherwise, he remains unconscious.
Crushing Damage
- If you would take more damage from a single source than your maximum HP, you suffer disadvantage on your critical damage roll.
Falling Damage
- Falling from a mount / breaking flight causes fatigue and imposes PRONE condition.
- Low height (up to 1 story):
→ roll a physical status. - High height (2–3 stories):
→ roll a physical status, lose 1 critical damage die. - Very high height (4+ stories):
→ roll for critical damage with disadvantage; failure means death.
Area Damage
- Always roll at least 2 dice. If you have only 1 from the attribute, add another (even under disadvantage).
- Damage from successes must be distributed among targets in range:
- Each success = 2 damage.
- Assign 1 success to each target first.
- Spare successes can be assigned to already-hit targets.
- If there aren’t enough enemies and an ally is within range, spare successes must hit them.
- Against a group unit (a single stat block representing several enemies), you can assign any number of successes to it.
Damage Types
- Physical
- Magical / Elemental
All can be blocked by armor.
A single attack can deal only one type of damage.
Resistance and Vulnerability
Resistance to a damage type means you may always discard 1 failure when determining the amount of damage of that type.
Vulnerability means that when determining damage of that type, you are treated as if hit by one additional failure. It can still be blocked by armor if nothing forbids it.
Immunity means complete negation of that damage type, though it is extremely rare. An example could be dwarves’ immunity to poison or disease.
Scars
When P HP drops exactly to zero or they lose all of their critical damage dice, they receive a scar — roll on the Scars Table. You can’t gain more than one scar per encounter.
P tells what the scar looks like.
Scars Table – all effects stack – roll 1d6 – describe the scar on your body.
| No. | Effect |
|---|---|
| 1 | Your bones were weakened; you permanently lose 1 damage point — unless you undergo rehabilitation under a medick’s care (downtime action). |
| 2 | Your body is shattered; you gain 1 permanent fatigue — unless you undergo rehabilitation under a medick’s care (downtime action). |
| 3 | Your battered body costs you 1 permanent critical damage die — unless you undergo rehabilitation under a medick’s care (downtime action). |
| 4 | You should be dead long ago - you get a permanent splinter — you can cure it at the medick’s place (downtime action). |
| 5 | You’ve been through enough pain to learn something — gain 2 development points but you pay for it with madness — you get a madness point — you can cure it at the barber shop - downtime action. |
| 6 | Your hardened, scarred skin grants you 1 permanent extra slot (HP/Fatigue/Inventory) or destiny point — your choice. |
Weapons and Armor
Weapons
Specialization
- There are 8 weapon types: one-handed, two-handed, dual wielding, bows, crossbows, thrown, firearms, martial arts.
- P starts with 2 specializations; more can be bought with development points.
- Without specialization: each success deals –1 damage (minimum 1).
Melee Weapons
- One-handed (e.g. sword, mace):
- You may hold a shield, light source, or utility item in your other hand.
- Fighting with two one-handed weapons:
- on a 4–5 on the main die, it does not break hiding unless you roll a failure.
- you may add advantage to each attack, but that attack cannot result in a full success.
- Two-handed (e.g. axe, hammer) — each success deals 3 damage instead of 2 — takes 2 equipment slots.
Ranged Weapons
- Can attack into other zones.
- Shooting from horseback/similar = disadvantage.
- Reload cost = 1 fatigue (each subsequent reload in the same scene costs +1 additional fatigue; ending your turn in a COVERED zone resets the counter) / or an action.
| Weapon | Inventory slots | Rules |
|---|---|---|
| Shortbow | 1 | No penalties for shooting from a mount; on 4–5 on the main die the attack does not break hiding unless you roll a failure. |
| Bow | 1 | You may distribute the successes of an attack among multiple targets (you cannot injure targets against whom you had disadvantage if you did not roll with disadvantage), and on a 4–5 on the main die (2–3 for enemies), you apply the SLOWED condition to each of them if you dealt damage. |
| Crossbow | 2 | On 2–3 on the main die it requires reloading; success = 3 dmg, armor piercing 1. |
| Light crossbow | 1 | On 2 on the main die it requires reloading; armor piercing 1. |
| Repeating crossbow | 2 | Requires reloading after 3 shots; armor piercing 1. On a 5 on the main die, it pushes the target 1 zone. |
| Hand crossbow | 0/5 | May be combined with a melee weapon; attack = melee or ranged; range: 1 zone only and requires reloading after each shot; on a 4–5 on the main die, the attack does not break hiding unless you roll a failure. |
| Musket | 2 | On 2 on the main die you gain DEAFENED condition; on 3 it requires reloading; success = 3 dmg, armor piercing 2; after the attack, you cannot remain hidden in any way. |
| Pistol | 0/5 | May be combined with a melee weapon; attack = melee or ranged; armor piercing 2; requires reloading after each shot; after the attack, you cannot remain hidden in any way. |
Bare Hands and Improvised Weapons
- Bare hands: 1 damage per success (more only with the monk power).
- Improvised weapon (broken bottle, broom handle, etc.): 2 damage per success.
- After a successful attack, it is destroyed unless the main die shows 4–5.
Conditions on Hit
- Sometimes a weapon can apply a condition, e.g. BLEEDING (most often enabled by fusing the weapon with an exotic material) — this effect is usually triggered by the main die. Additionally, for a weapon to apply a condition, it must deal damage to the enemy with at least one die (armor may stop it).
- P must remember that the enemy is under a condition — its effect is resolved at the start of that enemy’s next turn.
Armor
Physical Armor
- Armor = number of failures P may discard from their attack roll to reduce incoming damage (including base damage).
- Limit: 4 damage blocked per 1 point of armor.
- Maximum 6 armor.
Magical Armor
- Increases the failure-blocking limit from 6 to 10.
- Also works against mental, internal, ethereal damage.
- No penalties to rolls.
- Found only in arcana / exotic materials.
- Maximum 4 magical armor.
Armor Restoration
- After resting (end of scene), P restores full armor.
- Temporary armor: lasts until the end of the turn/scene, then disappears.
Armor Penalties
- Agility: limits rolls involving dexterity, stealth, sleight of hand, and some athletics (e.g. swimming, climbing) or arcana/nature requiring gestures. GM decides logically.
- Visibility: limits perception and aiming rolls.
- Penalty = –1 to the highest die in affected tests (per penalty point).
Armor Types
| Type | Armor | Penalty | Notes |
|---|---|---|---|
| Light | +1 | — | — |
| Medium | +2 | –1 to agility | — |
| Heavy | +3 | –2 to agility | Takes 2 slots |
| Helmet | +1 | –1 to visibility | — |
| Small shield | +1 | –1 to agility | Takes 1 slot. Can be sacrificed to: – reduce damage by 4 or avoid a maneuver/condition/status. Sacrificing it weakens the grip of the hand that held the shield — until the end of the scene, you cannot use other shields, dual-wield weapons, two-handed weapons, or similar equipment. |
| Large shield | +2 | –1 to agility and visibility | Takes 2 slots. Can be sacrificed to: reduce damage by 6 or avoid a maneuver/condition/status. Sacrificing it weakens the grip of the hand that held the shield — until the end of the scene, you cannot use other shields, dual-wield weapons, two-handed weapons, or similar equipment. Additionally, you may spend an action to choose one border of your zone and, until your next turn, become immune to maneuvers and block the line of fire/directional spell through that border or from its diagonal for enemies on the map, forcing them to target only the zone in front of you or you as the shield bearer. |
Powers
- Powers are special abilities, either natural or supernatural.
- Supernatural powers are divided into weaker and stronger ones.
- Choosing a path — whether natural or supernatural — permanently closes the other path, unless the narrative changes this.
- Each P can have a maximum of 6 powers.
- Using a power costs 1 fatigue, unless stated otherwise.
- Using a power costs an action if its description says so, or if it is logically required — for example, when it is tied to an attack.
- Powers can be activated at any point during your turn.
- Multiple powers can be used at once, unless something explicitly forbids it.
The supernaturality rules
- Every supernatural power requires a sensible narrative justification approved by the GM.
- Choosing any supernatural power immediately triggers the supernatural limitations:
- a P can have at most one attribute developed to level 4,
- all further purchased powers (except for the allowed second supernatural power of a different category) must be natural.
- P can only have 1 strong supernatural power and 1 weaker supernatural power.
- A strong supernatural power costs 2× the cost of a natural one.
Dramaturgy
When a natural P develops a second attribute to level 4, they may from that point on exchange any 2 narrative dice for 1 point of Dramaturgy.
A point of Dramaturgy allows the P to perform a narrative effect in the current scene with a full success on demand, without spending an action or movement (in addition) and at no cost.
Examples include: “I snatch that item from him”, “I climb the wall”, “I pass unnoticed”, “I force the door”.
This applies only to the P using it and only to a single action. It must make sense within the fiction, and the effect must be natural and reasonably realistic. It does not apply to situations involving overt risk — you cannot say “I disarm the trap” or “I humiliate the king” to avoid consequences.
Within the narrative mechanics, only one P may use only one such point per scene. A P may hold a maximum of 2 points of Dramaturgy at a time.
Natural powers
Maximum 1. P, together with GM, can introduce their own.
Combat:
- Medic – treat an ally (not yourself) in the same zone; heal them for 1d6 or remove 2 fatigue. Costs an action. Only one P in the group can have this power.
- Mobile – move freely through 2 zones, including dangerous terrain (like climbing) or past enemies; you can also break a grapple (doing so reduces your extra movement to 1 zone). Costs an action unless you take disadvantage. Outside combat: for 1 fatigue, it grants you advantage on an athletics test to determine whether you catch up to someone or reach a place first.
- Finesse – your next attack ignores enemy armor. Can’t be used with two-handed weapons - each subsequent use in the same scene costs 1 additional fatigue.
- Defender — until your next turn, you are immune to maneuvers and you intercept the effects of the next targeted attack/spell/maneuver that would hit any/specific ally in the same zone as you (you do not choose the type — you are ready for any of them); that attack deals 1 fewer damage die to you, and if it is a maneuver, it is blocked and has no effect; effects bought with excess successes as part of the defended action cannot take effect (e.g. if an enemy deals damage with one die and converts another die into a push by paying 1 HP, you intercept all effects of that action); using this outside your turn costs 2 fatigue, imposes a physical status, and is possible only once per combat.
- Armored – regain up to 1d4 armor points. Costs an action; each additional use in the same scene costs 1 more fatigue.
- Silent — outside combat: you may appear unnoticed in a place within line of sight (this is not teleportation — you do not bypass barriers, locks, or difficult terrain; you must have a real path to reach it); in combat: you grant yourself the HIDDEN condition, which functions as if you had +1 stealth (even beyond the 4-dice limit), and you may attempt to hide 1 additional time beyond the limit set by your trait (after applying the bonus from this power); maximum 3 times.
- Experienced — at the end of your action, you may perform a maneuver, even if the action ended in failure. Additionally, when you buy an action using the first additional success (see Combat), you do not need to sacrifice a die to do so.
- Brutal – your next attack deals +1 damage per success - each subsequent use in the same scene costs 1 additional fatigue.
- Unyielding — you may ignore a condition/maneuver at the moment it would affect you by paying 1 fatigue (each use in the same scene costs 1 additional fatigue), or you may ignore a status in the same way, but the base cost for doing so is 2 fatigue; you may do this only once per combat, and after the combat ends, the status returns.
- Commander – allow an ally to make an extra move or maneuver, even outside your turn. No per-round limit, but each additional use in the same turn costs 1 more fatigue.
- Supportive – turn an ally’s failure into a partial success (once die). Combat only. Each additional use in the same scene costs 1 extra fatigue.
- Shieldbearer — you may sacrifice your shield to protect an ally standing in the same zone as you, according to the shield sacrifice rules; you may hurl your shield as a thrown weapon using aiming (2 damage on a success) for 1 fatigue; you may choose for blocking a line of fire with a large shield to cost you a move and fatigue instead of an action; if you use a small shield, you may also sacrifice it for a purpose other than defense and perform a free move/maneuver outside your turn (only at the end of an enemy’s action).
- Bastion – for one round you are immune to damage and status/condition effects but cannot attack. Cannot be used two turns in a row.
- Disruptor — you create a disturbance (e.g. a shout, whistle, knocking something over) that, until your next turn, draws attention away from a chosen creature/object within 2 zones (it cannot become the target of any action — the enemy must always choose another target); costs an action; each use in the same scene costs 1 additional fatigue; does not protect against area effects; using it outside combat costs 2 fatigue and grants the possibility of a single reaction before the enemy.
- Monk — your unarmed attacks permanently deal 2 damage per success (you do not need to pay fatigue for this), even if you are holding something in one hand; for 1 fatigue, you may run along walls, but you cannot remain on them longer than 1 turn (unless you extend the effect by paying additional fatigue); additionally, for 1 fatigue, you gain an extra move this turn and must use both moves (you cannot end your turn in a zone you have already been in this turn); your next unarmed attack deals +1 damage die (if it succeeds) for each unique zone you passed through this turn beyond the starting and first zone; during this action, you may run along walls for free; each subsequent use in the same scene costs 1 additional fatigue.
- Animal Companion – your companion grants you 1 armor (cannot exceed your maximum). Always in your zone. You may spend 1 fatigue to attack using your Animal Handling dice (3 damage per success). Outside combat, it obeys every command.
- Swing – split the damage dice of your melee/unarmed attack among any combination of targets in your zone (at least 2); you may decide that this attack cannot result in a full success in order to make it with advantage; if you have armor penetration, it applies to each target.
- Berserker – costs 1 fatigue per turn; lasts until you stop it (only at the start of your turn) or your HP reaches 0. You enter a rage, losing control but gaining strength: attack with advantage, your successes deal 4 damage, gain armor piercing 1, but lose armor and treat full successes as partial - the first critical damage test during its duration has advantage, and you do not lose any critical damage dice because of it..
- Executioner – if your next melee attack kills the target, deal 4 damage to another creature in the same zone - each subsequent use in the same scene costs 1 additional fatigue.
- Assassin — if you have numerical advantage, you may pay 1 fatigue to make your next attack with 5 dice; works only in melee and only if you have no armor penalties to agility - each subsequent use in the same scene costs 1 additional fatigue.
- Trapper — costs an action — mark the zone you are in or an adjacent one for 2 turns and roll survival/stealth; on a failure, enemies spot the trap or it proves ineffective; otherwise, the first enemy who enters that zone is knocked prone at the end of their action and takes 3 damage; the trap then disappears; assign the result of your main die to the trap in order to resolve its effect if it is triggered by a powerful enemy; you may spend a move/action to shift an already placed trap by 1 zone if it is in your zone or an adjacent one (within range only); when an enemy triggers a trap, you may pay 1 fatigue to immediately place another trap for free within range (this happens outside your turn); you may have a number of traps placed at once equal to your survival/stealth − 1; P track duration and remind about trap activation.
- Marksman – outside combat: you can hit any target within range, as long as the shot is not lethal and does not cause extreme maiming (e.g. eye, genitals). When shooting at fleeing targets, you may pay fatigue to gain advantage. In combat: for 1 fatigue, you may either ignore the penalty for shooting in a zone containing an enemy, or make your next shot (if not a failure) push the target 1 zone and apply PRONE.
- Hunter – you may pay 1 fatigue to mark a target within 2 zones for 2 turns. If your attack against the marked target is a success, you deal one additional damage die. The mark ends if the target moves more than 2 zones away from you or enters your zone. If the marked target dies before the mark expires, you may immediately perform a tactical move; if you do, you may transfer the mark to another target within range. Only one mark at a time. Works only with ranged weapons — if you change or lose the weapon, the mark ends.
- Ranger – you may pay 1 fatigue to mark a target within 2 zones for 2 turns. Each turn, you deal 2 damage to that target if it is not your primary target (additional covering fire). The mark ends if the target moves more than 2 zones away from you or enters your zone. If the mark expires and you maintained distance for its full duration, you may immediately perform a tactical move; if you do, you may transfer the mark to another target within range in a zone that does not already contain a marked target. Maximum 2 marks at once. Works only with ranged weapons — if you change or lose the weapon, all marks end.
- Tamer – your next attack, if it hits (it does not need to deal damage), applies the FRIGHTENED condition; costs 2 fatigue and works only once per given creature.
- Guardian — until your next turn, you are immune to maneuvers and block entry into your zone from up to two adjacent zones that must border each other; enemies in those zones may attack you in melee as if you were standing in their zone (you are considered to be holding the edge).
Non-combat:
They affect non-critical elements and create an opening/advantage rather than providing a final resolution.
- Tracker – instantly find a nearby track if it exists, or erase your and your party’s tracks.
- Immortal – you can reroll 1 critical damage die.
- Thief – steal or take something small and non-key unnoticed within reach, even in a tense situation.
- Actor – invent a believable lie or false identity on the spot, accepted until openly disproved.
- Menacing – force obedience from a non-essential NPC.
- Messenger – leave a hidden sign, message, or symbol understood only by chosen recipients — it will be found.
- Collector – gain access to one small item you could reasonably have on you this scene (not an artifact).
- Mediator – make one hostile, non-essential creature open to negotiation.
- Traveler – you can determine the shortest possible route to a place you have already visited. If you use this, you do not make an exploration test to reach that location and are treated as if you achieved a full success. Along the way, you know hideouts, safe resting spots, and other useful points. Additionally, you may pay 1 extra fatigue beyond the standard cost of this ability to use bargain (for yourself only, with no party options) or to send or receive (one of the two) a letter via mobile pigeon post, if it is narratively possible. Fatigue gained through this ability does not disappear through rests taken during exploration.
- Globetrotter – add advantage to move “I Know Someone Here.” Failure costs nothing and doesn’t spread rumors.
- Controller – after your action, you can affect the environment (flip a table, use an item, light a lamp, topple a chandelier, block a path, draw a curtain, etc.).
- Inventor – successfully manipulate scenery with tools (fire a cannon, jam a lock, make a lamp go out, repair something simple, etc.) or pull out a small gadget that creates a simple effect (smoke, spark, noise). Must be logical; coordinate with GM.
- Scout – detect a hidden threat/information (ambush, observer, trap, hidden passage). Each additional use in the same scene costs +1 fatigue.
- Official — using this ability costs 2 fatigue instead of 1 — you must have a document confirming your position, even if fake. You may use it against system NPCs who are not of the highest rank: guards, officials, tax collectors, officers, official clergy, administrators, etc., in order to delay/accelerate their actions, force role-appropriate, non-suspicious behavior, or gain access to a non-critical resource or location — e.g. you are captured by hostile forces, but you know they are subordinate to the system’s authority, so you invoke your position (e.g. envoy) to avoid being thrown straight into a cell, claim immunity, and demand comfortable transport to their superiors first.
Lesser supernatural powers
Maximum 1. P, together with GM, can introduce their own.
- Conjurer – influence (but not create) an element in the scene (fire, ice, shadow, wind, water, etc.) to cause a single narrative effect (e.g. block passage, dampen light, slam someone down). Can be chosen only if you have 2 arcana, nature or religion.
- Oracle – ask the GM one question about the near future of the current scene (e.g. “what happens if we stay still?”, “will someone betray us?”). The GM answers honestly within fiction. Each further use costs +1 fatigue (2 for the second, 3 for the third, etc.) and resets after a short rest.
- Telepath – only if you have at least 2 in arcana/nature/mind; a creature you clearly see hears your voice in its head.
- Talking to Animals — you may ask an animal 2 questions; the GM will tell you whether it is intelligent enough to answer. Sometimes an animal may speak to you on its own, and understanding it in such a case costs nothing, but to respond you must pay fatigue as normal.
- Mystic – costs 2 fatigue, and each repeated use on the same enemy costs 2 more fatigue. You foresee what the enemy will do in combat — you decide their action, but it must be something they could reasonably choose. Coordinate with the GM - on key NPCs it only works if the result is 5-6 on the main die.
- Sensorist — you may ask the GM one question about the scene related to spirits, souls, magic, corruption, or other unnatural effects, even if they do not yet have a visible source (e.g. about their presence, nature, or intent). The GM must answer truthfully, but not directly — the answer guides, rather than reveals the solution.
- Awakened – once per scene you can cast a simple spell even without magic or nature; act as if you had 2 successes to spend on parameters, or spend 2 extra fatigue for a third success.
Major supernatural powers
Maximum 1. P, together with GM, can introduce their own.
- Mage/Witch — you can cast spells through arcana — when you roll a 5 on the main die while casting spells, you gain a second free success to spend on spell parameters.
- if you have mind at level 3 and pay 8 development points, you also gain the second free success when casting spells on a 4 on the main die.
- Shaman — you can cast spells using nature — when you roll a 5 on the main die while casting spells, you may additionally apply the SLOW/FAST condition* to yourself or to a target within 1 zone of you, or move yourself or the target by 2 zones — narratively, the surrounding nature comes to your aid.
- if you have herbalism at level 3 and pay 8 development points, you may use the above additional effects also when you roll a 4 on the main die.
- Theurg — you can cast spells using religion — in addition to a full success, spells also succeed when you roll a 5 on the main die (this counts as a partial success, but the opponent has only 1 damage die in their reaction).
- if you have will at level 3 and pay 8 development points, you also succeed at casting a spell when you roll a 4 on the main die (this works exactly the same as if you had rolled a 5 on the main die).
- Shapeshifter — when purchasing this power, choose the associated attribute: arcana/survival/nature — once per scene you may roll the associated attribute to determine the effect of the transformation according to the rules of shapeshifting magic (see Magic) — costs an action.
- Summoner — you may use summoning according to its rules (see Magic) — when purchasing this power, define the appearance of your summons; you cannot change this later unless the narrative allows it — likewise, when purchasing this power choose the associated attribute: arcana/nature/religion/will — costs 2 fatigue unless in combat you spend an action on it, in which case it costs 1.
- Echo — when purchasing this power, choose the associated attribute: arcana/nature/religion/will — you can create clones according to their rules (see Magic) — costs 2 fatigue unless in combat you spend an action on it, in which case it costs 1 — can be performed as an action or a movement.
Magic
Narrative Premises
- Magic is a rare, often unwanted, sometimes illegal force known only to a few.
- Wizards are nearly extinct, and rituals require the cooperation of many participants.
- Magic is more often rituals than spells.
- Magic is seen as disturbing and incomprehensible — common knowledge about it is distorted.
- P using magic should justify it narratively and hide it whenever possible.
- Scrolls can be cast by anyone.
- Scrolls/elixirs are rare — they can’t normally be bought at markets, only found or crafted.
- Those who can cast spells face virtually no limits on what they can attempt, but spellcasting is always costly and risky.
Spellcasting Mechanics
- Magic functions as a power. Each spell cast costs 1 fatigue.
- Only Gs with the Mage/Shaman/Theurgist power and 3rd level of their corresponding feature, i.e. arcana/nature/religion can cast spells.
- Roll arcana or nature and if you achieve at least a partial success, you add 1 extra success to your pool.
- The GM and P determine spell parameters — each higher level of a parameter costs an additional success:
- Scale: single target (including self) (1) • group/zone (2) • entire scene (3)
- Complexity: simple (2 dmg/success) (1) • demanding (3 dmg/success) (2) • extreme (4 dmg/success) (3)
- Duration: instant/up to 2 turns (0) • scene (1) • hour (2) • day (3) • whole session (4)
- Range: up to 2 zones (0) • every 2 extra zone costs 1 success.
- If you have fewer successes than required for your intent, you may reduce parameters as you wish, as long as you keep the spell’s core idea.
- Partial success:
- In combat → enemy reaction
- Out of combat → pay 1 extra fatigue or lose 1 success from your pool.
- Religion instead of arcana/nature:
- Casting a spell does not cost fatigue and does not cause corruption, but it only works on a full success. On a partial success when casting with religion, the spell fails, but the opponent always reacts as if they had only 1 damage die.
- Your spells do not harm you directly (they can still harm you indirectly, e.g. falling rocks), but they can harm allies.
- GM may reject an impossible effect regardless of success count.
- Monster magical powers cost them neither HP nor fatigue.
Example Spells
| Success Pool | Example Spells | Parameters | Cost |
|---|---|---|---|
| 2 points (min. partial success) | Magic Missile – hits 1 target for 2 dmg. Haste – buff/debuff for 2 turns. Light – illuminates the scene, repels shadows. | Scale 1 • Complexity 0–1 • Time 0 | 2 |
| 3 points | Fireball – explosion hitting a group (3 dmg/success). Flight – on self, lasts until end of scene. Cleansing – heals or removes a status from an ally. Ice Barrier – blocks passage in a zone. | Scale 2 • Complexity 1 • Time 0–1 | 3 |
| 4 points | Shadow Storm – damages everyone in the scene (2 dmg/success, including allies). Group Flight – until end of scene. Stone Skin – +2 armor buff for a day. Crowd Illusion – large-scale distraction. | Scale 3 • Complexity 0–1 • Time 1–3 | 4 |
| 5+ points (rare, epic) | Elemental Tempest – extreme damage across entire scene (4 dmg/success). Earth’s Grasp – the scene becomes overgrown with roots, status WEAKENED. Rite of Power – buff/debuff lasting the whole session. Dark Whisper – 4 dmg/success and control over target. | Scale 3 • Complexity 2–3 • Time 3–4 | 5–6 |
- What you can do with your spell points:
- 2 points → always available basics (missile, short buffs).
- 3 points → standard “battle spells” (group effect, flight, barrier).
- 4 points → strong, scene-shaping effects (entire scene effect, long buffs).
- 5+ points → epic, rare, and spectacular (disasters, session-long rituals).
Side Effects
Magical Catastrophe
- A magical catastrophe is a rare, extreme event in which a magic user’s actions slip out of control and cause irreversible consequences for the immediate surroundings and the local region. It is not a “failed use of a power,” but a moment when reality reacts in a disproportionate, brutal, and lasting way. The effects of a catastrophe remain in the world as a scar upon the place and cannot be undone by simple means.
- Context — in general, magic is extremely rare in the world, inspires widespread fear, and—when it is used at all—is channeled through rituals which, due to their time-consuming and stable nature, do not trigger catastrophes. This is why catastrophes are so rare. If P play with magic more often, they are an exception in the world, not the norm, and they risk more than just their own fate.
- There are ways in the world to secure arcana, scrolls, and elixirs, but they are time-consuming and costly. It is also possible to learn how to reduce one’s chance of triggering a catastrophe with spells, but it is a demanding practice.
- A magical catastrophe can be triggered not only by casting spells (arcana, nature, religion traits), but also by powerful supernatural powers, arcana (magical items), rituals, scrolls, and elixirs. However, only the first use of a specific source of magic in a scene can result in a catastrophe — e.g. if P attack turn after turn with the same arcane item, it can only trigger a catastrophe on its first use; if they switch to a different arcane item, its first use also has a chance to trigger a magical catastrophe.
- If an arcane item triggers a magical catastrophe, it is destroyed.
- A magical catastrophe can occur only if P roll at least 3 dice, the first two dice from the left are ones, and the main die shows 1–2. In that case, the remaining results do not matter — reality fractures and the narrative changes.
- A single trigger has only about a 0.926% chance of catastrophe, but this chance increases with each subsequent activation during the same session, as shown in the table below.
| Activations in a Session | Session Chance | On Average, 1 Catastrophe Every… |
|---|---|---|
| 4 | 3.67% | ~27 sessions |
| 5 | 4.54% | ~22 sessions |
| 6 | 5.43% | ~18 sessions |
| 7 | 6.30% | ~16 sessions |
| 8 | 7.17% | ~14 sessions |
Effects of a Magical Catastrophe:
| No. | Effect |
|---|---|
| 1 | Around the source of the catastrophe (but not within it), in an area of several km², an impulse spreads that introduces one non-permanent disturbance of reality, chosen by the MG, e.g. everyone loses their eyes, shadows detach from people and begin to live their own lives, no one can die — but dies the moment they cross the boundary of the disturbance, all affected fetuses are born as demons, etc. |
| 2 | You summon a powerful divine emissary (roll the deity). It is neither ally nor enemy — it carries out the will of the deity. It cannot be controlled. |
| 3 | A region of several km² is covered by dark clouds that block out the sun for a year; unbroken night, cold, crop failure, and famine follow. |
| 4 | An area of several km² is permanently tainted by one lasting curse chosen by the MG. |
| 5 | Around the source of the catastrophe, a sphere of several km² forms in which the laws of the world and physics function differently; the anomaly is permanent and begins to affect surrounding areas, e.g. everything drifts in the air as if underwater and movement is only possible by swimming, or the sky falls to the ground, etc. |
| 6 | An earthquake strikes an area of several dozen km²: cities breaks, rivers change course, coastlines shift, maps become obsolete. |
| 7 | Time within an area of several km² is torn apart: people age, reverse, or loop randomly (roll 5d6 years in either direction); some individuals “fall out” of history. |
| 8 | The effect that triggered the catastrophe is multiplied across an area of several km² and grotesquely warped, e.g. a healing spell causes wounds to fuse with the wounds of other people or with the surroundings. |
| 9 | Around the source of the catastrophe, a sphere of several km² forms in which the land and nature come alive — soil, stone, and terrain become conscious. |
| 10 | You create a new form of existence (life, entity, object) that has never existed before and does not fit within known cosmology. It appears next to you, but its consequences may encompass the entire world. |
Corruption Clock
- A critical failure (two ones) forces P to roll 1d6 on the Corruption Table.
- Each time P rolls on this table, they invent a physical mutation — it can be small — fitting the rolled effect.
- Demons in the world of Zaya are the result of advanced corruption caused by spellcasting or alchemy — twisted souls trapped in distorted bodies.
- Permanent corruption effects can be reversed during downtime by making sacrifices to the gods.
| No. | Effect |
|---|---|
| 1 | 1 fatigue permanently |
| 2 | Permanently lose 1 level in a social attribute where you have more than 1 die |
| 3 | +1 madness point |
| 4 | –1 armor permanently |
| 5 | Gain 1 splinter permanently and 1 development point |
| 6 | You may make a minor magical effect permanent — discuss with GM |
Negative effects can be reversed with a downtime action at a surgeon.
Social Clock
- Each use of magic in front of ordinary people advances the Social Clock.
- After level 3, the party loses 1 reputation level with the local faction.
- The clock can be reset by doing favors for that faction.
Scrolls
- Magic scrolls don’t contain specific spells — they hold raw magical potential, which the user (even without magical ability) can shape freely.
- Scrolls are used like spellcasting — the user gains 3 arcana dice and may add 1 more by spending 1 fatigue.
- Using a scroll costs 1 fatigue.
How Magic Works — for GM Only
Do not read this unless you’re the GM — it will spoil the mystery for players.
In the world of Zaya, everything — from living beings to stones and air particles — has a soul.
A soul is a mindless force that travels through all forms of existence until it joins the Pillar of Being, expanding the world’s space (see Cosmology in Lore).
The soul is thus also the force that shapes reality.
Magic is the act of tearing souls from their forms and bending them to one’s will.
Few can do it. On a large scale, it corrupts matter itself.
Practically no one, not even magicians, understands how magic truly works — it remains one of the greatest secrets of this world.
Arkana (magical items) are objects inhabited by stray souls that entered them by mistake during their journey — though almost no one knows they are haunted.
Giving arcanas to players
- Arcana are the main source of a P power, so the GM should hand them out sparingly.
- They’re rare and players should have only a few over the course of a campaign.
- The list of arkanas is only an example — GMs and players can invent their own, but the GM always has the final say on whether an item fits the story and isn’t too strong.
- If an arcana turns out to be too powerful for your table, discuss whether to nerf it or replace it so it doesn’t disrupt the game.
- When designing adventures, GMs can include arcana tied to that specific story. If you don’t want them to remain in play afterward, make them consumable, e.g. usable 2–3 times, with a possible way to recharge them later.
- The most reliable balancing method is to give arkanas limited uses.
- Totems are worn on the back.
- P can’t wear or carry gear illogically — no two helmets, no helmet and hat combo.
- If an item has multiple versions (e.g. small/large shield), P chooses which version they obtain.
| k100 | Name | Effect |
|---|---|---|
| 1 | Shadow Knife | gain the shadow power: cut through light and shroud the zone you stand in with darkness, turning it into COVERED + HIDDEN — lasts 3 turns. If you move, the effect spreads to the next zone, but all darkness created by this power disappears after 4 turns — you track it yourself. You may attempt to hide in that darkened zone immediately after using this power. |
| 2 | Crusher(s) | gauntlets for unarmed combat or a two-handed weapon — every 2 successes on your attack dice destroy 1 enemy armor. |
| 3 | Mask of Vision | you can witness a vision of a past event that occurred at the spot where you stand, provided you name its date — the vision lasts 10 minutes and you cannot move during it — its range is 50 m from the wearer — the helm has 3 charges — to restore 1 charge, you must perform a one-hour necromantic ritual that pulls the soul of a sacrificed intelligent being into the helm - performing the ritual apply a mental status. |
| 4 | Sticky Soles | you may pay 1 fatigue to move along walls and ceilings for 3 turns. |
| 5 | Boots of Mobility | gain the mobile power, which costs no action — once per scene you can ignore the effect of the environment on you. |
| 6 | Cloak of Shifting | take a splinter and pay 2 fatigue to appear anywhere you can see (no farther than 4 zones away). To teleport through a barrier, there must be a gap wide enough for you to slip through. |
| 7 | Diadem of Whisper | pay 2 fatigue to inflict condition CHARMED — outside of combat it also costs taking a mental status — if used against a powerful foe/key NPC, roll a d6 to determine the result of the main die. |
| 8 | Diadem of Thought | you can speak telepathically to anyone within 3 km whose tears you’ve poured into the crystal on your forehead. |
| 9 | Gas Blade | two-handed weapon with vents, connected by a tube to a chemical tank on your back that regenerates itself, and a gas mask — if your attack roll shows 5 on the main die, you also apply condition POISONED to everyone in the zone except yourself. |
| 10 | Hundreds of Mirages | mask — you can freely |
| 11 | Cube of Pain | 2 uses — nullifies all damage in the zone you’re in for 2 turns — if you move to another zone, the effect moves with you. |
| 12 | Armor of Ravens | light armor + when your HP drops to 2, 1, or 0, a swarm of birds bursts around you — you gain 2 free moves and +1 temporary armor. |
| 13 | Cloak of Dark Water | pay 1 fatigue — for 1 turn, all damage dice that hit you deal 1 less damage — once per session you can turn into a puddle, but can’t move or speak; lasts up to one real-time hour. |
| 14 | Enchanted Coin – accessory | once per session – you may change the result of your main die to any value (1–6). |
| 15 | Mourning Helm | helmet + grants 1 additional maximum critical damage die and once per session you can sense the presence (direction, not exact location) of an undead or spirit within one kilometer. |
| 16 | Horn of Rupture | once per session: all enemies in an adjacent zone test willpower; on failure they gain condition FRIGHTENED – if a powerful foe is affected, roll 2d6 to determine the main die result – use costs 1 fatigue. |
| 17 | Bow of Sinew | bow + you may split each damage die between two targets in the same zone, but gain 1 fatigue for each split beside first one. |
| 18 | Ricochet Weapon | thrown weapon or small shield (2 damage, 2-zone range) + returns to you for 2 fatigue, dealing 1 damage to everyone (except you) in the zones it passes through and the one you’re in, but not the one containing the target – organized groups take only 1 total damage instead of 1 per member. |
| 19 | Totem of Hands – worn on the back | a cluster of arms extending in all directions, each performing a different magical gesture – pay 1 fatigue to add one extra success to your spell. |
| 20 | Finesse | one-handed weapon + grants the finesse power and inflicts condition BLEEDING if the main die shows 5. |
| 21 | Swing | two-handed weapon + grants the swing power and knocks down everyone hit. |
| 22 | Nails of Silence | 2 uses — when driven into the ground, they absorb all sound in the scene — removing them ends the effect. |
| 23 | Piece of Wall | large shield + once per scene: pay 1 fatigue — create up to 3 walls around the zone you occupy — they last as long as you remain there and vanish when you move. |
| 24 | Stone Armor | heavy armor + grants the armored power + you cannot be moved or knocked down. |
| 25 | Precision Crossbow | small/large crossbow + grants the marksman power and inflicts condition SLOWED on a hit if the main die shows 5. |
| 26 | Force Crossbow | large crossbow + pushes targets 1 zone away on hit (if logical); if the target is a powerful foe, it’s pushed only on 4–6 on the main die — you can also split your damage between the target and another enemy behind them (if within range), as if the bolt pierced through — in that case you only push the second one. |
| 27 | Musket | firearm + on a 4 on the main die, knocks the target prone; on a 5, destroys 1 armor — always deals +1 damage — leaves no marks on bodies. |
| 28 | Armor of Lightness | medium armor + gives no agility penalties and on a 5 on the main die grants an additional free move without penalties. |
| 29 | Seamless Armor | medium armor + once per fight you may take a splinter to avoid a physical status; armor piercing effects do not work on you. |
| 30 | Absorbers – gauntlets | you cannot be disarmed + once per session you may absorb the effect of an element in a limited way — e.g. extinguish a burning house (but not a city), calm a gust (but not a storm), remove a boulder (but not a landslide), drain a pond (but not a river). You gain resistance to the absorbed element and can release it later once to cause a narrative effect, e.g. flood someone with a wave, heat a metal rod red-hot, etc. |
| 31 | Astrolabe – accessory | 2 uses — at will, change the weather within a 20 km² area to any chosen state — you can’t cause cataclysms such as tornadoes or volcanic eruptions. |
| 32 | Finisher | pistol + if after your attack an enemy’s HP is below 4, they die instantly — each enemy killed this way grants you +1 damage until the end of the scene. |
| 33 | Piercer | repeating crossbow + you can freely distribute damage successes among multiple targets in all adjacent zones; the first damage die that hits any target cannot be blocked by armor. |
| 34 | Bow of Six Seasons | short bow + no penalties when shooting within the same zone; if you pay 2 fatigue, the arrow gains an elemental or power effect (narrative only) — e.g. it can ignite something, pass through a wall as a shadow, or freeze a struck object to a surface (but never inflicts a condition). |
| 35 | Poisoner | one-handed weapon + each damage die marks the enemy — when the main die in any of your rolls shows 5 or you pay 2 fatigue, remove all marks from all targets and deal 1 inevitable damage for each removed mark — the P tracks the marks. |
| 36 | Mudwater | two-handed weapon + grants a free maneuver on hit if the main die is 4–5; you may pay 2 fatigue to force the next attack made by an enemy within 1 zone to target you instead — you can’t be moved from your zone unless by overwhelming force. |
| 37 | Grand Summoning Scroll | 3 uses — once per session, pay 2 fatigue to unfold it and summon a large beast or monster in your zone — you control it per the summon rules, but it grants 2 magic armor instead of 1, deals 3 damage per success instead of 2, has 3-zone range instead of 2, and you attack with willpower with advantage. If you roll 1 on the main die, you must pay 2 more fatigue or lose control — it becomes hostile. Such summoning causes major social and narrative consequences. Using 2 charges at once lets you summon a divine servant for 5 questions. |
| 38 | Twin Blades | dual one-handed weapons + on 4–5 on the main die, make one extra attack with no penalties (acrobatics). You may throw one blade up to 2 zones away and teleport to it on a later turn as part of your move/action/spent success, paying 1 fatigue and automatically retrieving the weapon. If someone takes one blade, you can teleport to it (max 3 zones away), appearing with your hand on its hilt. You can never move more than 3 zones this way. To teleport through a barrier, it must have a gap large enough to squeeze through. Works only in light armor. Outside combat, teleportation covers only short distances and costs 3 fatigue. |
| 39 | Dried Animal Tongues – amulet | grants the speak with animals power + if you pay 2 fatigue, you may take control of a touched animal as if entering its body (your own remains motionless — any interruption ends the effect) and perform 3 actions through it; you perceive through its senses while doing so. |
| 40 | Shadow Bracers | form a blade or hook of shadow — unarmed attacks with them deal 2 damage; you cannot be disarmed; attacks from hiding deal +2 damage. On athletics rolls for climbing or jumping, roll 4 dice. Once per session, you can leap from one visible shadow to another. |
| 41 | Mirror Shield | small/large shield + when you block a ranged attack with armor, you may reflect the projectile back at a target up to 2 zones away - magical too. |
| 42 | Crown of the Dead | for 1 fatigue, you may reanimate the corpse of one recently deceased creature to serve you according to summon rules — you may have as many such servants at once as your willpower value — they cannot provide you with any information. |
| 43 | Fire Totem – worn on the back | a large incomplete runic ring worn on the back, extending behind the head like a halo — pay 1 fatigue to ignite a fire orb within it, acting as a torch that also dispels magical darkness for 30 minutes of real time; while it burns, you may cancel the effects of HIDDEN zones. Pay another 1 fatigue to hurl the orb as a spell with 3 successes. |
| 44 | Medallion of Chance | once per session — take a mental status and reroll your last roll. |
| 45 | Medallion of Life | grants an extra slot for HP/Fatigue/Inventory and advantage on resistance tests. |
| 46 | Amber Heart – accessory | choose one mental status to which you are immune, and take a permanent disadvantage on willpower and resistance tests. |
| 47 | Vigor | one-handed weapon + if you hit with at least 3 successes or a critical success, your body surges with energy: remove 1 fatigue and gain condition FAST. |
| 48 | Robe of Smoke | covered in bubbles — once per scene, spend 1 fatigue to burst them and apply condition BLINDED to everyone in your zone except you. |
| 49 | Toothed Mask | once per session, you may use shapeshifting following its normal rules, as if you had rolled 3 successes — only animal forms allowed. |
| 50 | Belt of the Giant | spend 2 fatigue — you can stomp to destroy your zone, turning it into UNSTABLE, and knock down everyone there except yourself; if the zone contains a powerful enemy, roll 1d6 to determine the result of the main die. |
| 51 | Crystal Ball | occupies one hand — grants the conjurer power + if you pay 3 fatigue and take a splinter, you can see what’s behind a wall. |
| 52 | Necklace of Voices | pay 2 fatigue — change your voice to any you’ve heard before for one short utterance — if the situation calls for it, roll deception with 5 dice. |
| 53 | Padding | light armor + pay 1 fatigue to create a duplicate of yourself in an adjacent zone — it functions according to copy rules. |
| 54 | Ring of Venom | once per session, you may ignore all damage from one attack, but lose one critical damage die. |
| 55 | Third Eye | you are immune to the BLINDED condition and can see in darkness — requires a downtime surgery by a chirurgeon to install; when closed, it’s invisible. |
| 56 | Living Tongue | you have two tongues — the second speaks a language chosen during a downtime operation at a chirurgeon; once per scene, you can cast a spell without paying fatigue. |
| 57 | Collar of Flames | once per session, you can breathe fire (3 damage) — roll 5d6 and distribute successes across your zone and the one behind it — you are resistant to fire. |
| 58 | Winged Armor | light armor + pay 2 fatigue — wings sprout from your back, letting you fly for 4 turns (including current one). |
| 59 | Totem of Hands – worn on the back | you gain 2 additional arms — you can hold/use various item combinations (as if you had 4 arms) — grants advantage on maneuvers, and on a 5 on the main die, you can perform one free non-attack action with a partial success (examples: maneuver, pick up an item, use an object). |
| 60 | Magic Staff | once per session — cast a spell using 6 arcana dice — you must have at least 3 arcana/nature dice to use it. |
| 61 | Ten Rings | all must be worn for the item to function — roll a mental status which you will have until the item is removed — pay additional fatigue when casting a spell — your spell’s range covers the entire map and you can freely choose targets. |
| 62 | Inspired Tools | once per long rest — gain advantage on crafting checks; you can always choose what item you’ve created, and on a full success you recover one component/material/resource. |
| 63 | Toothed Weapon | two-handed weapon + when attacking, if the main die shows 5, you disarm the opponent (your weapon’s “teeth” catch their weapon or shield). Spend 1 fatigue: if your next attack this turn hits, heal 1 HP for each success that deals damage (not blocked). |
| 64 | Batwing Parasol | allows you to safely and slowly descend from any height — can withstand any pressure (e.g. blocking a door or a collapsing mountain). |
| 65 | Key of All Shapes | 2 uses — opens any lock without triggering traps or alarms — breaks after the second use — each use costs 3 fatigue. |
| 66 | Mace of Time | massive two-handed club with an hourglass sphere at its head — a critical success on attack grants you an immediate extra turn — only once per session. |
| 67 | Runic Eyes | replace your natural eyes via downtime surgery at a chirurgeon — your perception decreases by 1 and can never be raised again, but once per scene you can cast an illusion spell for free as if you had 3 successes to spend. |
| 68 | Puppet Strings | occupies 1 hand — functions as a weapon with 2-zone range — attacks use sleight of hand or arcana — costs 1 fatigue to use — works only on non-powerful humanoids, not key NPCs or inanimate objects. On hit, you gain control of the target like a puppet. You can make as many actions with it as the number of successes you rolled (all within your own actions except the first, which can be done immediately). The puppet can’t move more than 2 zones away. Any failure, ally attack, or attempt to force the puppet to act against itself breaks the strings. Puppet attacks deal 3 damage (sleight of hand / arcana). Each further attempt on the same target in this scene costs +2 fatigue. The effect lasts until the strings are broken, you lose concentration, or the scene ends. The controlled being remains conscious and remembers everything afterward. |
| 69 | Gambler’s Dice | pay 2 fatigue and take a wound — roll your next test with 1d6: 1–3 = failure, 4–6 = full success. |
| 70 | Ring of Mist | pay 1 fatigue to turn into a cloud for up to one real-time hour — all your possessions fall to the ground. |
| 71 | Blooddrinker | one-handed weapon + when you hit and roll 4–5 on the main die, you heal 2 HP. |
| 72 | Ribbon Armor | light armor + you gain 1 extra movement whenever you can pull yourself toward a wall and gain advantage on grapple maneuvers. |
| 73 | Compass of Worry | pay 1 fatigue — points toward the nearest direction you shouldn’t go because it’s dangerous, though you don’t know why. |
| 74 | Echo Box | records one sentence spoken nearby — you can replay it anytime, anywhere — recording again overwrites the previous one. |
| 75 | Eyeless Mask | grants darkvision and advantage on tests against invisible or hidden targets — doesn’t impair vision in light. |
| 76 | Memory Bead | can store one memory — when you give it to someone, they experience the memory as their own — reusing it overwrites the previous one. |
| 77 | Mycelium of Fate | once per session, take a wound — the fungus instantly grows in the direction you are meant to go according to fate (broadly interpreted). |
| 78 | Cloak of Invisibility | take fatigue — gain the INVISIBLE condition for up to one real-time hour. |
| 79 | Living Armor | medium armor + covered in faces, mouths, and small hands — on 5 on the main die, it deals 3 damage to another enemy in your zone different from the one you attacked (if any). |
| 80 | Elemental Armor | heavy armor + you transform into a being of fire/water/earth/air following shapeshifting rules — roll 4 dice for the transformation; it costs 2 fatigue and 1 critical damage die. |
| 81 | Magical Tail | you have a prehensile tail that can hold an item — grants advantage on dexterity tests. |
| 82 | Altar | small/large shield shaped like an altar or relic + allows you to cast using religion just like any other magical attribute. |
| 83 | Sphere of Blackness | occupies 1 hand — pay 1 fatigue and take a wound to transfer any amount of fatigue from one ally to another. |
| 84 | Totem of Life – worn on the back | each ally who starts their turn in your zone restores 1 HP — you do not. |
| 85 | Druidic Symbol | e.g. a circular rune woven from branches — occupies one hand — pay 2 fatigue to apply the ENTANGLED condition to all targets in 2 adjacent zones — if a powerful enemy is among them, roll d6 to determine the main die result — none of the affected targets can free themselves from this condition before your next turn (P tracks it) — reaches up to 2 zones away from you. |
| 86 | Belt of Weight | pay 1 fatigue — for one real-time hour, you become nearly weightless or extremely heavy. |
| 87 | Raven Blade | one-handed weapon + each attack from hiding cuts through shadow and releases a dark bird — if you roll 4–5 on the main die, it distracts others so you remain hidden. |
| 88 | Dreamcatcher | stores a single dream that can be re-experienced while sleeping — reusing it overwrites the previous one. |
| 89 | Golden Apple | others perceive you as wealthy — grants advantage on influence rolls (except vs. dominant authority) — once per session, you can force a small, logical event (e.g. a local gives you their clothes, someone opens a forbidden door, a crowd obeys your command) — GM has final say. |
| 90 | Hourglass of the Scene | single-use — must be used before a scene begins; afterward, you can declare that the scene never happened and time rewinds to its start — when time rewinds, everyone permanently loses one will die; if they can’t, they lose one resilience die; if they can’t, they gain a madness point. |
| 91 | Rat Flute | pay 2 fatigue — summons a swarm of rats that will obey one command (must be physically possible for them; GM has final say), then they scatter. |
| 92 | Blood Sphere | occupies 1 hand — pay 1 fatigue to heal an ally by touch for 3 HP — shatter the sphere to heal all allies on the map for 1d8 (each rolls separately). |
| 93 | Ancient Fan | pay 2 fatigue — summons a massive gust of wind that can knock down everyone in a zone or push everyone 1 zone away (max range 2 zones). If a powerful enemy is affected, roll 2d6 to determine the main die result. |
| 94 | Chameleon Cloak | at will, remain invisible until you move + gain invisibility until the start of your next turn for 2 fatigue, or whenever you roll a 5 on the main die. |
| 95 | Monster Head Shield | small/large shield + pay 2 fatigue to inflict TERRIFIED on everyone in a zone (max range 2 zones). If a powerful enemy is affected, roll 2d6 to determine the main die result. |
| 96 | Corpse Pipe | take a drag — sacrifice all your critical damage dice, and your next action is automatically a critical success. |
| 97 | Dream Inscription | single-use — for one hour, a city-sized area exists simultaneously in dream and waking reality — with unpredictable consequences. |
| 98 | Dormant Aberration | single-use — awakens and summons a cosmic horror — you don’t know what it will be, and you can’t control it. |
| 99 | Rune | can be attached to armor — for 1 fatigue, casts a weak spell (always the same one), which you always have access to — P and GM decide its exact effect. |
| 100 | Doll | obtain a victim’s blood and infuse it into the doll — the victim feels everything done to it, mirrors its movements and words, but cannot be killed through it — lasts 24 hours — doesn’t work on monsters — the victim can resist. |
Special Magical Effect Mechanics
Summon
You summon a being or a group of beings — e.g., spirits, animals, undead, elementals, etc. - max 2 zones away from you.
Summoned creatures:
- Do not act independently — you control them as part of your own action.
- Deal area damage in the zone where they end their turn (even if they don’t move), calculated from a new roll using the relevant attribute (e.g. arcana, nature, religion).
- Cannot move more than 2 zones away from you.
- Do not harm you, but can harm allies.
- If they are forcibly moved, they deal no damage that turn.
- You can have a maximum number of summoned creatures equal to half (rounded down) of your relevant attribute level.
- On the first turn after being summoned, they cannot move.
- A summoned creature can be used to grant you 1 magical armor — doing so makes it disappear.
- Each summoned creature lasts for up to one hour of real time.
- You can revoke them at any time.
- A summoned being observed by outsiders causes reputation damage, unless its presence is justified by the narrative context.
Copy
You create a copy of yourself or a chosen creature in its current or adjacent zone.
- Has 1 HP and 0 armor.
- If it’s in the same zone as you, you can use it as 1 armor — then it disappears.
- Moves at the same time you do.
- Cannot be more than 3 zones away from you.
- Lasts up to one hour of real time.
- You can act either from your own position or from the copy’s — but not both.
- You can have a number of copies equal to the attribute used to create them.
- They count toward numerical advantage.
- You may spend 1 fatigue to swap places with one of them.
- You can revoke them at any time.
Shapeshifting
You change your form.
Roll nature/survival.
- You always have 1 guaranteed success if you rolled at least a partial success.
- Total number of successes = number of form uses.
- Transformation costs 1 fatigue.
- You gain 1 armor in that form.
- If you want to act in the same turn you transform, spend 1 success - combat only.
- Known forms = value of the attribute used for transformation.
- To learn a new form — offer that creature to a god. Doing so overwrites one of your known forms.
- You can return to your natural form at any time.
Using a form = performing an instinctive ability of that form.
Examples:
- Wolf — tracking, extra movement, knockdown, fast running.
- Bird — flight, aerial view, advantage on attacks.
- Bear — throw enemies, climb, powerful strike.
- Intelligent race — speak in another’s voice, blend into a crowd, mimic characteristic gestures.
Attacks are made normally with melee combat — you may burn 1 use of your form to gain advantage on that attack or roll it with survival instead.
When all uses are spent or your HP drops to 0, you return to your normal form.
Forms aren’t limited to animals — when learning another type, like a monster form, discuss with the GM what abilities it grants.
Combat
General Rules
- Combat takes place in the theater of the mind or on a simplified map divided into zones. It should be narrative and fast-paced.
- The battlefield is divided into zones. Each zone represents an area, such as a corridor, room, or part of one. Moving from one zone to another costs one move. Each additional zone crossed costs one more move. Distances within a zone are abstract — anyone in the same zone can reach anyone else for melee attacks.
- If the zones are square, you can move diagonally between them — this matters for maps.
- There is no initiative — P always begin. The first to act is whoever has an idea, then play proceeds clockwise. The order never changes unless someone is knocked down, in which case they act last. A P may always choose to act last. If P are surprised, they have disadvantage on all rolls during their first turn.
- By default, a P may move and perform one action per turn. You can move double distance if you do nothing else that turn.
- You state what you want to achieve on your turn, and the GM tells you whether it’s possible and which mechanic to apply. This is a narrative game. The system assumes the character acts because the player describes it, not because it’s written on their sheet.
- Enemies have no turns. They act only in reaction to the P’s moves. On a partial success or failure, enemies act effectively; on a full success, their attempts fail. Only one enemy reacts mechanically to the move of a single P (though narratively they may act as a group). Usually, the last roll in a P turn should determine the enemy’s reaction — most of the time P roll only once per turn.
- Interpretation of die results:
- highest result: 6 → full success for P → after P act, the enemy only gets a move and performs a narratively failed action (e.g. their attack misses).
- highest result: 4–5 → partial success → after P act, the enemy gets a move and one action.
- Double 5 (without a 6): ignore failures showing 3.
- highest result: 1–3 → failure → after P act, the enemy may take a move and 2 actions.
- Damage:
- Each 4–6 rolled by the P deals damage equal to the damage of their weapon.
- Each 1–3 deals damage equal to the enemy’s weapon damage, if the enemy reacts and can use that many failures according to their class.
- Once per turn, you can draw or swap an item/weapon for free.
- Using an item (like a potion) costs either a move or an action.
- As your action, you may use preparation to set a reaction to a specific trigger, e.g. “I strike as soon as someone crosses the threshold of this room” or “when someone approaches me.”
- By choosing this action, you end your turn without a roll, and the enemy acts as if you had rolled a partial success with one damage die. If your prepared action is:
- Attack: you deal 3 damage.
- Maneuver: it succeeds without a roll.
- Defense: you block one enemy damage die or 1 fatigue.
- By choosing this action, you risk that the trigger may never occur.
- By choosing this action, you end your turn without a roll, and the enemy acts as if you had rolled a partial success with one damage die. If your prepared action is:
- Numerical advantage in the zone grants +1 to every damage die. Leaving a zone where enemies have numerical advantage costs one fatigue.
- Fatigue gained in combat cannot force you to discard equipped weapons or armor - when you fill equipment slots occupied by these items with fatigue, they remain in place - however, these slots can only be filled last.
- Maneuvers: instead of attacking, you may attempt maneuvers (such as blinding, knocking down, pushing, etc.). Performing the same maneuver against the same target turn after turn imposes disadvantage. Maneuvers against larger creatures are made with disadvantage. Moving someone with a maneuver does not count as the target’s movement and does not expose them to additional costs (such as fatigue for leaving a zone where enemies have numerical advantage).
- Ranged Combat:
- Attacking with a ranged (non-thrown) weapon against a target in the same zone is done with disadvantage. The maximum range of a ranged weapon equals the character’s aim level in zones (max 3).
- Thrown weapons have a range of 1 zone beyond the attacker’s own but cannot target enemies in the same zone. You can’t throw further.
- Throwing a weapon not designed for it is rolled with a single d6.
- Huge creatures always deal damage to all enemies in their zone and cannot be affected by maneuvers.
- A sustained effect (such as concentration, flight, or mounted riding) may be broken when the main die shows 5 or 6 (1–2 for enemy actions):
- 6 = the effect simply ends;
- 5 = it ends if the interrupter pays fatigue (or 1 HP for enemies).
- Hiding in Combat:
- Pay 1 fatigue to gain the HIDDEN condition.
- Duration = your Stealth trait level.
- Use limit per fight: Stealth 1–2 → 1 use; Stealth 3–4 → 2 uses.
- You cannot hide in plain sight or inside a zone with enemies. You must justify the hiding logically — the GM may refuse if the terrain does not allow it.
- You cannot be targeted by non-physical ranged attacks (e.g., mind control).
- Attacks against you are made with disadvantage.
- Your attacks are made with advantage.
- The condition ends when you enter non-verbal interaction (attack, power, touch).
- If you activate it at the end of your turn, that turn still counts toward its duration.
- You may spend 1 turn of duration to:
- Keep the condition after interacting.
- Add 1 guaranteed success to your attack (counts as at least a partial success; if you roll higher, you may reach a full success; you immediately gain 1 damage die) - only once per attack.
- Gain 1 extra movement.
- Enemy Stealth levels: easy 1, standard 2, strong 3, powerful 4.
- If an enemy cannot become invisible, its hiding must be logical — a huge creature cannot hide on an open plain.
- Armored enemies have –1 Stealth.
- Powerful enemies / bosses:
- Monsters are rare but terrifying — at the start of combat against one, roll Will:
- partial success = disadvantage on your next roll,
- failure = gain the FRIGHTENED condition.
- Each zone they occupy, in addition to its own effects, also applies the effects of a DANGEROUS zone to their enemies — this does not stack statuses if the zone is already DANGEROUS.
- Powerful enemies deal 1 base damage (added to their normal result).
- They are resistant to conditions – these apply only if the P rolls 5–6 on the main die, or pays fatigue; other results have no effect.
- They are resistant to conditions and maneuvers — these only take effect if the P rolls a 5–6 on the main die, or a 4 and pays fatigue; any other result means no effect.
- If an effect would apply a condition or maneuver to a powerful enemy without a roll, the P rolls a d6 to determine the result of the main die.
- Monsters are rare but terrifying — at the start of combat against one, roll Will:
- Morale: when the commander dies or enemy numbers drop to ⅔, the one with the highest attribute rolls Will: failure = all surrender or flee. If only one non-boss enemy remains, they always surrender unless escape or a suicidal attack makes narrative sense. Morale is used to end drawn-out fights – apply it consistently. Strong and powerful enemies fight to the end if it is in their interest.
- When strong or powerful enemies reach 0 HP, they roll a d6 for critical damage - on a 1-3 they die, on a 4-6 they live with 1 HP.
- If P roll a partial success and there are no failures on the dice, the enemy performs a maneuver, takes an additional move, or enters defense (the first attack against them before their next turn has disadvantage).
- Turns with no roll:
- If P make no roll during their turn (e.g. they only move and light a torch), the enemy may react as if there had been a partial success with one damage die.
- During such a turn, the enemy reaction clock (see Enemy Control by the GM) advances as if the main die showed a 6, and no enemy abilities are activated.
- During such a turn, if P applied an effect to an enemy that requires a roll to resolve (e.g. the CHARMED condition) and there is no main die result to determine that effect, P roll d6 to establish the main die result solely for resolving that effect.
- At the end of the round, after all P turns, any enemy who hasn’t reacted to any P action may make one move.
- If an effect is global (e.g., something tries to inflict fear on everyone in a zone), the P with the highest relevant attribute defends, but with disadvantage.
- Every fight should have an objective beyond simply eliminating the enemies.
- If a P declared action stays within system mechanics, they may achieve the goal in any logical way (e.g., “I jump, grab the chandelier, and kick the enemy away,” or “I grab a bottle from the table and smash it on his head before trying to stab him with a knife”).
- Non-combat actions in combat:
- If P performs an action that does not enter into direct conflict with the enemy (no attack, no maneuver, no spell), such as a perception or medicine test, the enemy’s reaction is limited. Whether the enemy is reacting to a partial success or a failure, they may use only 1 damage die.
- It is possible that in some cases the GM will have to improvise the rules — this is normal — and in such situations they should always be guided by what serves the narrative best.
- Summary: One roll determines everything:
- you hit if any die shows 4+; damage = number of successes (4–6) x weapon demage;
- on a partial or failure, after your turn, the enemy hits back for each 1–3 x weapon demage (and/or perform other action).
Example: 3 dice → one 4, two 2s = you deal 1 x weapon damage, take 2 x weapon damage.
1 Armor blocks 1 enemy die; 3 Armor = block 3 per fight. - on 6 enemy can not react.
Optional
Those mechanics are recommended.
- Buying Effects with Successes — if you roll more than 1 success on your action, you may convert each of them into an additional effect, such as a maneuver, movement, using an item, etc. Converting each excess success costs fatigue.
- Example: you roll 5, 4, 4, 2 while attacking. You decide to deal damage with the first two successes (5 and 4), and convert the remaining success which would normally deal damage into pushing the enemy, paying 1 fatigue. Alternatively, you deal damage using only the 5, and convert both 4s—each for 1 fatigue into a push and a knockdown.
- An attack must always be your first action; only after it do you resolve any purchased actions in any order. If your first action is not an attack, you may not attack with any other purchased actions that turn.
- Opponents can use this mechanic just like P.
- If an action has disadvantage and you want to perform it by spending purchased successes (e.g. pushing a creature much larger than yourself), you must spend 2 excess successes for it to succeed.
- Mounted combat:
– Mounting costs your move; from the next turn you gain FAST condition.
– Falling off counts as interrupting a sustained effect: you take fatigue and the PRONE condition.
- To fight on a mount you must have at least level 2 in Animal Handling.
- While mounted in combat, melee attacks may be performed using the animal handling trait.
- Flying:
- A flying creature is treated as if it had the FAST condition.
- Flying creatures can be knocked down by interrupting a sustained effect; this applies fatigue and the PRONE condition.
- Flying allows vertical movement, as if there were a second layer above the zone map in which all zones are NEUTRAL ( ELEVATED zones are treated as belonging to this layer).
- Taking off upward or descending downward may occur together with changing zones, but it always costs a move — even if it happens within the same zone.
- E.g. a melee attack from the air always ends on the ground, unless the flying creature spends an advantage from the FAST condition for an extra move or has another way to ascend again.
- When ascending or descending while simultaneously changing zones, the restrictions of those zones must be taken into account, e.g. walls of a SEPARATING zone or prohibitions on diagonal movement.
- A flying creature that falls is immediately affected by the zone it lands in.
- From ground-level zones, you cannot make melee attacks against flying creatures in the higher zone layer, unless it is an ELEVATED zone.
- Ranged attacks made from the ground against targets in the higher zone layer have −1 range, unless it is an ELEVATED zone.
- If a flying creature is knocked down twice during a fight, it cannot fly again until the end of the encounter — the number of knockdowns persists even if the creature temporarily loses flight and later regains it.
- By default, temporary flight lasts 3 turns (4 for someone who applied it to themselves and whose turn is still ongoing). If the last of those turns ends while still in the air, the creature falls (unless it is an ELEVATED zone, in which case they simply stand on the ground, as they were already at that height), and this counts as a knockdown.
- You cannot benefit from flight if it is physically impossible — e.g. a flying creature fighting inside a low building does not gain the FAST condition and cannot move up or down.
- A flying creature that ended its turn on the upper layer of a zone does not count toward numerical advantage.
- Walking on Walls and Ceilings:
- Works under the same rules as flying, with the following differences:
- It does not grant the FAST condition.
- The number of knockdowns does not affect the ability to continue.
- Moving onto the ceiling (the upper zone layer) requires a move and is possible only in zones that physically allow it (walls, trees, etc.).
- Moving onto a wall does not require a move and is possible only in zones that physically allow it (walls, pillars, etc.), but a P who declares they are on a wall is still treated as being in the same zone and is affected by all its effects — though they gain melee reach against flying creatures above that zone.
- You cannot change zones while moving onto a ceiling or a wall.
- Moving onto and being on walls or ceilings grants an extra movement along walls and ceilings (this does not translate to normal zones) — e.g. a P walking on the ceiling has two moves along the ceiling or in a ceiling–wall line, but you cannot use the extra move if, for example, a wall does not border another wall in the adjacent zone. Transitioning between wall and ceiling does not stack this effect.
- You cannot make melee attacks against creatures on ceilings from the zones below them, but a creature on a ceiling may make a melee attack against an enemy below, as long as it is logical (e.g. the ceiling is not too high), and must pay fatigue to do so.
- You may drop from the ceiling as part of a move if it is logical (e.g. not too high), but only into the zone directly beneath you.
- Stepping down from a wall costs nothing, but you may only step down into a zone adjacent to that wall.
- Walking on ceilings assumes P use their hands, but they may stop and attack while carrying a weapon in a sheath or in their teeth (where logical) — they do not need to draw it and are always treated as armed.
- You cannot walk on ceilings while using a two-handed weapon.
- Works under the same rules as flying, with the following differences:
- Last Defense:
- You may sacrifice your action to attempt to avoid incoming physical damage. If you do, until the start of your next turn, each time you would take a hit you roll a endurance test with disadvantage for each splinter you currently have:
- Full success — you avoid the damage and gain one splinter.
- Partial success — you avoid max 6 damage and draw a physical status.
- Failure — the damage goes through.
- You may sacrifice your action to attempt to avoid incoming physical damage. If you do, until the start of your next turn, each time you would take a hit you roll a endurance test with disadvantage for each splinter you currently have:
Conditions
- BLINDED / DEAFENED – reduces melee and aiming to 1 die (no modifiers can change this) - the affected sense is inactive - it usually lasts 2 turns - if stacked multiple times, the effect is extended each time and the affected person takes 2 unavoidable damage.
- BLEEDING/POISONED/BURNING — stacking them causes 2 unavoidable damage — you take 2 unavoidable damage at the end of each turn while you have this condition — how do you try to deal with it?
- I spend my turn to remove the condition (e.g. rolling in dirt to put out the flames), and the enemy acts as if I had a partial success and 2 failure dice.
- I endure — I take no damage and remove the condition only on a full success of my actions, but I act with disadvantage; a partial success gives me fatigue, and a failure gives me a physical status.
- Enemies:
- On a 6 on the main die, they spend their turn, and actions against them have advantage — the condition is removed.
- On a 5 on the main die, they endure — they suffer disadvantage and 3 unavoidable damage, and the condition remains.
- On a 2–4 on the main die, they endure — they suffer disadvantage and 1 unavoidable damage, and the condition remains.
- On a 1 on the main die, they suffer disadvantage, but the condition is removed and they take no damage.
- FRIGHTENED – you cannot approach the source of fear and have disadvantage on all tests against it - usually lasts 2 turns - if you are in the same zone as the source of fear, you must flee using your movement + action - overlapping extends the effect.
- CHARMED – doesn’t affect monsters – at the start of your turn you test will – full success: you break the charm and act with disadvantage; partial: you may spend fatigue to break free at the end of the turn, but until then the enemy controls you (move + action), using the failures from this test; failure: the enemy fully controls you – if you are the one who charmed them, you may give them an order as long as it doesn’t violate their values.
- SLOWED / FAST – you have disadvantage / you may move once more or roll with advantage – typically lasts 2 turns – any flying or mounted creature has the FAST condition, but it’s a sustained effect that can be interrupted - overlapping prolongs the effect.
- GRAPPLING – you can drag a creature you’ve grabbed, but all your other actions have disadvantage – you can release it at any time.
- GRAPPLED / ENTANGLED — you can’t move and attacks against you have advantage – at the start of your turn you roll athletics – full success: you break free and get move and action with disadvantage; partial: you may spend fatigue to break free and choose either a move or an action with disadvantage, if you don’t pay you treat the result as a failure; failure: you only get an action with disadvantage, no move, and you can’t break free.
- STUNNED – the affected target loses their turn, and every action taken against them has advantage – each damage die deals +2 additional damage, and the target can’t use Armor - overlapping extends the effect.
- PRONE — actions performed while prone have disadvantage (if it makes sense), unless the target is also prone, in which case there is no change. Attacks against a prone target have advantage. Standing up after being knocked down costs a move or fatigue, and if done in a zone where an enemy is standing, you take 2 damage. Rolling into an adjacent zone counts as movement. A prone character still counts toward numerical advantage. A prone P is moved to the end of the turn order.
- DISARMED — each damage die deals +1 additional damage to them (does not stack with identical effects). Disarming throws the weapon into an adjacent zone chosen by the one performing the maneuver. Picking up the weapon costs a move/action/(fatigue + disadvantage) (of the picker’s choice) — if the enemy has two weapons or a weapon and a shield, the one performing the maneuver decides which single item is knocked from their hands, but knocking away a shield does not apply the DISARMED condition.
- PUSHED — the target is moved 1 zone in a direction allowed by movement rules, and until they leave that zone, the first damage they take causes them to fall. You may push someone 2 zones by paying additional fatigue (this stacks with the effect of a RAISED zone). Pushes are always resolved in a straight line (you cannot push someone backward and then diagonally, even if pushing more than 1 zone — allowed variants are e.g. back–back or diagonal–diagonal, unless a zone blocks diagonal movement).
- INVISIBLE / HIDDEN – cannot be targeted by any non-physical ranged attacks (e.g., mind control) - attacks against the creature are made with disadvantage - its own attacks are made with advantage - the condition ends when the creature enters non-verbal interaction with someone (attack, power, touch) or when its duration expires (usually 2 turns).
Organized Groups
Special units represented as a single entity within zones, made up of multiple beings. They follow unique rules that override those of normal groups.
Squad
- 15 HP, 3 Armor.
- If you need its attributes (e.g., Resilience), roll 3d6.
- Base damage: 1. Deals 2 damage per success.
- Composed of 5 members.
- Every 3 HP lost means one member dies – even from one action. When 3 members die, P may pay fatigue to force the rest to scatter. If it keeps fighting, use 2d6 for its attributes.
- Cannot be bypassed or targeted with maneuvers.
- On a 1 on the main die, applies the BLEEDING condition.
Mob
An angry, chaotic crowd of individuals.
- Composed of 7 members.
- 14 HP, 2 Armor. Every 2 HP lost means one member dies.
- If you need stats, roll 2d6.
- When 5 members die, the rest always flee.
- Cannot be bypassed.
- Cannot be targeted with maneuvers.
- On a 1 on the main die, applies a physical status.
Swarm
A mass of weak, similar creatures that are dangerous in numbers.
- Composed of 15 members.
- 15 HP, 1 Armor. Every 1 HP lost means one dies.
- If you need stats, roll 2d6.
- When 10 members die, the rest always flee.
- If it has 10+ HP, any P ending their turn in its zone must test Resilience → fatigue / physical status.
- Cannot be targeted with maneuvers.
Equipment Damage
Each time P suffers a critical failure in combat (two ones), in addition to the normal combat effects and splinters (as outside of combat), they roll 1d6 according to the table below. All effects from the table last until repaired. Arcana cannot be damaged. For example, if P has an arcane weapon and mundane armor, effects that would damage the weapon have no effect.
| d6 | Type | Consequence |
|---|---|---|
| 1 | weapon | first 3 successes on attacks with this weapon don’t count |
| 2 | weapon | first 2 successes on attacks with this weapon don’t count |
| 3 | weapon | first success on attacks with this weapon doesn’t count |
| 4 | armor | lose 1 Armor (including magic) |
| 5 | armor | lose 2 Armor (including magic) |
| 6 | armor | lose 3 Armor (including magic) |
Enemy Control by the GM
- The enemy’s reaction occurs after P act. If that action killed the enemy who was meant to react, another one reacts — chosen by the GM / the next one on the reaction tracker — in a way that fits the narrative.
- Usually, the last roll made by P in their turn determines the enemy’s reaction — rarely will P test more than once per turn.
- If P roll:
- 6 = the enemy may make a move and a narratively failed action (e.g. misses an attack).
- 4–5 = the enemy performs 1 action. If they have 0 damage dice, they perform a maneuver, reposition with an additional move, or prepare a defense (the first attack against them before their next turn has disadvantage).
- 1–3 = the enemy performs 2 actions.
- Action — e.g. dealing damage/maneuver/using an item/movement that creates consequences.
- If the enemy’s action is an attack, they deal damage equal to their weapon’s damage × the number of failures (1–3) rolled by P in their roll.
- Example: P roll a 4 and deal their damage; the enemy has no damage dice and is too far to perform a maneuver, so they prepare a defense.
- Second example: P roll a 3; in response, the enemy performs two actions — damage and a disarming maneuver.
- Enemies, like P, may buy additional actions using excess dice by paying HP — e.g. P roll 4, 2, 2, so in response to the attack the enemy may use 2 dice: one to deal damage and discard the other, paying 1 HP for it, in order to also perform a maneuver.
- You may give each enemy their own special traits (always active) and powers (triggered by the main die) that are unique to them, e.g. moves through walls for free, walks on walls and ceilings, immune to fire, flies, etc. Enemies may of course also have powers available to P.
- Special traits should be available only to strong (one) and mighty enemies (up to two).
- Enemies do not activate their powers on their own — they trigger based on the main die rolled by P. For example, on a 1–2 on the main die the monster applies the SLOW condition (toxin on its teeth), and on a 3–4 it knocks everyone in its zone prone.
- If P did not make a roll during their turn, the enemy cannot activate powers.
- The number of powers should depend on enemy strength: easy/minion – 0, standard – 1, strong – 2, mighty – 3.
- You may show the enemy’s powers to P, so they can keep track of their activation themselves.
- Example enemy:
- Slaughter Hunger — mighty monster — HP: 18 | Damage: 3 (teeth and claws) and 1 base | Armor penetration: 1 | Armor: 4 | Special: 2 moves + every 2 dice used to deal damage in a single roll restore 1 HP to it | Powers: on a 1–2 on the main die it applies the POISONED condition (toxin on its teeth), and on a 3–4 it knocks everyone in its zone prone.
- Behavior: Resembles a wolf without skin. It has no eyes, only nostrils — it smells blood and fatigue. It moves in an unsteady, spasmodic way, as if it has no control over its own body. It can mimic the voices of victims it has devoured. When someone dies nearby, it trembles in ecstasy. It is the result of alchemical experiments.
- Enemies grouped in one place act together narratively — e.g., two archers in the same zone volley at a P in an adjacent zone at once, even if mechanically they only leverage the damage dice from one P roll; or three knifemen cut a P in a massed strike, supporting each other, still using only the damage dice from that single P roll.
- NPC Control Order (control P the same way):
- Conditions — check whether the NPC is affected by any conditions that require activation.
- Narrative effects — check other states affecting the NPC introduced by the narrative.
- In chosen order: move — reposition the NPC according to their goal (and resolve the effect of the zone they enter) or action.
- Main die — resolve what its result indicates (activates enemy abilities/zone effects/etc.).
- Choosing which enemy reacts:
- Pick the one that best advances the fiction. If you want more ramdomness, use this schema:
- Sort enemies by power and assign activation ranges: powerful — 4, strong — 3, regular — 2, easy — 1.
- Draw yourself a reaction clock to track this — a P can track it for you just as well - example: PA (powerfull enemy A) -1,2,3,4; SA-1,2,3, RA-1,2; RB-1,2; EA-1.
- Advance the counter by the value of the main die result + 1 steps.
- Critical failure and critical success double the main die result.
- If the counter exceeds the current enemy’s range, move the marker to the next enemy along the power order and mark correct number.
- If the main die result + 1 exceeds the total range sum, wrap a round — pick a new random starting enemy - new round of counting begins.
- If a P didn’t make a roll during their turn, advance the reaction clock by 2.
- Powerful enemies always act at least once per such round (beside first), even if the die didn’t point to them — if the pointer passes the last step of the last enemy and a powerful enemy hasn’t reacted, set the marker to 1 within that enemy’s range regardless of the main die result.
- If there are several, randomly choose which gets the marker.
- Because of the ordering by power, the higher the main die result, the more likely a weaker enemy reacts (and the round might wrap back to a powerfull enemy). With a low main die result, enemies fire off their powers.
- If P did not make any roll during their turn, the enemies reaction clock advances as if the main die rolled a 6, but this does not activate any enemy powers.
- Online tool link — https://wkr92.github.io/enemy-selector.
- Pick the one that best advances the fiction. If you want more ramdomness, use this schema:
- Choosing the Enemy’s Target:
- Choose the target that best fits the narrative, or:
- Determine the list of possible targets (those the enemy can realistically reach), taking tactical sense into account — some targets may be less worthwhile or not worth attacking at all.
- Arrange them according to the current turn order of P.
- Use the first non-main die from the left to indicate the target.
- If there is only one die, the last in the order is always hit.
- If the result exceeds the number of targets, loop back to the start of the list and count forward again.
- If the main die shows 5–6, the enemy chooses the most logical target (e.g. the wounded, the caster, the leader).
- Movement and Target Choice — the enemy moves logically toward the most sensible target. However, once in a zone with multiple possible targets, or when several are within reach (including ranged attacks), the final choice is resolved using the above mechanic. If the result does not indicate the most optimal target, interpret it as the chaos of battle.
- Choose the target that best fits the narrative, or:
Zones and their effects
- Zone is an area on the battlefield; a unit of space where the action takes place.
- Most zones should influence combat in some way. The GM chooses or rolls zones and their effects from the table below to quickly diversify encounters.
- Zone effects can stack or overlap.
- Characters can move diagonally between zones unless a specific zone prohibits it.
- If for some reason it is needed, when resolving zone effects for enemies, check the main die:
- 1 → enemy full success
- 2–5 → enemy partial success
- 6 → enemy failure
- When applying effects to enemies, they can’t gain fatigue — each time they would, they instead take 1 unavoidable damage. If they would be given a status effect, they take 3 unavoidable damage instead.
- Hidden elements in zones — e.g., traps:
- can’t be detected from adjacent zones and, once discovered, remain visible to everyone;
- if a P enters a zone containing a trap and doesn’t know it’s there → roll Survival; if they do know → roll Athletics/Dexterity (jump/avoid) with advantage:
- full success → the P avoids the trap and may act normally;
- partial success → the P either triggers the trap (physical status) but may still act, or avoids it but takes double disadvantage;
- failure → the P triggers the trap → 1d12 damage.
- Each P should have their own copy of the zone effects table to plan their moves more easily.
- Managing zone effects (see below) takes practice — don’t worry if you miss a few early on.
- P should help the GM track zone effects for enemies so you don’t have to handle everything alone.
- There’s also a NEUTRAL zone type, which has no effect.
| Nr | Name | Effect | Example |
|---|---|---|---|
| 1 | COVERED | Ranged/magical attacks from outside this zone have disadvantage. End of turn: reset the ranged weapon reload counter. | wall, boulders, trees |
| 2 | ELEVATED | Entering costs disadvantage or fatigue. Advantage on ranged attacks if target is not in the same or different ELEVATED Zone, +1 range. Being pushed off moves you 2 zones. | hill, balcony |
| 3 | NARROW | Max 2 creatures. Disadvantage on attacks/magic. Each damage die deals 1 damage less. A group must spend an action on movement to pass through — it cannot stop inside. Diagonal movement into or out of this zone is prohibited. | corridor, canyon |
| 4 | DANGEROUS | Every failure and every 1–2 on the main die (5–6 for enemies) results in a fitting status. | pit, fire, trap |
| 5 | RESTRICTING | Leaving costs fatigue or gives disadvantage, unless you spend an action to break free. | swamp, dense thickets |
| 6 | UNSTABLE | A pushed in creature always falls prone if it makes sense. Taking damage knocks you prone unless you pay fatigue. Every failure and every 1–2 on the main die (5–6 for enemies) results in falling prone at the end of the turn, even if the turn does not end in that zone. | ice, narrow plank, rubble |
| 7 | SHARP | Every failure and every 1–2 on the main die (5–6 for enemies) deals 1 inevitable damage. | thorns, jagged rocks |
| 8 | OBSCURED | Disadvantage on attacks/magic for creatures inside and against them. Allows gaining the HIDDEN/INVISIBLE condition without paying fatigue. Grants an additional move to those affected by this condition (only if they already had it or by paying 1 fatigue). | fog, smoke, darkness |
| 9 | CONNECTING | Grants 1 free move to adjacent zones (according to their rules). | bridge, passage |
| 10 | PULLING | Every failure and every 1–2 on the main die (5–6 for enemies) in adjacent zones pulls the creature into this zone. | wind, vortex, magnet |
| 11 | SEPARATING | It has between 1 and 3 walls that cannot be crossed. Walls block movement, attacks, and the use of abilities between zones. Diagonal movement into or out of this zone is prohibited. | behind a wall, tree wall |
| 12 | AFFECTIVE | Start of turn: 1 fatigue. Grants one additional guaranteed success when casting spells (does not work two turns in a row for the same character). | high pressure, dread |
Example - map of abandoned bathhouse

Fights Against Absurd Threats and Resolving Battles
Supernatural beings such as dreamlike Nightmares or Giants are both extremely rare and extremely dangerous. Sometimes P find themselves in situations where they must - or choose to - face such a challenge far beyond their capabilities. Whether winning such a confrontation is possible, or whether escape or merely buying time is the only realistic option, is up to the GM. However, every such case should be played out as a narrative sequence or a chase (see Full Rules — Other Mechanics). Depending on the scale of the threat, the GM may also rule that all rolls in these narrative procedures are made with disadvantage.
The same approach should be used when the scale of a fight exceeds a local skirmish and involves multiple sides or large forces — in such cases, it is worth referring to Sequential Narrative on a Time Scale.
Character
Levels
At the end of each session, you gain 2 development points (unless the GM decides otherwise).
| Advancement | Cost (DP) |
|---|---|
| Trait level 1 | 2 |
| Trait level 2 | 4 |
| Trait level 3 | 6 |
| Trait level 4 | 10 |
| New power | 6 |
| New lesser supernatural power | 6 |
| New major supernatural power | 8 |
| Replace one power with another - requires narrative justification | 4 |
| +1 critical damage die | 8 |
| Destiny point | 8 |
| Additional HP / inventory / fatigue slot (max 14 - this limit can only be exceeded by arcana) | 8 |
| New weapon specialization | 4 |
| Immunity to one chosen status (can be purchased only once) | 10 |
| New language | 4 |
| Personalized arcana attuned to your character | 10 |
| The equipment upgrade limit increases by 1 (this can be purchased up to two times) | 6 |
| Narrative point — you may alter events in non-critical situations with GM approval — must be logical and not break the story; treated as if you rolled a 6 on a Narrative Die test. | 12 |
| Geopolitics point — you may perform one maneuver using any faction on a non-global scale with GM approval — must be logical and not break the story. | 12 |
- P may spend development points in larger agglomerations, e.g. in a city or stronghold (but not in a village), during a long rest.
- Traits can reach a maximum of 4.
- P gain +1 development point each time they roll a failure and at least three dice show the same number — e.g., three ones.
- The GM may also award development points for completing campaign milestones, but shouldn’t give more than 3 at once.
- The listed costs assume a campaign lasting up to a year with weekly sessions — if you expect a longer one, increase all costs by 1 or 2 accordingly.
Character Creation
- Choose a race.
- Choose a name and age, describe appearance, write a short backstory — pick a previous occupation (e.g., courier, demagogue, cobbler).
- Where are you from?
- Answer these questions:
- What is most important to your character?
- What are their ambitions and fears?
- What bonds do they have?
- What secret do they keep?
- What connects them to the party?
- Create one question about your backstory that two other players must answer, e.g., “You saw me transform into a beast — why didn’t you report me to the authorities?”
- Choose 5 traits at level 2 and 2 traits at level 3 (you cannot start with level 3 in melee, aim, arcana, or nature). These should reflect your background and training.
- All other traits start at level 1 — except arcana, technology, and herbalism, which require training to use. If you didn’t invest in them, they start at level 0.
- Choose 1 power.
- Start with specialization in two weapon types.
- Select your*equipment with GM approval. You can fill all 10 inventory slots, but don’t have to. Explain narratively how you obtained your gear.
- You know the common language + your racial language (if human, choose 1 additional beyond common).
- You have 1 destiny point.
Races
- Human (see Lore to chose area of origin):
- Adaptability - choose any power and justify it with a storyline, or develop an additional trait to level 2.
- Dwarf (from the Well or the Talking Mountain — see Lore):
- Darkvision — within 2 zones in combat.
- Immune to disease and poison — automatically discard the POISONED condition and WEAKENED status (if you would receive one randomly, you receive none instead).
- Subspecies are distant relatives.
- They live up to 200 years
- Lobo (see Lore):
- Move on all fours but have four grasping limbs, a prehensile tail, and are excellent climbers — always roll at least 4 Athletics dice when climbing walls or ceilings, even smooth or slick ones. You can wield a bow or one-handed weapon while climbing.
- They live up to 100 years
- Elf (Onirari — white, from the Dream; Volari — blue, from the Floating Isles; see Lore):
- Restore 1 additional fatigue when resting.
- Sharpened senses — always get 1 extra question to the GM during discover reality moves or other tests that grant questions.
- Elf is rather a shape than a race - different elves are not genetically related.
- They live up to 300 years
Character Sheet
Download character sheet
End of Session
At the end of each session, each P describes how their character feels about what happened and asks one question to another P about their character — for example:
“What’s your favorite meal?” “What would you be doing if not for this situation?” “Do you have any siblings?”
Every P should both ask and receive a question — it can also concern that P’s view on current events.
The first part grounds the character in the world; the second builds relationships within the party.
Never skip this step.
Each P gains 2 development points.
One player — taking turns each session — must briefly summarize what happened in bullet points and add it (with a date) to your shared online journal, accessible to everyone.
Full rules
Moves
- Moves are mechanics designed to help P interact with the world.
For example, instead of waiting for the GM to call for a survival roll to look for tracks, a P can declare they’re examining the area and use the discover reality move to ask the GM questions about the scene. - If the GM is unsure how a P should pay for a partial success, the P pays an appropriate amount of fatigue or receives a splinter.
- Example: the P declares they’re following the tracks found by the party and rolls a partial success. The GM asks them to pay 1 fatigue as the cost of that success. In more difficult terrain (swamp, storm, snow), the fatigue cost may be higher. Particularly risky situations — such as sneaking through an enemy camp — may also inflict splinters.
- Narrative rule: If a move grants you points, you may spend 1 point to propose your own effect or direction for the narrative. The GM decides whether it fits the game world and may suggest an alternative.
- The GM always has the final word and may adjust the listed consequences for the sake of narrative flow.
- These mechanics are tools, not mandates — the GM doesn’t need to use them if a more fitting resolution presents itself.
Acting in Hiding — variants —
If, for example, P have broken into a place, their actions are accompanied by a clock with X segments. If the clock fills, P suffer appropriate narrative consequences, e.g. someone catches them and calls the guard.
Each roll advances the clock as follows:
- critical success: −2 (you cannot reduce it below zero)
- full success: no change
- partial success: +1
- failure: +2
- critical failure: +3
If a roll is not strictly required but P still have something left to find, the GM asks a question along the lines of: you have a feeling there is something more here — do you risk checking?
For example, when there is a false bottom in an already opened chest that can be detected with technology/investigation.
Similarly, if there is a secret in the room, e.g. a loose floorboard hiding something underneath, the GM asks the same risk question. This way P know there is something there, but will not learn what it is unless they succeed at the test, which may advance the clock — giving them the option to back off when they are close to being discovered.
The same applies if P want to take an action that might yield something, but is not directly useful in the current situation — e.g. they find a letter and want to roll mind to recall where they recognize the names from. In such cases, the GM may ask: you can try to think it through now, but it will cost time — do you risk it?
Skipping a roll does not end the move. The move ends only when P explicitly decide to end it or when the clock fills.
I act Behind Their Backs — deception —
P earn points that let them perform actions before time runs out: 3 points for a full success, 2 points for a partial success. They can always buy 1 additional point for 2 fatigue.
Each point can be spent on a discreet action such as reading a document unnoticed, taking a letter, or stealing a robe from a wardrobe.
P cannot exceed the limit — they’re restrained by natural authority — an instinct for self-preservation. If they ignore it and push further, they face immediate consequences: typically triggering an alarm or being spotted.
I sneak by — stealth —
The P attempts to move unseen or hide from enemies.
On a partial success, you must choose one of the following:
- take mental status,
- take 2 fatigue and splinter,
- or be detected.
I steal — sleight of hand —
On a partial success:
- You fail to take the item, but no one notices your attempt — you can’t try again.
- Or, you succeed in taking the item unnoticed, but you lose 1 reputation point, advance the clocks* (if present), and gain 1 splinter and 2 fatigue.
I Recall — relevant knowledge (mind, arcana, nature, etc.) —
Use this when a P wants to check their knowledge about a religious ritual, encountered creature, historical figure, special formula, and similar topics.
A full success grants 3 points.
A partial success grants 1 point, and you may buy 1 additional point for 1 fatigue.
Ask the GM 1 question per point — their answer becomes your character’s knowledge. The questions must fit the situation.
Normally, open tests can be made by two people. If both succeed and gain I Recall points, they may ask different questions.
Common questions:
- Do I know this creature/place/object?
- What makes it distinctive?
- Who or what is connected to it?
- How does it work?
- How can I use it?
- Does it have any weaknesses or limitations?
- What dangers are tied to it?
- Are there any legends, stories, or superstitions about it?
- Who or what might know more about it?
- Is this knowledge common or secret?
- What rules or laws govern it?
- Are there known ways to defend against it?
- Has anyone tried to use/destroy/study it before? What happened?
- Your own question.
I Discover Reality — perception, survival, investigation, nature, mind, and similar —
Use this when you try to learn something about a specific situation through action — for example, following tracks, examining a wall fresco, or studying a curse.
A full success grants 3 points.
A partial success grants 1 point, and you may buy 1 additional point for 1 fatigue.
Ask the GM 1 question per point, and their answer becomes your character’s knowledge. The questions must fit both the situation and the trait used in the test.
Normally, open tests can be made by two people. If both succeed and gain I Discover Reality points, they may ask different questions.
Common questions:
- Who passed through here?
- How far am I from the one I’m tracking?
- What happened here?
- What stands out to me?
- Is there anything here that threatens me?
- Is there anything here that could be useful?
- How long ago did this happen?
- Do I see signs of struggle, flight, or haste?
- Was something hidden or disguised here?
- Are there repeating patterns, symbols, or markings?
- Can I tell where someone went or came from?
- What scents or sounds feel out of place?
- What doesn’t fit with the surroundings?
- How could I best hide or stay unseen here?
- Are there traces of magic, poison, illusion, or supernatural interference?
- Your own question.
You can use this move with mind when the problem involves general knowledge — physics, chemistry, geography, psychology, anthropology, or other disciplines not covered by another trait.
This is the main move you’ll use most often.
It should always follow a specific in-fiction action — e.g., “I examine the corpse” — and apply to that subject.
GM tip: if a scene contains important information you want the players to discover, use their questions from this move to reveal it — even if the answer stretches the topic slightly. Be flexible for the sake of good narrative flow.
I Want Someone to Do Something for Me — persuasion, deception, intimidation, influence —
- The P must explain how they’re using the chosen trait.
- If the P lacks any kind of leverage over the target, they roll with disadvantage. Leverage can be, for example, valuable information or social authority.
- If the target belongs to a dominant or privileged authority, the P rolls with additional disadvantage.
- Example: I want to convince the guard to let me through the gate by lying that I’m a royal envoy and showing him a stolen safe-conduct letter.
- You can never persuade someone to act against their core values.
Partial success — the P may suggest an option, but the GM makes the final call, choosing what best serves the narrative:
- You fail to convince the target, but there are no consequences — the attempt blows over harmlessly.
- The target demands payment — an item, favor, or bribe.
- You succeed, but you must take 1 splinter and 2 fatigue, advance the clock if one exists, and the GM decides whether the group loses 1 reputation.
- The GM tells you what favor or repayment the target expects in return.
- You partially succeed — the target agrees only in part, solving one side of your problem. The GM describes what changes.
- Example: a dwarf agrees to lead you to his clan’s hall but won’t vouch for you or offer help afterward, leaving you to handle the rest.
Failure — besides immediate consequences, the GM decides whether the action advances the social clock, lowers reputation, or causes similar fallout.
I Want Someone to Change Their Beliefs — persuasion —
The P may try to convince someone to think differently about a personal belief or situation — the GM decides whether such an attempt is even possible (e.g., convincing a bandit to betray his leader).
- The P must state which belief the target should change and how it makes sense in context.
Partial success — the P may suggest an outcome, but the GM makes the final decision, choosing what fits the story best:
- You fail to change the target’s mind, but the attempt has no negative consequences.
- You succeed, but you take 1 splinter and 2 fatigue, advance the clock if relevant, and the GM decides whether the group loses 1 reputation.
- You partially change their view — it resolves only part of the problem. The GM explains what has shifted.
- Example: a cultist agrees that sacrificing the mayor’s daughter is wrong but insists another child must still be offered to the god.
I Know Someone Here — influence —
The P makes an influence test to determine whether they know someone in this location who could help with the current problem.
- Only 2 P may attempt this per location, and the roll can’t be repeated.
- If a contact exists, the P defines who they are — but the GM has the final say.
- Full success — the acquaintance belongs to the privileged authority and can help the P bypass one key obstacle.
- Partial success — the acquaintance is below the privileged authority in the social hierarchy and can help bypass one non-critical obstacle.
- Failure — the P comes across as a manipulator or opportunist and must take a mental status to get out of the awkward situation they’ve created.
- Using this move may have narrative consequences — people know the P received a favor, and rumors may spread.
- The connection must make sense — for example, a P is unlikely to know anyone in a deserted village or remote wilderness.
- No assistance rolls are allowed for this test.
I Force an Event — influence
When you want to accelerate or force an event (e.g. an audience, a court decision, the arrival of the guard, acceptance of a bribe, opening a fair, the outbreak of a riot), you may make an influence test.
- The event you are forcing must have foundations in the community or the narrative, unless it is minor (such as finding lodging for the party even though all rooms are taken).
- The GM may impose disadvantage if the forced event concerns people in power or is complex.
- Full success — the event happens here and now, in a form favorable to you (e.g. the guards arrive in time and take your side).
- Partial success — the event is forced, but with a complication (GM decides):
- it happens later than you wanted,
- it requires a price (a favor, payment, concession),
- or the consequences turn against you (e.g. the guards are corrupt).
- if consequences are hard to determine — pay 2 fatigue and take a scratch.
- Failure — your attempts to interfere with the course of events provoke anger; you are rebuffed — you gain a mental status, unless narrative consequences fit better (e.g. advancing a clock; GM decides).
- Assistance cannot be used in this test.
I Gather Information — influence, performance
Use this when you try to extract information from strangers., e.g. when trying to find out in the city whether there is a place where something illegal can be purchased.
- Full success — the information you obtain is detailed and true.
- Partial success — you obtain information, but with a complication (GM decides):
- someone does not tell you everything,
- it requires a price (a favor, payment, concession),
- or the consequences turn against you (e.g. rumors spread and someone hostile learns about your moves),
- advance a detection/social/similar clock,
- if consequences are hard to determine — pay 2 fatigue and take a scratch.
- Failure — you fail to obtain any information; people grow suspicious and hostile, and the GM decides whether:
- rumors reveal your plans/other narrative outcome,
- you advance a detection/social/similar clock,
- you gain a mental status from the stress of the situation you got yourself into — e.g. a brawl.
I have a feeling there’s more here — investigation —
When a P suspects they haven’t found all the important information in a location or something is missing, they may make this test to check whether they were right.
- Full success — the GM tells you one thing you missed, if one exists.
- Partial success — you learn whether you missed something or not; if something remains to be discovered, you must pay 2 fatigue to learn what it is.
- Failure — you have no idea whether you missed anything.
The GM may use this move to reveal only significant information — it’s also a tool for the GM to point players to important, previously overlooked details.
I instill fear — intimidation —
A P uses intimidation to induce fear or compliance in a target. On a full success or a partial success (plus 1 fatigue, or more if the target is resistant or the situation is unfavourable — GM’s call), you force the creature(s) to do one chosen effect:
- stop moving;
- interrupt what they are doing;
- refrain from an action they were about to take;
- surrender — costs 3 fatigue and does not work on key NPCs, powerful enemies or organised groups; GM has final say;
- stand where you point and do not move;
- perform a simple task for you (carry something, act as bait, etc.);
- quickly withdraw;
- attack you — costs 2 fatigue; GM decides if this fits the narrative;
- do something against their own interests — costs 4 fatigue on a partial success, 2 fatigue on a full success; does not work on key NPCs, powerful enemies or agents of dominant authority; GM has final say;
- your own idea (propose a different effect — GM must approve).
The GM decides fatigue cost adjustments and whether an outcome suits the scene.
I Perform — performance —
The P uses their artistic talent — singing, dancing, acting, or any other form — to influence the emotions and behavior of others.
- Full success — gain 3 performance points.
- Partial success — gain 1 performance point and may buy 2 more for 1 fatigue each.
Each performance point (unless stated otherwise) may be spent to:
- Draw attention — others focus on you, allowing allies to perform one unnoticed action or giving you a chance to address the crowd; can be chosen multiple times.
- Earn a favorable impression — gain advantage on social tests against the audience; costs 2 points.
- Gain renown — you become recognizable in the area.
- Learn local rumors — the GM tells you 1 important piece of information about recent local events.
- Secure an audience with a local authority; costs 3 points (GM’s discretion).
- Plant a small suggestion that listeners will follow if logical (e.g., “Go home,” or “Support my candidate for mayor”); costs 3 points.
- Evoke specific emotions — you can make a crowd angry, calm, hopeful, etc.; costs 2 points.
- Find shelter — someone offers you a safe place to stay; costs 2 points.
- Your own ideas — propose an effect fitting your performance; GM approval required.
I Foresee the Future — religion or intuition —
- When used with religion, it requires a one-hour ritual and the sacrifice of a component.
- When used with intuition, it requires one hour of meditation and the sacrifice of a resource.
- It cannot be performed as part of a rest — others may rest, but the P who attempts to foresee the future does not.
The P attempts to glimpse what is yet to come — through prayer, omen-reading, meditation, or instinctive foresight.
- Full success — you receive 3 foresight points.
- Partial success — you receive 1 foresight point and may buy 1 additional point for 1 fatigue.
- Failure — your vision turns against you; the GM may give you a misleading or ominous impression and you gain 1 splinter.
Each foresight point may be spent immediately or saved for later in the same session to:
- Ask the GM one question about a future event — what will happen if a certain action is taken, or what danger lies ahead.
- Gain advantage on one roll directly tied to what you foresaw.
- Reveal a symbolic or prophetic vision that the GM describes — it may contain clues, warnings, or hidden truths.
- Predict one upcoming consequence of the current situation — the GM confirms or hints whether your feeling is accurate.
- Sense an approaching danger — the GM must tell you whether the threat is imminent, distant, or illusory.
- Create a minor prophetic effect in the scene (e.g., a candle flickers, a shadow forms a meaningful shape) to draw narrative attention to something important.
- Your own idea — propose how your insight manifests; GM decides if it fits the fiction.
I Know How This Works — technology —
When the P interacts with a machine or tool, they may make a roll to determine how familiar they are with its workings.
- Full success — gain 3 technique points, and you may buy 1 additional for 1 fatigue.
- Partial success — gain 1 technique point, and you may buy up to 3 more for 1 fatigue each.
Each technique point (unless stated otherwise) may be spent to:
- Ask the GM one question about the machine or tool to determine how much you know about it, such as:
- What is it used for?
- How does it work?
- Who created it?
- How could it be useful to me?
- How old is it?
- Is it still functional?
- What dangers come from using it?
- Is there something I’m not seeing at first glance?
- Your own ideas.
- Create a simple tool or machine — costs 2 points and a short rest dedicated solely to that work.
- Repair a simple, familiar tool or machine — costs 2 points.
- Repair a simple, unfamiliar tool or machine — costs 2 points and a short rest; afterward, you know how to operate it.
- Repair a complex tool or machine — costs 4 points and a long rest devoted entirely to the task (it can be postponed if the object can be carried). After repairing it, you know how to use it.
- Operate a simple, unfamiliar tool — costs 2 points.
- Operate a complex, unfamiliar tool or device (e.g., a wheeled machine or vehicle) — costs 4 points.
I Lead the Way — survival —
One or two P may choose to lead the exploration:
- Full success — gain 2 points.
- Partial success — gain 1 point for 1 fatigue, and you may buy 1 additional point for 2 fatigue.
Each point gained from this test may be spent once to:
- Hunt for food — this effect doesn’t stack, even if two P choose it — reduce the rations required for the journey:
- if the trip lasts up to one week — each P pays 1 ration total.
- if it lasts more than a week — each P pays 3 rations total.
- Ask the GM for a hint related to your goal, the environment, or the current situation.
- Mitigate failure — if a P receives a status after a failed exploration roll, you may convert it into 2 fatigue for them and 1 fatigue for yourself.
- Remove 1 fatigue from an ally.
- Automatically find one component, resource, or material.
- Roll on the Treasure Table.
- Shorten the journey by 2 days.
- Propose your own narrative effect — must make sense in the story; GM decides if it applies.
- In a minor exploration: add all other P advantage to the test - costs 2.
I Pretend to Be Someone Else — deception, performance —
- Full success — you are unrecognizable, but you will expose yourself if:
- you ask more than 3 questions whose answers would be obvious to the person you’re impersonating, in the eyes of your audience;
- you issue more than 3 orders to the subordinates of the person you’re impersonating.
- No one will follow an order that directly contradicts the values of the group you’re deceiving — such an attempt immediately exposes you.
- Partial success — every question or command you direct at the group you’re deceiving costs 1 fatigue. You can spend no more than 3 fatigue this way without revealing yourself. The same restrictions and logic from the full success apply.
- Failure — beyond the immediate consequences, the GM decides whether your actions advance the clock, lower reputation, or cause similar fallout.
- The GM may apply disadvantage depending on how complex or implausible your impersonation is.
- You may gain advantage through creative disguise or convincing roleplay.
- The number of allowed questions and commands does not reset — it applies to the entire duration of the deception operation.
I Sell a Lie — deception —
- The GM may rule that a specific lie has no chance of fooling the target — e.g., a king will not believe the queen has a secret lover because his spies track her every move.
- A complicated, strongly accusatory lie, a lie directed at privileged authority or higher, or similar claims will not pass unless the P has something they can offer as evidence — e.g., a man’s nightshirt found in the queen’s chamber that could not possibly fit the king, or paid false testimony from a chambermaid.
- Partial success — the GM chooses one:
- the target believes you, but the whole group takes disadvantage on subsequent social tests against that target;
- you convinced part of the gathering; it’s not enough for your original goal, but it may open a different cooperative path;
- the target demands more proof;
- you fail to convince the target, but the lie passes without immediate consequences;
- you take 1 splinter and 2 fatigue as the stress of improvising, and you manage to invent something plausibly convincing on the spot — allowed only for narratively low-stakes lies.
- Failure — besides immediate consequences, the GM decides whether your actions advance the clock / reduce reputation / cause similar fallout.
I Perform a Ritual — religion, arcana —
Rituals require:
- the sacrifice of a treasure, component, resource, and material
- a downtime action (treated as 3 days of uninterrupted activity, after which the participants gain 6 fatigue)
- a place where no one will interfere
A partial success on this test means that if P want the ritual to succeed, they must additionally pay 4 development points.
If the ritual concerns a specific person, something closely associated with them is required — e.g. a personal item.
A ritual is the only way to achieve a magical effect that lasts for an extended time, e.g. an illusion lasting for months.
A ritual may allow the P to:
- Hold a brief audience with a high representative of a chosen deity — 3 questions.
- Remove a curse or dispel strong magic.
- Impose a curse on an object or being — the P and GM define it together, but the GM has the final word.
- Obtain an important narrative piece of information — the GM must reveal it directly but should frame it with appropriate atmosphere.
- Locate an object or person, as long as they are within the same geographical region (e.g., within state borders).
- Fulfill a narrative requirement — when the story demands a ritual.
- Summon an angel, demon, or spirit of nature — 4 questions determine its attitude; it may become hostile.
- Declare that one non-critical event will certainly occur in the future — e.g., the vault door will be open when we break into the bank, or the NPC will still be alive when we arrive.
- Open a dimensional passage for one day — requires sacrificing something linked to that realm.
- Open/Close a portal.
- Erase one memory from a creature’s mind.
- Ask one key question about the past — the GM must answer.
- Create an arcana — the P and GM decide its effect; the GM has final say.
The ritual can be performed as a group test, but only characters with at least level 3 in a trait that allows spellcasting (arcana, nature, religion) may take part. In this case, it can only succeed or fail, so a full success is not required for it to work without paying development points, unlike a partial success when acting alone.
On a failure, each performer (whether solo or in a group) gains 1 corruption point.
I’m grasping at straws — appropriate trait —
The P decides to do something clearly and extremely dangerous — such as leaping across a chasm, sneaking unseen through open guard lines, deceiving a bandit chief in his own den where failure could mean violence, climbing a slick wall that’s the only escape, or swimming through a flooded tunnel that’s far too long to reach the end safely.
- This move can be used only as a last resort, when all other methods have failed.
- Current fatigue does not affect this roll — adrenaline overrides exhaustion in critical moments.
- Partial success — you succeed, but gain 4 fatigue and draw a physical or mental status (whichever fits the situation).
- Failure — you fail, and in addition to the normal consequences, you gain 6 fatigue and draw a physical or mental status (whichever fits the situation).
- Instead of these default penalties, the GM may assign other consequences that better fit the narrative.
I Seduce — persuasion, influence, performance, deception —
The P may attempt to seduce an NPC for one night (for longer relationships, see downtime actions section) — for pleasure or advantage.
The GM determines how difficult the target is to seduce and applies the appropriate disadvantage - usually based on the NPC’s authority type:
-
Dominant authority — 3 disadvantage.
-
Privileged authority — 2 disadvantage.
-
Executive authority — 1 disadvantage.
-
Additional disadvantage may apply depending on the fiction (e.g., the princess is never alone, she fears strangers, the P has insulted her values, etc.).
-
Full success — you spend the night together or share a pleasant evening, and you may obtain one key piece of information or a favor from the NPC (if they have such knowledge or influence — GM’s call). The P is unavailable for at least 4 in-world hours.
-
Partial success — you spark interest but don’t act on it; you may gain one non-critical piece of information from the NPC or small favor.
-
Failure — besides immediate narrative consequences, the GM decides whether your actions advance the clock, reduce reputation, or cause similar fallout.
I Try to Read Them — intuition —
The P attempts to discern whether their interlocutor is lying, hiding something, or otherwise being deceptive.
- Full success — the P realizes the NPC hasn’t told the whole truth and gains advantage on a social test to draw out the missing information.
- Partial success — the GM chooses one:
- The P knows the NPC is withholding something but gains disadvantage on any social test to extract it.
- The GM gives the P a minor, non-essential clue about the situation — e.g., “You can’t tell whether X is acting of his own will, but you noticed how defensive he became when the topic of honor came up.”
- The GM tells the P outright that the NPC is hiding or faking something, but makes clear there’s no way to extract details.
- The GM provides a clear fact without its context or reason — e.g., “You’re certain this man beat his child, but you know nothing about the circumstances.”
- The GM reveals only part of the information — e.g., “You suspect X held a letter from the baron, but you can’t confirm whether he opened it.”
- Failure — the P believes the NPC has nothing more to add, is hiding nothing, or simply cannot be read at all.
I Push Through Difficult Terrain — resilience, athletics, survival, dexterity —
The P attempts to climb a slippery rock face, push through blocking enemies, wade across mud or thorns, or perform similar feats. Choose the trait that fits the situation.
- Full success — you may discard 1 failure die from another P’s traversal test (unless they rolled only one die) — your progress is steady enough to help them — or you may instead apply a narrative rule.
- Partial success — you must pay 1 fatigue, plus 1 additional fatigue for every failure die beyond your number of successes, to succeed; otherwise, you are treated as if you failed.
- Failure — the GM assigns narrative consequences or a physical/mental status (whichever fits the fiction).
Use this move only outside of combat. During a fight, a similar attempt with a partial success should simply trigger an enemy reaction instead.
I Steer — animal handling, technology —
Sometimes a P is controlling a vehicle or mount in a risky situation, or attempts an unusual maneuver while driving — e.g., jerk the reins so the horses pull the wagon onto its side. Use this move for that.
Break the P’s intended action into distinct objectives (examples):
- yank the reins so the horses tip the wagon;
- have the wagon fall onto our enemies / provide cover;
- do it so nobody inside is hurt / avoid damaging the cargo;
- avoid breaking the wagon so we can use it later.
Resolution:
- Full success — the P gains 3 control points and may buy 1 additional point for 1 fatigue.
- Partial success — the P gains 2 control points and may buy 1 additional point for 1 fatigue.
Each objective you listed costs 1 control point to satisfy. The GM adjudicates whether objectives are compatible and may assign extra consequences or trade-offs if they conflict.
I Interrogate — persuasion, intimidation —
When you try to extract information from an unwilling target.
-
Full success — you may ask 4 questions, and the GM must answer them truthfully.
-
Partial success — you may ask 2 questions, and may ask 1 additional question for 1 fatigue.
- GM may decide that one of the answers is a lie — but will not reveal which. All other answers must be true, though not necessarily straightforward.
-
Questions must concern facts the target actually knows.
-
P can not repeat this move to get more answers.
Example questions:
- Who gave you this job?
- Where is the person/object located?
- How many of you are there?
- What were you promised in return?
- Who else knows about this?
- Was it you who did it?
Other mechanics
Group Rolls
- Use this to resolve how the whole group handled a shared action that requires a single trait (e.g. everyone sneaks past the guards, everyone climbs a rope, everyone blends into a crowd), or different traits (e.g. organizing an event, setting up a trap).
- Everyone rolls their own dice pool and takes their highest result, then converts it into points:
- highest 1–3 → 0 pts
- highest 4 → 1 pt
- highest 5 → 2 pts
- highest 6 → 3 pts
- Add up the points from all players — this is the group result (S).
- The group must beat a threshold of (2 × number of P) − 1 for the test to succeed. The GM may raise or lower this threshold when appropriate, depending on whether the challenge is relatively difficult or easy.
- After seeing S, the group may lower the threshold by spending fatigue:
- 4 fatigue lowers the threshold by 1 point.
- The threshold can be lowered to a minimum of (2 × number of P) − 4 (up to 3 steps total, even if the base threshold was increased due to challenge scale).
- Fatigue can be split between players in any way, but a single P may spend at most 3 fatigue on this test.
- Fatigue does not increase S; it only lowers the threshold.
- If S ≥ the current threshold, the test succeeds; if S < the current threshold, the test fails.
- The breakdown below shows how often the group succeeds on group rolls in a typical situation (5 mid-level P, with dice pools of 1, 2, 2, 3, and 4), assuming optimal use of fatigue:
- S ≥ 9 → success without fatigue: ~56.8%
- S = 8 → success for 4 fatigue: ~15.1%
- S = 7 → success for 8 fatigue: ~11.8%
- S = 6 → success for 12 fatigue: ~8.1%
- S ≤ 5 → failure (the threshold cannot be lowered further): ~8.2%
Opposed Tests
When two sides act directly against each other — for example, two P grappling — both roll using the appropriate trait, and whoever gets more successes wins.
If tied, the side with the higher total die results wins.
Disagreement
Sometimes, one P wants to do something another would oppose — e.g., one tries to pour poison into the queen’s goblet while the other wants to stop them.
Since there’s no time for open discussion (and talking about murdering the king’s wife at his own table might be… suboptimal), in such cases pause the game.
This is a team game, and for the sake of story and group cohesion, the party should discuss how to handle the situation before it turns into the last decision they ever make together.
The GM can mediate or propose a compromise.
We’re people here to have fun and build a story together — keeping a healthy table atmosphere requires effort, and talking is the best way to do that.
If discussion can’t produce a solution everyone is happy with — stop playing together.
It’s better not to play at all than to make each other miserable.
You can apply this rule not just to direct conflicts, but to any key moment where the group’s direction is at stake.
Exploration
| Situation | Mechanic |
|---|---|
| The journey is narrative background, shows the world, consumes resources, but is not the main conflict | Exploration (travel) |
| A single terrain obstacle or a short stretch of difficult passage | Minor exploration (single tests) |
| The journey itself is a scene of tension or a central conflict | Sequential narration or Chase |
Travel
- Used to narratively resolve the P’s journey from point A to B when it carries no significant narrative weight — that is, when it isn’t particularly important.
- At each narrative stop — but no more than once per in-game day — when the P travel, especially through difficult terrain (deep snow, marsh, dense forest, etc.), they make a group survival test to see how they fare.
- The GM describes the landscape, and each P briefly (1–2 sentences) narrates something that happens to them along the way, consistent with both the group result and their personal roll. This can also take the form of a short in-character exchange.
- These short descriptions matter: they keep the world alive and make travel meaningful. Never skip this step.
- Resting during exploration:
- During exploration lasting longer than 1 day, P may mechanically take 1 long rest for each full week of travel.
- During these rests, P cannot remove fatigue or heal statuses gained during exploration.
- The overall success or failure of exploration is decided as a group, but each P also gains an individual outcome based on their own roll.
- Critical results: standard narrative die/splinter.
- Weather and terrain may impose disadvantages.
- The whole sequence should take around 15 minutes of session time — quick rolls, short descriptions, move on.
- Food and travel:
- If the P are outside a settlement and not staying in rented rooms, they must consume 1 ration per day or gain the discomfort status from hunger.
- For multi-day travel, they must have enough food for every day of the journey.
- 28–35 rations cost 1 treasure — one month of living for one person, or one week of travel for 4–5 people.
- If they lack food, they suffer a disadvantage for exploration test and fatigue during exploration as they’re forced to hunt.
- If the journey represents a pursuit or escape, hunger penalties can be waived if both sides are equally deprived.
- Before travel, only one P may use the I Lead the Way move.
- Exploration is a perfect time for the GM to show changes in the world or consequences of past actions — for example:
- Wanted posters with the group’s names.
- A passing merchant caravan.
- A military patrol or road inspection.
- Distant armies or strange creatures on the horizon.
- Rumors about an NPC the group once helped (or harmed).
15-Minute Framework
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GM describes conditions — weather and terrain, e.g. your wagon struggles through the snow, the blizzard lashes your faces, the cold bites even through fur coats; still, merchant caravans appear on the road, because people have to live somehow, and society would collapse without transport.
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Group survival roll.
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Resolve group and individual outcomes (clockwise around the table):
- Group Success — the team travels safely — individual results:
- Full success — choose one:
- You found something — roll twice on the Loot Table and keep the higher result.
- Ask the GM 2 questions or request 2 clues about the situation (may come through dialogue).
- One loot roll + one question/clue.
- Partial success — if you rolled more failures than successes, gain fatigue. Then choose one:
- Roll once on the Loot Table.
- Ask the GM 1 question or request 1 clue.
- Failure — gain 2 fatigue; you must discard at least one item even if you have empty space in inventory (you lose it).
- Full success — choose one:
- Group Failure — the journey is rough — individual results:
- Full success — choose one:
- Roll once on the Loot Table.
- Ask the GM 1 question or request 1 clue.
- Partial success — you suffer an accident and gain a physical status.
- Failure — you barely make it through; roll for both a physical and mental status.
- Full success — choose one:
- Group Success — the team travels safely — individual results:
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Descriptions: each P narrates 1-2 sentences about what happened to them — how they found something, got hurt, spoke with someone, etc — based on their own result, the group’s result, and the narrative framing.
-
Event or rumor: the GM introduces a change in the world or a consequence of past deeds.
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Wrap-up: the GM summarizes the journey in two sentences.
Sequential / Minor Explorations
If exploration happens frequently in one session (3+ times), one after another, or over short distances, replace it with a simple individual test suited to the terrain for each P.
Example: crossing a frozen lake — everyone rolls stealth:
- Failure — gain a physical status or 3 fatigue.
- Partial success — gain fatigue.
- Full success — you may:
- pay 1 fatigue to help an ally, upgrading their failure to a partial success
- find a material, component, resource, or utility item
- ask the GM a question or get a hint
- roll for Loot Table
- propose own narration
You can also run this as a group test if it fits the scene.
Other examples:
- Climbing — athletics
- Wilderness — survival
- Labyrinth — mind / intuition
- Shaky bridge — dexterity
- Stampede — animal handling
Each P should still describe in one or two sentences how they handled the challenge.
Exploration as a scene of tension
If exploration is meant to be more than just traveling from point A to B — an emotional scene with greater significance, such as climbing an icy mountain to light a signal fire so reinforcements can arrive on time — it can be played in two ways:
- As a chase (see below) — the GM defines the segments, and the P must race against time and their own exhaustion.
- As a sequential narrative (see below) — the GM sets as many obstacles as there are P, and they devise a plan to overcome them.
Chase
- A chase consists of 3 to 5 segments, e.g. Crowded street → Narrow alley → Fence → Canals.
- Each segment is led by a different player (clockwise). The first leader is chosen randomly. A leader never repeats unless, for some reason, everyone has already been one.
- The leader chooses the segment’s main trait, explaining how they intend to use it. Every other P chooses a separate trait to support the leader’s action. All traits from the same trait category as the leader’s chosen trait suffer disadvantage.
- P perform a group test, rolling in turn using the traits they chose (the lead goes first, then clockwise), and one by one describe in 1–2 sentences their contribution to the narrative, while the GM ensures the story remains coherent.
- For chases, the base success threshold of the group test is reduced to (2 × number of players) - 2, but the GM may raise it if the situation is exceptionally dangerous..
- In a race, the leader’s chosen trait can never be selected again — not even in the segment in which it was chosen.
- P cannot reuse traits they themselves used in previous segments.
- The GM applies advantage and disadvantage to P rolls to reflect the situation — e.g. carrying a child while fleeing means rolling with disadvantage.
- If certain conditions would impose a constant penalty on P (e.g. the pursuer can fly with no obstacles, or the fleeing P must wade through water while the pursuer does not), the GM rolls a d6 at the start of the segment to determine how many P receive disadvantage from this cause: a result of 1 means 0, and 6 means 5. This can never apply more disadvantages than there are P.
- To win the chase, P must outperform the opposing side in more than half of the segments.
- In case of a tie, play one additional segment.
- The chase ends early if the number of won segments makes it impossible for the opposing side to catch up.
- If P have speed-enhancing powers such as teleportation or temporary flight, they may use them with a limit of one use per segment to gain advantage. Each such use inflicts fatigue (even if it would normally cost more) and prevents the same power from being used again in later segments.
- Using combat-related traits — melee combat, aiming, arcana, nature, religion — in a way that could be considered an attempt to injure the enemy is allowed, but it can never prevent the other side from continuing the chase. It can only hinder them, e.g. an arrow strikes the monster’s thick hide without dealing real harm, but it wastes a few seconds snapping off the splinter lodged in its brow before charging again, even angrier.
- During a chase, assistance mechanics cannot be used to support other P.
- A critical failure, in addition to its usual effects, gives the P who rolled it disadvantage in the next segment — if this was the last segment, it instead gives −1 to the point pool of the group test.
- A critical success, in addition to its usual effects, gives the P who rolled it advantage in the next segment — if this was the last segment, it instead gives +1 to the point pool of the group test.
- Before starting the chase, agree on what winning and losing it mean in the fiction. Usually this will be capturing the target or safely breaking contact, but the exact consequences should follow from the situation and the scene’s narrative.
- Sometimes it is not only the overall outcome that matters, but the result of each segment — e.g. P move through a haunted house, and a failure in each segment may inflict corruption on them.
- The chase mechanic can be easily adapted to narratively overcoming an environmental hazard — surviving an avalanche, climbing a sheer cliff, escaping a vortex, crossing a sandstorm, etc.
How to quickly resolve whether P catch the target without a chase
- P may attempt to catch fleeing targets using athletics or aiming.
- When P rolls athletics:
- Full success — P easily catch and restrain the target.
- Partial success — choose one:
- P catch and restrain the target, but the target injures them, inflicting a random physical status.
- P catch and restrain the target, but the group suffers disadvantage on social tests against them.
- P may gain 1 advantage for each speed-enhancing power used, paying its standard cost.
- When P rolls aiming:
- Full success — the fleeing target takes full damage from P; if they survive, they fall unconscious.
- Partial success — the fleeing target takes full damage from P; if they survive, they fall to the ground and choose one:
- Their screams alert bystanders.
- The group suffers disadvantage on social tests against them.
- Other complications — especially appropriate when the target is a key NPC.
Chase as a Dispute
- You can use the chase rules to play out scenes such as a trial, negotiations, a public argument, etc.
- In this case, segments should reflect the narrative. For example, P appear as a side at a large assembly where they have a chance to sway the crowd, so the sequence might represent something like: a credible explanation of their role and position in the matter → presenting their arguments → countering the opposition’s attacks → controlling the crowd → presenting a solution.
- Each segment should be played out narratively as in a normal chase: P roll together and, in clockwise order starting with the lead, describe their contribution to the narrative based on their own result and the group’s result.
- In a normal chase, gaining or closing distance matters. In a dispute, what matters is influence over the opposing side, represented through: narrative framing, arguments, evidence, emotions, logic, authority, credibility, status, influence on the crowd, etc. Actions taken by P during segments should revolve around these domains.
Key Mechanical Differences:
- Each genuine argument from P that the GM recognizes as truly affecting the fiction (not just eloquence or logic, but an actual change in the fictional situation) grants P d6/2 (1–2: 1, 3–4: 2, 5–6: 3) advantages, which P may distribute freely within the party.
- If the lead chose a social trait and achieves at least a partial success, the party gains +1 to the point pool of the group test.
- If no one uses a social trait in a segment, everyone has disadvantage.
- The traits melee combat and aiming are excluded, as they distort the nature of a dispute — unless it makes sense in the narrative, in which case they may be used with disadvantage.
- The GM rolls disadvantages (d6) for P due to a standing situational penalty in cases such as an unfriendly audience, insufficient authority on the side of P, highly respected opponents, completely fabricated arguments, etc.
Examples of Using Non-Social Traits:
- sleight of hand — revealing evidence, demonstrating fraud
- athletics — physically presenting something to the crowd, humiliating an opponent by displaying dominance
- nature — expertise, analysis, knowledge of natural processes
- mind — cause-and-effect reasoning
- herbalism — demonstrating a chemical reaction or poison
Sequential Narrative Mechanic
- Sequential narration is used to play out full, broad scenes in a narrative way: from breaking into a palace to a synchronized sabotage action and escaping a trap.
- This will likely be one of the most frequently used mechanics in the game.
- Before starting, establish a clear goal, e.g. entering a guarded building, obtaining evidence, and escaping, as well as a serious failure consequence, e.g. P are captured and imprisoned. The consequence should usually mean the end of the scene or a complete shift of its nature, e.g. from trying to achieve something to trying to survive. If the consequence occurs, its previously agreed scope is not up for discussion.
- The sequence operates using two clocks: the success clock and the failure clock.
- The GM sets how many segments the success clock has depending on task difficulty — from 4 to 8 (6 or 8 recommended). If more are needed, split it into two separate sequences. The failure clock always has the same number of segments as the success clock.
- During the narrative scene, the GM indicates (before the roll) which specific tests will affect clock advancement — these are always tests of key importance, e.g. slipping past guards, disarming a trap, finding a route, etc.
- Any other rolls during the scene do not affect these clocks, but still normally affect the party’s situation and options.
- Each segment is one test of an appropriate attribute, performed by one P. Each P should, where possible, take part in the scene. Additionally, the same P cannot use the same attribute twice — either another P must roll, or the group must come up with a different way to move forward.
- The success clock cannot go below 0, but the failure clock can, to the maximum of half of the segments total rounded down.
- A critical success always reduces the failure clock by 1, and a critical failure always advances it by an additional 1.
- The success clock and failure clock advance according to the table below:
| Result | Effect |
|---|---|
| ❌ Failure | P either advance the success clock + roll d6 × remaining segments of the failure clock, where each 1–3 advances the failure clock by 1, OR P do not advance the success clock + roll same amount of dice, where each 1–2 advances the failure clock by 1 and a consequence segment appears. The appropriate option depends on the narrative; if failing a given stage would make further progress impossible, use the variant with a consequence segment - P may also use this approach to try to avert an imminent filling of the failure clock, reducing the chance of advancing its segments at the cost of an additional roll. |
| ◒ Partial success | P advance the success clock + roll d6 × remaining segments of the failure clock. Each 1–2 on a die advances the failure clock by 1. |
| ✅ Full success | P advance the success clock + roll d6 × half of all segments of the success clock (rounded down). Each 5–6 on a die reduces the failure clock by 1. |
- When advancing the failure clock, the GM never rolls more dice than half of the clock’s total segments, rounded down, plus one.
- That means:
- 8 segments → max 5 dice
- 7 segments → max 4 dice
- 6 segments → max 4 dice
- 5 segments → max 3 dice
- 4 segments → max 3 dice
- That means:
- Consequence segments resulting from P actions force P to come up with a different way to achieve what they intended, repeating the test for that segment — but they cannot use the same attribute as in the test that caused the consequence, nor do the same thing again.
- Sometimes it is possible to predict all sequence rolls before it begins — in that case, P may prepare a detailed plan in advance.
- Sometimes the GM will present a scene with exactly as many rolls as there are clock segments, with all of them prepared in advance, when the situation requires very specific actions.
- It may happen that on a partial success the success and failure clocks complete at the same time — in that case, P achieve their goal, but must suffer significant, narratively appropriate consequences.
- After their roll, the P describes how their action played out (in line with the result), while the GM only корректs it if needed to fit the narrative.
- Each failure segment should introduce a narrative, not mechanical, complication, e.g. P were spotted during a break-in and the guards are now searching inside, forcing more careful narration, but without necessarily making future rolls harder.
- If P are breaking into a guarded area, getting inside should be the first segment of the sequence, and getting out the last.
- The entire sequence is usually an improvised scene led by P. The GM’s role is mainly to describe the situation and ask “how do you plan to move forward?”, nudging P toward more credible and narratively fitting ideas.
- During a narrative sequence, P may once (once per party) discard one die that would advance a narrative clock, if the acting P takes 4 fatigue and a scar (roll d6−1) and describes a desperate move. This cannot be used if there is only 1 segment left on the failure clock.
- If the failure clock fills, but P strongly want to continue (e.g. because the matter is personal) or it would serve the narrative better, they may make a major sacrifice to rewind that clock by 1, e.g. permanently expending a protective arcane item or permanently crossing off 1 HP slot.
- P may use their identities, e.g. mobility, paying fatigue as normal, to grant themselves advantage on their test if it fits the narrative.
- P may use help mechanics only if they can be meaningfully woven into the narrative.
- Interaction with a trap usually consists of two rolls — investigation (examining) and technology/sleight of hand (disarming/opening) — therefore, if interacting with a trap is meant to advance clocks in a narrative sequence, use the examination roll for that purpose, not the disarming roll.
- Time-limited or short-duration effects with no fixed duration, e.g. the FAST condition lasting 2 rounds, help a given P in a narrative sequence in only one roll.
- Interaction with a trap usually consists of two rolls — investigation (examining) and technology/sleight of hand (disarming/opening). Therefore, if interacting with a trap is meant to advance clocks within a narrative sequence, resolve it using the investigation roll, not the disarming one.
- If P have some arcana, special items, etc. that could reasonably help them with their roll at a given stage, they may use them by paying fatigue (even if it would normally cost more) to gain 1 advantage. A specific form of assistance may be used only once per scene (e.g. the same power cannot be used twice). P incorporate the use of such assistance into the description of their action.
- If the fiction develops in a way that the characters complete their objective before the success clock is filled, simply accept it and don’t force the remaining events.
- A Narrative Sequence is not a mechanic for everyday obstacles or ordinary scenes. Use it when the stakes are real and high — when failure may mean death, permanent injury, the loss of a key ally, the fall of a faction, an irreversible shift in the situation, the advancement of a crucial clock, etc.. Overused, it loses its weight and stops building tension. In practice, it should appear rarely — usually once per session, maybe twice, and only when the consequences are serious. For less significant, transitional, or local scenes, use the Pressure mechanic instead.
EXAMPLE: Breaking into the Inquisition Vault
Goal: Obtain the list of spies and escape.
Failure consequence: The alarm is raised and P are cornered in a dead end (fight for survival).
Clocks: Success 0/6 | Failure 0/6.
Segment 1: Crossing the walls (Stealth)
- Player A rolls a Partial Success (4).
- Mechanics: Success clock advances (+1). The failure clock has 6 empty segments, so Player A rolls 4d6 (max for Failure Clock of 6 segments) for failure (1–2 advance the clock).
- Failure roll result: One “1” and one “2”. Failure clock: 2/6.
- Description: P make it onto the walls, but a guard hears something and starts watching the courtyard more closely.
Minor rolls changing the situation
Segment 2: Bypassing the guards in the courtyard (Deception)
- Player B (cannot use Stealth) rolls a Failure (2).
- Decision: The GM chooses the variant where progress continues but risk increases (1–3 on dice).
- Mechanics: Success clock: 2/6. The failure clock has 4 empty segments, so roll 4d6.
- Failure roll result: Two “1”s and one “3”. Failure clock: 5/6.
- Description: P are almost caught by a patrol. They pretend to be drunk servants. The guards let them pass but send someone to verify their identities. Things heat up.
Minor rolls changing the situation
Segment 3: Opening the archive lock (Technology)
- Player C rolls a Full Success (6).
- Mechanics: Success clock: 3/6. Player C rolls to reduce the failure clock. Pool equals half of all success clock segments (half of 6 = 3d6). Each 5–6 reduces the clock.
- Reduction roll result: One “6”. Failure clock reduces to 4/6.
- Description: The lock opens silently. P slip inside and bar the door, gaining a moment to breathe.
Minor rolls changing the situation
Segment 4: Finding the list among chaotic documents (Investigation)
- Player D rolls a Partial Success (5).
- Mechanics: Success clock: 4/6. Failure roll: 4d6 (2 empty segments remain).
- Failure roll result: “2, 4, 2, 5” → +2 Failure.
- Desperate Move: The party uses the rescue. Player D takes 4 Fatigue and a Scar. One “2” is discarded.
- Final Failure Clock: 5/6. (The clock does not complete thanks to the sacrifice.)
Minor rolls changing the situation
Segment 5: Escape across the rooftops (Athletics)
- Player A (cannot use Stealth) rolls a Full Success (6).
- Mechanics: Success clock: 5/6. Player A rolls 3d6 to reduce the failure clock.
- Reduction roll result: One “5”. Failure clock reduces to 4/6.
- Description: P leap from the archive window onto a neighboring roof. Player A, despite exhaustion, catches everyone and pulls them up before guards can line up crossbow shots.
Minor rolls changing the situation
Segment 6: Losing the pursuit in the slums (Survival)
- Player B (cannot use Deception) rolls a Partial Success (4).
- Mechanics: Success clock: 6/6 (GOAL ACHIEVED). On a partial success, failure is still rolled. 2 empty segments remain, so roll 2d6.
- Failure roll result: “1” and “4”. The “1” advances the clock by 1.
- Final clocks: Success 6/6 | Failure 5/6.
- Description: P vanish into a maze of narrow streets. Player B successfully misleads the pursuit into a dead end, buying time to reach a safe hideout. They slip inside just as the main Inquisition force locks down the district. They are safe — but the city is now “hot”.
Sequential Narrative on a Time Scale (Long-Term Mode)
The sequential narrative mechanic can be used not only to play out a single dynamic scene, but also to represent processes lasting weeks or months, such as:
- hiding a person or artifact
- running clandestine operations
- surviving in an occupied city
- protecting a faction from collapse
- avoiding detection by the enemy
- building a support network
In this mode:
- one stage of the success clock does not represent a single action, but a significant episode in time (e.g. a raid, an infiltration attempt, a resource crisis, neighbors’ suspicions, illness, interrogations in the city).
- The GM and P jointly determine what the threat looks like at a given stage and what may lead to progress or failure, building it together fictionally by describing what is happening.
- the test is made by the P whose actions are crucial in that episode (organizing a hideout, counterintelligence, securing food, misleading pursuers, etc.), and that P takes the lead in the narration.
Differences from a standard sequence:
- Stages describe events, not individual actions.
- During such a sequence, P may perform one downtime action, as long as it is woven into the narrative of the ongoing process.
Example:
Hiding an NPC for 3 months can be one sequence in which stages include:
- whether the hideout location remains secret (what do you do to secure it?)
- whether an informant infiltrates the group (how do you think you were infiltrated?)
- whether the NPC can be evacuated during a raid (how do you get them out safely?)
- whether it is possible to safely change location (how do you hide them during travel?)
Failure should be significant and tied to the narrative, e.g. loss of the NPC, exposure, a manhunt, imprisonment, the death of someone important, or the collapse of an allied faction.
Pressure
- This mechanic is used to resolve scenes of lower importance than a Narrative Sequence or a Chase. It helps handle shorter connective threads between scenes, move the action from one location to another, and control the local reaction of the world based on P’ rolls and decisions.
- Use it when P are acting under pressure — breaking into someone’s house, checking cabinets behind someone’s back, running out of time, searching for someone in danger, etc. They are accompanied by an Alarm Clock with a number of segments equal to the number of advancing rolls + 1 — and when it fills, narrative consequences occur.
- There should usually be 4–6 advancing rolls.
- By design, P should not be able to get out of a pressured situation unless they achieve full successes, avoid all branches that offer decisions, or abandon the action before interacting with everything that could bring them potential value.
- This procedure may be open or hidden. If it is open, P should immediately know the consequences of the clock filling, or at least their type (e.g. someone catches you and calls the guard). If it is hidden, the GM must still know what is at stake.
- This is a time-extended procedure — P may move from place to place during it, even unaware that it is running in the background, but they should be aware of the situation creating the pressure (e.g. if they do not hurry, the evidence they seek will burn).
- Each test result in this procedure advances the Alarm Clock as follows:
- critical success: −2 (cannot reduce below zero)
- full success: no change
- partial success: +1
- failure: +2
- critical failure: +3
- Decisions — moments when the GM tells P that their action reveals something more, e.g. another route, a cache, etc. Each decision comes with a question to P and a clear indication that it is an additional action, e.g. you see a hidden door, but you know it does not lead toward the trail you’re following — do you check it or move on?
If P decide to do something outside the main objective tied to the Alarm Clock, two things happen: the Alarm Clock advances by 1, and P should receive / be able to gain via a roll something valuable outside the clock (information/lead/loot, etc.).- During the procedure, there should be 1 decision for every 2 advancing rolls, rounded down. These are the only moments when P can advance the Alarm Clock beyond the rolls that define its scope, so they should be used carefully, with their dual, tempting nature in mind.
- The GM should have advancing rolls and decisions tied to the stakes prepared in advance.
- Improvisation is possible, but harder.
- Side rolls that do not advance the Alarm Clock may occur during the procedure, such as inferring the meaning of findings (mind), establishing knowledge about encountered elements of the world (e.g. nature), or attempts by P to do something not directly related and not time-consuming.
- If P do something that clearly wastes time or is completely off-topic despite being aware of the pressure, first confirm via a question that they understand the situation, then advance the Alarm Clock by +1 for each such instance.
- Example:
- Stakes: will they find the NPC before they die?
- how quickly they follow the trail — survival.
- Decision — one set of tracks veers into a narrow alley, but most lead on toward the slums; do you check it or continue?
If they check: clock +1 and they find a gang whistle (evidence and advantage for a later distraction). - how much noise they make opening a door — nimble hands/technology.
- whether they manage to draw part of the gang away — performance/deception.
- Decision — something glints behind a beam supporting the cellar ceiling; it might be valuable, but you don’t know how long extracting it will take. If you don’t take it now, you’ll never find it again; if you do, knives may come out before you reach your target. What do you do?
If they extract the treasure: clock +1 and they find 2 treasures and several gang outfits (allowing them to blend in). - whether they sneak close enough — stealth or performance/deception (preferably a trait not used earlier); if they have gang outfits, on a success they can approach all the way to the key NPC.
- If the procedure concerns something without a single, definitive finale — e.g. how much information can we pull from the archive before they realize we’re here — P may stop at any time to avoid further risk of filling the clock.
- If P’ decisions surprise the GM during the procedure, they may swap an advancing roll/decision to better fit the current narrative.
- If the scene starts to drag or the GM feels overloaded, shorten the procedure: reduce the number of advancing rolls and move to the consequences.
Pressured Room Search Procedure
Searching rooms in Haunted Matter is meant to create tension, risk, and a sense of progress. Every roll is a chance to uncover a secret—but also a step closer to being discovered. This procedure lets the GM prepare a scene with a clear structure and consequences, without having to write a detailed item list in advance.
Use it in scenes where P have infiltrated a place, are operating under cover or behind someone’s back/unnoticed, where there is a real risk of detection, etc.
How to Use — Single P
- Define what the room is (e.g. guard’s office, cell, bedroom).
- Choose or roll 4–5 objects from the object table.
- Assign contents to each object—first place plot-relevant information here, then roll/choose the remaining results from the table or add your own.
- Add an Alarm Clock. The clock has a number of segments equal to the number of objects +1, and P know this, so they can decide when to withdraw or when to push their luck. By design, P should not be able to check all teh objects unless they roll only full successes or ignore all secrets.
- Determine the NPC reaction when caught (reaction table).
- P begin interacting with the room using the move Acting Behind Someone’s Back or Acting in Hiding. The GM may enforce that only one of these is available in a given scene.
- Each object is searched with appropriate tests, which may advance the Alarm Clock. If an object requires more than one roll, each roll may advance the clock. Example links between tests and actions:
- Locked but untrapped — nimble hands/technology.
- Searching documents, rummaging through clutter — investigation.
- Small items, details, concealed things, checking a wardrobe — perception.
- Moving, prying, lifting — athletics.
- Reading traces — survival.
- Mechanical puzzles, riddles — mind.
- You may skip adding a test if the object’s contents are meant to be easily accessible.
- Traps
- They operate according to their own rules.
- Only the second trap test, to disarm it, advances the Alarm Clock (the first cannot be triggered without the second, according to the trap rules).
- If a trap guards an object’s contents, no additional test is ever required to find that contents.
- Secrets
- A secret is not a separate object, but a hidden layer of an existing object (e.g. a false bottom, built-in drawer, false wall).
- An object may contain only 1 secret.
- The GM adds secrets manually—no more than 1–2 per procedure.
- A secret is not revealed automatically. After the obvious contents are found, the GM informs P that there might be more and asks whether they risk further searching.
- Discovering a secret requires an additional test (perception or investigation), subject to all rules of pressured searching and able to advance the Alarm Clock.
- If the secret is hard to access, the GM may require another appropriate test.
- Only the first test to locate a secret advances the Alarm Clock; if there is a second test, it does not affect the clock.
- Secrets are the only part of the procedure that increase the number of possible actions P can take beyond the number of segments of the Alarm Clock — and this is exactly their purpose — so they should be used with their nature in mind, but they do not necessarily have to conceal something tied to the plot.
- When P use the move Acting Behind Someone’s Back
- they do not need to roll for object-assigned tests if nothing guards them (e.g. not locked, hidden, or trapped)—they immediately gain the information/loot; P still have a limited number of interactions in this mode.
- if they do test something (e.g. a lock/secret): a partial success gives 2 fatigue, and a failure gives no access to the object’s contents, but P may retry by spending their interaction point from the used move.
- traps are the exception and are resolved by their own rules.
- If the entire building is being searched (e.g. a house P broke into), the procedure remains the same—just divide the objects among rooms.
- Not every test made during this procedure has to advance the Alarm Clock — if something does not take time, does not affect the surroundings, etc., note that it does not interact with the clock (e.g. P find a letter and roll mind to see whether they grasp the far-reaching consequences of what they have read). Such tests usually concern specific information introduced by the GM, rather than randomly generated results
Object Table (d6)
| d6 | Object |
|---|---|
| 1 | Desk / table |
| 2 | Cabinet / chest |
| 3 | Shelf / bookcase |
| 4 | Wardrobe / bed |
| 5 | Cache (floor/wall) |
| 6 | Extra feature (stove, altar, window, statue, etc.) |
Content Table (d6)
| d6 | Contents |
|---|---|
| 1 | Information (note, lead, map) |
| 2 | Loot (specific or roll on the Loot Table) |
| 3 | Trap + Information |
| 4 | Trap + 2×Loot |
| 5 | Empty |
| 6 | Repeat the roll and add a treasure to the rolled object |
NPC Reaction Table (d6)
| d6 | Reaction |
|---|---|
| 1 | Blackmail: demands a favor for silence |
| 2 | Calls the guard / immediate escalation |
| 3 | Social conflict: bribe / favor |
| 4 | Runs for help — will return shortly |
| 5 | Pretends not to notice, but will use it later |
| 6 | Surprised ally — may help, but takes a risk |
Minimal Write-Up (Example)
- Room: City Guard’s Office.
- Objects:
- Desk — Trap (poisoned needle in the drawer) + Information (a letter about a released gold convoy).
- Shelf — Information (investigation → a book: How to gild so no one can tell you keep a counterfeit at home?).
- Chest — Trap (blade cutting hands) + 2 × Loot.
- Wardrobe — Loot (perception → guard uniform — advantage to impersonation).
- Cache — Loot (mind → a puzzle blocking access to a brew) + secret → question to P: do you risk perception? — loose floorboard — athletics — a ledger of reports showing which gold is real and which is counterfeit.
- Detection: P use the move Acting in Hiding to determine how many object interactions they can afford.
- NPC Reaction: Calls the guard if they are caught.
Group Search
If more than one P takes part, apply the rules below.
- Always resolved using the move Acting in Hiding (a partial success advances the Alarm Clock by 1, a failure by 2).
- The GM presents the names of objects in the room(s).
- The party chooses a lead P. The lead chooses an object first, makes the test, and drops out of the procedure.
- The test result determines the next acting P, counting clockwise from the current one:
- full success: +1
- partial success: +2
- failure: +3
- Skip P who have already acted or dropped out.
- Once per procedure, the party may swap the currently acting P for another, even if that P has already acted or dropped out.
- The swapped P drops out and does not make a test this cycle.
- The swapping P gains fatigue; if they had already acted, they also drop out.
- The swap may occur after the object’s nature is revealed, but before the test.
- If an object requires more than one roll, the swap must occur before the first roll, unless it is a secret.
- If all P have acted once (except the swapped one) and the Alarm Clock is not filled, the procedure may begin another cycle with the same order.
- The procedure may be interrupted at any time—each further roll is a risk P knowingly accept.
Interactions with the External World
Items
Basic Equipment
Each P carries a few essential items in their pack that do not take up inventory slots and count as basic gear:
- Roll-up bedroll – insulates from the ground and allows better rest.
- Waterskin – used for storing water.
- Tinderbox – allows starting a fire.
- Small pot – for cooking or boiling water.
- Utility knife – for preparing food, carving wood, or improvised combat.
- Spoon and wooden bowl – for eating.
- Piece of rope – several meters of simple cord for small repairs or tying things together.
- Piece of chalk or charcoal – for making marks or rough writing.
- Cloth bag – for gathering food, trinkets, or found items.
- Needle and thread – for mending clothes.
Utility Items
- If an item’s size isn’t stated, it occupies 1 backpack slot.
- torch / lamp / set of candles — burns for 1 real hour; for play, illuminates the zone it’s in and adjacent zones (if that makes sense).
- tools (20) — light — lets you use technology (hammer, nails, pliers, etc.).
- lockpicks (20) — light — lets you open locks and disarm traps.
- flask of oil — light — fuels lamps, makes surfaces slippery, flammable.
- small-creature cage — 2 slots — fits creatures no larger than a dog.
- paper, quill & ink / wax tablets & stylus — light — without these the P can’t write.
- folding shovel — 1 slot.
- pickaxe — 1 slot.
- hemp rope (50 m) — 1 slot.
- chain — 1 slot (size/weight per GM).
- manacles / shackles — 1 slot.
- climbing kit with piton — 1 slot.
- sack / large bag — light.
- glass vial / flask — light.
- warm / fancy / other clothing — light.
- hand saw — 1 slot.
- crowbar — 1 slot — gives advantage to Athletics when prying heavy objects.
- magnifying glass / small mirror — light.
- quiver with arrows / ammo bag (20) — 1 slot.
- kits (sewing / makeup / fishing / poisoner / etc.) — light — each kit represents the set of tools for that trade.
Medical Items
All of the following items are light and require at least 1 hour of rest or downtime to use:
- first aid kit — removes one chosen physical condition.
- herbs — remove one chosen mental condition.
- splints — restore 1 die to a chosen physical trait or specialization (only during a long rest).
- compress — grants 1 narrative die.
- incense — inhalation restores 1 die to a chosen social or mental trait (only during a long rest).
- oil — applying it restores 1 critical damage die (only during a long rest).
- balm — removes 1 additional fatigue during rest.
- bandages — remove 1 splinter during rest.
Elixirs
- If no duration is stated, the effect lasts 1 real-time hour.
- Each elixir is a light item.
- Multiple elixirs can be active at once, but not of the same type.
- Elixir of Power – each of your attack successes deals 5 damage.
- Elixir of Regeneration – removes all mental conditions.
- Elixir of Relief – removes all physical conditions.
- Elixir of Renewal – restores all dice of a chosen trait.
- Elixir of Energy – you do not gain fatigue - lasts for 30 min of real time.
- Elixir of Agility – adds +1 die to rolls with physical traits.
- Elixir of Freedom – adds +1 die to rolls with social traits.
- Elixir of Confidence – adds +1 die to rolls with mental traits.
- Elixir of Perception – adds +1 die to rolls with specializations.
- Elixir of Resistance – reduces all incoming damage by 5.
- Antidote – removes the POISONED condition and 5 fatigue.
- Elemental Resistance Elixir – grants immunity to a chosen element.
- Elixir of Strength – increases your backpack capacity by 10 slots.
- Elixir of Invisibility – you remain invisible until the effect ends or you attack/use a power.
- Healing Elixir – restores full HP (does not remove fatigue).
- Elixir of Haste – grants the FAST condition.
- Elixir of Fury – you become immune to maneuvers and crowd-control effects.
- Elixir of Immortality – when your HP drops to 0 or below, set it to 1 instead (single use).
- Elixir of Illusion – take on the appearance and voice of any creature; the illusion breaks on a failed social test.
- Elixir of Luck – all 3s on your dice count as partial successes.
Decotions
- If no duration is stated, the effect lasts 1 real-time hour.
- Each decotion is a light item.
- Multiple decotions can be active at once, but not of the same type.
- Decotion of Binding – the first creature you make a promise (must be sufficient) to cannot refuse you, but if you break that promise, you gain 1 point of madness.
- Decotion of Slickness – you can squeeze through any gap your head can fit through, but your backpack slots are halved.
- Decotion of Friendship – everyone who sees you (maximum 10 people starting from the first one who sees you) treats you as a friend and, if convinced, can reveal some secrets, but not the most important ones, and you are not capable of attacking anyone until someone attacks you - those present will remember you and if after the fact they realize that you have deceived them, your relationship will deteriorate rapidly.
- Decotion of Forgetting – no one remembers your face or voice, but you gain the APATHETIC mental condition until the effect ends.
- Decotion of Breathlessness – you can go without breathing for an hour and move freely through any liquid or gas (you’re still affected by their properties, such as explosions or heat), but afterward you gain 3 fatigue.
- Decotion of Silence – you move silently, rolling 6 dice for Stealth tests, but you cannot speak.
- Decotion of Intangibility – after drinking it, you become immaterial: you can pass through walls and fly, you are invisible (though you may produce sounds if you wish), and you do not interact with the physical world (you cannot touch anything, use equipment, pick anything up, or leave anything behind). You may end the effect at any time — it can be used again only after 1 hour of real time has passed.
- Decotion of Memory – choose one: the GM must tell you everything your character could recall on a given topic (without breaking narrative integrity), or you perfectly memorize something and can recall it forever.
- Decotion of Luck – you gain 1 reroll of any die until the end of the session.
- Decotion of Certainty – you ignore all mental conditions, but afterward, they all return and you gain the HALLUCINATING mental condition.
- Decotion of Calm – you ignore all physical conditions, but afterward, they all return and you gain the UNCERTAIN mental condition.
- Decotion of Surge – once during the effect, you may take an extra action in combat immediately after your turn; in the next round, you are treated as if you automatically failed and the enemy deals 1 damage die to you.
- Decotion of Safety – once during the effect, you may replace one failure with a full success, but doing so costs 2 fatigue.
- Decotion of Steps – automatically succeed on all major or minor exploration tests, but you gain no other rewards except ensuring the group’s success and asking the GM one question.
- Decotion of Revelation – once during the effect, you may demand from the GM a hint toward the best possible move in the situation. Afterward, you gain the BROKEN mental condition.
- Decotion of Insight – you see every secret (including traps) in the current scene, but your HP drops to 5 (this doesn’t affect fatigue or inventory), and it cannot be raised above that during the effect.
- Decotion of Madness – You are immune to charm, you feel no fear and automatically pass all Willpower tests, but afterward you gain the SENSITIVE mental condition.
- Decotion of Vision – choose one: see invisible beings but gain the PARALYZED physical condition, or enter a dream you know/remember and take as many actions there as your Willpower test successes + 1.
- Decotion of Shadow – you can separate your shadow from yourself; it acts as a copy (see Magic), but you share HP and armor with it.
- Decotion of the Hunt – you automatically find every track as if rolling full successes on Survival tests, but afterward you gain the WEAKENED physical condition.
Tactical Equipment
- Using one of these items costs an action, unless stated otherwise.
- All items are single-use.
- All items are light.
- Adrenaline Shot – free action – removes all fatigue for 3 turns, but after that, all fatigue returns +2 extra.
- Smoke Grenade – affects one zone, range 2 zone – apply BLINDED to as many creatures as your Ranged test successes +1. If there are more successes than enemies, and allies are in the zone, they’re blinded instead (or you blind yourself). The zone in which it was used also becomes HIDDEN.
- Grappling Gun – instantly move 2 zones horizontally or vertically (if physically possible), or pull a creature/item up to 2 zones closer, as long as it’s not huge. Can interrupt flying or mounted movement.
- Explosive Charge – deals 3 damage per success on a 10d6 roll in the zone where it detonates. Explodes at the end of the 2nd turn after activation. Destroys any obstacle/wall (if logical).
- Net with Clips – Ranged:
- Full success — target gains ENTANGLED.
- Partial success — same if you pay 1 fatigue.
- Failure — you can retrieve the net only if you completely missed.
- Net Trap – occupies an entire zone; can’t be placed where anyone but you or allies stand. Make a Technology test:
- Full success — first creature entering takes 2 damage per success and gains STUNNED.
- Partial success — first creature entering takes 2 damage per success and gains ENTANGLED.
- If triggered by a powerful creature, roll a d6 to determine the main die result.
- Can be retrieved if never triggered.
- Investigation Kit – gives 2 Advantage on Investigation tests or 2 extra questions when using I Discover Reality.
- Sound Jammer – blocks all sound from leaving its zone. Works for up to 30 minutes real time.
- Spectral Hand – a translucent tether that can reach and grab an object or creature up to 3 zones away (no larger than a human). If the target is guarded or in view, roll Dexterity:
- Partial success — GM chooses:
- you succeed but pay 3 fatigue, or
- you fail but remain unnoticed.
- The item is destroyed even on failure.
- Partial success — GM chooses:
- Braided Rope – can form a short bridge, ladder, net, sack, or similar structure once.
- Cipher Box – encrypts a single letter; can only be opened by guessing the correct password.
- Vibration Detector – senses all traps and hidden passages in a room.
- Compressor Blocker – range 1 zone – releases compressed air strong enough to block passage for 3 rounds, pushing everyone in the zone to adjacent ones.
- Backpack Frame – increases your backpack capacity by 8 slots for 24 in-game hours, then breaks.
- Cluster Goggles – grant darkvision for 24 in-game hours, then crack.
- Revealing Lamp – exposes invisible creatures within 1 zone of the light source for 1 real-time hour.
- Indestructible Box – protects one stored item from all damage; disintegrates after 24 in-game hours.
- Gravity Charge – reverses gravity in a zone for 1 round. Creatures without footing fall and take fall damage. Flying creatures crash immediately and take fall damage. Can lift the entire party to rooftop height.
- Deconfigurator – automatically disarms one mechanical trap.
- Slime Bomb – apply SLOWED to as many creatures in a zone as your Ranged test successes +1. If you exceed the number of enemies, hit allies or yourself instead - 2 zones range.
Technology
- Every technological device must be powered by an energy orb, which costs a treasure and isn’t commonly sold — the orbs are harvested from the sacred Uurundi beasts, which generate them in their lower bodies.
- Each device can be used 3 times (unless stated otherwise), after which it breaks.
- Each energy orb also has 3 charges.
- If the technology is single-use, it consumes 1 charge of the orb.
- Each device is a light item, usually a small mechanical cube that unfolds when activated.
- Has no market value — few can operate it, and it degrades quickly.
- Using such an item costs an action, unless stated otherwise.
- Mechanical mount – lasts for a distance no longer than a week’s travel.
- Mechanical wings – last one scene.
- Energy rifle – d20 damage; breaks after 3 shots; an enemy uses it on a 1 on their main die.
- Mechanical assistant – single-use – 10 HP, 4 armor, 3 damage, and 6 inventory slots – lasts for one scene. If used only as a pack mule, it has 3 uses (one of which may still be a full activation) and lasts 24 hours in-game.
- Automated wagon – twice as fast as a regular one; lasts for a distance.
- Signal bell – emits a loud tone audible for many kilometers; can be set to trigger by a chosen stimulus.
- Energy spotlight – projects concentrated light across several hundred meters.
- Chain lift – vertical transport in towers, mines, or cliffs.
- Regeneration chamber – resting inside removes all fatigue and one chosen status; only one person fits.
- Mechanical bird – sends a message any distance; single-use, but may return with a reply if not intercepted.
- Exoskeleton – sets athletics to 5 dice for one scene.
- Folding bridge – a mechanical structure you can deploy to cross a wide gap or river.
- Collapsible shelter – allows a safe rest even in harsh conditions; final word with the GM.
- Light-bender – makes everyone in the zone invisible, but the device cannot be moved; alternatively, it can project a logical illusion; lasts one scene.
- Bomb – single-use – detonates 3 turns after activation; deals d20 damage to everyone in the scene who fails to escape/hide or destroys a small building/part of a large one (with all consequences).
- Anticoffin – dissolves corpses.
- Drill – tunnels underground/through rock up to 5 km.
- Hologram – single-use – can be programmed with a visual and sound scene; plays for up to 24 h within a 50 m radius; functions as an illusion.
- Regenerator – single-use – removes a scar effect.
- Barrier field – single-use – creates a transparent wall that nothing can cross for 30 minutes of real time, not even sound. Must be anchored between two stable points (walls, boulders, trees) up to 1 km apart; does not work in open space or without support on both sides.
Wonders of Jaruga
- Jaruga is a god in the form of a river whose waters change everything they touch except the riverbed. Some of these altered things develop strange, extraordinary properties.
- Each Wonder of Jaruga is worth one Treasure.
- All are considered light items.
- All are single-use, unless stated otherwise.
- Using one takes an action, unless stated otherwise.
- Jar of All-Consuming Larvae – when released onto something, they devour it completely, though there aren’t many of them — the GM has the final say.
- Dust of Great Poppies – 2 uses; doesn’t affect powerful enemies. When applying, roll Sleight of Hand to see if you manage to get the dust close enough to the victim’s nose or mouth — on a full or partial success, the target falls asleep.
- Mist Catcher – a spider-like fungus that traps fog, clouds, or gas and condenses them into liquid.
- Glass Flies – insects that refract light like crystal; used as living jewelry. A resin brooch containing their queen is worn in the hair — the flies circle around her like glittering gems. Fed properly, they live up to a year. A rare aristocratic gift.
- Blue Urchin Spines – a delicacy containing a blue marrow that tastes like sour mist; once cracked, they become crisp like salted biscuits. Highly prized among nobility.
- Tears of the Waterers – crystallized tears of birds that use them to feed their chicks. One restores 2d6 HP and remove 1 fatigue.
- Swelling Thistle – when attached to a creature or object, it inflates like a balloon, lifting it about 4 meters off the ground as if suspended in vacuum. In combat, the target gains a strange version of the Restrained condition. Can also be used for vertical movement. After use, it rots away.
- Unmelting Ice Floe – remembers the reflection of the first person who looks into it; creates a permanent 3D “photograph.” What it captures cannot be erased.
- Magic Eaters – flowers with spiral petals; when spun, they absorb and nullify all magic in the zone, then wither — they don’t destroy Arcana.
- Crystal Cactus Needle – no action required. Remove up to 3 chosen physical or mental statuses (from one category only) until the end of the scene. New statuses still affect you normally. When the scene ends, the delayed ones return and you gain a new physical status.
- Copper Veins – a marsh plant whose stems conduct electricity. Wrap it around a weapon or arrow: the first attack counts as a partial success, and all dice rolled for that test are treated as successes. The plant dies afterward. Cannot cause criticals.
- Jarugan Reed – blowing into it produces a tone so deep it shatters every piece of glass in the scene.
- Choking Coral – a soft coral that rapidly expands when in contact with water, able to clog a bottle, pipe, doorway, or someone’s throat.
- Bloody Lilies – petals turn red on skin contact; instantly remove WOUNDED or RIPPED OPEN status but leave a scar — roll a d6 on the Scars Table.
- Cheeks of Great Toads – can be used as a parachute; after one descent, they dry out and crumble.
- Thorns of Silence – once embedded in a target, steal its voice for one hour of real time.
- Razor Reed – cuts through any material before disintegrating.
- Light Lilies – wrapping them around your feet allows you to walk on liquid for one hour of real time.
- Symbiotic Fungus – merges with a severed stump, growing into a replacement limb; it feeds on your nutrients — you permanently lose 1 Endurance die, or gain 1 point of Madness if you can’t afford to lose it.
- Heart of a Transparent Beast – consuming it grants 2 Development Points and applies a mental status, that cannot be removed for the entire session.
Exotic Materials
- Used to upgrade items — up to a maximum of 4 upgrades.
- They can also be used to upgrade arcana.
- All are treated as light.
- The GM decides the physical form of a given exotic material — e.g. monster scales, strange metal ore, mutated blood, etc.
- Some effects are mutually exclusive (noted in their descriptions).
- You may invent your own effects.
- The weapon applies a condition (choose or roll which — not STUNNED) on a 5 on the main die.
- The weapon applies a condition (choose or roll which — not STUNNED) on a 4 on the main die.
- Grants armor/helmet/shield 1 point of magical armor — you can never have more than 4 magical armor.
- Grants a weapon +1 damage — a weapon can receive this upgrade only once.
- Grants armor/helmet/shield damage reduction 1 — damage reduction can never exceed 1.
- Grants armor/helmet/shield protection against 1 fatigue, which can be used once per combat at any moment — you may have a maximum of 2 such upgrades.
- A two-handed weapon gains reach into adjacent zones, but such attacks are made with disadvantage, and damage is reduced to 2 per die.
- Weapon/armor reduces enemy armor penetration by 1 — only one such upgrade may be taken.
- Grants an ability — choose or roll which — using this ability requires paying its standard cost (usually 1 fatigue).
- A melee weapon gains +1 armor penetration — a weapon can receive this upgrade only once.
- On a 5 on the main die, during combat, grants an additional move on any roll. You may also gain this additional move on a 4 on the main die if you pay fatigue. You cannot make this move if the enemy has numerical superiority in the zone.
- Grants 1 free advantage to any roll during combat except critical damage tests — you may have at most 2 such upgrades.
- On a 5 on the main die during your physical trait tests, you may perform an unlikely physical narrative feat, such as running along a wall, holding hot metal for a moment, enduring lethal cold, etc. — usable once per session.
- On a 4 on the main die during your physical trait tests — the same as on a 5.
- On a 5 on the main die during your mental trait tests, you grasp the deeper meaning of the situation — you may ask the GM one question about the scene (but not about the inner intentions of actors), and they must answer truthfully, though they do not have to reveal secrets — usable once per session for the party.
- E.g. Is there really something we’re looking for in this casket, or are we taking a pointless risk? There is something extremely valuable/important inside, but you don’t know if it’s the specific thing you seek — you do know that retrieving it may be dangerous.
- Was the person we’re looking for here recently? No, but deduction suggests there must be something here connected to them.
- On a 4 on the main die during your mental trait tests — the same as on a 5.
- On a 5 on the main die during your social trait tests, you may ask the GM one question about the current NPC, or ask the NPC directly, and the answer will always be truthful, though it does not have to reveal secrets — usable once per session.
- E.g. Is he planning to betray me? He is definitely hostile toward you; he might imagine it, but you don’t know if he would go that far — he may be afraid.
- Did he steal it? He is connected to it in some way, but whether he was directly involved or merely knows something cannot be determined.
- On a 4 on the main die during your social trait tests — the same as on a 5.
- On a 5 on the main die during your specialization trait tests, you may add one narrative element to the scene — e.g. you notice a detail that will let you recognize someone later, an animal you command performs a surprisingly complex task, a plant you are holding turns out to have unusual properties — usable once per session; it cannot be magical and must make sense.
- On a 4 on the main die during your specialization trait tests — the same as on a 5.
What Can the P Find?
- Treasures – the equivalent of a large sum of money or valuables like goblets, jewelry, or tapestries; used for bribery, trade, or raising wealth levels.
- Resources – ingredients for medicinal items, decoctions, and similar creations.
- Components – ingredients for elixirs or rituals.
- Materials – ingredients for tools, gear, or weapons.
- Exotic materials – can be merged with items to grant special properties.
- Energy orbs – bio-batteries for technology, produced from blue fluids secreted inside the transparent abdomens of the sacred Uurundich beasts.
- Relic – without trade value; sacrificing it to a god during a one-hour religious ceremony alongside a large animal grants 5 narrative dice for an immediate attempt to alter local narrative reality — success is interpreted as a miracle (a divine act). The act must make sense, stay small in scale, and cannot kill anyone. The result depends on the god receiving the offering.
- All of the above take up half a backpack slot (they’re small items).
Loot Table
- Roll on this table to determine what the P found.
- Repeat as many times as you deem appropriate.
- Rare items have a lower chance of appearing.
- When the P find an item whose exact type requires clarification (for example an elixir, decoction, or component), roll the appropriate die to determine the result from that category’s sub-table.
| Roll (d100) | Found Item |
|---|---|
| 1–20 | Utility Item – the P decides what they found or rolls d20 |
| 21–32 | Medicinal Item |
| 33–42 | Resource |
| 43–52 | Material |
| 53–62 | Component |
| 63–66 | Energy Sphere (rare) |
| 67–72 | Decoction (rare) |
| 73–78 | Treasure (rare) |
| 79–82 | Tactical Equipment (rare) |
| 83–85 | Elixir (very rare) |
| 86–88 | Technology (very rare) |
| 89–90 | Wonders of Jaruga (very rare) |
| 91–92 | Scroll (very rare) |
| 93–94 | Dream Crystal (very rare) |
| 95–96 | Relic (very rare) |
| 97–98 | Blood of the Earth (very rare) |
| 99–100 | Arcana |
Money
General Rules
- Coins are not tracked — the P share a wealth level, representing their lifestyle and purchasing power.
- To buy anything, the P must visit a market.
- A market can be visited only once per stay in a settlement.
- If P are in hiding, their wealth level is reduced by 1 when using market.
- In small settlements (villages, hamlets), the maximum usable wealth level is With a Coin — higher levels are treated as With a Coin while there.
- Expensive purchases (e.g., heavy armor, wagon) are orders — ready after 3 days.
- Scrolls, elixirs, arcanas, and Blood of the Earth are found through story events, not bought — they’re too rare except in special places like faction vaults or grand markets.
- Renting a room automatically includes food.
- Prices are fixed unless the GM explicitly allows negotiation.
Wealth Levels
- To advance from one wealth level to the next, the party must deposit the amount of treasures listed for that tier.
- Depositing treasures can be split into multiple visits.
- Deposits are only possible in settlements that have a bank, during a market visit.
- Advancing to the next wealth level costs a downtime action - signing paperwork.
- You can deposit not only treasures, but also others goods, but they can only be reclaimed in the same location where they were stored, unless they’re interchangeable resources (e.g. Earth Blood).
- Treasures deposited for previous levels do not count toward the requirement of a new level.
- You can only advance one level at a time and skipping levels is not allowed even if you have enough resources.
- P use their wealth level through checks.
- Wealth Level Equivalent Withdrawal — P may collectively reduce their wealth level by one step to receive a number of treasures equal to the amount required to reach the level they are dropping to. For example, P choose to drop from Common to Poor and receive 3 treasures. You cannot drop below the Poor level this way. An equivalent withdrawal may be made in any agglomeration that has a bank and requires a downtime action. You cannot both withdraw an equivalent and advance to a higher wealth level, or vice versa, during the same stay in an agglomeration.
1. Barely Surviving
- The P are starving, can’t afford an inn or any purchase.
2. Poor (starting level) (requires depositing 3 Treasures)
- The P eat but can’t afford luxuries or lodging.
- May obtain 2 rations and 1 common item.
3. Common (requires depositing 5 Treasures)
- May obtain 2 common items, 3 rations, and 1 healing/material/component/resource item.
- Can afford the worst inn room.
- As a group:
- buy a two-wheeled cart (6 slots) with a donkey — it’s not for riding, only for carrying gear → wealth –1.
4. With a Coin (requires depositing 8 Treasures)
- May obtain 3 common items, 6 rations, and 2 healing/material/component/resource items.
- Can afford a decent inn room.
- As a group:
- merge 1 exotic material (e.g., Hydra scales) with an item.
- buy 1 expensive item (e.g. heavy armor, wagon with an ox (10 slots, speeds up travel by 1.5 days per hex)) → wealth –1.
- hire 1 person for a simple task.
5. Doing Well (requires depositing 12 Treasures)
- May obtain 5 common items, 9 rations, and 2 healing/material/component/resource items.
- As a group:
- merge 2 exotic materials into items.
- buy 1 expensive item (e.g. heavy armor, wagon with horses (10 slots, speeds up travel by 1.5 days per hex)).
- hire up to 5 people for a specific task.
- gain 1 major favor (e.g., from an executive authority) → wealth –1.
- gain 1 contact within privileged authority → wealth –1.
- Can afford an apartment.
6. Wealthy (requires depositing 20 Treasures)
- As above, but:
- no limit on common items or food (limited only by inventory); 3 healing/material/component/resource items.
- As a group:
- merge 3 exotic materials.
- gain a favor from privileged authority → wealth –1.
- hire a mercenary unit → wealth –1.
- buy 1 property → wealth –1.
- fund a public event, e.g. tournament → wealth –1.
- Can afford a luxury suite.
7. Magnate (requires depositing 30 Treasures)
- As Wealthy, plus:
- gain a favor from dominant authority → wealth –1.
- buy a major property → wealth –1.
- found an organization (up to 30 members initially) → wealth –1.
- use spies to make faction moves (GM-approved) → wealth –1.
Treasures
- Collecting treasures increases wealth.
- A treasure = any valuable physical item (e.g., jewels, goblets, tapestries).
- A treasure takes ½ slot (light item).
- Bribes are always paid in treasures.
- One treasure equals one month of provisions for one average person.
Table of goods
- Buying goods/services for treasures happens during a market visit, outside the limits of the party’s wealth level.
- Buying elixirs, scrolls, or arcanas is nearly impossible except at rare markets, though they can always be sold.
| Good | Value in Treasures (buy/sell) |
|---|---|
| Energy Orb | 2/1 |
| Decoction (weaker elixir) | 2/1 |
| Tactical Equipment | 2/1 |
| Wonder of Jaruga | 2/1 |
| Exotic Material | 3/1 |
| Mount (speeds up travel by 1.5 days per hex) | 4/1 |
| Elixir | 4/1 |
| Scroll | 5/2 |
| Dream Crystal (second most valuable reagent) | 5/2 |
| Arcana | 10/2 |
| Blood of the Earth (most valuable reagent) | 20/2 |
Travel and distances
-
Ship/Machine — 1 day per hex — expensive: 1 treasure per person / 3 per group (does not require own food).
-
Wagon/Mount — 1.5 days per hex — must own one, or pay 1 treasure per group (requires own food).
-
On foot — 2 days per hex.
-
Even when traveling by a hired means of transport, the exploration procedure is still performed.
Downtime
If a P spends at least 3 nights in a larger settlement (e.g. a city, but not a village), they may take one Downtime Action. A short description of what they do is required.
Standard Actions
- Read a Tome – Gain 1 important piece of narrative information.
- Build a Contact (roll Influence):
- Full Success: Contact of Privileged Authority.
- Partial Success: Contact of Executive Authority.
- Rest Thoroughly – Recover lost Trait dice from one group.
- Host a Gathering – Roll Persuasion/Influence to improve Reputation.
- Send a Message – It reaches any civilized place.
- Perform a Ritual – Use the Perform Ritual move.
- Cover Your Tracks / Repair Reputation – Roll Deception.
- Send a Helper or Hireling on a Mission – Roll Persuasion, costs 2 Treasures per hireling.
- Acquire a Rare Item – Through the Market or connections.
- Gain a Development Point – Only once per real-world month of play.
- Gather Underworld Information – Roll Persuasion / Influence / Deception.
- Spread a Rumor – Roll Deception.
- Intimidate Someone – Roll Intimidation, gain a Favor (Executive Authority) but lose Reputation.
- Commission Equipment Repair – Costs 1 Treasure.
- Romance (→ see details below).
- Medical Treatment – Remove scars, mutations, etc. – costs 3 Treasures.
- Deposit Treasures in a Bank – Raise Wealth Level; banks exist only in major cities.
- Other Idea – Propose it to the GM.
Romance
- To seduce someone once, use the Seduce Move.
- To develop an Emotional Bond, collect 3–5 Bond Points (difficulty decided by the GM).
- Each point = Full Success on a roll of any trait, described in a romantic context.
- You may reuse the same Trait, but not the same approach.
- Critical Success = +1 point; Critical Failure = –1 point.
- Each Bond Point can be used once as an advantage on a later roll.
- Negative Bonds are possible.
- The GM may assign extra Bond Point changes depending on the fiction. For example, betrayal or breaking a promise may erase all gathered points or even result in negative ones.
- Buying sex does not count as Romance.
Reputation
Before play begins, ask the P to imagine they are members of a royal court standing before a king. Would they risk mocking him or speaking out of turn? Certainly not.
The same applies to their characters: the world they inhabit follows strict hierarchies and social codes. A jester may insult a lord if that is his role, but a commoner or mercenary doing the same would likely end up with their head on a spike. P should understand that their characters do not have plot armor — insulting the powerful or ignoring authority has real consequences. Disrespect breaks the tone of the world.
A character must know to bow before a king, or accept what follows. Mocking an empress in her own court is likely to end in exile or death unless done with grace and luck.
Being recognized by an influential faction grants privileges and favors that others can’t access. A society that fears you won’t offer you shelter or aid.
The following system is designed to help the GM track how the world perceives the party.
Assign each faction or community a reputation score showing how they view the party, using the table below.
The starting level is 0. You can also track an overall global reputation.
| Level | Title | Meaning |
|---|---|---|
| +5 | Honored | Authorities will grant one major favor or fulfill one serious request, provided it doesn’t endanger them or conflict directly with their interests. |
| +4 | Respected | Authorities will grant one limited favor or fulfill one request that doesn’t directly harm their interests. |
| +3 | Influential | Advantage on all social tests (Influence, Persuasion, Deception, etc.) and access to rare goods at the Market. |
| +2 | Known | The P may spend as if their Wealth Level were one tier higher. |
| +1 | Recognized | The P can obtain one important local piece of information (connected to the area of influence) without a roll, if the locals are friendly. |
| 0 | Neutral | Normal Wealth Level. |
| -1 | Outsider | The P must spend as if their Wealth Level were one tier lower. |
| -2 | Suspicious | Disadvantage on all social tests (Influence, Persuasion, Deception, etc.). |
| -3 | Distrusted | Another Disadvantage on all social tests; the P can’t use the Market, find easy lodging, or receive medical help. |
| -4 | Hostile | The group is banished and hunted within the faction’s territory, with a bounty for their capture. |
| -5 | Hated | The group is hunted even beyond the faction’s borders, with a high bounty for their heads. |
Each step up or down includes all effects of the previous levels.
GM Note:
Ask the P to track the consequences of their own reputation in each area.
Simply inform them when their reputation changes — you already have enough to manage.
Influencing Reputation
- Each successful mission completed for a faction or community increases the P reputation with that group by +1.
- If the P unknowingly act in a way that benefits a faction (e.g. killing someone the faction wanted dead or advancing their interests indirectly), their reputation also increases by +1.
- If a mission for a faction ends in failure, their reputation drops by 1.
- If the mission brings both benefits and harm to the faction, the P must roll influence to determine how the group ultimately perceives the outcome:
- Full Success – reputation increases by 1.
- Partial Success – reputation remains unchanged.
- Failure – reputation decreases by 1.
- If the P act directly against a faction’s interests — even unknowingly — their reputation with that faction decreases by 1.
- Examples include:
- Being proven guilty of killing an innocent person.
- Being caught stealing.
- Making a deal that causes the faction to lose money or status.
- Publicly mocking the faction’s faith, symbols, or values.
- Treating ordinary members with arrogance or contempt.
- Similar acts of open disrespect.
- Examples include:
- Gaining positive reputation is intentionally slower and harder than losing it.
- +2 for an exceptional deed; –2 for a blatant betrayal.
Respecting Authority and Social Values
Types of Authority
Authority can be divided into:
- Natural — e.g. survival instinct.
- Dominant — e.g. a king or empress.
- Privileged — e.g. a bishop or officer.
- Executive — e.g. guards or tax collectors.
- Threatening — e.g. a criminal or bandit leader.
When an authority figure gives an order and the P refuse, they must make an Influence test.
Authority cannot afford to lose face, and resisting it is inherently difficult — even a full success may come with consequences. The higher the rank of authority, the harder it is to oppose.
If a P has a strong narrative reason to oppose a certain authority, they gain advantage on Influence tests against it.
Likewise, advantage or disadvantage may apply depending on the authority’s current attitude toward them.
If the P openly insult or act against the values of a faction — for example, spitting on an altar before believers or mocking a monarch in public — they immediately lose 2 reputation levels, and executive authority is called to apprehend them.
If guards are not nearby, the P have a brief chance to flee.
If they neither flee nor surrender when confronted, combat ensues.
If the P lose such a fight, they are imprisoned; all their possessions are sold to pay compensation to guards or their families.
If they win, they must flee the faction’s territory — their reputation with that faction drops to –4 either way.
If a P’s attire is inappropriate for an event, they are not admitted (unless special circumstances allow it).
Natural Authority
When a P attempts something blatantly self-destructive or absurdly illogical — for example, murdering civilians during a sacred procession — they are stopped by natural authority, the primal instinct of survival. The fear of being torn apart by a furious mob keeps them in check; one character’s moment of self-preservation restrains another’s recklessness. It is extremely difficult to resist the commands of natural authority.
This is a GM safeguard against actions that would break the fiction — such as killing merchants in broad daylight or casting spells into a crowded street. Whether it applies depends entirely on the GM’s judgment.
When the GM decides that a P’s action is extremely irrational, suicidal, or socially impossible, they may call for a Will test against Natural Authority:
- Degree 1: Minor barrier
(e.g. a shopkeeper begs for his life while several people watch) → Roll 1d6, success on 5+. - Degree 2: Serious consequences
(e.g. the authorities will hunt the P, the mob will attack, the act betrays their core values) → Roll 2d6, success on 11+. - Degree 3: Extreme risk
(e.g. casting spells publicly in a realm where magic is forbidden, killing in front of royal guards, defiling a sacred site) → Roll 3d6, success on 16+.
If the test fails, the P cannot bring themselves to act — instinctively restrained by the will to survive.
They may instead attempt a different approach or seek a subtler method.
If the test succeeds, the act proceeds — but the P loses reputation (as determined by the GM).
At Degree 2 or 3, they also gain 1 point of madness.
This mechanic protects the GM from players whose actions would openly undermine the narrative.
Acting “Out of Character”
If a P tries to do something radically opposed to their established personality —
for instance, a kind priest deciding to torture a prisoner for information — the GM may require a Will test to represent inner conflict.
Test result:
- 6 – You do it, but gain a mental status.
- 4–5 – You do it, gain a mental status, and the GM may introduce a narrative consequence (trauma, NPC rejection, etc.).
- 1–3 – You hesitate; something stops you. The GM describes how.
The player may ignore the result, but doing so automatically grants 1 point of madness.
Influence Tests Against Dominant Authority
Every act of defiance immediately reduces the party’s reputation by 2 and gives the P fatigue, reflecting the stress of realizing they’ve just provoked serious trouble.
When, for example, the royal guard orders a P to bow before the king seated on his throne, and the P refuses, they must first make an Influence test before their defiance takes effect.
- Full success — The P resists the command. Their composure briefly unsettles the ruler’s presence, but the tension in the room is palpable. The whole group gains disadvantage on all social tests within this faction’s territory until their reputation improves by at least one level.
The king might say something like: “Let’s hear what these savages have to say before I have them thrown out.” - Partial success — The P resists, but the defiance sparks open hostility. The group is immediately dismissed or expelled from the ruler’s presence. If they resist the order, a confrontation begins.
- Failure — The P submits to the weight of authority and must act as commanded.
Influence Tests Against Privileged Authority
Every act of defiance immediately reduces the party’s reputation by 1 and gives the P fatigue, representing the stress of realizing they’re crossing a line.
For example, if a bishop demands that the P show respect in his holy place and the P begins telling a lewd joke instead, the action does not go through until they make an Influence test.
- Full success — The P resists the authority. Their confidence momentarily unsettles the bishop, though the atmosphere remains tense.
The bishop might respond: “May the gods forgive me for tolerating your presence in their house. Speak, before my patience runs dry.” - Partial success — The P resists, but the defiance provokes open hostility. The group is immediately expelled from the audience. If they resist, the situation escalates into a confrontation.
- Failure — The P submits to the pressure of authority and must behave as ordered.
Influence Tests Against Executive Authority
Defying executive authority does not reduce the party’s reputation unless the defiance is openly disrespectful. In that case, the party’s reputation decreases by 1.
For example, if a guard orders a P to surrender their weapons before entering the castle and the P refuses, they must make an Influence test.
- Full success — The P resists the command, and their composure makes the guard hesitate. The guard might escalate the issue to a higher authority or say something like:
“Fine, but don’t come crying to me when the lord has your head for it.” - Partial success — The P resists, but the guard immediately becomes hostile and calls for backup, leading to removal from the premises or a potential confrontation. Alternatively, the guard may demand a bribe or a favor — whichever fits the scene.
- Failure — The P yields and must follow the order, though they can still try to find a way around it later.
Influence Tests Against Threatening Authority
Threatening authority is power built on fear and violence — those who command through danger rather than legitimacy. Defying such authority is expected, so it never reduces reputation.
For example, if five knife-wielding thugs surround a P in a tavern and order them to come along, and the P laughs in their faces, they must make an Influence test before the situation plays out.
- Full success — The P resists the threat; their confidence makes the bandits lose their nerve. The P gains advantage on social rolls against them and can attempt to negotiate or intimidate.
- Partial success — The P doesn’t give in immediately but knows they’ve only bought themselves a brief moment. They get one chance to think of a way out. If they fail that, they’re forced to comply, though they can still look for another opportunity later.
- Failure — The P submits and must follow the order, though they may still try to escape or retaliate later.
Crafting
- Crafting takes place during a long rest, but the P restores 2 less fatigue while doing so.
- When a failure causes the P to lose a critical damage die, it represents a costly mistake during the process — chemical burns, spontaneous ignition, explosions, or similar accidents.
- The GM and P in cooperation with the GM, may create custom elixirs/Jaruga’s Miracles/arcana, etc..
Alchemy
P can craft elixirs. To do so, they must:
- Pay 2 components.
- Roll arcana:
- Have at least level 3 in the arcana trait.
- Critical success — you create 2 copies of the chosen elixir — agree with the GM.
- Full success — you succeed and choose which elixir you create.
- Partial success —
- You succeed, but randomly determine which elixir you created.
- Or you choose which elixir you create, but gain 3 fatigue.
- Failure — the attempt fails, you waste the component and lose a critical damage die (if you have none — you die).
- Alchemy can trigger a magical catastrophe.
- P can create scrolls — but this requires 3 components and a full success — on a partial success, nothing happens.
- P can create arcana — this requires 6 components and a full success — on a partial success, nothing happens — a critical success means P recovers 3 components.
- Every critical failure — two ones on the dice — results in advancing the Corruption Clock.
Herbalism / Apothecary
A P may craft healing items. To do so, they must:
- Have at least 2 in Herbalism.
- Spend 1 resource.
- Roll Herbalism/Apothecary:
- Critical success — combine the effects of any two chosen healing items, ignoring their costs, or the created item has 2 uses, or the P makes 2 copies of the same item.
- Full success — succeeds and chooses which healing item to make.
- Partial success —
- Either succeeds but rolls randomly to determine which healing item was made,
- Or chooses which decoction to make but gains 2 fatigue.
- Failure — the attempt fails; the resource is lost, and the P loses 1 critical damage die (if none remain, they die).
- The P may also brew decoctions using the same procedure as for healing items.
- P can create Jaruga’s Miracles — exactly as with decoction crafting but it requires 2 in Herbalism and 2 resources.
- The P may combine items with exotic materials, but this requires a full success. On a partial success, nothing happens. A critical success refunds the resource.
- Any critical failure (two 1s on the dice) advances the Corruption Clock.
Crafting Technology
A P may craft tactical equipment. To do so, they must:
- Have at least 2 in Technology.
- Spend 1 material.
- Roll Technology:
- Critical success — combine the effects of any two chosen pieces of equipment, ignoring their costs, or the created item has 2 uses, or the P makes 2 copies of the same item.
- Full success — succeeds and chooses which tactical equipment to craft.
- Partial success —
- Either succeeds but rolls randomly for which tactical equipment was made,
- Or chooses which one to craft but gains 2 fatigue.
- Failure — the attempt fails; the material is lost, and the P loses 1 critical damage die (if none remain, they die).
- The P may craft common utility items (like a shovel or rope) using the same procedure as for tactical gear, but on a partial success, they always choose the item and gain 1 fatigue.
- The P may make or repair weapons, armor, or other gear using the same procedure, but:
- On a partial success, they always choose the item and roll for a physical status.
- It costs one downtime action instead of a long rest.
- Crafting heavy armor requires 4 materials.
- The P may craft technological devices using the same procedure as for tactical gear, but it costs 2 materials and requires 3 in Technology an energy core to power the tools.
- Any critical failure (two 1s on the dice) advances the Corruption Clock — sparks, short circuits, or chemical accidents.
Interactive Elements
Traps
- Traps are designed to kill or immobilize — they should always be lethal or inflict statuses, not just scare.
- When a P interacts with something that might be trapped, they immediately sense danger — but the investigation test determines how much they understand:
- Performing this test triggers a sequence: investigation → disarm/open. Once the P rolls investigation, they cannot back out of disarming/opening — it’s treated as one continuous action initiated by the first decision.
- However, the P may skip the investigation test entirely to avoid risk — doing so also forfeits any chance to discover what the trap guards.
- Investigation outcomes:
- Full success — The P understands the mechanism; no disadvantage on disarming.
- Partial success — The P finds the trap but has 1 disadvantage to disarm it.
- Failure — The P finds the trap but has 2 disadvantages to disarm it.
- No one can assist in identifying or disarming a trap.
- Disarming and opening is treated as a single test.
- The P disarms the trap using technology/sleight of hand:
- Full success — lock is disarmed and opened.
- Partial success — appropriate status.
- Failure — P roll for critical damage according to its rules, and on a failure they die (lose a fate point).
- If the trap has been triggered and was not single-use, any further attempt to disarm it requires only a roll for technology/sleight of hand and is always made with double disadvantage.
- If a P enters a trapped zone during combat:
- If unaware → roll survival.
- If aware → roll athletics (to leap/avoid) with advantage.
- Full success — avoids the trap, may act normally.
- Partial success — either triggers it (physical status) but may act afterward, or avoids it but acts with double disadvantage.
- Failure — triggers the trap → d12 damage.
Puzzles / Riddles
- If the P have no idea how to solve a puzzle or riddle presented by the GM, they may attempt a group test of mind.
- On success — they receive 1 hint, plus 1 more per full success.
- On failure — each P gains 1 fatigue, and a trap (if present) may activate.
For the GM – How to Run
- The following advice is meant to help you create the best possible grim-dark, low-magic dramatic experience for the P.
- Most important: when preparing anything, remember — this is the P story. They matter most!
Let the P Shape the World’s Details
When presenting the world, leave room for the P to expand it by asking questions like:
- What’s the strangest thing you see in this tavern?
- How does your character know this NPC?
- Why does this place make you uneasy?
- What in this scene reminds you of your childhood?
- What does the room you just entered look like?
How to Build an NPC
Below is the fastest way to create a believable NPC ready to use in your adventure.
Write down:
- name
- who they are
- what they want — one goal
- one sentence on how they look, including a distinctive trait (e.g. scratches his neck compulsively)
- one weakness that can be used against them — optional, but helpful
Example:
| Character | Who they are | Description & distinctive trait | Motivation | Avoids |
|---|---|---|---|---|
| Keledan | Hermit | Emaciated, toxin-scarred man who listens to the earth’s tremors before he speaks. Slightly insane. | Wants the gigatornado to cleanse the world — even at the cost of his life. | People asking about his past. |
- You don’t need anything more — an NPC created with these points is fully sufficient for the role you need and easy to improvise around.
- This method also lets you create NPCs on the fly during a session.
Building Tension
- The world often works against the PCs. Tension rises. Time is running out. It gets harder. Will we make it? How much slack do we have left? The mechanics collected here help the GM foster a real sense of pressure and consequence.
- They all operate on the principle of clocks.
Clocks – what are they?
- Every action has consequences. Clocks measure their progress, for example:
- the number of people the PCs must convince to change their mind in order to truly influence the social situation.
- how many failures the PCs can suffer before someone realizes they’ve broken into the judge’s house.
- how many of the boss’s weak points the PCs have wounded.
- how close the bounty hunters are to finding the PCs who have warrants out.
- how many rests the PCs can take in the dungeon before the beast finds them.
- how many successes the PCs need to escape a trap in time.
- A clock can have as many points as needed—typically no fewer than 4 and no more than 8.
- The GM decides by how many points the PCs’ actions or events advance the clock.
- The GM decides whether the clock is public or hidden. It can also be semi-public: the PCs don’t know the total, but the GM informs them whenever it moves.
- The best method for using clocks — every time the clock is about to advance, roll d6 × the number of remaining segments and move it forward for each 1–3 rolled, or 1–2 if you want it to progress more slowly.
Sample Clock Mechanics
Immediate Pressure
- Each successive turn imposes fatigue.
- At the start of each turn, the GM rolls 1d6—on a 1, time has run out.
- Every round, the boss’s base damage increases by 1.
- You may take only as many actions before capture as you rolled successes.
- Each failure advances the clock by 1—every mistake costs a second.
- If the PCs don’t gather 3 full successes in 5 rounds, they fail to escape the collapsing tower.
Clocks in Combat
- PCs are defending someone—if that person is struck by ten enemy failures, they die.
- If enemies burn down four houses, the entire village the PCs vowed to save goes up in flames.
- Each round without resolving the threat prompts the GM to roll 1d6—on a 4+, a new enemy arrives.
- The boss cannot be killed until the clock fills—you must expose its weak point first.
- PCs must destroy ritual totems before the clock fills—otherwise the enemy regenerates.
- The longer the fight drags on, the more foes arrive. Each round advances the clock; at full, reinforcements show up.
- The more hits the boss takes, the stronger its final form becomes.
- The boss has a devastating attack—each PC failure advances its recharge clock.
Social Clocks
- The number of transgressions—insults, disrespect, value violations—before the community turns hostile.
- The number of debate successes required to earn the king’s trust.
- How many lies you can tell before someone starts fact-checking.
- How many questions you can ask before bystanders see through your disguise.
- How many alliance-breaking messages can reach a neighbor before cooperation collapses.
- How many diplomatic failures will ruin the plan.
Passage of Time
- After three in-game hours (accelerated by short rests), night falls and the PCs may uncover a secret visible only in moonlight.
- How many scenes the PCs can resolve before it’s too late to reach an important event.
- How many long rests before the PCs fail to reach the erupting volcano.
- How many noisy incidents the PCs must leave behind before bounty hunters catch up.
- How many units the PCs must recruit before they’re ready to retake the temple from invaders.
During Exploration
- How long the PCs can stay in a magic-tainted zone before it affects them.
- How many survival test failures before they become truly lost.
- How many real-time minutes they can spend underwater before running out of air.
- Each rest in the desert restores one fewer point of fatigue.
- How many successes they need to survive a night in the wild without consequences.
- How close they are to discovering a secret path—each full success advances the clock.
- How long they can make noise in the ruins before waking something best left asleep.
- How many clues they must gather to locate a hidden dungeon entrance.
- How many times they can use the same makeshift crossing before it collapses into the river.
- How many turns they can spend disarming a trap before the mechanism triggers.
Building Fights
- When you as the GM find yourself needing to quickly prepare an encounter, or simply looking for inspiration, you can use the ready-made patterns and tables below to build a dynamic, engaging, and memorable challenge for the PCs on the fly.
- The following fight types don’t cover every possibility, but show how to stage many common scenarios.
- If the rolled combination seems illogical in any way, just replace the mismatched element.
- If you’re a beginner, start with a smaller number of elements.
Fight Types
1. Defense
- Goal: Hold out for X rounds, defend an NPC/object/location, escort something across the map.
- Mechanics:
- Enemies attack in waves.
- If they score X hits on the NPC/object, the PCs lose.
- Rolling a 1 on the main die means the defended object takes 2 hits.
Examples:
- Defending a caravan from bandits.
- Guarding a magical ritual from interruption.
- Holding a bridge until reinforcements arrive.
2. Difficult Terrain
- Goal: Win the fight in harsh environmental conditions.
- Mechanics:
- Rolling a 1 on the main die triggers a terrain hazard: lava splashes from a geyser, you slip on ice, you get tangled in thorny vines, etc.
- PCs may use Athletics to shove enemies into hazards; enemies can do the same.
- Certain zones are dangerous: entering or starting your turn there forces a saving throw (appropriate trait). Failure imposes a random physical or mental status; partial success lets you pay fatigue to avoid it.
- Often combined with other fight types.
Examples:
- A battle among erupting steam vents.
- Falling into a trap in a mountain ravine.
3. Escape
- Goal: Get away instead of defeating the foe.
- Mechanics:
- Each turn, players earn Escape Points from their rolls:
- 1 point for a partial success
- 2 points for a full success
- If they reach X points before time runs out, they escape.
- Current total and required total are public.
- Rolling a 1 on the main die means you stumble, lose an item, or lose 2 Escape Points.
- Each turn, players earn Escape Points from their rolls:
Examples:
- Breaking out of a prison before the guards lock the doors.
- Racing out of a burning building.
4. Domination
- Goal: Seize and hold a key position.
- Mechanics:
- There’s a control area—PCs must drive all enemies out.
- Enemies attack in waves; if they push the PCs out, the PCs lose.
- Rolling a 1 on the main die summons another enemy.
Examples:
- Taking the guard tower during a siege.
- Holding a choke point in a canyon.
5. Time Pressure
- Goal: Stop something from finishing (e.g. a ritual).
- Mechanics:
- The GM rolls 1d6 each round—on a 1, the event completes.
- Or each round every PC takes 1 fatigue.
- Or each PC failure advances the end-of-event clock by 1.
- To interrupt the event, PCs must destroy/neutralize X specific objects or people.
- Rolling a 1 on the main die either advances the clock or re-triggers another aspect of this encounter’s mechanics.
Examples:
- Preventing the necromancer from raising an undead army.
- Closing a portal before a monster crosses through.
6. Destruction
- Goal: Destroy something rather than fight to the last.
- Mechanics:
- The object needs X hit successes to break.
- Enemies try to stop the PCs from reaching their objective.
- PCs can use the environment (chop down a pillar onto a statue) to add hits.
- Rolling a 1 on the main die means someone reinforces or repairs the target, forcing +2 extra hits.
Examples:
- Collapsing a cavern pillar to bring down the ceiling.
- Burning all the key documents in a fortress.
7. Boss Fight
- Goal: Defeat an exceptionally powerful foe with special phases.
- Mechanics:
- Phases: Every X hits on the boss triggers a new phase or ability.
- Weak Points: Each boss has one weak spot per phase, revealed by a full success in perception or relevant lore.
- Special Attacks: Every X rounds or PC failures, the boss unleashes a devastating move.
- Each round the boss’s base damage increases by 1.
- Rolling a 1 on the main die advances the boss’s special-attack clock or grants an extra action.
Examples:
- Two smaller foes merging into one, then splitting again.
- A golem empowered by runes—destroy the runes one by one to weaken it.
8. Hunt / Invisible Foes
- Goal: Track and defeat a foe before it escapes.
- Mechanics:
- Tracking: Each turn PCs roll perception, collecting points: 1 for a partial success, 2 for a full success. If the foe gathers X points, it escapes or hides successfully
- Invisible foes can mislead PCs—luring them with sounds—forcing further perception checks and boosting their escape chances.
- Hidden foes may ambush and then vanish or leave traps.
- Rolling a 1 on the main die increases the foe’s escape-point requirement by 2.
- If the foe fails to escape, each X points PCs gather can translate into a surprise attack on it.
Examples:
- Hunting a demon that phases between shadows.
- Chasing a fleeing assassin who misleads trackers.
9. Combat in Motion
- Goal: Fight while moving—on a wagon, train, horse chase, or moving platforms.
- Mechanics:
- Any failure risks a fall unless you pay fatigue.
- If an attack achieves at least half successes on all dice, the target falls unless they pay fatigue.
- Falling may remove you from combat; fights can drag on until fatigue runs out.
- Shifting battlefield: Every 2 rounds the terrain shifts (a carriage uncouples, platforms move).
- Rolling a 1 on the main die triggers another terrain shift.
- X full successes smooth out the terrain and reduce fall risk.
Examples:
- A duel atop a flying giant snake.
- Battle across swaying chandeliers.
10. Chaos in a Crowd
- Goal: Precise action amid random elements—more than just foes.
- Mechanics:
- Rolling a 1 on the main die means you collide with the panicked crowd and fall.
- If you fall, you make an endurance check to withstand trampling. Partial success – 2 damage; failure – 4 damage.
- All attacks and spells have disadvantage—hard to aim or cast gestures.
- An attack failure kills a random bystander; after X such deaths, the crowd turns on the PCs.
- Changing zones requires a dexterity check to push through the crowd; failure means you’re carried one zone away by the mob.
Examples:
- A melee in a crowded market where bystanders impede combat.
- Fighting amid a stampede.
11. Illusion Combat
- Goal: Identify the real threat among illusions and false copies.
- Mechanics:
- A full success in perception dispels one illusion—you can attempt this as an action.
- Rolling a 1 on the main die multiplies the illusions, increasing identification difficulty.
- Failing an attack gives disadvantage next turn due to confusion.
- Each illusion has 6 HP.
Examples:
- A mage duel where the foe creates copies of themselves.
- A hall of mirrors.
12. Severing Power
- Goal: Weaken the foe by separating them from their source of power.
- Mechanics:
- PCs need X points from athletics or sleight of hand to damage the power source enough to break it. Partial success grants 1 point, full success 2 points.
- Rolling a 1 on the main die means the foe temporarily strengthens the link—PCs must earn an extra 2 points.
- A full success in Perception or Arcana (as an action) reveals one of three weak links; destroying one requires a full success and immediately grants 4 points toward severing. After all three are destroyed, the link breaks regardless of current points.
- Until the link is severed, the foe may be effectively immortal or too resilient for direct damage to be optimal.
Examples:
- Fighting a knight whose strength comes from a relic in his armor.
- Confronting a child possessed by a demon—you don’t want to hurt the child.
Fight Tables
How to Use the Tables
- The GM rolls 4×d12 to determine Fight Type, Hazard, Opportunity, and Modifier.
- Combine them into one description and tailor to your world.
- Lay out combat zones so environmental elements matter.
1. Fight Type (d12)
| Roll | Encounter Type |
|---|---|
| 1 | Defense – you must protect something/someone for X rounds. |
| 2 | Difficult Terrain – the scenery itself is the challenge. |
| 3 | Escape – you must get out before you’re overwhelmed. |
| 4 | Domination – seize and hold a position. |
| 5 | Time Pressure – the fight ends when something completes. |
| 6 | Destruction – you must destroy an objective instead of defeating all enemies. |
| 7 | Boss Fight – one powerful foe with unique abilities. |
| 8 | Hunt/Invisible Foes – enemies aren’t visible or must be tracked down. |
| 9 | Combat in Motion – on a train roof, moving platforms, horse chase, etc. |
| 10 | Chaos in a Crowd – random obstacles and civilians complicate the fight. |
| 11 | Illusion Combat – not everything you see is real. |
| 12 | Severing Power – fight a friend possessed or a mage linked to an external power source. |
2. Hazard (d12)
| Roll | Hazard |
|---|---|
| 1 | Slippery/Icy Ground – rolling 1–2 on the main die means you fall. |
| 2 | Thick Fog/Smoke – certain zones impose Blinded and disadvantage on ranged/magical attacks from outside. |
| 3 | Collapsing Structure/Falling Debris – rolling a 1 on the main die deals fatigue from impact or knocks you down (PC’s choice). |
| 4 | Dense Foliage – any failure costs you your movement next turn; on full success you can impose that effect on enemies instead. |
| 5 | Poisonous Fumes – anyone who remains in the zone gains fatigue each round. |
| 6 | Spiked Pit/Brambles – you must jump across; falling imposes the WOUNDED status. |
| 7 | Storm/High Winds – disadvantage on ranged attacks; rolling a 1 on the main die blows you into an adjacent zone in the wind’s direction. |
| 8 | Destructible Cover – must be destroyed by a full success on an attack roll to expose enemies. |
| 9 | Indestructible Barriers – parts of the arena are inaccessible or shift during combat. |
| 10 | Fire – contact calls for a Dexterity save; failure imposes BURNED. |
| 11 | Unstable Ground/Earthquake – rolling a 1 causes the ground beneath you to split; everyone in that zone must move to a neighboring zone, which becomes impassable (see pit above). |
| 12 | Fragile Point – certain map features (e.g. a powder keg) risk catastrophic chain reactions (e.g. d20 explosion). |
3. Opportunity (d12)
| Roll | Clever Ways to Gain the Upper Hand |
|---|---|
| 1 | Hanging Chandelier/Boulder – can be dropped on foes. |
| 2 | Lever/Mechanism – closes doors or cuts off enemies. |
| 3 | Hidden Passage – a secret corridor or door allows quick repositioning or flanking. |
| 4 | Barrels of Gunpowder – ignite for an explosion. |
| 5 | Caged Beast – release it to attack the nearest creature. |
| 6 | Unstable Structure – collapse a bridge or roof under enemies. |
| 7 | Reflective Surface – a mirror or polished metal can redirect ranged attacks. |
| 8 | Scattered Weapons/Tools – pick up makeshift arms. |
| 9 | Enemies May Surrender – intimidation or persuasion could end the fight. |
| 10 | Controlled Explosions – trigger part of the terrain for advantage. |
| 11 | Magical Anomaly – random effect each round ripe for exploitation. |
| 12 | Shadows & Camouflage – hide and strike from stealth. |
4. Fight Modifier (d12)
| Roll | Something That Alters the Fight |
|---|---|
| 1 | Add one new enemy each round. |
| 2 | Enemies are buffed—a magical or mutated enhancement protected by certain units. |
| 3 | Special Enemy—one opponent has a devastating attack whose recharge clock advances on PC failures. |
| 4 | High Armor—enemies need extra successes to take damage. |
| 5 | Enemies wield arcane magic that weakens PCs. |
| 6 | Enemies wield weapons that impose status effects. |
| 7 | One enemy is the key target—defeating it ends the fight. |
| 8 | Endless waves—must find a way to break out of the map (e.g. open a gate). |
| 9 | Mounted Foes—faster, stronger opponents on steeds. |
| 10 | Special gear—e.g. grappling-hook pistols. |
| 11 | Organized Units—enemies operate as squads. |
| 12 | High Ground—enemies occupy elevated zones and rely on ranged or firearm attacks. |
How to write scenarios — a thought process by example
This chapter is not a theory of scenario writing. It’s a practical guide to turning an idea into a working adventure for Haunted Matter — from the first thought to a finished structure.
I’ll walk you step by step through how I build an adventure for my table.
We’ll use an example from the book — the scenario: The Twenty-Seventh Among the Twenty-Six.
Assumptions
- The system lets you prepare mechanically very quickly. Building a deep story — a drama-action piece with moral decisions — cannot be rushed.
- For me, it always takes at least a few hours.
- Don’t invent endings or scene resolutions — the GM provides the frame/structure; what exactly happens depends on the P.
- Each scene should lead to at least two others.
- If the adventure you’re creating is part of a campaign, try to include threads tied to the stories of at least two of your P — this is one of the most effective techniques for rooting the P in the plot and the presented world; almost nothing else has that much immersive power.
- This adventure is a one-shot, so we don’t have that here.
- Every adventure is a story about your P — they are the ones playing, and they are the most important.
Core Motif
- Always start with an idea or a core motif — for me, it was: the community has one member more than the census shows, and no one knows who it is.
- Coming up with the main axis sometimes takes longer than preparing the whole adventure — don’t worry if you don’t have ideas right away.
- If you want to stay true to the system’s tone: the adventure’s motif should revolve around a serious drama with no clearly good solutions — a tragedy, ideally touching on religious themes in a mystical way. We want it to feel mysterious, difficult, dirty, strange, ritualistic, dangerous.
Build a logical, not a linear structure
- What does my idea mean, and what follows from it? That’s the logical branching of the story’s foundation.
The extra member comes from the count.
- It’s better if the number of people that need to be counted isn’t too high — 27.
- In such a small community, everyone knows everyone. How is it possible that no one knows who the extra person is?
- Who is the extra one? — a girl, Darra.
- She shouldn’t have her own home, so no one can just go visit her — homeless, a wanderer.
- How to justify that? — many people in the world live as farmhands, earning their keep with bread and a spot on someone else’s floor.
- How does she hide? — this is one of the key points — I’ll admit it took me a few days to come up with something both logically believable and satisfying as an interesting world element — Darra is not human but a local species of giant moth in its larval form.
- Lunae Noctivora — a symbiotic parasite. It takes the shape of a member of a nearby community and creates a cocoon from materials gathered from that group. Often lives among mammal herds. A human host — a rare case. During development, it forms an illusion of identity; victims don’t clearly remember it. Usually, larvae of the same generation try their luck among different species to increase survival chances — but if possible, they help each other, e.g. a mole larva might show a bird larva where to find worms. Their intelligence depends on the form they take but never exceeds a low threshold.
- Are there other larvae? — yes: two wolves and a badger — one wolf has already transformed, the other is still gathering materials for a cocoon, the badger’s transformation failed.
- Where did they hatch? — in the marshes — the P can find eggs there.
- How to mislead the P so the trail isn’t obvious? — another local species.
- Lumbricina Gigantalis — a semi-aquatic larva with exceptional color and scent mimicry. Lives in wetlands. In a dormant state, it enters symbiosis with sphagnum and lichens, becoming almost invisible. Feeds on organic matter and sometimes carrion. Can produce moving patterns on its skin that look like crawling animals — when it moves, this deters predators. Non-intelligent, reacts mainly to heat and smell. Can imitate motion, but not sound.
- How to mislead the P so the trail isn’t obvious? — another local species.
- Where do the animals build their cocoons? — Darra in an abandoned mill, the transformed wolf in a forest clearing, the badger in another part of the forest.
- How can the P learn about this in a believable and logical way?
- A half-mad herbalist named Olven, who studies local insects — NPC.
- He discovered what Darra is but finds her a fascinating specimen and studies her life — he doesn’t want to expose her — says he enjoyed her company because she wasn’t bothered by his insects, which is why she worked for him more often than for others.
- Ideally, he should live on the outskirts — it fits his character and gives the P more freedom.
- He used to live with the rest of the village, but they didn’t accept his oddities, so he moved near the forest — though women still visit him for his remedies.
- Since he lives near the forest, he could live close to the badger’s cocoon — his house will be presented as a potential place to check, and on the way there, the P can also discover a clue about the larvae — a dead badger that looks like an empty shell, a burst husk, tracks leading toward the cocoon.
- In his house, in a hidden compartment protected by a trap, are notes describing local species — including the larvae.
- If the P show him the badger’s husk and/or its cocoon, he’ll lie that he doesn’t know exactly what it is but wants to learn more because he’s studying it.
- Questioning the villagers:
- They don’t remember what Darra looked like, though they swear she stayed in each of their homes, working for food and shelter.
- She arrived a few years ago, but no one remembers exactly when.
- She often visited Olven.
- She sometimes wandered near the abandoned mill.
- She collected various discarded items — old clothes, food scraps, bits of wood.
- Such traces can be found along the road — they lead to a crossroads — the old mill/the clearing with the wolf’s cocoon, which has already hatched.
- No one knows where she is now.
- A half-mad herbalist named Olven, who studies local insects — NPC.
- She shouldn’t have her own home, so no one can just go visit her — homeless, a wanderer.
- Who is the extra one? — a girl, Darra.
- In such a small community, everyone knows everyone. How is it possible that no one knows who the extra person is?
Who did the counting?
- Scribe Pelin (can read and write — that’s rare) — NPC
- When were they counted? — two days ago.
- Pelin makes the census every year, as required by the administration.
- He has the previous lists, but when the P come to him, it turns out they’ve been stolen.
- Darra made sure they disappeared — though she’s rather clumsy herself, so she would’ve needed help — Janis — NPC — in love with the girl, unaware of what she really is — her oddness doesn’t bother him — he helps her with various things, including at the mill.
- The lists are in a chest protected by a trap in the abandoned mill.
- Darra made sure they disappeared — though she’s rather clumsy herself, so she would’ve needed help — Janis — NPC — in love with the girl, unaware of what she really is — her oddness doesn’t bother him — he helps her with various things, including at the mill.
- On the current list, three names are written in a different handwriting — Olven, Ojran, and Darra — Pelin explains that he just doesn’t like them — a cue for the GM to point the P in the right direction.
- No one has died in the past two years, but no one has been born either.
- Pelin mostly handles administrative matters and writes/reads letters for people.
Why does it worry anyone?
- In such a small community, everyone knows everyone. They can’t understand how the numbers don’t match when everyone knows every face and there are no newcomers — they suspect dark forces.
How do the P find out?
- At the tavern Ribs, from its owner, Ojran — NPC.
- Why from him? — he’s the village’s self-proclaimed leader, having seized authority.
- Because of that, he doesn’t get along with Pelin, who refuses to recognize him.
- Why from him? — he’s the village’s self-proclaimed leader, having seized authority.
- Many people are gathered in the tavern — including Burto with his caretakers — it’s clear that in the evenings they gather here to maintain a sense of community.
- If the P immediately tell him to gather everyone and count them, he’ll answer that it can’t be done right away because some people work nights and he doesn’t know where everyone is — but he can give an order for everyone to gather under the tavern tomorrow after work, though it’s uncertain whether Olven will show up.
Moral dilemma
- The moral dilemma should arise from the logic of the situation, not from an arbitrary choice. The GM doesn’t force it — they let it result from facts the P discover themselves.
- How to add a moral dilemma here?
- Adult moths feed on moonlight — in places they have eaten out, natural night light will never shine again and artificial lights will be greatly dimmed — sunlight works normally.
- For humans, if this phenomenon proved widespread, it would cause serious hardship.
- How to show it? — on the clearing with the wolf’s cocoon that has already hatched there is a lone tree that does not receive moonlight at night, even though nothing blocks it — the area was eaten out by the hatched moth before it flew off.
- For us this can also mean that cocoons are visible only in moonlight.
- In the tavern there is a slow-witted young man, Burto — NPC — who claims the extra person in the village is one of the gods walking among people — he saw the lack of light on the clearing and can lead the P there.
- The P may recall religious myths that the god of sleep will one day send animals that will consume all night light, forcing the faithful to dream.
- Darra needs two more nights to transform — her cocoon in the abandoned mill is almost ready.
- This creature hasn’t harmed anyone, but in its adult form it will be a strange kind of potential threat — will the P let her transform once they learn the truth, or will they eliminate her?
- To prevent the story from ending too quickly, we must make destroying the cocoon difficult so Darra has a chance to transform even if the P don’t want that — it’s resistant to fire and physical force — it can only really be unraveled and it defends itself with a toxin.
- Adult moths feed on moonlight — in places they have eaten out, natural night light will never shine again and artificial lights will be greatly dimmed — sunlight works normally.
- How will the villagers react?
- They will see it as the work of dark forces and ask the P to kill Darra — if the P refuse, they will do it themselves — you can of course dissuade them, but it’s hard.
- The dilemma shouldn’t be only the question “kill or not,” but a real question whether a natural life process of an animal, which intrudes on the human world to some degree, is sufficient justification for killing it.
Setting
- Where does the story take place, what kind of scenery fits it?
- The smaller the area you choose, the fewer factors you have to account for. Don’t be afraid, however, to place the story in strange, fantastical, or unusual locations — it’s still fantasy, even if low-magic — just make sure they fit the tone and content of the scenes you’re preparing.
- Here we choose a small village.
- What does the village live on? — it’s very poor — survives mainly through logging.
Strong start
- Engage the P from the very beginning — introduce a challenge, conflict, or mystery.
- In this adventure: the P arrive at the village of Gob at night. The place seems deserted. No lights in the houses. From the nearby forest comes the howling of wolves. All tracks lead to the tavern Ribs, where most of the villagers who can, gather in the evenings for company. Ojran notices the P from afar, comes out to greet them, and invites them inside. Everything should look like a trap — even though it isn’t. The innkeeper gives the P free food and stands over them, watching as they eat. Everyone watches them but doesn’t want to say what’s going on. They seem embarrassed. They say “later,” “after you eat.” That it’s a really strange matter. Finally, they tell the story — about dark forces that brought an extra person into their village.
NPC list
- Keep it separate so you can easily reference it.
- For this adventure, the NPCs are:
- Darra — appears as a girl, but upon closer look bears signs of otherness — a larva of the Moon Moth in human form — needs two more nights to complete her transformation.
- Ojran — a burly innkeeper — the village’s self-proclaimed leader, which makes some of the townsfolk hostile toward him.
- Pelin — a thin scribe with glasses — believes he likely made a counting mistake rather than that dark forces have come to the village, but he lacks the authority to convince the pious, simple locals.
- Olven — a half-mad herbalist with twisted locks of hair — studies the local flora and fauna, mainly insects — moved to the forest’s edge because others didn’t tolerate his eccentricities.
- Janis — a young red-haired boy torn by hormones — loves Darra but doesn’t know what she truly is.
Scenes and locations
- What anchor points/scenes do we have, then?
- the tavern — start
- the clearing with the devoured moonlight
- Pelin’s hut
- Olven’s hut + the badger’s cocoon
- the abandoned mill
- the marshes
- the villagers’ gathering for the count
- Note: it doesn’t matter in which order the P go to these places or what exactly they do there — that’s what we want — to give the P freedom — we’ve built situations, not a sequence of events.
Motivation
- How to encourage the P to get involved?
- The strange story itself, and the treasure reward or a cow offered by the villagers.
Combat
- To add a potential armed conflict:
- The pursued Darra may gain help from a wolf pack (5), led by her larva-brother.
- She will likely try to hide that she was the one who summoned the wolves.
- Olven will defend himself if the P break into his home.
- He keeps a scroll of tornado under the floorboards.
- Since we already have one scroll and know that Olven wants to protect Darra, let’s assume there’s an empty spot next to it — he gave the second scroll to the girl so she could cast an illusion of a swarm of giant spiders if threatened — she’ll use it in the mill if needed.
- In one of the rooms there’s a large greenhouse full of local mosquitoes the size of fists — if opened, two swarms (organized groups) will fly out.
- He keeps a scroll of tornado under the floorboards.
- The pursued Darra may gain help from a wolf pack (5), led by her larva-brother.
- You can prepare a map in advance, but you don’t have to — rolling or picking several zone effects before the fight takes only a moment.
Time to start the adventure
- Does the starting time of the adventure matter?
- Here, yes: it’s better to begin at night, so the P can’t immediately gather all the villagers for the count and might postpone following Burto to the clearing of devoured light.
Rewards
- You don’t need to prepare specific items for the P to find in advance — if it feels like the right moment, if something should fall into their hands (for example, they opened a hidden compartment), just tell them to roll on the Loot Table — if the find is meant to be more valuable, let them roll twice and pick the higher result.
What if the P break my structure?
- That can always happen — it happens to every GM.
- Don’t be afraid to improvise — with experience it will become easier — just try to do it in a way that eventually brings the P back within the frame of your story.
- If you know your NPCs well and understand what the adventure is about, you’ll handle any situation.
- Remember — you can’t prepare for everything, and you shouldn’t even try — you only need to have enough planned to feel comfortable; the rest will emerge naturally along the way with the P and their moves.
Where’s the mechanics?
- There’s nothing mechanical here — and that’s intentional. In dedicated chapters you’ll find how to use traps, search rooms, run chases, etc. Once you learn these, you won’t need to write any of that into your scenarios, and examples of how to apply them can be found in the full version of the adventure.
- Of course, you can’t manage without mechanics, and you’ll need to spend time learning, together with the P, how to use specific rules. Early on, I’d suggest adding a few mechanical elements into your own adventures — for example, a ready-made room-searching procedure for specific locations — but once you’ve internalized it, as mentioned at the start, mechanical prep will literally take you a few minutes, and you can dedicate the rest of your energy to building credible, logical situations — which is what matters most.
Summary
- That’s basically all you need — you now have a logical, believable, and engaging structure within which the P can move freely using their moves.
- It can, of course, be organized much better, but my goal here was to show you how to build a story as a chain of cause and effect.
- When you read the full version of the adventure, you’ll notice differences:
- There are far more details — but everything beyond what we’ve done here is just additions — not required. Once you feel comfortable as a GM, you’ll be able to run without them.
- Creating an official, publishable adventure follows different rules and needs to be much more exhaustive than what a GM should prepare for a private table.
- There are specific tests included — that’s just an optional aid for beginner GMs who may struggle early on with conveying all key information to the P through moves — but the moves alone are fully sufficient and give the P much more freedom and impact on the narrative.
- If, however, you feel more comfortable writing out every test — do it — just keep in mind it’s time-consuming.
- Most important:
- Always start by asking what the moral core of the story is.
- Build a logical, not linear structure — situations, not plot.
- Don’t script scene outcomes — the GM reacts, not recites.
- Each scene should lead to at least two others.
- Introduce a strong start.
- Connect to your P’s personal stories.
- Every adventure is a story about your P — they are the ones playing, and they are the most important.
Printable materials
Download cheat sheet
Farewell note
I hope the rules you’ve found here will let you and your friends experience an unforgettable adventure.
This system knows exactly what it wants to be — a grimdark, low-magic fantasy drama about choices and their consequences. If that’s the kind of story you want, everything you need — and more — is here.
It’s time to start making memories — good luck! | Thin air, oppressive pressure, eerie locale. |