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Chapter 0: Tale of Contents

Here’s what’s in the book.

PART I: THE CORE ENGINE

  • Chapter 1: Core Assumptions & The Resolution Engine (The dice pool mechanic, Stats incl. d2 baseline, Ranks, Outcomes)
  • Chapter 2: Character Architecture & Creation (Stats, Traits, Gifts, Spirits, Costs, Mid-Scene Advancement, Defaulting, Creation steps)
  • Chapter 3: The Fractal Skill Tree System (Macro/Micro/Nano granularity, Inheritance, Defaulting, The 25-Skill Cap, Group Contracts)
  • Chapter 4: Universal Mechanics & Conventions (Action Pool, Proactive/Reactive/Neutral actions, Tool Locks, Universal Caps: +4 Bonus/AP/d12 Stat/Rank 10, Stunned/Zero AP)
  • Chapter 5: Conflict Resolution (Macro, Micro Team Momentum, Nano The Drop/Momentum, Simultaneous Attacks & Chambering, Solo Conflicts, Conflict Transformation & Sloughing Damage, Simultaneous Conflicts)
  • Chapter 6: The Condition API & Scene Elements (Generic vs Specific conditions, Severity/Strength scaling, DoR, Lethal Tag & The Golden Hour, The 5 Senses Terrain Tags)
  • Chapter 7: Instinct Actions (The generic, rankless actions available to all characters, including Basic Attack, Flee, and Resist Mental)

PART II: THE SKILL TREES

  • Chapter 8: Skill Tree - Combat (Melee, Ranged, Defense, Maneuvers, 6 Location Damage Tables)
  • Chapter 9: Skill Tree - Magic (Ergokinesis, Mentalism, Naturalism, Arcanism, Casting Conventions, Sustain Spell, Assisted Warding)
  • Chapter 10: Skill Tree - Dancing (Solo, Partner, Troupe, Choreography, Routine Armor, Audience Favor)
  • Chapter 11: Skill Tree - Social (Conversation, Etiquette, Oratory, Correspondence, Social Armor, The "Flip" Mechanic)
  • Chapter 12: Skill Tree - Cooking (The Kitchen Brigade, Flavor Profiles, Hybrid Conflicts/"Martial Arts Fried Rice")
  • Chapter 13: Skill Tree - Art (Physical Mediums, Cross-Tree Hybrid Rules, Cultural Impact Outputs)

PART III: GAMEMASTERING & RECOVERY

  • Chapter 14: Downtime & The Healing Checklist (Bespoke recovery, ticking DoR, Cumulative Progress, Downtime Actions)
  • Chapter 15: GM Guidelines (Multi-Participant Nano "Action Movie Camera", Fractal Time & Space scaling, Adversary preparation, Social Boss Fights)

PART IV: THE CONDITION & OUTPUT TABLES (THE API)

  • Chapter 16: Generic Condition Tables (Physical, Mental, Social, Magical domains; Positive/Negative scaling; Spillover rules)
  • Chapter 17: Micro Condition Tables (Combat Wounds, Dancing Audience Favor, Social Negotiation Status)
  • Chapter 18: Nano Condition Tables (Damage) (Combat 6-Locations/Riders, Dancing Target Zones, Social Target Zones & Medium Riders)
  • Chapter 19: Output Tables & Generative Math (The 20/30/40/50 Benchmark, The 100-Success Masterpiece, Micro Outputs, Nano Outputs for Cooking/Art/Dancing/Magic/Social)

CHAPTER 1: Core Assumptions & The Resolution Engine

1.1 Core Assumptions

This system is built upon three foundational philosophies:

  1. Throwing fistfuls of dice is fun. The tactile thrill of rolling multiple dice and counting successes is a core part of the experience. The math should facilitate this, not bog it down.
  2. Getting players involved in raising the stakes is compelling. Players are not just rolling to pass or fail; they are actively managing resources (Action Pool, Spirits) and deciding how much they are willing to risk on any given action.
  3. Giving groups the tools to determine exactly what their game should focus on, and what it should gloss over, is the ultimate GM/player empowerment. The system is fractal. A group can resolve a sword fight in a single roll, or break it down into a highly granular, blow-by-blow duel. The system provides the framework for both and steps out of the way for the group to decide.

1.2 The Core Resolution Engine

The system utilizes a Dice Pool vs. Target Number (TN) mechanic.

  • Stats (Capacity/Ceiling): A stat determines what is possible—a d4 cannot achieve a TN 6 task, regardless of skill. Stats are rated as die sizes: d4, d6, d8, d10, d12.
  • Rank (Reliability/Technique): The maximum number of dice that can be rolled on a skill. Determined by Skill Rank plus modifiers.
  • The Roll: Roll Rank dice of the Stat's size. Count successes (each die equal to or higher than the TN). 0 successes is a failure.

1.3 Outcomes

Outcomes are based on the total number of successes rolled:

  • 1 Success: Just barely successful.
  • 2 Successes: Modestly successful.
  • 3 Successes: Very successful.
  • 4+ Successes: Critically successful.

1.4 When to Roll?

Generally, you should only roll when something is opposing your character.

If you have all the time in the world and the directions in hand, there is no need to roll. But if you are under time pressure, if the task is designed not to be done, or if someone is actively trying to prevent you from doing it—that is a conflict. If there is no meaningful opposition or risk, the action simply succeeds.

1.5 Character Stats

Character stats are based on Howard Gardner's theory of multiple intelligences. They are rated as die sizes (d2, d4, d6, d8, d10, d12), with d6 being the human average.

  • Body: Kinesthetic control, hand-eye coordination, athletic potential.
  • People: Reading others, interpersonal dynamics, empathy.
  • Words: Communicating ideas clearly, rhetoric, linguistic logic.
  • Logic: Abstract mathematics, system navigation, pure reasoning.
  • Nature: Intuitive understanding of biological and ecological systems.
  • Meditation: Introspection, self-awareness, mental fortitude.
  • Visual: Interpreting and crafting visual spaces, art, and spatial relationships.
  • Auditory: Interpreting and crafting audio, music, and sonic patterns.

CHAPTER 2: Character Architecture & Creation

Characters are defined by four pillars: Traits, Gifts, Spirits, and Costs.

Here is the next section, formatted to match your core document. It expands the Traits and Gifts as requested, keeping the language neutral and descriptive, and introduces the Character Packages using only the generically available Gifts.


CHAPTER 2: Character Architecture & Creation (Expanded)

Characters are defined by four pillars: Traits, Gifts, Spirits, and Costs.

2.1 Traits

Traits are double-edged modifiers providing a +2 Rank in specific situations and a -2 Rank in others. They cost 0 points. They are strictly descriptive and neutral, representing the physical, mental, social, and magical realities of your character's existence without inherent moral weight.

Players are encouraged to select Traits to define their character beyond the stat line. A Trait can be upgraded to a Gift for 2 points, which removes the negative component.

The Physical Domain

  • Compact: Your body is smaller than average. +2 rank to skill checks where this is advantageous (gymnastics, stealth) and -2 rank when this is a hindrance (wrestling, intimidating).
  • Lanky: Your limbs are unusually long. +2 rank when this is advantageous (reaching high places, keeping distance) and -2 rank when this is a hindrance (operating in tight spaces, fitting into standard armor).
  • Brawny: You carry dense, heavy musculature. +2 rank when raw lifting power is needed and -2 rank when agility or delicate manipulation is required.
  • Calloused: Your skin is thick and rough from labor or environment. +2 rank to resist physical discomfort or pain, -2 rank to tasks requiring a delicate touch or fine tactile perception.
  • High Metabolism: You process energy quickly. +2 rank to burst physical actions and resisting toxins, -2 rank to endurance checks and you require more food/sleep.
  • Distinctive Features: You have highly visible physical markers (unusual hair color, prominent scars, specific birthmarks). +2 rank to being recognized or intimidating, -2 rank to blending into a crowd or disguising yourself.

The Social Domain

  • Boisterous: You are naturally loud and energetic. +2 rank to performance, rallying, or intimidating, -2 rank to stealth, quiet negotiation, or delicate etiquette.
  • Soft-spoken: You speak quietly and deliberately. +2 rank to intimate conversations, stealth, or appearing unthreatening, -2 rank to oratory, shouting for attention, or projecting authority.
  • Eccentric: You behave outside standard social norms. +2 rank to artistic expression, creativity, or intimidating/disrupting others, -2 rank to standard etiquette, blending in, or formal diplomacy.
  • Intense: You project a fierce, unyielding focus. +2 rank to interrogation, resisting mental influence, or intimidating, -2 rank to casual socializing, deception, or putting people at ease.
  • Gregarious: You naturally seek connection. +2 rank to making friends, gathering information, and carousing, -2 rank to noticing deception, maintaining boundaries, or solitary tasks.
  • Formal: You adhere strictly to social scripts. +2 rank to high-society etiquette, diplomacy, and legal matters, -2 rank to streetwise interactions, slang, or adapting to rapidly shifting social landscapes.

The Mental Domain

  • Focused: You tend to focus entirely on one thing at a time. +2 rank when this is advantageous (researching, crafting) and -2 rank when this is a hindrance (noticing things, multitasking).
  • Scattered: Your mind jumps rapidly between concepts. +2 rank to creative problem-solving, brainstorming, and noticing odd details, -2 rank to sustained research, routine tasks, or following strict instructions.
  • Methodical: You approach problems step-by-step. +2 rank to logic puzzles, investigation, and crafting, -2 rank to acting on intuition, improvising, or rapid response.
  • Intuitive: You rely on gut feelings rather than logic. +2 rank to reading people, noticing danger, and instinct-based survival, -2 rank to complex logic puzzles, academic research, or explaining your reasoning to others.
  • Pragmatic: You focus purely on what works. +2 rank to survival, mechanical repairs, and cutting through BS, -2 rank to artistic endeavors, theoretical philosophy, or diplomatic tact.

The Magical Domain

  • Attuned: You are highly sensitive to ambient magic. +2 rank to sensing magical auras or illusions, -2 rank to resisting mental overwhelming in highly magical environments.
  • Resonant: Your soul vibrates in harmony with a specific element (Fire, Water, etc.). +2 rank to casting or resisting that element, -2 rank to casting or resisting the opposing element.
  • Void-touched: You leave less of a footprint on the magical weave. +2 rank to stealth against magical detection and resisting divination, -2 rank to casting beneficial magic on yourself or being targeted by allied magic.
  • Mutable: Your physical form is easily influenced by external forces. +2 rank to shapeshifting magic, transmutation, and adapting to new physical environments, -2 rank to resisting forced polymorphs or diseases.
  • Anchored: You are exceptionally grounded in your physical form. +2 rank to resisting forced movement, polymorphs, and mind control, -2 rank to teleportation, summoning, and benefiting from transmutation buffs.
  • Glamour-weaned: You grew up around illusions and fey logic. +2 rank to creating illusions, seeing through deceptions, and social magic, -2 rank to interacting with blunt physical reality or resisting mental charms.

2.2 Gifts

Gifts are pure bonuses, ranging from ribbon abilities to character-defining powers. They cost character points. The 2-point upgraded Trait (giving +2 rank to skills in a certain circumstance) is the benchmark for low-level gifts.

1-Point Gifts (Minor Utility / +2 Ranks)

  • Linguist: Add 1 language to yourself.
  • Hardy: Gain a +2 rank to resist the Sickened condition and natural poisons.
  • Talons/Claws: You possess natural weapons. Unarmed strikes use your Combat rank and inflict Slashing or Piercing riders.

2-Point Gifts (Upgraded Traits / Minor Conflict Boost)

  • Upgraded Trait: Remove the negative component of one of your Traits.
  • Small Frame: Gain +1 die to stealth and evasion checks in environments with cover.
  • Camouflaged: Gain +1 die to hide checks in a specific terrain type (forest, urban, etc.).
  • Elemental Breath: Once per Micro conflict (or once per Nano Exchange), make a ranged attack using Body or Logic that inflicts a Severity 1 elemental condition.

3-Point Gifts (Major Utility / Minor Conflict Ability)

  • Lay on Hands: Gain a pool of healing (equal to your Meditation die max) that you apply via touch to remove physical DoR conditions.
  • Dragon Scales: Your skin is hardened. Reduce the success level of incoming slashing/piercing attacks against you by 1.
  • Caprine Legs: Your legs are structured for leaping. Gain +1 die to movement, jumping, and acrobatics checks.
  • Ethereal Voice: Your voice carries unnatural weight. Gain +1 die to Social or Magic checks relying on speech.
  • Siren's Lure: Once per scene, force a target to make a Meditation check (TN 4) or become Charmed [1] by you.
  • Screech: Once per scene, unleash a deafening shriek. All within arm's reach must resist or suffer the Deafened [2] Scene Element.
  • Lucky: Once per session, reroll a failed Macro check or force an enemy to reroll a successful Macro check against you.
  • Elemental Ward: Gain 2 Temporary AP that can only be used to defend against a specific element of your choice.

4-Point Gifts (Major Utility / +1 Die in Circumstance)

  • Stone Form: Your skin resembles carved marble. You gain a flat reduction of 1 success to all incoming physical damage, but your movement distance is halved.
  • Nature's Resilience: Gain a +1 die to resist fatigue, poison, and disease. Ignore the penalties of the Sickened [1] condition.
  • Aquatic Nature: You can breathe water and move at full speed while swimming.
  • Fortune's Child: Once per session, automatically succeed on a Macro skill check with a minimum of 2 successes.
  • Predator's Grace: Gain +1 die to Body and Visual checks involving chasing, tracking, or pouncing.
  • Apex Pounce: When you declare a proactive attack against an opponent who has not acted yet this exchange, gain +1 die to your attack pool.
  • Pipes of Pan: Once per scene, play music that forces all non-allies in earshot to make a Meditation check or suffer Distracted [2].

5-Point Gifts (Major Conflict Ability)

  • Danger Sense: Avoid surprise. You always act first in a Micro conflict, and in Nano conflicts, you may declare your actions last.
  • Ethereal Form: You are partially made of magic. Gain +1 die to resist physical conditions, but suffer +1 die of damage from magical sources.
  • Winged Flight: You have functional wings. You can fly at your standard movement speed. You cannot fly if your arms/wings are bound.

6-Point Gifts (Major Conflict Ability)

  • Slippery Mind: Once per scene, completely negate one incoming mental or social condition.

7-Point Gifts (Character Defining)

  • Elemental Heritage: Choose one element. You are immune to its negative generic conditions. You may cast one Macro spell of that element per scene without an Incantation or Focus.
  • Equine Body (Centaur): Your lower body is that of a beast. Your movement speed is doubled, your carry capacity is immense, and your “basic attack” instinct does not deal self-damage if you kick with your hooves.

8-Point Gifts (Character Defining)

  • Sorcerer's Soul: Gain access to the magic skill tree.

9-Point Gifts (Campaign Defining)

  • Resurrection: You may resurrect someone from the dead by touching a piece of their body. This resurrection has no drawbacks. After doing so, you lose this gift.

10-Point Gifts (Campaign Defining)

  • Legendary Artisan: Gain an automatic success on all actions taken from a skill tree of your choice.

2.3 Character Packages (Species & Ancestries)

During character creation, instead of spending 8 points on customized Gifts, a player may choose a Character Package.

A package provides exactly 10 points of Gifts and upgraded Traits that share a thematic throughline (representing a fantasy species, ancestry, or culture). Packages may include regular Traits (costing 0 points but providing flavor and context) and upgraded Traits.

Designer's Note: All abilities granted by Character Packages are drawn directly from the Master Gift List. There are no exclusive, locked abilities. A "Human" character could purchase Stone Form or Winged Flight if the GM permits it and the narrative makes sense.

1. Amazons

Marble-statue warrior women, forged from clay or divine craft.

  • Stone Form (4 pts): Skin resembles carved marble. -1 success to incoming physical damage, movement halved.
  • Statuesque (Upgraded Trait, 2 pts): +2 rank to physical intimidation, lifting, and resisting being moved.
  • Warrior's Instinct (4 pts): Gain +1 die to proactive Combat actions when wielding a melee weapon.
  • Total: 10 points.

2. The Folk

Small, sturdy, nature-attuned people. Variants exist based on their environment.

Hill Folk:

  • Nature's Resilience (4 pts): +1 die to resist fatigue, poison, and disease.
  • Compact (Upgraded Trait, 2 pts): +2 rank to stealth, gymnastics, and moving through tight spaces.
  • Fortune's Child (4 pts): Once per session, auto-succeed on a Macro check.
  • Total: 10 points.

Meadow Folk:

  • Lightfoot (Upgraded Trait, 2 pts): +2 rank to movement and stealth in natural environments.
  • Keen Senses (Upgraded Trait, 2 pts): +2 rank to Visual and Auditory perception checks.
  • Small Frame (2 pts): +1 die to evasion in environments with cover.
  • Lucky (3 pts): Reroll a failed Macro check once per session.
  • Hardy (1 pt): +2 rank to resist poisons.
  • Total: 10 points.

Sea Folk:

  • Aquatic Nature (4 pts): Breathe water, swim at full speed.
  • Nature's Resilience (4 pts): +1 die to resist fatigue and cold environments.
  • Sea Legs (Upgraded Trait, 2 pts): +2 rank to balance, acrobatics, and actions on a moving ship or unstable surface.
  • Total: 10 points.

3. Dragon People

Reptilian humanoids ranging from small, wiry scavengers to massive, elementally-charged champions.

Base Package (All Dragon People):

  • Dragon Scales (3 pts): -1 success level to incoming slashing/piercing attacks.
  • Talons (1 pt): Unarmed strikes use Combat rank and inflict Slashing riders.

Elemental Variant (Choose One):

  • Cinder-born (Fire): Elemental Heritage (7 pts): Immune to Burning, cast one Macro fire spell per scene without a Focus. (Total: 11 pts - reduce to 10 by removing Talons or taking an un-upgraded Trait).
  • Frost-touched (Water/Ice): Elemental Ward (3 pts): 2 Temporary AP to defend against cold/water. Aquatic Nature (4 pts): Breathe water, swim at full speed. (Total: 11 pts - reduce to 10 by removing Talons).

Size Variant (Choose One):

  • Great-scale (Large): Brawny (Upgraded Trait, 2 pts): +2 rank to raw lifting and wrestling.
  • Swift-wing (Small): Winged Flight (5 pts): Fly at standard movement speed.

4. Elves

Lithe, predatory humanoids deeply tied to the big cats of the world.

Base Package (All Elves):

  • Predator's Grace (4 pts): +1 die to Body and Visual checks for chasing, tracking, or pouncing.
  • Keen Senses (Upgraded Trait, 2 pts): +2 rank to Visual and Auditory perception.
  • Feline Climber (Upgraded Trait, 2 pts): +2 rank to climbing, acrobatics, and balancing.
  • Apex Pounce (2 pts): +1 die to attacks against targets who haven't acted yet this exchange.
  • Total: 10 points.

Environmental Variants (Replace Apex Pounce):

  • Savannah Elves: Replace Apex Pounce with Hardy (1 pt) and Lucky (3 pts).
  • Jungle Elves: Replace Apex Pounce with Camouflaged (2 pts) (+1 die to hide in foliage).
  • Snow Elves: Replace Apex Pounce with Nature's Resilience (4 pts) (+1 die to resist cold/fatigue).

5. Mythic Folk

Beings of blended forms, bridging the gap between beast, nature, and humanoid.

Centaur:

  • Equine Body (7 pts): Speed doubled, immense carry capacity, can make melee "kick" attacks.
  • Brawny (Upgraded Trait, 2 pts): +2 rank to raw physical power tasks.
  • Hardy (1 pt): +2 rank to resist poisons.
  • Total: 10 points.

Mermaid:

  • Aquatic Nature (4 pts): Breathe water, swim at full speed.
  • Ethereal Voice (3 pts): +1 die to Social/Magic checks using speech.
  • Siren's Lure (3 pts): Once per scene, force a Meditation check (TN 4) or target becomes Charmed [1].
  • Total: 10 points.

Satyr:

  • Caprine Legs (3 pts): +1 die to movement, jumping, and acrobatics.
  • Pipes of Pan (4 pts): Once per scene, play music forcing Meditation checks or suffer Distracted [2].
  • Lucky (3 pts): Reroll a failed Macro check once per session.
  • Total: 10 points.

Nymph:

  • Ethereal Form (5 pts): Partially made of magic. +1 die to resist physical, +1 die damage from magic.
  • Attuned (Upgraded Trait, 2 pts): +2 rank to sensing magical auras.
  • Elemental Ward (3 pts): 2 Temporary AP to defend against a chosen element.
  • Total: 10 points.

Harpy:

  • Winged Flight (5 pts): Fly at standard movement speed.
  • Talons (1 pt): Unarmed strikes use Combat rank with Slashing riders.
  • Screech (3 pts): Once per scene, unleash a shriek causing Deafened [2] in arm's reach.
  • Eccentric (Trait, 0 pts): Behave outside standard social norms.
  • Total: 9 points (Can add a 1-pt gift like Hardy to reach 10).

2.3 Spirits (0-4)

Beliefs, goals, and connections. You have three individual Spirits and one shared Party Spirit.

  • Invoke: Add a Spirit's points to a Rank when actively risking something related to it.
    • Conflicts: During a conflict, if a Spirit is successfully invoked, its points are added to all of the character's skill ranks and added directly to their action pool.
  • Earn: Gain 1-2 Spirit points per session for taking risks. The Spirit points are added to the spirit that was risked during the session.
    • Spirit points are added to the relevant Spirit total immediately, during play. Spirit points can also be spent at any time. If a point is added to the Party Spirit, then it is added for everyone.
  • Spend: Spend your Spirit points to advance your character (increase stats, skill ranks, and buy gifts).
  • Examples: "Protect the innocent and downtrodden", a specific belief system (a religion, bushido, etc), "We are revolutionaries trying to overthrow the nobility."
  • The Spiritual Contract: If it's unclear if a Spirit applies, the player and GM negotiate a specific risk before the roll to justify invoking the Spirit.

2.4 Costs

Permanent penalties applied to your character, removable only by divine intervention (or equivalent). These represent the costs you have paid to accomplish your goals - was it worth it?

  • Example - Aged by Magic: Your Body stat (and your remaining lifespan) has been reduced by backlash from a particularly powerful spell. Perhaps a sip from the Fountain of Youth can restore it?
  • Example - Broken Oath: Whenever you interact with someone from your former order, you suffer -6 skill ranks to social interactions. Redemption requires a grand, campaign-defining act of atonement.

2.5 Character Creation Steps

To create a starting (Rookie-tier) character, follow these steps:

Step 1: Assign Stats Distribute the following standard array among your 8 Stats (Body, People, Words, Logic, Nature, Meditation, Visual, Auditory). Choose one of the following arrays:

  • Option A (Generalist): 6d6, 1d4, 1d8
  • Option B (Specialist): 4d6, 3d4, 2d8 (Note: d6 is the human average. Your two highest Stats will calculate your starting Action Pool.)

Step 2: Assign Skill Ranks Your starting Skill Ranks depend on the granularity levels the group voted on during Session Zero - the more skills that your game is using, the more points you recieve.

  • Macro: For every skill tree your group is using at the macro level, your recieve 1 macro skill point.
  • Micro: For every skill tree your group is using at the micro level, you recieve 4 micro skill points.
  • Nano: For every skill tree your group is using at the nano level, you recieve 8 nano skill points.
  • Character Creation Limit: At character creation you cannot raise any skill above rank 4.
  • Designer’s Note: If your group sets a certain skill tree at a certain rank, you cannot put points into that skill at other levels. The granularity setting is how a group decides what they consider to be important, and what they want to skim over.

Step 3: Traits & Gifts

  • Traits: Choose up to 3 Traits.
  • Gifts: You have 8 points to spend on Gifts. You may "upgrade" a Trait to a Gift by spending 2 points to remove its negative component.

Step 4: Spirits & Costs

  • Spirits: Define 3 individual Spirits and 1 shared Party Spirit. The party must agree on the Party Spirit collaboratively. You have 6 points to allocate among your 3 individual Spirits, and your party spirit starts at 0.
  • Costs: (Optional) Work with the GM to define 1 permanent Cost in exchange for an extra 2 Gift points.

2.6 Advancement Costs

Characters advance by spending Spirit points earned during play. This reduces your Spirit, reducing the bonus that it provides if it comes up. The cost to advance scales naturally:

  • Skill Ranks: Cost = Current Rank. (e.g., Going from Rank 2 to Rank 3 costs 2 Spirit points).
    • Buying a skill from Rank 0 to Rank 1 costs 1 point. You can also improve a skill from the rank it is currently defaulting from directly.
      • Example: You have melee 4, and ranged 0. You default to 2 for ranged, so you can spend 2 point to go straight to Ranged 3.
  • Stats: Cost = Highest Die Number. (e.g., Going from d6 to d8 costs 6 Spirit points).
  • Gifts: Cost = The Gift's listed cost (1 to 10 points).
  • Hard Cap: No single advancement can cost more than 10 Spirit points.

CHAPTER 3: The Fractal Skill Tree System

Every skill in the game is structured as a fractal tree: Macro (1 general skill) -> Micro (3-5 specific skills) -> Nano (3-5 techniques).

3.1 Session Zero Calibration

During Session Zero, the group votes on the active granularity level of every skill tree in the game. This determines how much tactical focus that aspect of the game will receive.

Designer Note - The Fractal Duality: This system attempts to bridge two worlds - rules lite narrative roleplaying and rules-heavy dueling simulations. The macro level is for when you want the story to flow, the micro level is for when you want the player's "on sheet" actions to be limited so that they have to think outside of the box to solve problems, and the nano level is for when you want to know the difference between "losing hp" and "getting your arm broken."

3.2 Downward Inheritance (Zooming In)

If a tree is set to Macro, a character with Combat 5 automatically accesses all Micro and Nano skills beneath it at Rank 5. The same rule applies to Nano level skills if the tree is set to Micro.

3.3 Upward Aggregation (Zooming Out)

If a tree is set to Nano, a parent skill's rank is equivalent to its highest-rank child. The same rule applies to Macro skills if the tree is set to Micro. (Example: If your highest Nano skill is Thrust 4, your Melee skill is considered 4, and your Combat skill is considered 4.)

3.4 Defaulting

If using a Micro/Nano skill you do not possess, use it at half the rank of your highest-ranking sibling skill (round down).

  • Note: A rank of 0 is not an automatic failure, but you must acquire bonuses from Spirits, Gifts, or Circumstances to roll any dice.

3.5 Variants

Some skills have variants (e.g., Melee [One-Handed], Art [Oil Painting]). Variants are considered sibling skills for defaulting purposes.

3.6 The Trees Are Alive

Groups can unanimously vote to add new trees or change granularity mid-campaign. When this occurs, any skill ranks that are about to be "lost" are refunded and can be immediately re-spent on the tree in its new shape, with the conversion rate of 1 macro = 4 micro = 16 nano (any points not respent during this process are lost). The recommended method for doing this is a unanimous vote in between sessions.

3.7 Action Types

To clarify action declarations across all skill trees, actions are categorized as follows:

  • Proactive Actions: Declared on your turn to execute a maneuver or attack.
  • Reactive Actions: Triggered in response to an opponent's maneuver. (e.g., Parrying, Deflecting).
  • Neutral Actions: Can be used in either context.

3.8 Note About Stats

All skills have two stats assigned to them. Use one of those two stats when resolving the skill.

3.9 Core Conventions for Skill Trees

To maintain balance and system integrity, the following conventions apply to all skill trees.

The Tool Use Convention

Every skill tree must define its relationship with items and the "Tool Lock" (the limitation on doing two things with the same item in a round). Examples:

  • Combat: Limited by hands (one item per hand).
  • Magic: Limited by voice (Incantation) or hands (Arcane Focus).
  • Dancing: Uses the entire body. Techniques are not mutually exclusive with each other, but are mutually exclusive with actions on other treas that use the body's movement.

Designer's Note: The Complexity Ceiling and Power Creep For the Micro and nano skill levels, the arcanism skill in the magic skill tree represents the intended "ceiling" for action complexity. Two possible actions on the same skill, and a bespoke mechanic (AP contribution from other characters) fully contained to that skill. It is also very important that all future skill trees are properly benchmarked and balanced against the default eight - I do not want this system to develop into "modern yu gi oh" as more skill trees are added over time!

CHAPTER 4: Universal Mechanics & Conventions

This chapter defines the universal rules and economy that govern all conflicts, regardless of the skill tree or granularity level being used.

4.1 The Action Pool (AP)

A character's Action Pool represents their stamina, focus, and leverage in a conflict. It is the fuel for all actions.

  • Calculating AP: A character's maximum Action Pool is determined by adding the maximum values of their two highest Stats (e.g., a d12 adds 12, a d8 adds 8). The average human benchmark is 12 AP.
  • Spending AP: Every point spent from the pool represents a single die rolled unless otherwise noted in an action description.
  • The Skill Cap: A character cannot spend more points (roll more dice) on a single action than their Rank in the skill being used.
    • “Rank” in this case means total rank after all modifiers. A skill at Rank 0 normally can’t have dice spend on it, but if you have +2 Ranks, then you can roll 2 dice on it.
    • Designer’s Note: A character with a high AP but low skill ranks may well find themselves in a position where they can't spend their AP fast enough on single actions. This character is talented, but literally doesn’t know what they’re doing.
  • Conditions Penalty: If one or more of the Stats used to calculate your Action Pool has been reduced by Conditions, recalculate your maximum AP using your current highest two Stats.
  • Refreshing the Pool: The Action Pool refreshes to its maximum size at the following times:
    • Micro: Refreshes at the start of the Player Team turn.
    • Nano: Refreshes at the start of every new Exchange (every two attack/defense pairs).
    • Solo: Refreshes at the start of every Interval.

4.2 Action Types

To clarify action declarations across all skill trees, actions are categorized as follows:

  • Proactive Actions: Declared on your turn to execute a maneuver, attack, or utility task.
  • Reactive Actions: Triggered in response to an opponent's maneuver to defend or counter.
  • Neutral Actions: Can be used in either a proactive or reactive context.

4.3 Universal Limits

To prevent system bloat and infinite loops, the following universal limits apply:

The Action Minimum An action must always have at least 1 AP spent on it in order to be used

The Bonus Dice Cap The total number of bonus dice a character can add to a single action from all combined sources is hard-capped at +4.

The Action Pool Cap The total number of bonus dice a character can add to their action pool from all combined sources is hard-capped at +4.

The Stat Cap The maximum value for any stat is d12. Furthur bonus to a stat beyond this number are lost.

The Skill Depth Cap Skills cannot be advanced above rank 10.

The Skill Breadth Cap An individual skill tree cannot have more than 25 nano skills. * If you want more nano skills on a skill tree, you can add more by defining them yourself and buying ranks in them. These additional nano skills don’t add new actions to your character, but they can be used in solo conflicts.

4.4 The Zero AP States

If a character's Action Pool is compromised, they enter specific states depending on how it was reduced.

Permanent Zero (Ineffective) If your maximum action pool is reduced to zero by Conditions that apply to the current conflict, then you are completely ineffective and cannot participate.

  • You cannot enter a conflict scene in which your AP is zero. You are subject to the whims of whomever or whatever you are conflicting with and cannot oppose them (although you may be able to by changing the conflict type - social Conditions don't affect swordplay).
  • If you are reduced to zero during the conflict, then you are removed from it in whatever way is most contextually appropriate (unconsciousness, a hook from the stage manager yanking you off of it, etc.).

Temporary Zero (Stunned) If your action pool is reduced to zero by a temporary effect, such as a Circumstance, or damage that accumulates after you have spent several dice, then you are stunned.

  • You cannot take any action until the next action pool refresh.
  • A Stunned character does not perform a Reactive defense. They are standing there helpless against whatever is done to them by their opponent, automatically subject to the full unmitigated success level of any actions targeting them.

CHAPTER 5: Conflict Resolution

Conflicts occur when a character wants to do something that they are being prevented from doing by circumstances, conditions, other characters, time pressure, etc. Conflicts can occur at any of the three granularity levels, with higher levels being more abstracted and lower levels being more granular. Higher-level conflicts are recommended for group activities where minimal bookkeeping and speed of play is beneficial; Nano-level conflicts are recommended for high-stakes individual contests.

5.1 Conflict Spacing

Conflicts can take place on a tactical grid or in the theater of the mind based on group preference. Regardless of format, the following information must be established:

  • Participant Spacing: e.g., Arm's Reach, or at Distance (measured in feet/meters).
  • Environmental Conditions: Is it harder or easier to move? Is there a prevailing wind, or a hostile crowd? (These apply Circumstances or Scene Elements as appropriate).

5.2 Macro Conflicts

Macro-level conflicts are for when the party wants a "fast" resolution to an action or set of actions.

  • The Target: The GM sets a target number of successes representing the complexity of the task, and a TN for the roll representing its difficulty. TNs typically range from 2-6, but may be 7+ for truly heroic feats. Note that characters cannot hit a TN if it is higher than their relevant stat die.
    • Note: the target is not a particular skill check, but an objective that the party is trying to complete. If the objective is more complicated than "pick this lock", then players are encouraged and expected to describe how the skill they are rolling contributes to the task's success.
  • The Time: The GM sets the number of rolls that may be attempted, typically assumed to be 1 roll, but multiple may be allowed for complex tasks, creating a "skill event".
    • Teamwork: Any player may contribute to any roll. If multiple characters share the same "attempt" at a skill check, then they may take whichever character's result had more successes as the final result. But if a character fails the check (rolls no successes), then they reduce the other player's result by 1 success.
    • Diminishing Returns: If the same skill is used multiple times in a roll with multiple attempts, its TN increases by 1 for every attempt past the first. This applies across the entire team, not per character.
    • Designer's Note: This system is designed to discourage players from mindlessly piling onto every single roll, while encouraging players to work together on multi-step tasks by contributing their own specialties. Diminishing returns means that a skill event is never resolved by one player rolling the same thing over and over, and teamwork means that similarly-skilled players can and should work together on a task to get the higher result - but players need to be paying attention to the context and getting involved in the skill event in order to get the most out of the system.

5.3 Micro Conflicts

Micro-level conflicts use team-based momentum and abstracted damage.

  • Initiative: All participating players roll an appropriate skill check. Those who succeed go first as a group.
  • Turn Structure:
    1. The passing players act (in any order).
    2. All non-player characters act.
    3. All players act (in any order).
    4. All non-player characters act. Steps 3 & 4 repeat until the conflict is resolved.
  • The Exchange: At the Micro level, one "Exchange" equals one full team back-and-forth (one Player Team turn + one NPC Team turn).
  • Resolution Order: During your turn, you may declare any number of actions of any type, splitting your AP between them as you like. If a proactive action is declared against you, you may declare any single reactive action as a response to it, provided you have AP to spend.
  • Consequences: A successful action may apply a generic Condition effect based on the attack type and the Margin of Success.
  • Minions and Cleaving: The GM may rule that certain NPCs are "minions", and are simply removed from the conflict upon suffering their first successful attack. When a minion is removed, the player may choose to "cleave", removing additional minions from the field.
    • These minions must be contiguous, each one within arm's reach of another, all within range of the action, and the total number that can be removed is the number of successes that the player rolled on the triggering effect.

5.4 Nano Conflicts

Nano-level conflicts use The Drop and momentum stealing. Damage is precise and brutal, determined by combining Margin of Success with Action Type & Target Zone.

  • Assumption: The conflict assumes that both characters are actually in opposition. If one of them is not willing to oppose the other, then there is no conflict.
    • Running away can of course be considered a form of opposition, depending on the chaser's objective.
  • The Ritual: Both participants hold one red die and one white die in their hands, clearly visible above the table. On a third party's signal, both participants drop exactly one die onto the table to declare their intent:
    • Red Die: You will be the attacker.
    • White Die: You will be the defender.
  • Resolving the Drop:
    • Red vs. White: Combat proceeds normally; the Red side has momentum.
    • Red vs. Red: Both sides have momentum; attacks are resolved simultaneously.
    • White vs. White: Neither side has momentum; retrieve the dice and drop again.
  • Momentum Flow: Momentum remains with the attacker until the defender successfully steals it (via specific Nano skills), or the attacker does not perform a proactive action with at least 1 AP for any reason.
  • The Exchange: At the Nano level, one "Exchange" always consists of exactly two "beats", regardless of who attacked and who defended.
  • The Beat: A "beat" is a single attack/defense pair, or a single simultaneous attack.

Nano Resolution Order Combatants with momentum are considered Attackers, and all other combatants are considered Defenders. When an action is declared, it is declared alongside the number of dice that will be rolled to resolve it. Within a step, participants can change their minds as many times as they like, but once a consensus is reached all declarations for that step are locked.

Every Beat, actions are declared in the following order:

  1. All Attackers declare all proactive actions.
    • Attackers must declare at least one proactive action, and must spend at least one dice performing it. If they don't then they lose momentum.
  2. All Defenders declare all reactive actions.
    • If a Defender is going to make a "late attack", they declare it here. This turns them into an Attacker, allowing them to make proactive actions but not defensive actions.
    • If the Attacker didn't attack, and the Defender didn't make a Late Attack, the conflict returns to The Drop.
  3. All Attackers declare all other actions.
  4. All Defenders declare all other actions.

Note: Attackers cannot use reactive actions, and Defenders cannot use proactive ones.

Simultaneous Attacks If both characters in a Nano conflict have momentum, they are both Attackers, and must both declare a proactive action.

  • Simultaneous Damage: If both characters land an attack in the same beat, then the attacks are resolved fully before conditions are applied to both characters.
  • Chambering an Attack: If one character lands their attack first (for example, via the Quick Step action), then the results of their damage are applied to the other character before they roll to resolve their attack. If the damage results in their attack losing potency or being negated, then the attack is "chambered" and lost.
    • The primary way an attack gets chambered is through reduction in the Action Pool. If a character's action pool is reduced by a simultaneous attack that lands first, then the dice removed from their action pool are removed from their currently-declared attack first.
      • Reduction in the action pool subtracts immediately no matter the "source", whether that's a temporary or permanent action pool reduction, or a stat-lowering condition that results in their AP calculation changing.
  • Momentum: After a simultaneous attack, any character that recieved a condition from another character’s action loses momentum. If both characters lost momentum, return to The Drop.

Attacking Without Momentum If a character is a Defender, they may opt to forgo their defense in the name of making a Late Attack. The Defender declares a proactive action exactly as though it were their reactive action. This makes the beat into a Simultaneous Attack, however the defender making the late attack will land their attack second without the use of an action that specifically lets them strike first.

5.5 Solo Conflicts

Not all conflicts are against others; some are conflicts against the self. For solo conflicts at the Macro level, use the Macro conflict system. For solo conflicts at the Micro and Nano level, use the following rules. Momentum, Attacking/Defending, and Exchanges are not used in a solo conflict.

Solo Conflicts are about setting a goal, and struggling to achieve that goal within a limited number of intervals.

  • Goal: At the outset of a solo conflict, declare your goal. Your goal has two aspects: the number of successes, and the target skills. You must have at least as many target skills as one quarter of your goal (rounded down). You may elect to count each of your target skills as two, but this increases their TN by + 2.
    • Example: "I will bake a fifteen-success cake by using the skills temper chocolate, whip meringue, and sculpt fondant."
    • Important: You cannot perform at your full potential by playing it safe. You must take a risk to achieve the best results possible.
  • Intervals: Maximum intervals are determined by the lesser of the maximum score of your Meditation stat (e.g., d8 = 8), or a time limit set by the nature of the conflict. 4 intervals is considered the standard amount of time for most solo conflicts.
  • The Loop:
    • For each interval, your Action Pool is restored to full.
    • You may then spend the dice in your action pool to perform the skills you have selected in any combination.
    • You add all successes from all skill checks across all intervals together at the end.
  • Interference: May be present when you are attempting a solo task, this manifests as Circumstances or Conditions applied to you. You may also, in a parallel competition, attempt to sabotage your opponents by spending dice from your action pool on relevant actions, applying interference to them in turn.
  • Determining Success:
    • If you did not achieve your goal for successes, then you fail the conflict.
    • If you did not achieve at least one success for every target skill, then you fail the conflict.
    • If you achieved more successes than your goal, half of the excess above your goal amount are lost (round down). It is impossible to achieve peak performance if you are playing it safe; you must challenge and test yourself.
    • The final number of successes determines the quality of the result. If materials were spent, they are lost. If a craft was made, it is gained on a success.

5.6 Conflict Transformation

Under some circumstances, a conflict can be transformed from on form to another, such as a debate breaking out into a brawl.

  • Group Decision: Shifting a conflict mid-stride is a significant decision, the group should unanimously agree that the shift should occur before it does.
    • Individual Agency: If a minority within the group wants to do a separate kind of conflict, but the rest of the group is not interested, the suggested compromise is to resolve the new sub-conflict as a simple macro conflict/skill event in order to avoid derailing the primary one.
    • Consequences of your Actions: An NPC can shift the conflict themselves, but only as a consequence for player action that the players are aware of. A rogue being caught by a guard, a negotiation turning into a dance-off, etc.
  • Consequences of the Shift: Shifting a conflict has consequences. These should be clearly communicated by the GM before the shift occurs.
  • Carrying the Stakes: When appropriate, the stakes of the original conflict can carry forward to the new conflict type.
  • Sloughing the Damage: Most conditions are contextual to the conflict that they originated in, and do not carry over to the new one.

5.7 Simultaneous Conflicts

Multiple conflicts can occur simultaneously on the same battle map, provided they share the same Time Scale (e.g., 1 Exchange = 1 Hour).

  • Shared Space: The board represents the physical space. Characters can move between conflicts if the narrative allows (e.g., the Bard leaves the social mixer to run into the kitchen and distract the Chef's rival).
  • Interference: Actions taken in one conflict can apply Conditions or Circumstances to the other. If the Bard successfully Humiliates a rival judge in the Social Conflict, the Chef gains a Circumstance bonus to their next Cooking roll because the judge is flustered.

5.8 Multi-Participant Nano Conflicts

The Nano conflict engine is highly granular and designed primarily for intense 1v1 duels. While it can technically handle a 1v2 or 2v2, it becomes highly unwieldy at larger numbers.

Guidelines for Large Nano Conflicts:

  1. Split the Scene (Recommended): If the whole party is fighting, resolve it as a Micro Conflict. If you must use Nano, metagame the scene: have each player duel their assigned opponent separately, sequentially.
  2. The Action Movie Camera: Do not attempt to run multiple Nano conflicts in parallel. Instead, act as the camera. Resolve a couple of Beats with Player A, then cut to Player B, then to Player C, changing focus at a dramatic moment, like a successful attack or a shift in momentum. This keeps the table focused and the momentum high.
  3. Pairwise Momentum: If multiple participants are fighting in the same Beat, Momentum is tracked individually between every pair of opponents. You perform The Drop against every opponent not on your team. You trade Momentum and declare actions against each opponent individually, following the standard Nano action declaration order.
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[–] [S] 1 point 1 month ago* (last edited 4 weeks ago) (1 child)

CHAPTER 7: Condition Tables

When a conflict moves to the Nano level, results are resolved using specific tables based on the skill tree. The unifying mechanic is that when an action has an effect, it refers to a specific table and applies a condition based on the success level of the action (Margin of Success).

Nano tables are granular and specific, suitable for generating a long list of conditions with bespoke healing requirements that form a player's "recovery checklist" during downtime.

7.1 Combat Condition Tables (6 Locations, 3 Damage Types)

Combat retains the most granular damage tables in the game to reflect its deadly, high-stakes nature.

To avoid excessive bookkeeping, Combat uses 6 Location Tables: High Swing, Mid Swing, Low Swing, High Thrust, Mid Thrust, and Low Thrust.

Instead of a separate chart for every weapon, each table row contains the Base Effect, plus a Damage Type Rider based on the weapon used (Slashing, Piercing, or Bludgeoning).

  • Slashing Riders: Focus on bleeding, stat die reduction, and dismemberment.
  • Piercing Riders: Focus on armor penetration, internal AP loss, and Lethal tags.
  • Bludgeoning Riders: Focus on stuns, Circumstance penalties (concussions), and knockdowns.

(Example: Mid Swing Table)

Successes Base Effect (All Weapons) Slashing Rider Piercing Rider Bludgeoning Rider
1 Lose 1 Max AP. Bleeding [1] Punctured (-1 Body) Bruised (-1 Visual)
2 Lose 2 Max AP. -1 die to Body. Bleeding [2] Internal Bleeding (DoR 5) Cracked Ribs (-1 Med)
3 Lose 3 Max AP. -1 die to Body & Nature. Deep Laceration (DoR 10) Pierced Lung (Lethal) Shattered Ribs (DoR 15)
4+ Lose 5 Max AP. -2 die to Body. Severed Tendon (DoR 30) Spinal Strike (Paraplegic) Caved-in Chest (Lethal)

7.2 Dancing Condition Tables (3 Target Zones)

Dancing duels target elements of a performance. The opponent's successes (minus your Reactive roll and Routine Armor) are checked against these tables to apply specific performance conditions. Dancing damage tables contain no Lethal conditions.

  1. Focus Chart: Inflicts conditions like Distracted, Off-Balance, Rhythm Broken.
  2. Technique Chart: Inflicts conditions like Sloppy Form, Upstaged, Stumbled.
  3. Audience Attention Chart: Inflicts conditions like Ignored, Jeered, Lost the Crowd.

Note: Some dancing actions inflict conditions from the generic impact table instead of a dancing-specific condition.

7.3 Social Condition Tables (3 Target Zones)

Social duels target elements of social standing. The opponent's successes (minus your Reactive roll and Social Armor) are checked against these tables to apply specific social conditions.

Social conflicts feature two paths to victory, meaning these tables generate both negative conditions (to Discredit) and positive conditions (to Win Over/Flip).

  1. Composure Chart: Inflicts conditions like Flustered, Furious, Breakdown.
  2. Credibility Chart: Inflicts conditions like Caught in a Lie, Contradicted, Discredited.
  3. Reputation Chart: Inflicts conditions like Mocked, Humiliated, Disgraced.

7.4 Magic Effect Pools

Magic relies less on anatomical tables and more on elemental and mental effect pools. Rather than looking up a specific location, the successes rolled on a Magic Nano action determine the Severity (S) of the Generic Condition applied.

  1. Ergokinesis: Draws from the Burning, Shocked, and Hindered Generic tables. (e.g., 3 successes on a heat attack applies Burning [3]).
  2. Mentalism: Draws from the Disoriented, Mental Strain, and Distracted Generic tables, targeting specific stats (Visual, Meditation, Logic).
  3. Naturalism: Applies bespoke conditions from its own internal list, such as Withered (stat reduction), Aged (lethal over time), or Restored (healing).

Note: Not all magic actions deal in character conditions, some can be used to create terrain conditions instead.

7.5 Non-Conflict Trees (Cooking & Art)

Cooking and Art do not have condition tables because they do not deal damage. They are "Generative" trees.

  • When a Cooking or Art check succeeds, it creates an item. That item can apply a buff using a relevant Generic Positive Table (e.g., Refreshed, Renowned).
  • If a Cooking or Art check fails, the ingredients/medium are lost and the item is not created.
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  • [–] [S] 1 point 4 weeks ago

    CHAPTER 7: Condition Tables

    When a conflict moves to the Nano level, results are resolved using specific tables based on the skill tree. The unifying mechanic is that when an action has an effect, it refers to a specific table and applies a condition based on the success level of the action (Margin of Success).

    Nano tables are granular and specific, suitable for generating a long list of conditions with bespoke healing requirements that form a player's "recovery checklist" during downtime.

    7.1 Combat Condition Tables (6 Locations, 3 Damage Types)

    Combat retains the most granular damage tables in the game to reflect its deadly, high-stakes nature.

    To avoid excessive bookkeeping, Combat uses 6 Location Tables: High Swing, Mid Swing, Low Swing, High Thrust, Mid Thrust, and Low Thrust.

    Instead of a separate chart for every weapon, each table row contains the Base Effect, plus a Damage Type Rider based on the weapon used (Slashing, Piercing, or Bludgeoning).

    • Slashing Riders: Focus on bleeding, stat die reduction, and dismemberment.
    • Piercing Riders: Focus on armor penetration, internal AP loss, and Lethal tags.
    • Bludgeoning Riders: Focus on stuns, Circumstance penalties (concussions), and knockdowns.

    (Example: Mid Swing Table)

    Successes Base Effect (All Weapons) Slashing Rider Piercing Rider Bludgeoning Rider
    1 Lose 1 Max AP. Bleeding [1] Punctured (-1 Body) Bruised (-1 Visual)
    2 Lose 2 Max AP. -1 die to Body. Bleeding [2] Internal Bleeding (DoR 5) Cracked Ribs (-1 Med)
    3 Lose 3 Max AP. -1 die to Body & Nature. Deep Laceration (DoR 10) Pierced Lung (Lethal) Shattered Ribs (DoR 15)
    4+ Lose 5 Max AP. -2 die to Body. Severed Tendon (DoR 30) Spinal Strike (Paraplegic) Caved-in Chest (Lethal)

    7.2 Dancing Condition Tables (3 Target Zones)

    Dancing duels target elements of a performance. The opponent's successes (minus your Reactive roll and Routine Armor) are checked against these tables to apply specific performance conditions. Dancing damage tables contain no Lethal conditions.

    1. Focus Chart: Inflicts conditions like Distracted, Off-Balance, Rhythm Broken.
    2. Technique Chart: Inflicts conditions like Sloppy Form, Upstaged, Stumbled.
    3. Audience Attention Chart: Inflicts conditions like Ignored, Jeered, Lost the Crowd.

    Note: Some dancing actions inflict conditions from the generic impact table instead of a dancing-specific condition.

    7.3 Social Condition Tables (3 Target Zones)

    Social duels target elements of social standing. The opponent's successes (minus your Reactive roll and Social Armor) are checked against these tables to apply specific social conditions.

    Social conflicts feature two paths to victory, meaning these tables generate both negative conditions (to Discredit) and positive conditions (to Win Over/Flip).

    1. Composure Chart: Inflicts conditions like Flustered, Furious, Breakdown.
    2. Credibility Chart: Inflicts conditions like Caught in a Lie, Contradicted, Discredited.
    3. Reputation Chart: Inflicts conditions like Mocked, Humiliated, Disgraced.

    7.4 Magic Effect Pools

    Magic relies less on anatomical tables and more on elemental and mental effect pools. Rather than looking up a specific location, the successes rolled on a Magic Nano action determine the Severity (S) of the Generic Condition applied.

    1. Ergokinesis: Draws from the Burning, Shocked, and Hindered Generic tables. (e.g., 3 successes on a heat attack applies Burning [3]).
    2. Mentalism: Draws from the Disoriented, Mental Strain, and Distracted Generic tables, targeting specific stats (Visual, Meditation, Logic).
    3. Naturalism: Applies bespoke conditions from its own internal list, such as Withered (stat reduction), Aged (lethal over time), or Restored (healing).

    Note: Not all magic actions deal in character conditions, some can be used to create terrain conditions instead.

    7.5 Non-Conflict Trees (Cooking & Art)

    Cooking and Art do not have condition tables because they do not deal damage. They are "Generative" trees.

    • When a Cooking or Art check succeeds, it creates an item. That item can apply a buff using a relevant Generic Positive Table (e.g., Refreshed, Renowned).
    • If a Cooking or Art check fails, the ingredients/medium are lost and the item is not created.
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