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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 4 weeks ago (1 child)

CHAPTER 12: Skill Tree - Social

Macro Social

  • Influence others, build relationships, navigate social hierarchies, or deliver a message.
  • Uses Words or People.

Social: Granularity & Consequences

  • When to Roll: Routine conversations, casual greetings, or passing notes do not require a roll.
  • The Fractal Time Scale: Social conflicts are unique in their flexible time scale. A Solo Conflict Interval might be a week of carousing. A Micro Conflict Exchange might be a day of political maneuvering. A Nano Conflict Beat is a few seconds of rapid-fire dialogue.
  • The Win Condition: You win a social conflict by reducing the opposing side's maximum Action Pool to zero.
    • Discredit (Negative Conditions): Inflicting conditions like Humiliated or Caught in a Lie. If a target hits 0 AP this way, they are removed from the conflict in shame.
    • Win Over (Positive Conditions): Inflicting conditions like Indebted or Charmed. These still reduce the target's maximum AP, representing their social energy being redirected to your side. If a target hits 0 AP this way, they are Flipped - they no longer oppose your goal.

Social: Tool Use Convention

  • Social skills are generally limited by the voice or by writing implements. More relevant to social "tool use" is time and availability, because you can't send correspondence to someone unreachable by post, and because social conflicts take place on a variable timescale, other skill trees most commonly interact with this one by way of a conflict shift or a single macro skill check.
  • Social Armor: Social armor represents the relative social position of the people involved in the conflict. Depending on the hierarchical nature of your society, social armor ranges from 0 (peers) to 4 (your boss) to 8 (your head of state). Social armor is not fair, but it is not insurmountable; groups should see social armor as a representation of the terrain of a social conflict, an obstacle to be bypassed or a puzzle to be solved, not a bar to forward progress.

Micro Social Actions (The Mediums of Communication)

  • Conversation (Proactive Action)
    • Roll Words or People against TN 4. The default 1-on-1 attack. Inflict a negative condition (discredit) or a positive condition (win over) on a target.
  • Etiquette (Reactive Action)
    • Roll Visual or People against TN 4. The default defense. Use knowledge of social codes to deflect attacks, subtracting your successes from the incoming effect.
  • Oratory (Proactive Action)
    • Roll Words or Auditory against TN 4. The buff. Make a public display to grant a positive condition (e.g., Inspired) to yourself or allies, increasing their AP or granting bonus dice to a number of creature up to half of the maximum value of your Words die (round down).
  • Correspondence (Proactive/Reactive Action)
    • Roll Logic or Words against TN 5. The ranged attack. Functionally identical to Conversation, but used at a distance. The higher TN reflects the lack of immediate feedback. Can also be used reactively to defend against attacks in absentia.

Nano Social Actions (The Techniques) *At the Nano level, social duels target specific elements of the opponent's social standing. Target Zones: Composure, Credibility, Reputation. Attacks inflict Conditions derived from the Social Damage Charts based on the number of successes after defense and armor.

Conversation (1-on-1 Dialogue)

  • Logos (Proactive Action)
    • Targets: Credibility. Roll Logic or Words against TN 4. Inflict a credibility condition based on margin of success.
  • Pathos (Proactive Action)
    • Targets: Composure. Roll People or Words against TN 4. inflicts a composure condition based on the margin of success.
  • Motte and Bailey (Proactive Action)
    • Declare this in Step 3 of the Nano action declaration, after an opponent declares a defense. When you use a Motte and Bailey, you must declare a proactive action that targets a new target zone from the one you initially threatened, and you may add dice to your attack from the remainder of your Action Pool, at a cost of 2 AP for every additional die you add. The maximum number of dice that can be added in this way is your Rank in this skill. Every successive Motte and Bailey in a scene against the same target suffers a Circumstance penalty of TN + 1 compared to the previous Motte and Bailey.
  • Prebuttal (Proactive Action)
    • Split the dice you are committing to this action into two piles, "argument" and "rebuttal". The "argument" dice may be used to perform any other proactive action on this exchange. The "rebuttal" dice are used to perform a Reactive defense against an incoming attack. You are simultaneously pressing your point and anticipating their counterargument.
  • Gish Gallop (Proactive Action)
    • Roll Words or Auditory against TN 4. You unleash a torrent of irrelevant arguments, half-truths, and nonsense. If successful, you completely negate whatever action your opponent declared for this beat (their action is wasted, and any AP they spent on it is lost). This deals no damage and inflicts no Conditions, it simply derails the conversation. Every successive use of Gish Gallop in the same conflict is made at TN + 1 compared to the previous Gish Gallop.
  • Dodge the Question (Proactive/Neutral Action)
    • Split the dice you are committing to this action into two piles, "argument" and "evasion". The "argument" dice may be used to perform any other offensive action on this exchange. The "evasion" dice are rolled as Words or Visual against TN 4, and every evasion success raises the TN of any Proactive action targeting you by 1 during this exchange. Evasion TN increases are applied before any simultaneous actions.

Etiquette (Social Defense & Perception)

  • Stonewall (Reactive Action)
    • Defends: Composure. Roll Meditation or People against TN 4. Maintain absolute emotional control, refusing to rise to the bait. Subtract successes from incoming Pathos attacks.
  • Pivot (Reactive Action)
    • Defends: Credibility. Roll Visual or People against TN 4. Smoothly redirect the conversation away from a dangerous line of questioning without answering. Subtract successes from incoming Logos attacks.
  • Deflect (Reactive Action)
    • Defends: Reputation. Roll Visual or Words against TN 4. Use wit, humor, or misdirection to shrug off an attack on your status. Subtract successes from incoming Ethos attacks.
  • Turnabout (Reactive Action)
    • Roll Meditation or People against TN 6, and subtract your success level from the successes of an attack that is targeting you. If you reduce the incoming attack to zero successes, you steal momentum, and you gain bonus dice to your next proactive action equal to the number of successes you have remaining.
  • Reframe (Special Action)
    • Trigger: You are effected social-related conditions during the AP refresh.
    • Roll Words or People against TN 4. Ignore a number of negative Conditions currently affecting you up to your number of successes by changing the context of the debate.
  • Cut Off (Proactive Action)
    • Targets: An opponent's "Tool". Roll Auditory or Words against TN 4. Instead of targeting a zone, target a specific Micro/Nano skill the opponent is using (e.g., "You can't cite that precedent!"). If successful, the opponent cannot use the targeted skill for as many beats as your margin of success.

Oratory (Public Projection)

  • Ethos (Proactive Action)
    • Targets: Reputation. Roll Meditation or Visual against TN 4. The straightforward attack of authority. Cite your rank, deeds, or connections to force compliance through sheer social weight and public pressure.
  • Bombast (Proactive Action)
    • Targets: Composure. Set a target number of successes, then roll Words or Auditory against TN 4. If you hit your target, you reduce their AP on the next beat by the amount you declared. If you miss, you inflict a generic social condition on yourself based on the amount you missed by. When determining a hit/miss, don't take into account your opponent's defensive action (it still reduces the damage they take, however).
  • Filibuster (Proactive Action)
    • Roll Meditation or Auditory against TN 4, opposed by your opponent's roll of Logic or People against TN 4. Your opponent cannot spend their own AP to oppose this roll, instead they roll a number of dice equal to half the maximum of either their meditation or logic stats (round down). If you succeed or tie this roll, the exchange immediately ends, and you retain momentum. If your opponent wins the roll, the exchange immediately ends and they sieze momentum. Successive filibusters in the same scene are made at TN+1 for the user, but not the defender.

Correspondence (The Paper Trail)

  • Cite Precedent (Proactive Action)
    • Targets: Credibility. Roll Logic or Words against TN 5. Produce a written law, contract, or historical record that contradicts the opponent. If your opponent opposed this with a reactive action, you may choose which stat they roll for their reaction.
  • Coded Message (Neutral Action)
    • Roll Logic or Words against TN 5 (max dice rolled equal to your Rank in this skill). Pass a note in plain sight. Your successes become bonus dice that an ally may add to their next roll, representing perfectly coordinated teamwork without the enemy knowing.
  • Cease & Desist (Proactive Action)
    • Targets: Reputation. Roll Logic or Words against TN 5. Deliver a formal, legalistic threat. If your opponent uses a reactive action to oppose this action, you may determine which stat they roll for their reaction.
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  • [–] [S] 1 point 4 weeks ago

    Designer Note - Stat Allocation: Social stat action allocations (Macro/Micro/Nano) are:

    • Body (not applicable here): 0/0/0
    • People (empathy/reading tells): 1/2/5
    • Words (communication/rhetoric): 1/3/11
    • Logic (law/contracts/logic): 0/1/4
    • Nature (not applicable here): 0/0/0
    • Meditation (composure/authority): 0/0/4
    • Visual (body language/presentation): 0/1/4
    • Auditory (tone/cadence/projection): 0/1/4.
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  • [–] [S] 1 point 1 month ago* (last edited 4 weeks ago) (1 child)

    CHAPTER 6: The Condition API & Scene Elements

    Conditions are the primary currency of conflict resolution. They replace abstract "Hit Points" with specific, narrative consequences that drive the action both during and between conflicts.

    6.1 The Condition Economy

    Conditions are divided into two categories:

    • Specific Conditions: (e.g., Upstaged, Bleeding, Indebted). These are the standard currency of a conflict. They apply their penalties strictly within the context of the skill tree that inflicted them, or other specific circumstances rules to be similar by the GM. The Upstaged condition doesn't make you worse at Swordplay, but a Bleeding wound might make you worse at dancing.
    • Generic Conditions: (e.g., Fatigued, Disgraced, Restored). These are the universal API of the system. A Generic Condition applies its penalty or bonus to all skill trees and all conflicts. If you are Fatigued, you have less AP whether you are fighting, dancing, or cooking.

    The Invocation Rule: Because Generic Conditions affect everything, they are rare. A Generic Negative Condition is usually only inflicted when an attacker scores a massive victory (typically 3+ successes after the target's defenses are applied), representing a devastating cross-domain hit. They can also be inflicted by narrative failures or extreme environmental factors.

    Exceptions: Magic primarily deals in Generic Conditions (Burning, Shocked) due to its elemental nature. Combat's Specific Lethal Conditions are inherently deadlier than Generic equivalents, representing the unique lethality of physical violence.

    Condition Stacking: Conditions from separate actions stack infinitely, tracking all of their damage and recovery methods separately. Record every condition you are subject to on the healing checklist, and annotate the effects of each condition next to the relevant skills for quick reference.

    6.2 Generic Conditions (The Universal API)

    The Generic Conditions are divided into four domains, each with a symmetrical 1-to-1 mapping of Negative (Penalties) to Positive (Buffs).

    At the Micro level, these conditions use a Severity (S) for negatives and Strength (S) for positives, ranging from 1 to 4. The mechanical effect scales with the number (e.g., Fatigue [2] removes 2 Max AP; Restored [2] adds 2 Max AP or restores 1 stat die size). At the Nano level, these map to specific tables generating bespoke conditions with exact recovery times.

    1. The Physical Domain

    • Negatives: Impact (Blunt force/falls), Fatigue (Exhaustion), Sickened (Poison/disease).
    • Positive: Refreshed. (Non-magical recovery, basic needs met, good hospitality).

    2. The Mental Domain

    • Negatives: Disoriented (Sensory disruption), Mental Strain (Psychic stress), Distracted (Pestered/charmed).
    • Positive: Focused. (Clear mind, perfect environment). Cancels out one Circumstance penalty, or allows a re-roll of a failed Macro check.

    3. The Social Domain

    • Negatives: Disgraced (Humiliation), Ostracized (Shunned/isolated), Entangled (Caught in a scandal/debt).
    • Positive: Renowned. (Buzz, good reputation). Grants a Circumstance bonus to social checks, or temporary AP when entering a new social scene.

    4. The Elemental/Magical Domain

    • Negatives: Burning (Fire), Shocked (Electricity), Hindered (Terrain/entanglement).
    • Positive: Vitalized. (Infused with life/magical energy). Grants temporary AP that can only be spent on magical or proactive actions.

    6.3 The Days of Rest (DoR) Convention

    All removable physical Conditions are assigned a "Days of Rest" (DoR) value. This represents the natural recovery time required for the condition to heal. Medicine skills reduce this time frame. Magical healing has its potency expressed in terms of DoR—a spell that cures 3 DoR instantly removes any condition with a natural recovery time of 3 Days of Rest or fewer.

    6.4 The Lethal Tag

    Some Specific or Generic conditions are tagged as "Lethal". These can lead to the actual, physical death of a character if too many stack up.

    • Falling to Wounds: A character falls to their wounds if any lethal-tagged condition reduces their Action Pool or any stat die to zero. Such a character is considered unconscious and bleeding out.
    • The Golden Hour: A character who has fallen to their wounds may be rescued from death if all lethal-tagged Conditions are dressed within one hour of them entering the succumbing state. Lethal-tagged Conditions will have a line in their description describing exactly what is necessary to "dress" them, which is separate from their "healing" requirements.

    6.5 Scene Elements (World Building Lists)

    Scene Elements are modular, scalable tags applied to specific areas of a battle map or narrative space. They represent environmental hazards, magical terrain, and sensory conditions.

    Scene Elements operate at both the Micro and Nano levels. If you are fighting a Nano duel in a Deafening [3] environment, your Auditory TNs are still increased by 3.

    Every Scene Element has a Severity (S) ranging from 1 to 4. When a character creates a Scene Element (e.g., a Mage using Shape Terrain), the Severity is equal to the successes rolled.

    The Five Senses Scene Elements:

    1. Visual (Sight & Light)

      • Obscured [S]: The space is filled with smoke, fog, or darkness. Applies a Circumstance penalty of -S dice to all Visual stat rolls and ranged attacks made into or out of this space. Grants +S bonus dice to checks made within the space to remain unnoticed.
      • Blinding [S]: Flashes of light, strobes, or glaring reflections. Anyone declaring a Proactive action within this space must subtract S from their total successes. At Severity 4, inflicts the Disoriented condition each turn.
    2. Auditory (Sound & Vibration)

      • Deafening [S]: Overwhelming noise. Raises the TN of all Auditory stat rolls by +S. At Severity 3+, characters cannot use skills within the space that involve speaking to another character. At Severity 4, inflicts the Disoriented condition each turn.
      • Resonant [S]: The space echoes perfectly or hums with a specific frequency. Grants a Circumstance bonus of +S dice to all Auditory stat rolls.
    3. Olfactory (Smell & Air Quality)

      • Noxious [S]: Tear gas, sulfur, rot, or toxic fumes. Characters entering or starting their turn in this space must roll Body or Meditation against TN 4. If they fail, they suffer S levels of the Sickened generic condition and lose S AP.
      • Aromatic [S]: Pleasant, intoxicating, or mouth-watering scents. Grants a Circumstance bonus of +S dice to Cooking or Social checks made within the space. However, it imposes a Circumstance penalty of -S dice to Logic checks, as characters are easily distracted by the scent.
    4. Gustatory (Taste & Ingestion) (Note: Gustatory tags are usually applied to food/drink via Cooking or Magic, but can affect an environment via magical precipitation or atmospheric residue).

      • Tainted [S]: The environment coats the mouth with ash, copper, or poison. Characters within the space suffer a penalty of -S to their maximum Action Pool. If they consume anything within the space, they immediately suffer S levels of Sickened.
      • Savorous [S]: The air itself tastes like a fine vintage or perfect pastry. Characters within the space gain S extra AP when AP refreshes.
    5. Tactile (Touch & Physical Environment)

      • Difficult [S]: Deep mud, thick webs, shifting rubble, or strong winds. Moving through this space costs +S success per square/hex/inch/5 feet/2 meters.
      • Hazardous [S]: Razor-sharp caltrops, burning coals, or electrified floors. Anyone entering or starting their turn in this space must spend an action to avoid the hazard, scoring S successes, or receive an S-level condition from the most relevant generic condition table.
      • Soothing [S]: Soft sand, healing moss, or perfectly supportive ground. Characters ending their turn in this space may restore S AP to their pool (up to their maximum).
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    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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  • [–] [S] 1 point 4 weeks ago (1 child)

    CHAPTER 10: Skill Tree - Magic

    Designer Note: Game Balance Magic is often the hardest thing to properly balance in TTRPGs, in part because the fantasy of being a wizard is inherently on a different level than the fantasy of being a warrior. This system attempts to bridge the gap from two directions: 1) Magic is often inherently stronger than other skill trees, but it requires a character-defining 8 point Gift to have access to. 2) The amount of magic in the world per magic user is intentionally limited to what they can sustain.
    With these two balancing factors in mind, GMs should be wary of allowing characters access to magic without a prerequisite gift, and be wary of allowing those with magic to create set-and-forget permanent effects.

    Macro Magic

    • Perform a magical ritual or cast a magical spell.
    • Use magical abilities like telekinesis, telepathy, or divination.
    • Uses Logic or Nature.

    Magic Tool Use Conventions

    • The Incantation Lock: Magic requires a "Tool" to cast, just like a weapon. The default tool is your voice (Incantation). If you are gagged or silenced, you cannot cast spells unless you have an alternative focus. You may only cast one spell per Beat using your Incantation.
    • Arcane Foci: A mage may wield an Arcane Focus (a wand, staff, orb, or crystal) in their hand. An Arcane Focus acts as an alternative to an Incantation. Wielding a Focus occupies that hand (just like a sword). A mage with one Focus and their voice free can cast two spells per Turn/Beat. A mage dual-wielding two Foci can cast three spells per Turn/Beat.
    • Metamagic Exception: Actions that modify spells (like Quick Spell) or maintain them (like Sustain Spell) do not count towards this limit and do not require the Incantation/Focus tool.

    Micro Magic Actions At the Micro level, magic creates Areas of Effect (AoE) or Party Buffs that inflict generic conditions or Circumstance modifiers.

    Magic Range At the Micro level, magic has a range of 1 unit per the maximum of your Meditation die. Magic effects that create an AOE create a circle with a radius as many units long as half the maximum of your Logic die (round down).

    • Ergokinesis (Proactive Action)
      • Roll Logic or Nature against TN 4. Create an AoE zone centered within range. Inflict a generic damage condition (Burning, Shocked, Knockdown) on everything within that zone, or create an elemental terrain condition there with a severity equal to your number of successes that remains in place for as long as you maintain the spell.
    • Mentalism (Proactive Action)
      • Roll Nature or People against TN 4. Target a single non mindless creature. Inflict a generic mental condition on that creature. Of you roll at TN 6, you may instead effect every non mindless creature in an AOE.
    • Naturalism (Neutral Action)
      • Roll Logic or Nature against TN 4. Suppress or grant a physical condition to a single creature for as long as you maintain the spell. If you instead roll at TN 6, you may effect every creature in an AOE instead (the effect applied to the creatures follows them if they leave the AOE, and it must be identical for all effected creatures).
    • Arcanism (Reactive Action)
      • Roll Logic or Words against TN 4. Create a Projected Ward. Your successes act as a flat reduction to the success level of any incoming magical spell targeted within your range.
        • Assisted Ward: Any allies within the mage's range may add dice from their own action pools to an arcanism check. This represents their souls aiding the mage in defending the group.
      • Sustain Spell (Special Action)
        • Trigger: When Action Pools refresh, if the mage wishes to maintain ongoing magical effects.
        • Roll Logic or Meditation against TN 4 + 1 per active spell effect. Success maintains all spells into the next round. Failure, or a failure to spend the AP, collapses all active spells. If AP is ever reduced to 0 by a Condition, all spells are lost.

    Nano Magic Actions At the Nano level, magic targets specific opponents, utilizing Terrain Conditions and Environmental Effects tables. Unless marked [No Tool], all actions below require an Incantation or Arcane Focus.

    Ergokinesis (Manipulate physical energy: heat, electricity, kinetic force)

    • Energy Strike (Proactive Action)
      • Roll Logic or Nature against TN 4. Channel heat, cold, or electricity into a target. Inflicts a generic elemental condition to the target.
    • Telekinetic Deflection (Reactive Action)
      • Roll Logic or Words against TN 4. Use kinetic force to deflect incoming physical attacks. Subtract successes from the attack roll.
    • Kinetic Surge (Neutral Action)
      • Roll Meditation or Nature against TN 4. Move 1 unit per success, ignoring terrain conditions.
    • Thermal Manipulation (Proactive Action)
      • Roll Nature or Logic against TN 4. Create an elemental terrain condition at the target area with a severity equal to your successes.
    • Fine Manipulation (Nuetral Action)
      • Roll Logic or Visual against TN 4. Perform highly detailed telekinetic work (whisking, painting, picking locks). Success allows a mage to use other skills that can normally only be used at arm's length at a distance for as long as the spell is maintained.

    Mentalism (Manipulate minds and perception)

    • Phantasm (Proactive Action)
      • Roll People or Visual against TN 4. Success inflicts a condition from the phantasm table based on success level on a target. TN 6 allows the condition to be applied to everything in an AOE.
    • Mind Spike (Proactive Action)
      • Roll Nature or People against TN 5. Inflicts a mental condition on the target based on success level.
    • Telepathic Link (Neutral Action)
      • Roll People or Words against TN 3. Connect the minds your targets. Allows silent, instant communication over long distances for as long as maintained for as many creatures as successes.
        • Casting Telepathic Link a second time lets you add more creatures to the "network", but counts as a second spell effect for the purposes of sustaining.
    • Alter Memory (Proactive Action)
      • Roll People or Logic against TN 5. Modify, add, or remove a specific memory. Target must be willing, restrained, or unconscious.
    • Empathic Projection (Proactive Action)
      • Roll People or Nature against TN 4. Inflict a condition from the emotional condition chart on a single target based on successes. TN 6 allows you to affect every creature in an aoe.
      • Designer's Note All mentalism spells can be resisted by the "resist mental" instinct.

    Naturalism (Manipulate life and biological matter)

    • Mend Wounds (Neutral Action)
      • Roll Logic or Nature against TN 4. Instantly removes conditions with a DoR value equal to or less than the spell's successes * 3, has no effect on deeper wounds.
        • If healing during downtime, or when not directly opposed, then you may assume that a mage can "take their time" using this action, removing conditions with a DoR of their rank * 3.
    • Wither (Proactive Action)
      • Roll Nature or Meditation against TN 4. Target a specific stat (e.g., Body). Reduce it by one die size per 2 successes for as long as sustained.
    • Shift Form (Neutral Action)
      • Roll Meditation or Nature against TN 4. Change the physical form (grow claws, turn your skin to stone, etc) of a single target. Grants any 2 point gift for as long as maintained.
    • Speak With Nature (Neutral Action)
      • Roll Nature or People against TN 3. On any success, you may communicate with plants or animals for as long as maintained. Plants and animals do not think and communicate in the same way as sapient beings, but it is up to the GM to translate into the language your group is speaking.
    • Accelerate Decay (Proactive Action)
      • Roll Nature or Meditation against TN 4. Rapidly age organic matter. Instantly age wine to perfection, ferment dough in seconds, or age a leather armor strap to brittleness. Items may be rendered unusable at 2+ successes. If an item is being carried, then its carrier may resist the spell, and the spell's effects if successful revert when the mage is no longer sustaining it.

    Arcanism (Manipulate magic itself)

    • Ward (Reactive Action / Neutral Action)
      • Roll Logic or Words against TN 4. Subtract successes from an incoming magical action targeted anywhere inside your range. Allies within the mage's range may contribute their AP to this action.
      • Ward can be used as a reactive action, or declared as a neutral action. Remember that tool lock applies to warding while multitasking.
    • Dispel (Proactive Action)
      • Roll Logic or Meditation against an ongoing medical effect, comparing your result against the creator's original success total. Instantly clear the effect if successful.
    • Counterspell (Reactive Action)
      • Roll Words or Visual against an incoming spell targeted anywhere within range's TN + 2. If you reduce the incoming spell to zero successes, you siezs momentum AND reflect the spell back at the caster, targeting them with their own spell and inflicting the condition on them based on your number of successes over theirs, or creating the magical effect they were trying to create centered on their own square.
    • Scry (Neutral Action)
      • Roll Logic or Visual against TN 6 (modified by having specialized tools like a crystal ball or a personal item of theirs). Allows you to see and hear everything happening in their presence for as long as sustained, as though you were standing right next to them physically present.
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    • Arcane Lock / Unlock (Neutral Action)
      • Roll Logic or Words against TN 4 (modified by complexity). Magically seal or unseal a door/container. Requires a Dispel or TN 8 skill check to bypass physically.
    • Aura Reading (Neutral Action)
      • Roll Logic or Visual against TN 4. Read the magical and emotional residue of a person or object. Reveals emotional state and general intentions, granting a +2 Rank bonus to People checks against them until their emotional state changes.
    • Quick Spell (Neutral Action)
      • During a simultaneous attack (or when making a Late Attack), roll Logic or Words against TN 4. If successful, your spell resolves before the enemy’s action. If your spell reduces the enemy's AP or stats, their attack is "chambered" and loses potency/dice. If your opponent uses a similar action, then you only go first if you get more successes than they do, and a tie results in a truly simultaneous action.
    • Sustain Spell (Special Action)
      • Trigger: When Action Pools refresh, if the mage wishes to maintain ongoing magical effects.
      • Roll Logic or Meditation against TN 4 + 1 per active spell effect. Success maintains all spells into the next exchange. Failure, or a failure to spend the AP, collapses all spells. If AP is reduced to 0 by a Condition/Circumstance, all spells are lost.

    Designer Note - Stat Allocation: Magic stat action allocations (Macro/Micro/Nano) are:

    • Body (not applicable here): 0/0/0
    • People (mental manipulation): 0/1/6
    • Words (incantations): 0/1/6
    • Logic (understanding systems): 1/4/13
    • Nature (intuition with forces): 1/3/10
    • Meditation (flow state/focus): 0/1/6
    • Visual (visual cues/illusions): 0/0/5
    • Auditory (not applicable here): 0/0/0.
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  • [–] [S] 1 point 4 weeks ago

    CHAPTER 15: Downtime & The Healing Checklist

    Between conflicts, characters enter Downtime. Downtime is the narrative space where characters recover from their wounds, pursue personal projects, prepare for the next adventure, and engage with the world outside of high-stakes conflict.

    15.1 The Healing Checklist

    Every negative Condition inflicted upon a character has a bespoke healing requirement. Rather than tracking abstract "Hit Points," players keep a "Healing Checklist" on their character sheet.

    • Physical Wounds: These are measured in Days of Rest (DoR). If a character rests during downtime, the DoR of their physical conditions ticks down. (e.g., A wound with DoR 10 becomes DoR 5 after 5 days of rest). Lethal wounds must be dressed to tick down. Effects that remove physical wounds under a certain DoR threshold do not tick the DoR down - those are strictly binary, they remove the condition or they don't.
    • Mental & Social Wounds: These conditions do not heal with the passage of time alone. They require specific narrative actions to resolve.
      • A Disgraced social condition might require a public apology, a grand gesture, or a successful Social Solo Conflict to repair your reputation.
      • A Mental Strain condition might require a week of carousing, strict meditation, or completing a personal hobby to restore your mental health.
      • Generally the table that the condition was drawn from will detail the scale of the healing that needs to happen, but leave the specifics up to context. Severity 1 & 2 conditions are generally removed with a single macro skill event, severity 3 & 4 may require the player successfully complete a solo conflict with a specified number of successes.

    Because conditions are annotated alongside the stat/skill they effect, the checklist serves as a quick reference for the player to see exactly what is hindering their character and what must be done to fix it.

    15.2 Downtime Actions

    During a Downtime period, characters are primarily focused on recovery or preparation. However, they may also pursue personal projects.

    • The Solo Conflict: A character may declare one Solo Conflict during Downtime (e.g., crafting a meal to buff the party, painting a portrait to increase social standing, forging a weapon).
    • Time Limits: The GM determines the total time available in the Downtime period. Each Skill Tree provides guidelines for how long a Solo Conflict normally takes to complete. The player will know if they have enough time to finish their project before the next adventure begins.
    • The One-Project Limit: For the speed of play at the table, characters may only attempt one Solo Conflict per Downtime session.

    CHAPTER 16: GM Guidelines

    This chapter provides the Game Master with tools and frameworks for running the system, scaling the narrative, and managing the table during complex conflicts.

    16.1 Fractal Time & Space

    The Conflict Resolution engine uses abstract measurements for time and distance. The math of the system never changes; only the narrative definition of a "Hex" and an "Interval" changes. The GM is encouraged to redefine what an "Interval," "Exchange," "Beat," and (distance) "Unit" represent based on the scale of the story.

    • In a Combat Nano Conflict, a Beat is 3 seconds, and a Unit is 5 feet.
    • In a Cooking Solo Conflict, an Interval is 1 hour, and distance is irrelevant.
    • In a Social Micro Conflict at court, an Exchange is 1 Day, and a Unit might be a wing of the palace.
    • In a Diplomatic Macro Conflict between nations, an Exchange is 1 Month, and a Unit is 50 miles.

    The Action Pool economy and the dice rolls remain exactly the same regardless of scale. If a player asks to do something that spans a massive distance or time frame, simply adjust the definition of the time/space units to fit the narrative scope.

    16.2 Adversary Creation

    Building an NPC using the full player creation rules is too slow for table prep. The GM should use simplified stat blocks for adversaries.

    • Simplified Stats: NPCs do not need all 8 Stats. Give them 2-3 relevant Stats (e.g., a Goblin Skirmisher just has Body d6 and Visual d6).
    • Action Pool: Calculate the NPC's AP from their two highest (and only) Stats.
    • Skills: Give the NPC a Rank (1 to 5) in 1 or 2 specific skills. They default to Rank 0 for everything else.
    • Minions/Mobs: To keep Micro conflicts fast, the GM may rule that certain NPC types (such as minions, guards, or untrained combatants) are simply removed from the conflict upon suffering their first successful attack or negative Condition, bypassing the need to track their Action Pools.
      • The cleave rule applies when a player uses an action that inflicts a condition on a minion, allowing that player to continue removing contiguous minions until they've removed as many minions as they had margin of success on the attack.
    • Spirits: Minor foes do not have Spirits. Major antagonists should have 1-3 Spirits to make them thematically resonant and to give players a way to interact with them mechanically outside of just hitting them. The narrative peak of this game is a player and a rival dueling while both of their spirits are in play!

    16.3 Social "Boss Fights" & Armor

    High-stakes social conflicts often involve targeting a "Boss" (like a Queen or a Guildmaster) who is untouchable due to their immense social standing.

    Represent this high standing with Social Armor (identical to Routine Armor in Dancing or physical Armor in Combat).

    • If a target's Social Armor is higher than the players' maximum potential successes, a direct assault is impossible.
    • The players must instead target the Boss's support network (courtiers, allies, friends). By using Positive Conditions (flattery, favors) to Flip these minions to the players' side, the minions can then use Assist actions, granting the players bonus dice.
    • When the bosses entire support network has been flipped, they may decide on their own to stop opposing the players, ending the conflict.
    • This is just one method of structuring social encounters. Perhaps the players could bypass social armor with blackmail or bribery - the entire point is to encourage them to think outside of the box.

    16.4 Running 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 higher 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 for a couple of Beats, then to Player C. 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.

    16.5 The OSR Philosophy (Saying "Yes")

    The Micro level of this system is intentionally simplistic, inspired by Basic Fantasy RPG. By not providing a highly specific ability for every conceivable action, the system forces players to think outside the box.

    If a player wants to attack the wall to make the ceiling cave in, or use a Cooking skill to grease the floor, the simple Micro mechanics allow the GM to say "Yes, roll it" without consulting a massive rulebook. Use Circumstance modifiers and the Scene Elements system (Chapter 6) to adjudicate these creative solutions on the fly, and before any roll be sure to establish stakes and risks as appropriate. The simplicity of the Micro level is a feature, not a bug, designed to encourage creative problem-solving and environmental interaction.

    16.6 Conflict Transformation & Simultaneous Conflicts

    Do not feel locked into a single skill tree or granularity level. If a heated debate escalates into a physical duel, or a combat standoff resolves into a tense negotiation, use the Conflict Transformation rules (Chapter 5.6) to pause, vote on a new granularity level, and carry the stakes over.

    Similarly, use Simultaneous Conflicts (Chapter 5.7) when multiple things are happening at once on the same time scale (e.g., the Chef is in a Cooking Solo Conflict in the kitchen while the Bard is in a Social Micro Conflict in the banquet hall). Allow characters to move between these conflicts and apply Conditions from one conflict to another.

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  • [–] [S] 1 point 4 weeks ago*

    CHAPTER 14: Skill Tree - Art

    Macro Art

    • Create visual art, design structures, or appraise artistic value.
    • Identify forgeries, restore damaged works, or interpret symbolism.
    • Uses Visual or Logic.

    Art: Granularity & Consequences

    • When to Roll: Doodling, tracing, or routine artistic maintenance do not require a roll.
    • The Solo Conflict: Art is resolved almost exclusively via Solo Conflicts. You set a Goal, select your target skills, and roll over Intervals (determined by your Meditation die or the commission deadline).
    • Outputs (Exhibition): The final number of successes determines the quality of the piece, which translates into a Social Condition applied to the artist (and the space) when the art is shown off for the first time.
      • Micro Outputs (Generic): Grants the artist the "Praised" Condition. Improves social standing, granting a generic Circumstance bonus to People or Words checks when dealing with those who have seen the art.
      • Nano Outputs (Specific): Applies a specific emotional or social condition to the viewers and the space. (e.g., A portrait painted with Impasto might grant the artist the "Intensity" condition, making their Words checks more persuasive. A masterpiece Cast in bronze grants the "Awe-Inspired" condition to the room, boosting the Meditation of those who view it.)

    Art: Tool Use Convention

    • Art requires the use of physical tools (brushes, chisels, canvas, stone) and usually both hands. You cannot simultaneously perform another action that requires your hands or full physical attention (such as swinging a sword). However, Magic that relies solely on Voice (Incantation) can be used simultaneously with Art.

    Designer Note - Hybrid Conflicts, or "Martial Arts Oil Painting": Skills that default to Solo Conflicts (like Art) can be seamlessly integrated into active Micro or Nano conflicts. Because the system uses a unified Action Pool and strictly defines "Tool Use," a player can split their AP between fighting and crafting in the same Beat. A player holding a loaded paintbrush can use the Combat Nano action Master Strike. Because Master Strike allows the attack dice to be used for "any other offensive action," the player could use "impasto" as their offensive action, adding successes to their work of art, while using the brush itself to parry an attack by another artist!

    Micro Art Actions (The Physical Medium)

    • Drafting
      • Roll Logic or Visual against TN 4. 2D line work, sketches, blueprints, and foundational drawing. The structural bones of visual art.
    • Pigment
      • Roll Visual or Meditation against TN 4. 2D color application. Painting, frescoes, inks, and washes.
    • Sculpture
      • Roll Body or Nature against TN 4. 3D subtractive or additive form. Stone, clay, metal, and woodwork.
    • Appraisal
      • Roll Logic or Words against TN 4. History, identifying forgeries, theoretical knowledge, and restoration of existing works.

    Nano Art Actions (The Techniques) Techniques do not use Proactive/Reactive triggers. They are the specific skills declared as targets during Solo Conflict intervals, or when splitting AP in a Hybrid Conflict. All TNs default to 4, modified by material quality or environmental lighting.

    • Drafting:
      • Sketch: Roll Visual or Logic against TN 4. Quick, rough lines to establish form, proportion, and composition before committing.
      • Perspective: Roll Logic or Visual against TN 4. Use geometric vanishing points to create the illusion of 3D depth on a 2D plane.
      • Contour: Roll Visual or Meditation against TN 4. Focus on the precise edges and outlines of a subject to capture its true shape.
      • Crosshatch: Roll Logic or Visual against TN 4. Layer intersecting lines to build up value, shadow, and texture without color.
      • Blueprint: Roll Logic or Visual against TN 4. Create highly precise, scaled technical drawings with exact measurements.
    • Pigment:
      • Glaze: Roll Visual or Meditation against TN 4. Apply thin, translucent layers of color to build depth and modify underlying hues.
      • Impasto: Roll Body or Visual against TN 4. Lay paint on thickly so the brush strokes are visible, adding physical texture and motion.
      • Wash: Roll Meditation or Visual against TN 4. Apply a broad, watery layer of pigment for base colors or soft, atmospheric effects.
      • Underpaint: Roll Logic or Visual against TN 4. Establish foundational values (light and dark) in a monochrome before adding color.
      • Blend: Roll Meditation or Visual against TN 4. Smooth the transition between two colors or values so no hard edge remains.
    • Sculpture:
      • Carve: Roll Body or Nature against TN 4. Remove material (stone, wood) to reveal the form within.
      • Cast: Roll Logic or Body against TN 4. Pour liquid material (metal, resin) into a mold to create a solid duplicate.
      • Model: Roll Body or Nature against TN 4. Shape soft materials (clay, wax) by hand or with tools to build up form.
      • Assemble: Roll Logic or Body against TN 4. Join multiple disparate materials or found objects into a single cohesive piece.
      • Polish: Roll Body or Meditation against TN 4. Abrade the surface of a solid material to a smooth, reflective, or finished state.
    • Appraisal:
      • Authenticate: Roll Logic or Visual against TN 4. Examine materials, age, and style to verify the true creator or origin of a piece.
      • Date: Roll Nature or Logic against TN 4. Analyze chemical degradation and historical context to pinpoint the era of a work.
      • Attribute: Roll Words or Logic against TN 4. Identify the specific school, movement, or individual artist behind an unmarked work.
      • Restore: Roll Meditation or Visual against TN 4. Clean, repair, and stabilize damaged or aged artworks to return them to their original glory.
      • Appraise: Roll Words or Logic against TN 4. Determine the financial and cultural market value of a piece based on current trends.

    Designer Note - Stat Allocation: Art stat action allocations (Macro/Micro/Nano) are:

    • Body (physical labor of sculpting): 0/1/6
    • People (not applicable here): 0/0/0
    • Words (appraisal/history): 0/1/2
    • Logic (geometry/composition): 1/2/10
    • Nature (understanding materials): 0/1/3
    • Meditation (flow state/expression): 0/1/6
    • Visual (spatial awareness/color): 1/2/12
    • Auditory (not applicable here): 0/0/0.
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    CHAPTER 17: Generic Condition Tables

    These tables represent the universal API of the system. They are used for Micro-level conflicts, environmental hazards, Magic Nano effects, and the "spillover" damage from Severity 3+ Nano attacks.

    Unless otherwise noted, Negative Conditions reduce Maximum Action Pool (Max AP) by their Severity level (e.g., Severity 2 removes 2 Max AP). Positive Conditions increase Max AP or grant bonus dice, taking effect on the next AP Refresh. The default duration for Positive Conditions is "The Next Scene."

    17.1 Physical Domain

    Negative Physical Conditions

    • 1 Success (Impact/Fatigue/Sickened): Bruised/Tired/Mild Nausea. Lose 1 Max AP.
      • Recovery: 2 DoR or a good night's sleep.
    • 2 Successes: Battered/Exhausted/Fevers. Lose 2 Max AP. -1 die to Body or Nature rolls.
      • Recovery: 7 DoR or medical attention.
    • 3 Successes: Strained Muscle/Depleted/Severe Illness. Lose 3 Max AP. -1 die to Body and Nature. Spillover: Inflicts Fatigued [1].
      • Recovery: 14 DoR. Requires bed rest.
    • 4 Successes: Broken Bone/Collapsed/Incapacitating Sickness. Lose 5 Max AP. -2 dice to Body. Spillover: Inflicts Fatigued [2].
      • Recovery: 30 DoR.

    Positive Physical Condition: Refreshed

    • Trigger: Eating a good meal, resting by a fire, good hospitality.
    • S1: Restore 1 Max AP.
    • S2: Restore 2 Max AP or restore 1 reduced Stat die size.
    • S3: Restore 3 Max AP and restore 1 reduced Stat die size. Spillover: Grants Focused [1].
    • S4: Restore 5 Max AP and restore 2 reduced Stat die sizes. Spillover: Grants Focused [2].

    17.2 Mental Domain

    Negative Mental Conditions

    • 1 Success (Disoriented/Mental Strain/Distracted): Ringing Ears/Headache/Pestered. Lose 1 Max AP.
      • Recovery: 4 hours of rest or a successful Macro Meditation check.
    • 2 Successes: Vertigo/Migraine/Frazzled. Lose 2 Max AP. -1 die to Logic or Visual rolls.
      • Recovery: 1 week of light activity or a Solo Conflict (Meditation) requiring 4 successes.
    • 3 Successes: Hallucinating/Burnout/Obsessed. Lose 3 Max AP. -1 die to Logic and Meditation. Spillover: Inflicts Distracted [1].
      • Recovery: 2 weeks of carousing/meditation. Solo Conflict requiring 8 successes.
    • 4 Successes: Delirium/Mental Breakdown/Compulsion. Lose 5 Max AP. -2 dice to Meditation. Spillover: Inflicts Disoriented [2].
      • Recovery: 1 month of intensive therapy. Solo Conflict requiring 12 successes.

    Positive Mental Condition: Focused

    • Trigger: Perfect workspace, clear mind, successful study.
    • S1: Cancels one Circumstance penalty.
    • S2: Grants a +1 die Circumstance bonus to Logic or Visual checks.
    • S3: Grants a +2 die Circumstance bonus to Logic and Visual checks. Spillover: Grants Refreshed [1].
    • S4: Allows a re-roll of a failed Macro check, keeping the new result. Spillover: Grants Refreshed [2].

    17.3 Social Domain

    Negative Social Conditions

    • 1 Success (Disgraced/Ostracized/Entangled): Mild Embarrassment/Snubbed/Minor Favor Owed. Lose 1 Max AP in social scenes.
      • Recovery: A sincere apology or a small gift.
    • 2 Successes: Humiliated/Shunned/Debt Called In. Lose 2 Max AP in social scenes. -1 die to People or Words rolls.
      • Recovery: A public apology, paying off the debt, or a Macro Social check.
    • 3 Successes: Scandalized/Exiled/Blackmailed. Lose 3 Max AP in social scenes. -1 die to People and Words. Spillover: Inflicts Distracted [1] (Worry).
      • Recovery: A grand gesture, a Solo Social Conflict (8 successes) to clear your name, or fulfilling the blackmailer's demands.
    • 4 Successes: Infamous/Banished/Indebted for Life. Lose 5 Max AP in social scenes. -2 dice to People. Spillover: Inflicts Entangled [2].
      • Recovery: A campaign-defining act of atonement, or fleeing the region entirely.

    Positive Social Condition: Renowned

    • Trigger: Winning a debate, completing a masterpiece, heroic deed.
    • S1: +1 die Circumstance bonus to People checks with those aware of you.
    • S2: Grants 2 Temporary AP when entering a new social scene.
    • S3: +2 die Circumstance bonus to People and Words checks. Spillover: Grants Focused [1].
    • S4: Audience is treated as having a base Social Armor of 0 against your social attacks (they are starstruck). Spillover: Grants Focused [2].

    17.4 Elemental / Magical Domain

    Negative Magical Conditions

    • 1 Success (Burning/Shocked/Hindered): Singed/Static Cling/Tangled. Lose 1 Max AP.
      • Recovery: 1 DoR or a standard action to pat out flames/untangle.
    • 2 Successes: On Fire/Stunned/Immobilized. Lose 2 Max AP. -1 die to Body.
      • Recovery: 3 DoR. Requires an action to extinguish or break free.
    • 3 Successes: Blazing/Electrocuted/Petrified. Lose 3 Max AP. -1 die to Body and Nature. Spillover: Inflicts Impact [1].
      • Recovery: 7 DoR. Requires magical healing or extensive care.
    • 4 Successes: Incinerated/Flatlined/Entombed. Lose 5 Max AP. -2 dice to Body. Lethal. Spillover: Inflicts Impact [2].
      • Recovery: 30 DoR. Dressing: Immediate magical intervention or CPR to restart the heart/pull them from the stone.

    Positive Magical Condition: Vitalized

    • Trigger: Magic infusion, standing in a ley line.
    • S1: Grants 1 Temporary AP (can only be used for Proactive actions).
    • S2: Grants 2 Temporary AP (can only be used for Proactive actions).
    • S3: Grants 3 Temporary AP and +1 die to Logic checks. Spillover: Grants Focused [1].
    • S4: Grants 5 Temporary AP and +1 die to Nature checks. Spillover: Grants Focused [2].

    CHAPTER 18: Micro Condition Tables

    These tables are used for Micro-level conflicts to track the back-and-forth momentum of an entire team over an Exchange. They are generally simpler than Nano tables, focusing on AP manipulation and immediate, abstract consequences.

    18.1 Combat Micro Table (Generic Wounds)

    Applied to combatants when they are hit by an attack at the Micro level.

    • 1 Success: Nick. Target loses 1 Max AP.
    • 2 Successes: Strike. Target loses 2 Max AP and suffers Fatigued [1].
    • 3 Successes: Heavy Blow. Target loses 3 Max AP, suffers Fatigued [1], and -1 die to Body.
    • 4+ Successes: Devastating Blow. Target loses 5 Max AP, suffers Fatigued [2], and -2 dice to Body.
    • Zero AP Translation: Unconscious and bleeding out.

    18.2 Dancing Micro Table (Audience Favor)

    Applied to track the tug-of-war for the crowd's attention. Negative (Losing Favor):

    • 1 Success: Upstaged. Lose 1 Max AP.
    • 2 Successes: Outclassed. Lose 2 Max AP. -1 die to Visual.
    • 3 Successes: Forgotten. Lose 3 Max AP. Spillover: Inflicts Distracted [1].
    • 4+ Successes: Jeered off stage. Lose 5 Max AP. Spillover: Inflicts Disgraced [1].

    Positive (Winning Favor):

    • 1 Success: Applause. Gain 1 Temporary AP.
    • 2 Successes: Cheered. Gain 2 Temporary AP.
    • 3 Successes: Star of the Show. Gain 3 Temporary AP. Spillover: Grants Renowned [1].
    • 4+ Successes: Encore. Gain 5 Temporary AP. Spillover: Grants Renowned [2].
    • Zero AP Translation: The audience ignores you; you cannot take further proactive actions in this performance.

    18.3 Social Micro Table (Negotiation Status)

    Applied to track the momentum of a debate or negotiation. Negative (Discredited):

    • 1 Success: Misspoke. Lose 1 Max AP.
    • 2 Successes: Contradicted. Lose 2 Max AP. -1 die to Words.
    • 3 Successes: Flustered. Lose 3 Max AP. Spillover: Inflicts Distracted [1].
    • 4+ Successes: Humiliated. Lose 5 Max AP. Spillover: Inflicts Disgraced [2].

    Positive (Won Over):

    • 1 Success: Charmed. Lose 1 Max AP (target's energy redirects to you).
    • 2 Successes: Convinced. Lose 2 Max AP.
    • 3 Successes: Indebted. Lose 3 Max AP. Spillover: Grants Renowned [1] to the attacker.
    • 4+ Successes: Flipped. Lose 5 Max AP. Target switches sides.
    • Zero AP Translation: Socially irrelevant; you concede the argument or are removed from the negotiation.
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    CHAPTER 19: Nano Condition Tables (Damage)

    These tables are used for hyper-granular, blow-by-blow conflicts. The Attacker's Margin of Success (after the Defender's Reactive roll and Armor) is checked against the table.

    All Combat tables feature the 6 Locations. The example below is the Mid Swing table. Due to length, the remaining Combat, Dancing, and Social Nano Damage tables will follow.

    Mid Swing Table Targets the torso and midsection.

    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. Spillover: Fatigued [1]. Deep Laceration (DoR 10) Pierced Lung (Lethal) Shattered Ribs (DoR 15)
    4+ Lose 5 Max AP. -2 die to Body. Spillover: Fatigued [2]. Severed Tendon (DoR 30) Spinal Strike (Paraplegic) Caved-in Chest (Lethal)

    Lethal Dressing Requirements:

    • Pierced Lung: Requires a successful Medicine check (TN 4) to seal the wound and reinflate the lung within 1 minute.
    • Caved-in Chest: Requires immediate magical healing or surgery (TN 6) within 1 minute to restart breathing.

    High Swing Table Targets the head, neck, and shoulders.

    Successes Base Effect (All Weapons) Slashing Rider Piercing Rider Bludgeoning Rider
    1 Lose 1 Max AP. Scalp Wound (Bleeding [1]) Punctured Cheek (-1 Visual) Ringing Ears (-1 Auditory)
    2 Lose 2 Max AP. -1 die to Visual. Slashed Ear (Bleeding [2]) Severed Nostril (-1 Auditory) Concussion (-1 Meditation)
    3 Lose 3 Max AP. -1 die to Visual & Meditation. Spillover: Disoriented [1]. Severed Ear (DoR 10) Throat Pierced (Lethal) Fractured Skull (DoR 15)
    4+ Lose 5 Max AP. -2 die to Visual. Spillover: Disoriented [2]. Decapitation (Instant Death) Eye Destroyed (Blindness) Shattered Jaw (DoR 30)

    Low Swing Table Targets the legs, knees, and feet.

    Successes Base Effect (All Weapons) Slashing Rider Piercing Rider Bludgeoning Rider
    1 Lose 1 Max AP. Shin Scraped (Bleeding [1]) Punctured Calf (-1 Body) Bruised Shin (-1 Body)
    2 Lose 2 Max AP. -1 die to Body. Hamstring Cut (Bleeding [2]) Thigh Pierced (DoR 5) Broken Fibula (-1 Body)
    3 Lose 3 Max AP. -1 die to Body & Nature. Spillover: Hindered [1]. Severed Achilles (DoR 10) Femoral Artery Hit (Lethal) Shattered Kneecap (DoR 15)
    4+ Lose 5 Max AP. -2 die to Body. Spillover: Hindered [2]. Severed Foot (Amputation) Destroyed Knee (Paraplegic) Caved-in Pelvis (Lethal)

    High Thrust Table Targets the face and throat.

    Successes Base Effect (All Weapons) Slashing Rider Piercing Rider Bludgeoning Rider
    1 Lose 1 Max AP. Cheek Slash (Bleeding [1]) Lip Punctured (-1 Words) Broken Nose (-1 Visual)
    2 Lose 2 Max AP. -1 die to Words. Jaw Slashed (Bleeding [2]) Cheek Pierced (-1 Visual) Broken Jaw (-1 Words)
    3 Lose 3 Max AP. -1 die to Words & Visual. Spillover: Disoriented [1]. Throat Slit (Lethal) Eye Pierced (Blindness) Crushed Sinus (DoR 15)
    4+ Lose 5 Max AP. -2 die to Words. Spillover: Disoriented [2]. Partial Decapitation (Lethal) Brain Pierced (Instant Death) Skull Caved In (Lethal)

    Mid Thrust Table Targets the torso and abdomen.

    Successes Base Effect (All Weapons) Slashing Rider Piercing Rider Bludgeoning Rider
    1 Lose 1 Max AP. Abdomen Slash (Bleeding [1]) Rib Punctured (-1 Body) Sternum Bruise (-1 Body)
    2 Lose 2 Max AP. -1 die to Body. Side Slashed (Bleeding [2]) Stomach Pierced (DoR 5) Cracked Sternum (-1 Meditation)
    3 Lose 3 Max AP. -1 die to Body & Meditation. Spillover: Fatigued [1]. Bowels Released (DoR 10) Liver Pierced (Lethal) Ribs Shattered (DoR 15)
    4+ Lose 5 Max AP. -2 die to Body. Spillover: Fatigued [2]. Eviscerated (Lethal) Heart Pierced (Instant Death) Spinal Column Crushed (Paraplegic)

    Low Thrust Table Targets the groin and upper legs.

    Successes Base Effect (All Weapons) Slashing Rider Piercing Rider Bludgeoning Rider
    1 Lose 1 Max AP. Thigh Slash (Bleeding [1]) Groin Punctured (-1 Body) Bruised Groin (-1 Body)
    2 Lose 2 Max AP. -1 die to Body. Inner Thigh Cut (Bleeding [2]) Femur Pierced (DoR 5) Broken Pelvis (-1 Body)
    3 Lose 3 Max AP. -1 die to Body & Nature. Spillover: Hindered [1]. Severed Tendon (DoR 10) Femoral Artery Pierced (Lethal) Shattered Hip (DoR 15)
    4+ Lose 5 Max AP. -2 die to Body. Spillover: Hindered [2]. Crippling Cut (Amputation) Groin Destroyed (Lethal) Pelvic Crush (Paraplegic)

    Lethal Dressing Requirements (General):

    • Throat Slit/Pierced: Requires immediate packing and pressure (TN 4 Medicine) within 1 minute to prevent asphyxiation.
    • Femoral/Artery Hits: Requires a tourniquet or magical cauterization (TN 4 Medicine or Magic) within 1 minute to prevent blood loss.
    • Organ Rupture (Liver/Heart/Lung): Requires surgery (TN 6 Medicine) or high-tier magic within the Golden Hour.

    19.3 Dancing Nano Damage Tables

    Used when targeting an opponent's performance in a Nano duel. Conditions are contextually appropriate to a performance and do not affect other realms unless specified by a Spillover.

    Focus Chart (Mental Rhythm & Flow) Medium Riders: Solo (AP drain), Partner (Stat reduction), Troupe (Armor break).

    Successes Base Effect Solo Rider Partner Rider Troupe Rider
    1 Lose 1 Max AP. Off-Beat Hesitant (-1 Visual) Formation Lag
    2 Lose 2 Max AP. -1 die to Meditation. Stumbling Misread Lead (-1 People) Armor Reduced by 1
    3 Lose 3 Max AP. -1 die to Med & Auditory. Spillover: Distracted [1]. Lost the Beat Out of Sync (-1 Body) Armor Shattered
    4+ Lose 5 Max AP. -2 die to Meditation. Spillover: Distracted [2]. Mental Blank Partner Dropped Routine Collapses

    Technique Chart (Physical Execution & Form) Medium Riders: Solo, Partner, Troupe.

    Successes Base Effect Solo Rider Partner Rider Troupe Rider
    1 Lose 1 Max AP. Sloppy Form Tangled Limbs Collided
    2 Lose 2 Max AP. -1 die to Body. Missed Step Dropped Lift (-1 Body) Misaligned
    3 Lose 3 Max AP. -1 die to Body & Visual. Spillover: Impact [1]. Fall (Minor) Strained Muscle (DoR 5) Domino Effect
    4+ Lose 5 Max AP. -2 die to Body. Spillover: Impact [2]. Hard Fall (DoR 10) Broken Bone (DoR 15) Pile-Up (DoR 10)

    Audience Attention Chart (Crowd Perception) Medium Riders: Solo, Partner, Troupe.

    Successes Base Effect Solo Rider Partner Rider Troupe Rider
    1 Lose 1 Max AP. Ignored Overshadowed Unnoticed
    2 Lose 2 Max AP. -1 die to People. Boring Upstaged Drab
    3 Lose 3 Max AP. -1 die to People & Words. Spillover: Disgraced [1]. Jeered Pitied Mocked
    4+ Lose 5 Max AP. -2 die to People. Spillover: Disgraced [2]. Heckled Off Stage Laughed At Booed Off Stage

    Zero AP Translation: The audience has decided the other dancer is the winner, and they are no longer considering your performance. You are removed from the conflict.

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    19.4 Social Nano Damage Tables

    Used when targeting an opponent's social standing in a Nano debate. The Social Rider: The attacker may choose to inflict the Negative Condition (Discredit) OR the Positive Condition (Win Over/Flip). Both reduce the target's AP.

    Composure Chart (Emotional Control) Medium Riders: Conversation (Personal), Oratory (Public), Correspondence (Permanent/Legal).

    Sev Negative Condition (Discredit) Positive Condition (Win Over) Conversation Rider Oratory Rider Correspondence Rider
    1 Flustered (Lose 1 AP) Charmed (Lose 1 AP) Flattered Cheered Form Letter
    2 Furious (Lose 2 AP, -1 Med) Inspired (Lose 2 AP) Guilt-tripped Motivated Official Summons
    3 Breakdown (Lose 3 AP, -1 Med/Peo) Spill: Strain[1] Devoted (Lose 3 AP) Spill: Focused[1] Traumatized Radicalized Subpoenaed (DoR 5)
    4+ Catatonic (Lose 5 AP, -2 Med) Spill: Strain[2] Zealot (Lose 5 AP, Flipped) Triggered Incited to Riot Sued (DoR 15)

    Credibility Chart (Logic & Truth) Medium Riders: Conversation, Oratory, Correspondence.

    Sev Negative Condition (Discredit) Positive Condition (Win Over) Conversation Rider Oratory Rider Correspondence Rider
    1 Misspoke (Lose 1 AP) Validated (Lose 1 AP) Corrected Agreed With Notarized
    2 Contradicted (Lose 2 AP, -1 Log) Credible (Lose 2 AP) Caught in Lie Fact-Checked Stamped
    3 Discredited (Lose 3 AP, -1 Log/Wor) Spill: Ostracized[1] Trusted (Lose 3 AP) Spill: Renowned[1] Exposed Publicly Fact-Checked Contract Breach (DoR 5)
    4+ Liar (Lose 5 AP, -2 Log) Spill: Ostracized[2] Authority (Lose 5 AP, Flipped) Humiliated Disinvited Disbarred (DoR 15)

    Reputation Chart (Social Standing) Medium Riders: Conversation, Oratory, Correspondence.

    Sev Negative Condition (Discredit) Positive Condition (Win Over) Conversation Rider Oratory Rider Correspondence Rider
    1 Mocked (Lose 1 AP) Liked (Lose 1 AP) Teased Applauded Thank You Note
    2 Humiliated (Lose 2 AP, -1 Peo) Respected (Lose 2 AP) Insulted Praised Commendation
    3 Disgraced (Lose 3 AP, -1 Peo/Vis) Spill: Entangled[1] Renowned (Lose 3 AP) Spill: Renowned[1] Slandered Endorsed Letter of Marque (DoR 5)
    4+ Infamous (Lose 5 AP, -2 Peo) Spill: Entangled[2] Legendary (Lose 5 AP, Flipped) Ostracized Canonized Knighthood (DoR 15)

    Zero AP Translation: Socially irrelevant; you concede the argument or are removed from the negotiation. If reduced to 0 AP by Positive Conditions, you are Flipped to the attacker's side.

    CHAPTER 20: Output Tables (Generative Results)

    When a character engages in a generative Solo Conflict (Crafting, Art, Performance, Diplomacy), their total successes are checked against the following universal scale to determine the Quality and Strength of the output.

    20.1 The Universal Output Scale

    Unless otherwise noted, all Positive Output Conditions have a default duration of "The Next Scene." Any Output that grants temporary AP takes effect on the next AP Refresh.

    • 10 Successes (Memento): A hobby craft or casual effort. It provides no measurable mechanical benefit, but may hold sentimental value or serve as a minor narrative prop.
    • 20 Successes (Strength 1): A solid, functional result. Provides a minor, localized buff.
    • 30 Successes (Strength 2): A professional result. Provides a moderate buff or localized AP gain.
    • 40 Successes (Strength 3): An expert result. Provides a major buff, often spilling over into other domains.
    • 50 Successes (Strength 4): A peak, legendary result. Provides massive, reality-bending buffs. This is the practical cap for mortal endeavors.
    • 100 Successes (The Masterpiece): The absolute pinnacle of creation. The legacy of this creation may outlive you, and may well outlive the creation itself, depending on the medium. If you create a Masterpiece, you gain a unique Gift that cannot be purchased through character advancement:

    Gift - Master Creator (Unique) You are recognized as a master in your field. Your Rank in all Social rolls with people who recognize and respect your achievements is increased by 2.


    20.2 Micro Output Tables (General Buffs)

    At the Micro level, outputs draw from the Generic Positive Condition tables (Chapter 17). The Successes rolled during the Solo Conflict determine the Strength of the Condition applied to the consumer/audience.

    • Cooking Micro: Applies the Refreshed Condition (Physical Domain). Restores Max AP or Stat die sizes.
    • Art Micro: Applies the Renowned Condition (Social Domain). Grants Circumstance bonuses or temporary Social AP.
    • Dancing Micro: Applies the Focused Condition (Mental Domain). Cancels penalties or grants Macro re-rolls.
    • Social Micro: Applies the Renowned Condition (Social Domain). Generates leverage and positive standing.
    • Magic Micro: Applies the Vitalized Condition (Magical Domain). Grants temporary AP restricted to magical/proactive actions.

    (Example: A Chef rolling 30 successes on a Micro Cooking conflict creates a meal that grants the Refreshed [2] condition to anyone who eats it.)


    20.3 Nano Output Tables (The Crafting API)

    At the Nano level, outputs are highly specific. The successes are checked against the specific sub-table for the techniques used. All effects below scale from Strength 1 (20 Successes) to Strength 4 (50 Successes).

    1. Cooking Nano Outputs (Flavor Profiles)

    The specific flavor profile generated depends on the techniques and ingredients used. Only one profile can be applied to a single dish.

    • Savory (Comforting/Hearty):
      • S1: Grants 1 Temporary AP (Proactive/Combat only).
      • S2: Grants 2 Temporary AP (Proactive/Combat only).
      • S3: Grants 3 Temporary AP and +1 die to Body rolls. Spillover: Grants Refreshed [1].
      • S4: Grants 5 Temporary AP and +1 die to Body rolls. Spillover: Grants Refreshed [2].
    • Sweet (Energizing/Uplifting):
      • S1: +1 die Circumstance bonus to People checks.
      • S2: +2 die Circumstance bonus to People checks.
      • S3: +2 die to People and Words, and removes 1 negative Mental condition. Spillover: Grants Focused [1].
      • S4: +4 die to People and Words, and removes 2 negative Mental conditions. Spillover: Grants Focused [2].
    • Umami (Deep/Centering):
      • S1: Restores 1 Max AP.
      • S2: Restores 2 Max AP.
      • S3: Restores 3 Max AP and +1 die to Meditation. Spillover: Grants Focused [1].
      • S4: Restores 5 Max AP and +2 die to Meditation. Spillover: Grants Focused [2].
    • Spicy (Aggressive/Stimulating):
      • S1: Grants 1 Temporary AP (Reactive only).
      • S2: Grants 2 Temporary AP (Reactive only).
      • S3: Grants 3 Temporary AP (Reactive) and +1 die to Visual. Spillover: Grants Vitalized [1].
      • S4: Grants 5 Temporary AP (Reactive) and +2 die to Visual. Spillover: Grants Vitalized [2].
    • Buttery (Rich/Soothing):
      • S1: Removes 1 Physical DoR (Days of Rest) condition.
      • S2: Removes 2 Physical DoR conditions or 1 Severity 2 condition.
      • S3: Removes 3 Physical DoR conditions or 1 Severity 3 condition. Spillover: Grants Refreshed [1].
      • S4: Removes all non-Lethal Physical DoR conditions. Spillover: Grants Refreshed [2].

    2. Art Nano Outputs (Cultural Impact)

    The impact of a Nano Art piece depends on the medium and the intent of the artist.

    • Patronage (Financial/Material Backing):
      • S1: Grants a minor one-time wealth stipend or basic materials.
      • S2: Grants a moderate stipend and access to restricted tools/spaces.
      • S3: Grants a major stipend, a workshop, and 1 minor minion/apprentice. Spillover: Grants Renowned [1].
      • S4: Grants unlimited wealth for practical purposes, a massive estate, and a retinue of experts. Spillover: Grants Renowned [2].
    • Legacy (Long-term Fame/Historical Weight):
      • S1: Your name is known in local guilds.
      • S2: Your name is known across the region. +1 die to Social checks with artisans.
      • S3: Your work is studied. +2 die to Social checks with scholars/nobles. Spillover: Grants Renowned [1].
      • S4: Your name becomes synonymous with the era. +4 die to Social checks with anyone aware of history. Spillover: Grants Renowned [2].
    • Trendsetting (Alters the "Mood" of a room/region):
      • S1: Sets a localized Scene Element mood (e.g., Aromatic [1] or Resonant [1]).
      • S2: Sets a localized Scene Element mood at Severity 2.
      • S3: Shifts the baseline mood of a town/institution for a season. Grants a +2 die Circumstance bonus to allies acting in accord with the trend. Spillover: Grants Focused [1].
      • S4: Shifts the culture of a nation. Grants a +4 die Circumstance bonus to allies acting in accord with the trend. Spillover: Grants Focused [2].
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  • [–] [S] 1 point 4 weeks ago

    3. Dancing Nano Outputs (Career Impact)

    The output of a Nano-level dance performance is measured by the tangible impact it has on the dancer's career and standing. The specific output depends on the intent of the routine.

    • Renown (Lay Popularity):
      • S1: +1 die Circumstance bonus to People checks with the general public.
      • S2: +2 die Circumstance bonus to People checks. Grants 2 Temporary AP when entering a public social scene.
      • S3: +2 die to People and Words. Grants 3 Temporary AP in public scenes. Spillover: Grants Renowned [1].
      • S4: +4 die to People and Words. Grants 5 Temporary AP in public scenes. Spillover: Grants Renowned [2].
    • Recognition (Peer Respect):
      • S1: +1 die Circumstance bonus to Dancing or Art checks when dealing with other artisans.
      • S2: +2 die Circumstance bonus. Grants 2 Temporary AP that can only be used for Proactive Dancing actions.
      • S3: +2 die to Visual and Meditation. Grants 3 Temporary AP for Dancing. Spillover: Grants Focused [1].
      • S4: +4 die to Visual and Meditation. Grants 5 Temporary AP for Dancing. Spillover: Grants Focused [2].
    • Remuneration (Getting Paid/Material Gain):
      • S1: Secures a minor one-time wealth stipend or basic provisions.
      • S2: Secures a moderate stipend and access to rare materials/venues.
      • S3: Secures a major stipend, a dedicated performance hall, and 1 minor minion/apprentice. Spillover: Grants Renowned [1].
      • S4: Secures vast wealth, a permanent estate, and a retinue of patrons. Spillover: Grants Renowned [2].

    4. Magic Nano Outputs (Arcane Utility)

    The output of a Nano-level magical crafting session. These represent the creation of persistent magical effects, items, or scrolls.

    • Identification (Knowledge/Divination Buffs):
      • S1: +1 die to Logic or Visual checks to recall facts or spot hidden details.
      • S2: +2 die to Logic and Visual. Reveals one hidden Scene Element or target weakness automatically.
      • S3: +2 die to Logic, Visual, and Meditation. Grants perfect memory for the duration of the scene. Spillover: Grants Focused [1].
      • S4: +4 die to Logic, Visual, and Meditation. Reveals all hidden magical auras and illusions in the region. Spillover: Grants Focused [2].
    • Enchantment (Item/Weapon Buffs):
      • S1: The item gains a +1 die Circumstance bonus to its specific use.
      • S2: The item grants 1 Temporary AP when used, or inflicts a Severity 1 Rider (e.g., Burning [1]) on targets.
      • S3: The item grants 2 Temporary AP when used, or inflicts a Severity 2 Rider. Spillover: Grants Vitalized [1] to the wielder.
      • S4: The item grants 3 Temporary AP when used, or inflicts a Severity 3 Rider. Spillover: Grants Vitalized [2] to the wielder.
    • Spellcrafting (Creating Scrolls/Utility Effects):
      • S1: Create a 1-use scroll of a Rank 1-2 spell.
      • S2: Create a 1-use scroll of a Rank 3-4 spell, or learn a new Macro utility spell.
      • S3: Create a permanent wand with 3 charges, or learn a new Micro utility spell. Spillover: Grants Vitalized [1].
      • S4: Create a permanent staff with infinite charges of a Macro spell, or learn a new Nano utility spell. Spillover: Grants Vitalized [2].

    5. Social Nano Outputs (Agreement Terms)

    The output of a Nano-level diplomatic or social crafting effort. These represent the tangible, mechanical results of a negotiated agreement, contract, or established relationship.

    • Leverage (Holding a Favor/Blackmail):
      • S1: Target's Social Armor is reduced by 1 against you and your allies.
      • S2: Target's Social Armor is reduced by 2, or they owe you a minor favor (Macro skill event).
      • S3: Target's Social Armor is reduced by 4, or they owe you a major favor (Nano Solo Conflict). Spillover: Grants Renowned [1].
      • S4: Target's Social Armor is bypassed entirely, or they are permanently in your debt. Spillover: Grants Renowned [2].
    • Goodwill (Genuine Rapport/Alliance):
      • S1: +1 die Circumstance bonus to People checks with the target faction.
      • S2: +2 die Circumstance bonus. The faction will provide shelter and basic aid.
      • S3: +2 die to People and Words. The faction will fight for you as Minions. Spillover: Grants Focused [1].
      • S4: +4 die to People and Words. The faction will risk their lives for you (Ally stats). Spillover: Grants Focused [2].
    • Accord (Formal, Binding Treaty/Contract):
      • S1: Establishes a temporary truce (1 Scene).
      • S2: Establishes a formal non-aggression pact (1 Downtime).
      • S3: Establishes a mutual defense pact; allies share a temporary AP pool of 3. Spillover: Grants Renowned [1].
      • S4: Establishes a permanent alliance; merges two factions/resources into one. Spillover: Grants Renowned [2].
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  • [–] [S] 1 point 4 weeks ago

    CHAPTER 9: Skill Tree - Combat

    Macro Combat

    • Defeat an opponent in a contest of arms, boxing, wrestling, etc.
    • Perform a demonstration of martial ability.
    • Uses Body or Meditation.

    Combat: Tool Use Convention

    • Combat is limited by hands. A character can have one item (weapon or shield) in each hand. You cannot use the same tool (such as a specific weapon) to perform two actions at the same time. Dual-wielding characters have the advantage of being able to both attack and parry during a simultaneous attack. Some combat relevant items, like armor, are worn and do not take up a hand.

    Micro Combat Actions

    • Melee [fighting style] (Proactive Action)
      • Roll Body or Meditation against the TN of your weapon (TN 4 if undefined). Success level inflicts a condition on your target from the generic combat condition table, modified by your weapon's damage rider.
    • Ranged [weapon type] (Proactive Action)
      • Roll Body or Meditation against the TN of your weapon (TN 4 if undefined). Success level inflicts a condition on your target. Success level inflicts a condition on your target from the generic combat condition table, modified by your weapon's damage rider.
    • Defense (Reactive Action)
      • Roll Meditation or Visual against the TN of your weapon (TN 4 if undefined). Reduce the success level of an incoming attack by your success level.
    • Maneuvers (Action)
      • Roll Body or Nature against TN 4 (modified by terrain-based circumstances). Move based on the number of successes.
        • If using a battle map, move a number of squares, hexes, or inches equal to your success level + 1.
        • If using theater of the mind, move (success level + 1) * 5 feet or 2 meters.

    Nano Combat Actions At the Nano level, combat is highly lethal and utilizes the 6 Location Damage Tables (High/Mid/Low Cut, High/Mid/Low Thrust) with Damage Type Riders (Slashing, Piercing, Bludgeoning).

    Melee [fighting style]

    • Cut (Proactive Action)
      • Declare a cutting target zone (High, Mid, Low), then roll Body or Meditation against your weapon's cut TN (4 if undefined). Success level is checked on the corresponding damage table for your target location and weapon type, and the condition listed is inflicted upon your opponent.
    • Thrust (Proactive Action)
      • Declare a thrusting target zone (High, Mid, Low), then roll Body or Meditation against your weapon's thrust TN (4 if undefined). Success level is checked on the corresponding damage table for your target location and weapon type, and the condition listed is inflicted upon your opponent.
    • Beat (Proactive Action)
      • Declare an item (such as a weapon or shield) your opponent is holding as the target, then roll Auditory or Visual against your weapon's cut TN. If successful, your opponent cannot use the targeted item during the next beat. At 3+ successes, your opponent drops the item if it is not strapped to their body.
    • Evasive Attack (Proactive Action)
      • Split the dice you are committing to this action into two piles, "attack" and "evasion". The "attack" dice may be used to perform any other offensive action on this beat. The "evasion" dice are rolled as Nature or Visual against TN 4 (modified by terrain-based circumstances), and every evasion success raises the TN of other attacks targeted against you by 1 during this beat. Evasion TN increases are applied before any simultaneous attacks.
    • Master Strike (Proactive Action)
      • Split the dice you are committing to this action into two piles, "attack" and "parry". The "attack" dice may be used to perform any other offensive action on this exchange. The "parry" dice are used to perform the "parry" defensive action against an incoming attack. The same item or body part must be used for both actions—this is the sole exception to the limitation on doing two things with the same item in a round.

    Ranged [weapon type]

    • Shoot (Neutral Action)
      • Declare a thrusting target zone, then roll Body or Meditation against your weapon's TN (4 if undefined). Success level is checked on the corresponding damage table for your target location and weapon type, and the condition listed is inflicted upon your opponent. This action may only be taken if you have performed a "reload" action on your weapon, and an "aim" action on your target.
    • Aim (Proactive Action)
      • Choose a target that is within your weapon range and perception. Roll Visual or Auditory against TN 4 (modified by environment-based circumstances). If successful, you become able to take a "shoot" action against that target. If you take any other action before shooting, or receive any condition that reduces one of your stats or your action pool, you lose your aim and must aim again.
    • Reload (Neutral Action)
      • Choose a weapon that you are holding. Roll Body or Auditory against TN 4. If you score more successes than the weapon's reload requirement, then it is considered reloaded. If you generate fewer than that, then it is not reloaded, but you may save the successes and count them on the next reload attempt.
    • Overwatch (Nuetral Action)
      • Declare a region of the battlefield, then roll Visual or Meditation against TN 4 (modified by environment-based circumstances). If successful, you may, until the next action pool reset, perform the Shoot action immediately on any enemy that enters your targeted region.

    Defense

    • Slip (Reactive Action)
      • Roll Body or Auditory against TN 6 (modified by terrain-based circumstances), and subtract your success level from the successes of an attack that is targeting you. If you reduce the incoming attack to zero successes, you steal momentum, and you gain bonus dice to your next offensive action equal to the number of successes you have remaining.
    • Parry (Reactive/Neutral Action)
      • Roll Body or People against your weapon or shield's parry TN, and subtract your success level from the successes of an attack that is targeting you. If you reduce the attack to zero successes, you steal momentum.
      • Parry can be used as a reactive action, or declared as a nuetral action. Remember that tool lock applies to parrying while multitasking.
    • Block Open (Reactive Action)
      • Roll Body or Visual against your weapon or shield's parry TN + 1, and increase the TN of an attack that is targeting you by 1 per success level. If the attack that was targeting you has zero successes, then your opponent cannot use the weapon you blocked open during their next action.
    • Counter (Reactive Action)
      • Roll Meditation or People against your weapon's parry TN + 2, and subtract your success level from the successes of an attack that is targeting you. If you reduce the incoming attack to zero successes, you steal momentum, and you gain bonus dice to your next offensive action equal to the number of successes you have remaining.

    Maneuvers

    • Feint (Neutral Action)
      • Declare a feint in step 3 of the Nano action declaration, after an opponent declares a defense. When you feint, you must declare a new proactive action from the one you initially declared, and you may add dice to your attack from the remainder of your Action Pool, at a cost of 2 AP for every additional die you add. The maximum number of dice that can be added in this way is your rank in the feint skill, and the total dice on the new proactive action is your rank in the proactive action plus your rank in feint. Every successive feint in a scene against the same target suffers a circumstance penalty of TN + 1 compared to the previous feint regardless of outcome.
    • Footwork (Nuetral Action)
      • If you are engaged with multiple opponents, you can declare a footwork action. Roll Body or Nature (modified by terrain-based circumstances), and ignore as many opponents this exchange as you roll successes. You cannot ignore every opponent using this ability, you must always face at least one of them.
    • Stop Short (Proactive Action)
      • Roll Visual or People against TN 4, opposed by your opponent's roll of Visual or People against TN 4. Your opponent cannot spend their own AP to oppose this roll, instead they roll a number of dice equal to half the maximum of either their visual or meditation stats (round down). If you succeed or tie this roll, the exchange immediately ends, and you retain momentum. If your opponent wins the roll, the exchange immediately ends and they sieze momentum. Successive stop shorts in the same scene are made at TN+1 for the user, but not the defender.
    • Quick Step (Action)
      • During a simultaneous attack, roll Body or Auditory against TN 4 (modified by terrain-based circumstances) and if successful your attack will be resolved before the enemy attack, rather than simultaneous resolution (possibly preventing their attack entirely if you reduce their action pool with your damage). If both combatants attempt a quick step, the one with the most successes will be the one who goes first, and if they tie they will revert to simultaneous resolution.

    Designer Note - Stat Allocation: While the Combat skill tree strongly favors the Body stat, that is not the end-all be-all. Combat stat action allocations (Macro/Micro/Nano) are:

    • Body (raw power and speed): 1/3/9
    • People (ability to read your opponent): 0/0/3
    • Words (not applicable here): 0/0/0
    • Logic (not applicable here): 0/0/0
    • Nature (intuition about your environment): 0/1/2
    • Meditation (ability to fight from a "flow state"): 1/3/5
    • Visual (ability to see visual cues): 0/1/6
    • Auditory (ability to sense the "rhythm" of the duel): 0/0/5
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  • [–] [S] 1 point 4 weeks ago

    CHAPTER 11: Skill Tree - Dancing

    Macro Dancing

    • Perform a dance, participate in a routine, or express emotion through movement.
    • Keep rhythm, maintain balance on unsteady ground, or impress an audience.
    • Uses Visual or Body.

    Dancing: Granularity & Consequences

    • When to Roll: Routine dances, strictly structured social dances (like a standard waltz at a ball), or simple performances where there is no pressure or opposition do not require a roll.
    • The Solo Performance (Solo Conflicts): If the question is simply "How good was your performance?" and you are competing against a standard or the clock, use the Solo Conflict rules (Chapter 5).
    • Micro Consequences (The Audience Favor Tug-of-War): Micro-level dance conflicts are a race for Audience Favor. A successful proactive maneuver advances your own Audience Favor (granting beneficial conditions) or removes Audience Favor from an opponent (inflicting negative conditions). Reactive maneuvers reduce the opponent's successes to protect your Audience Favor.
      • The Formal Competition: The GM sets a Time Limit (a specific number of turns or exchanges). When the time limit expires, the dancer or troupe with the most Audience Favor (subtract the number of negative conditions from the number of positive conditions to get the total) wins.
    • Nano Consequences (Target Zones & Routine Armor): At the Nano level, dance duels target specific elements of the performance.
      • Target Zones: Focus, Technique, and Audience Attention.
      • Contextual Conditions: The conditions inflicted by the Dancing damage charts (e.g., "Upstaged," "Off-Beat") are contextually appropriate to a performance. They do not affect other realms such as combat or your general social standing - unless you suffer a particularly bad blow, in which case the embarrassment could result in a generic social condition, or a bad fall could result in a generic physical condition.
      • The Opposition Rule: Reactive actions reduce the number of successes for the purposes of inflicting damage/conditions, but they do not reduce the number of successes for determining if the technique itself was successful (e.g., hitting a declared Target Number or triggering a secondary effect like building Armor).
      • Routine Armor: This is a beneficial condition you apply to yourself by executing certain moves. Routine Armor absorbs incoming successes from opponent's attacks targeting those specific zones. Routine armor lasts for as long as the routine, when a micro conflict ends or if a nano conflict returns to the drop, routine armor is lost.
    • Zero AP: If your Action Pool is reduced to zero, your performance is over. You are not killed; the audience has decided the other dancer is the winner, and they are no longer considering your performance.

    Dancing: Tool Use Convention

    • Dancing assumes your "entire body" is the tool. You can hold items (like a weapon or a wand) while you dance, and you can mix any number of dance actions together, limited only by your AP.
    • Because dancing requires your entire body, you cannot simultaneously perform another action that also requires your entire body. Some interpretation is required by the players in GM in order to determine what actions on other skill trees require the "entire body", and if there is a disagreement the group should either take a vote or roll a dice to keep things moving.

    Micro Dancing Actions

    • Solo (Proactive Action)
      • Roll Body or Visual against TN 4. Inflict a negative performance condition on an opponent based on your level of success.
    • Partner (Reactive Action)
      • Roll Body or People against TN 4. React to an opponent's maneuver, reducing the successes of their dancing action against yourself or someone else in arm's length.
    • Troupe (Neutral Action)
      • Roll Body or Visual against TN 4. Select a number of contiguous creatures up to your rolled successes. Any ally within the effect benefits from all of your positive conditions until the next AP refresh.
    • Choreography (Neutral Action)
      • Roll Visual or Words against TN 4. Grant yourself a positive effect based on your margin of success.

    Nano Dancing Actions (The Techniques) At the Nano level, techniques target specific zones (Focus, Technique, Audience) and may build Routine Armor.

    Solo (Execution & Athleticism)

    • Precise Technique (Proactive Action)
      • Targets: Technique. Roll Body or Visual against TN 4. If successful, inflict a condition on your opponent based on the number of successes over their defense. You also gain 1 point of Technique Armor on any success.
    • Flashy Technique (Proactive Action)
      • Targets: Audience Attention. Set a target number of successes. Roll Body or Auditory against TN 4. If you hit your target, you inflict the corresponding condition from the audience attention table on your target, and gain 1 point of Audience Armor. If you miss, you fall, inflicting AP loss to yourself equal to how much you missed your target, and an impact condition to yourself for every 2 that you missed it by.
    • Center (Reactive Action)
      • Defends: Focus. Roll Body or Meditation against TN 4. Subtract your successes from an opponent's incoming Proactive action for the purpose of calculating damage. Additionally, gain 1 point of Focus Armor on any number of successes.
    • Flawless Form (Reactive Action)
      • Defends: Technique. Roll Visual or Body against TN 4 and reduce the number of successes of an action targeting your technique by the amount of successes you roll.
    • Improvise (Special Action)
      • Trigger: Any time you are affected by negative performance-related conditions, immediately after the AP refresh.
      • Roll Auditory or Meditation against TN 4. Ignore a number of performance-related Conditions currently affecting you up to your number of successes.

    Partner (Leading, Following, & Sync)

    • Lead (Proactive Action)
      • Targets: Focus. Roll Body or People against TN 4 and inflict a focus-related condition on your opponent based on the margin of success.
    • Cover / Mirror (Reactive Action)
      • Roll Visual or Auditory against TN 4. Defend your dancing partner. Subtract your successes from an opponent's action targeting your partner.
    • Lift & Support (Proactive Action)
      • Add your dice to a partner's action pool. Set a target number of successes for yourself and roll Body or Visual against TN 4. If you hit your target, your partner gains those dice on their next proactive action. If you miss, you drop your partner, inflicting a condition from the generic falling damage table based on half the amount you missed by.
    • Spotlight Steal (Proactive Action)
      • Targets: Audience Attention. Roll People or Visual against TN 4. Inflict a condition from the audience attention chart based on the margin of success.

    Troupe (Formations & Group Dynamics)

    • Synchronized Movement (Neutral Action)
      • Roll Body or Visual against TN 4. If you and other troupe members use this successfully on the same great, everyone gets extra successes to whatever other action they are doing this beat, based on the number of people successfully using it (maximum 4).
    • Formation Shift (Neutral Action)
      • Roll Visual or Meditation against TN 4. Ignore a number of opponents targeting you up to the number of successes. You cannot ignore every opponent this way, you must always defend against one.
    • Cannon / Chain (Proactive Action)
      • Targets: Focus. Roll Body or Auditory against TN 4. Declare whether you are passing the chain to someone else or targeting an opponent. If targeting an opponent, inflict a condition on them from the focus chart, gaining 1 additional success for every person in the chain who successfully passed it on (max 4).
    • Grand Gesture (Reactive Action)
      • Defends: Audience Attention. Roll Body or People against TN 4. Reduce the number of success of an action that targets audience attention.

    Choreography (Routine & Lore)

    • Assemble Routine (Utility Action)
      • Roll Visual or Words against TN 4. Assemble an aesthetically pleasing routine.
        • *Designer Note: This skill does not have a use within the nano conflict ecosystem - it is a lore skill, and can be used in the solo conflict system, but not a duel.
    • Read the Room (Neutral Action)
      • Roll People or Visual against TN 4. Learn what the audience wants to see. Success grants the "Room Read" condition, granting a Circumstance bonus to your actions until the mood shifts.
    • Shift Mood (Proactive Action)
      • Roll People or Words against TN 4. Change the atmosphere of the room. This negates any existing "Room Read" conditions and establishes a new baseline.
    • Interpret Tempo (Neutral Action)
      • Roll Auditory or Meditation against TN 4. Sync perfectly with the music. Success grants a condition that provides bonus AP every turn (1 AP for 1-3 successes, 2 AP for 4+ successes). This AP can only be used for performances synchronized to music.

    Designer Note - Stat Allocation: Dancing stat action allocations (Macro/Micro/Nano) are:

    • Body (raw power and speed): 1/3/9
    • People (reading partners): 0/1/5
    • Words (choreography lore): 0/1/2
    • Logic (not applicable here): 0/0/0
    • Nature (not applicable here): 0/0/0
    • Meditation (flow state): 0/0/4
    • Visual (spatial awareness): 1/3/8
    • Auditory (rhythm): 0/0/5.
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  • [–] [S] 1 point 4 weeks ago

    CHAPTER 13: Skill Tree - Cooking

    Macro Cooking

    • Prepare ingredients, cook food, and create meals.
    • Run a kitchen, manage supplies, or cater an event.
    • Uses Nature or Logic.

    Cooking: Granularity & Consequences

    • When to Roll: Routine meals, following a simple recipe, or boiling water do not require a roll.
    • The Solo Conflict: Cooking is resolved almost exclusively via Solo Conflicts. You set a Goal (number of successes), select your target skills, and roll over Intervals (determined by your Meditation die or the kitchen's time limit).
    • Outputs (Consumption): The final number of successes determines the quality of the meal, which translates into a Condition applied to anyone who eats it.
      • Micro Outputs (Generic): Inflicts the "Well Fed" Condition. Usually grants a +1 AP Circumstance bonus for the next Micro conflict.
      • Nano Outputs (Specific): Inflicts a specific beneficial condition based on the techniques used and the ingredients. (e.g., A high-protein meal cooked via Sear grants "+2 Rank to Body actions for the next scene." A delicate Temper dessert grants "+2 Rank to Meditation actions.")

    Cooking: Tool Use Convention

    • Cooking requires the use of kitchen tools (knives, pans, stoves) and both hands. You cannot simultaneously perform another action that requires your hands or full physical attention (such as swinging a sword or dual-casting magic). However, Magic that relies solely on Voice (Incantation) can be used simultaneously with Cooking.

    Designer Note - Hybrid Conflicts or "Martial Arts Fried Rice": Skills that default to Solo Conflicts (like Cooking) can be seamlessly integrated into active Micro or Nano conflicts. Because the system uses a unified Action Pool, a player can split their AP between fighting and crafting in the same Beat. A player engaged in a Nano duel while cooking can split their AP, using Slip (Combat) to avoid attacks and Sear (Cooking) to fry the rice. In this case, the solo conflict is tracked simultaneously to the duel, with the interval being "an exchange" and the results (did you hit your target successes? did you get at least one success with every technique?) being checked at the end.

    Micro Cooking Actions (The Kitchen Brigade)

    • Preparation (Utility Action)
      • Roll Body or Logic against TN 4. The physical breaking down and measuring of raw ingredients. Knife skills, butchery, and mise en place.
    • Cookery (Utility Action)
      • Roll Body or Nature against TN 4. The application of heat to transform ingredients. Sautéing, grilling, braising, and open-flame work.
    • Patisserie (Utility Action)
      • Roll Logic or Visual against TN 4. The precise science of baking, confections, and doughs. Requires exact measurements and environmental control.
    • Gastronomy (Utility Action)
      • Roll Nature or Words against TN 4. The knowledge of flavor pairing, menu design, nutritional lore, and the final visual plating of the dish.

    Nano Cooking Actions (The Techniques) Cooking techniques do not use Proactive/Reactive triggers. They are the specific skills declared as targets during Solo Conflict intervals, or when splitting AP in a Hybrid Conflict. All TNs default to 4, modified by ingredient quality or kitchen environment.

    • Preparation:
      • Julienne: Roll Body or Logic against TN 4. Execute fine, precise knife cuts for even cooking and elegant presentation.
      • French Trim: Roll Body or Logic against TN 4. Scrape and shape bones for structural integrity and aesthetic appeal.
      • Emulsify: Roll Logic or Body against TN 4. Force unmixable liquids (oil/water) into a stable suspension.
      • Mince: Roll Body or Logic against TN 4. Crush and chop ingredients into a fine paste to release volatile flavors.
      • Brine: Roll Logic or Nature against TN 4. Soak ingredients in saltwater to season and tenderize from within.
    • Cookery:
      • Sear: Roll Body or Nature against TN 4. Apply high heat briefly to create a Maillard reaction crust while keeping the interior rare.
      • Braise: Roll Body or Nature against TN 4. Slow-cook tough ingredients in a covered pot with minimal liquid for deep tenderization.
      • Sous-Vide: Roll Logic or Nature against TN 4. Vacuum-seal ingredients and cook in precisely temperature-controlled water for perfect doneness.
      • Flambe: Roll Body or Nature against TN 4. Ignite alcohol in the pan to burn off raw alcohol and add complex caramelized flavors.
      • Roast: Roll Body or Nature against TN 4. Cook with dry, ambient heat, often achieving crispy exteriors and juicy interiors.
    • Patisserie:
      • Whisk: Roll Body or Logic against TN 4. Beat ingredients rapidly to incorporate air, changing density and texture.
      • Temper: Roll Logic or Visual against TN 4. Carefully heat and cool chocolate to stabilize it for a glossy finish and crisp snap.
      • Knead: Roll Body or Logic against TN 4. Work dough physically to develop gluten networks for elasticity and structure.
      • Layer: Roll Logic or Visual against TN 4. Fold and roll dough (often with fats) to create hundreds of flaky, distinct layers.
      • Proof: Roll Nature or Logic against TN 4. Provide the precise environment (warmth, humidity, time) for yeast to ferment and rise.
    • Gastronomy:
      • Plate: Roll Visual or Words against TN 4. Arrange food on a dish for maximum visual and thematic impact.
      • Pair: Roll Nature or Words against TN 4. Match complementary flavors, textures, or beverages to elevate the main dish.
      • Balance: Roll Nature or Logic against TN 4. Adjust acid, fat, salt, and sweetness to ensure no single element overpowers the dish.
      • Garnish: Roll Visual or Nature against TN 4. Add final, edible flourishes that enhance aroma, visual contrast, and flavor.
      • Carve: Roll Body or Words against TN 4. The performance of dividing a large, cooked item into perfect portions at the table.

    Designer Note - Stat Allocation: Cooking stat action allocations (Macro/Micro/Nano) are:

    • Body (physical endurance/dexterity): 0/2/11
    • People (not applicable here): 0/0/0
    • Words (expressing yourself through food): 0/1/3
    • Logic (precision/chemistry): 1/2/12
    • Nature (intuition with ingredients): 1/2/10
    • Meditation (not applicable here): 0/0/0
    • Visual (plating/aesthetics): 0/1/4
    • Auditory (not used here): 0/0/0.
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