Skip to content

Layer 5: Entities, Items, and Progression

The world is populated by various beings and objects, defined by their mechanical and narrative significance.


1.0: Characters

These are the primary entities, possessing a full stat grid, resource Clocks, and the potential for growth through keywords and leveling.

(1.1) All Player Characters (PCs) and major Non-Player Characters (NPCs) like villains or key allies are considered Characters and have a Stat Grid, and Keywords.

(1.2) The Stat Grid: Your character is defined by nine core Stats arranged in a 3x3 grid:

  • Body: Movement (M), Alacrity (A), Brawn (B)
  • Mind: Wit (W), Expertise (E), Technique (T)
  • Essence: Power (P), Influence (I), Force (F)
Control Execution Foundation
Body Movement Alacrity Brawn
Mind Wit Expertise Technique
Essence Power Influence Force
  • (1.2.1) An Entity has a value of 1 for each stat at level 0.
  • (1.2.2) A Character has a value of 2 for each stat at level 1.
  • (1.2.3) An Animation gains 1 stat point per level above 0. Its total stat points are equal to 9 + its level, to a maximum score of 5 in any single stat.
  • (1.2.4) A Character gains stat points as they gain levels, which can be allocated to any stat to a maximum score of 5. The specific number of points gained at each level is detailed in the Character Progression section (See Layer 5, Section 2.4).

(1.3) Stat Definitions

  • (1.3.1) Movement (M - Body Control): Determines range bands traveled in a Move action.
  • (1.3.2) Alacrity (A - Body Execution): Determines the number of actions a character can make per round.
  • (1.3.3) Brawn (B - Body Foundation): Determines the Bonus SP given during initiative and the restoration of stamina from the Recharge Action. Your Brawn may also determine how many Status Tags you can physically shrug off with the Recover action.
  • (1.3.4) Wit (W - Mind Control): Governs the effectiveness of the Ready and Recover action.
  • (1.3.5) Expertise (E - Mind Execution): Sets the hard limit for the number of item keywords you can use in an action; determines your Gear Passive Slot limit (Expertise).
  • (1.3.6) Technique (T - Mind Foundation): Determines scaling for numerous Keyword Effects.
  • (1.3.7) Power (P - Essence Control): Reduces EP cost of using active Innate keywords. And governs the Recharge Action.
  • (1.3.8) Influence (I - Essence Execution): Determines the quantity of Boost Tags you apply, and is one of the stats you can choose to determine how many Status Tags you remove with the Recover action. Also determines maximum number of persistent animations.
  • (1.3.9) Force (F - Essence Foundation): Determines your Innate Passive Slot limit (Force).

(1.4) Core Values: HP, SP, and EP Clocks All Entities, Characters and Animations, have three Core Values (Clocks): Health Points (HP), Stamina Points (SP), and Energy Points (EP).

  • (1.4.1) These values reflect the state of an actor’s body, effort, and inner power.
  • (1.4.2) Each value has a maximum of 10 unless modified by abilities, keywords, conditions, or gear.
  • (1.4.3) These values do not scale with level and must be managed carefully during play.
  • (1.4.4) Health Points (HP) Represents an actor’s physical durability and ability to still defend and react.
  • At 0: The actor becomes unguarded, incapacitated, or otherwise removed from the scene. The next source of value loss is fatal if chosen to be.
  • Recovery:
    • During Situations: Effects may restore HP.
    • Between Situations: The character may use Rest to recover 1 HP.
    • During Downtime: HP is fully restored at no Karma cost.

(1.4.5) Stamina Points (SP) Represents physical exertion and endurance and is spent on maneuvers, reactions, and other physical actions. * At 0: The actor becomes Exhausted and suffers disadvantage on all rolls. * Recovery: * During Situations: Certain effects may restore SP. * The Recharge Focus Action restores SP equal to your Brawn stat. * At Initiative: At the start of a Situation, when initiative is rolled, each actor regains SP equal to their Brawn stat. This recovery can exceed their maximum, creating temporary SP. * During Downtime: SP is fully restored at no Karma cost.

(1.4.6) Energy Points (EP) Represents inner strength, magical power, or narrative potential and is spent on applying keywords to actions and effects. * At 0: The actor becomes Silenced, unable to use innate keywords. * Recovery: * During Situations: Certain effects may restore EP. * The Recharge action (see Layer 2, Section 4.6) can be used to restore EP equal to your Wit stat. * Between Situations: The actor must Rest to recover EP equal to their Force stat. * During Downtime: EP is fully restored at no Karma cost.

(1.4.7) Resistance: A character’s Resistance is the sum of their three highest stats.

  • Resistance is used to reduce incoming Effect Values (EVs).
  • Passive abilities and actions can modify a character’s Resistance.

2.0: Character Progression

A character's growth in the Psychromattica system is a multi-stage journey, beginning at Level 0 and advancing as they master new keywords and unlock their full potential.

(2.1) The Level 0 Entity (The Seed):

  • (2.1.1) A character begins play at Level 0.
  • (2.1.2) A character begins with one (1) Seed Keyword: This is a single, defining keyword that represents the character's origin, innate quirk, or latent potential.
  • (2.1.3) All of the character's stats have a base value of 1.

(2.2) The Awakening (Becoming Level 1):

  • (2.2.1) The transition from Level 0 to Level 1 is a significant narrative event decided and granted by the Curator (usually at the conclusion of the first Episode).This is the standard rule for narrative campaigns. For alternate game modes, see the relevant appendix for specific Awakening triggers.
  • (2.2.2) Keyword Growth: The character learns three new keywords, bringing their total to four.
  • (2.2.3) Stat Baseline: All nine of the character's stats are raised to a new baseline value of 2, for a total of 18 stat points.
  • (2.2.4) Trinity Stat Bonus: The character then gains three (3) additional stat points that are directly tied to their 5-Point Motivational Profile(see Appendix D) .
    • One point must be allocated to a stat associated with the color of their Primary Motivation (Goal).
    • One point must be allocated to a stat associated with the color of their Secondary Motivation (Method).
    • One point must be allocated to a stat associated with the color of their Tertiary Motivation (Purpose).
  • (2.2.5) A newly Awakened Level 1 character begins with a total of 21 stat points.

(2.3) Leveling Up (Level 2 and Beyond):

  • (2.3.1) After the Awakening, progression is measured by the total number of permanent keywords a character has learned.
  • (2.3.2) For every two new permanent keywords learned, the character's Level increases by one.
  • (2.3.3) Each time a character gains a level from 2 through 9, they are rewarded with one (1) stat point to allocate to any of their nine stats (respecting the individual stat maximum of 5).

2.4 Character Progression: The Path of Refinement

A character's growth in the Psychromattica system is a multi-stage journey, beginning at Level 0 and defined by the singular, transformative event of the Awakening.

Level 0: The Seed

  • Keywords: A character begins play with one Seed Keyword. (Total Keywords: 1)
  • Stats: All nine stats have a base value of 1. (Total Stat Points: 9)

Level 1: The Awakening

This is the character's primary explosion of power and potential. It is the single largest jump in capability they will ever experience.

  • Keywords: The character learns three new permanent keywords of their choice. (Total Keywords: 4)
  • Stats: The character's stats increase in two steps:
    1. Baseline Increase: All nine stats are raised to a baseline value of 2. (New Stat Point Total: 18)
    2. Trinity Bonus: The character gains three (3) additional stat points, allocated according to their 5-Point Profile's Trinity of Motivations (Goal, Method, and Purpose). (Final Stat Point Total at Level 1: 21)

Leveling Up (Levels 2 through 9): The Path of Refinement

After the Awakening, a character's growth represents a steady path of learning and honing their abilities. The progression is consistent and easy to remember.

For each new level gained (from Level 2 to Level 9):

  • Keywords: The character learns two new permanent keywords.
  • Stats: The character gains one (1) stat point to allocate freely to any stat (respecting the individual stat maximum of 5).

Level Progression Table

Level Total Keywords Required Stat Points Gained This Level Total Stat Points
0 1 Base 1 9
1 4 Baseline to 2 + 3 Trinity 21
2 6 +1 Stat Point 22
3 8 +1 Stat Point 23
4 10 +1 Stat Point 24
5 12 +1 Stat Point 25
6 14 +1 Stat Point 26
7 16 +1 Stat Point 27
8 18 +1 Stat Point 28
9 20 +1 Stat Point 29

(2.5) The Stress Roll: Mid-Situation Growth A character can achieve a breakthrough in the heat of battle through a Stress Roll . This is a special check piggybacked onto an EV roll.

  • (2.5.1) Before making an EV roll, the player declares they are attempting a Stress Roll and names the specific keyword they are trying to learn.
  • (2.5.2) The player makes their EV roll as normal.
  • (2.5.3) The action's effect is resolved first, without the benefit of the attempted keyword.
  • (2.5.4) The Standard Roll (SR) from the dice is compared to the character's total number of known keywords at the time of the roll. If the SR is greater than this total, the check succeeds.

Note on Flaws: For the purpose of this roll only, a character's Flaw Package (the Flaw itself and its paired Compensation KW) counts towards the total keywords. This is an exception that increases the difficulty of the Stress Roll, reinforcing the significant trade-off made to acquire the Flaw. This does not affect the keyword count for normal leveling purposes.


3.0: Keywords

Powerful modifiers that can be applied to a variety of actions to mechanically alter effects.

(3.1) Keywords are gained through 3 primary methods, awakening, stress rolls, and karma. (3.2) Keywords possess an Active Effect, a Passive Effect, and a Gear Effect.

  • (3.2.1) The Active Effect of a keyword is applied to an action and costs 1 EP per application.
  • (3.2.2) The Passive Effect of a Keyword is a constant effect on the character.
  • (3.2.3) The Gear Effect of all keywords possessed by the item are constantly applied to the item passively. (3.3) An Entity can only benefit from a limited number of ongoing passive effects at one time, managed through two types of slots.
  • (3.3.1) Innate Passive Slots: These are for keywords on the entity.
    • A character has a number of Innate Passive Slots equal to their Force stat .
    • During Downtime, a player may swap which of their known keywords are active in their Innate Passive Slots.
  • (3.3.2) Gear Passive Slots: These are for keywords on equipped items.
    • A character can benefit from a number of passive keywords from their equipped gear equal to their Expertise.
    • As a single action, a character may swap which passive keywords from their equipped gear are active in their Gear Passive Slots.

(3.4) Universal Keyword Rules:

  • (3.4.1) If a Keyword says you can do something the rules say you cannot, you can when the Keyword is applied.
  • (3.4.2) All Keyword applications cost 1 EP per Keyword unless the total cost is reduced or paid by another source.
  • (3.4.3) A Single Keyword cannot be applied to an effect multiple times unless that Keyword requires a choice. Each choice is a separate instance of the Keyword.
  • (3.4.4) All Boost and Status Keywords grant a Tag that has specific triggers that define when they are removed and how they are resolved.
  • (3.4.5) An Entity or Item is Limited to one Flaw Keyword.
  • (3.4.6) Unless a keyword or ability states otherwise, reactions cannot have keywords applied to them.

(3.5) The Flaw Package: A Trade-Off of Power

Gaining a Flaw is a significant narrative event, representing a permanent sacrifice made in exchange for a unique and immediate boost in power. A character can only ever have one Flaw. When an entity gains a Flaw, they receive the full "Flaw Package," which consists of one Detriment and two distinct Benefits.

  • (3.5.1) A Flaw can be gained in multiple ways:
    • Curator Adjucation based on the narrative
    • Player spends their downtime to gain a Flaw, this prevents Karma expenditure for that downtime
    • During character Creation
  • (3.5.2) The character gains the permanent, passive penalty from their chosen Flaw Keyword (any keyword from the "0. Flaw" category, such as Restricted, Feeble, or Anxious). This is the price they pay. This penalty is always active and cannot be negated.
  • (3.5.3) In exchange for this permanent Detriment, the character immediately gains two benefits:
    • A Compensation Keyword: The player chooses any other keyword from the master list. This becomes their Compensation Keyword.
      • The character gains access to the Active effect of this keyword only. They do not gain its Passive or Gear effects.
      • This does not count as a "learned keyword" for the purposes of leveling up. It is a special ability gained from the Flaw itself.
    • A Bonus Stat Point: The character gains one (1) bonus stat point. This point must be allocated to a stat associated with the color of the chosen Compensation Keyword and cannot raise that stat above the maximum of 5.

During a dangerous magical experiment, Sparks (our Level 4 example character) has a catastrophic accident. The Curator rules that this is a narrative opportunity for her to gain a Flaw.

1. The Player Chooses the Detriment: Alex, Sparks' player, decides the accident has left her physically weakened. She chooses the Feeble (4.0) Flaw Keyword.

  • The Detriment: Sparks now permanently suffers Disadvantage on any roll that uses a Body stat (Movement, Alacrity, or Brawn).

2. The Player Chooses the Benefits: The accident unlocked a new, raw power in Sparks.

  • Benefit 1 (Compensation): Alex wants this power to be the ability to create minions. She chooses Animate (4.9) as her Compensation Keyword. Sparks can now use the Active effect of Animate to create temporary Animations, even though Animate is not one of her permanently learned keywords.
  • Benefit 2 (Stat Point): Animate is a Black keyword. The stats associated with Black are Wit and Power. Alex immediately gets one bonus stat point to allocate to either Sparks' Wit or Power stat.

The Result: Sparks is now more versatile and statistically slightly stronger in her mental attributes, but she has a permanent physical weakness. Her total number of learned keywords for leveling purposes remains unchanged.


4.0: Animations

Animations are entities with simplified rules, often created or controlled by Characters, and are commonly summoned creatures, machines, or otherwise autonomous entities.

(4.1) An Animation starts at Level 0 with a single seed keyword and all stats set to 1, same as a Character.

(4.2) An Animation also starts with 3 Values (HP, SP, EP) with a maximum of 10, Same as a Character.

  • (4.2.1) An Animation is affected by actions, conditions, and tags in the same way as a Character.

(4.3) An Animation will not advance on its own, it maintains a level one below its master or controller.

  • (4.3.1) Animations used as NPCs or that otherwise have no master have their level set by the Curator.
  • (4.3.2) An Animation can be designated as a Minion.
  • (4.3.3) A Minion has a Max HP of 1 and is defeated if any EV exceeds its Resistance.
  • (4.3.4) An animation will only increase in level when their master or faction increases in level. At that time the animation’s master will choose new keyword and stat allocation, or they may roll for random results for either.

(4.4) An Animation begins at Level 0 with all stats at 1 (for a base total of 9 stat points). For each level above 0, an Animation gains 1 keyword and 1 stat point to allocate. This simple progression means an Animation’s total stat points will always be equal to 9 + its level, providing a quick way to budget stats for a new Animation or verify an existing one.

(4.5) An Animation treats the first 5 keywords they learn as always passive.

(4.6) Animations may have a number of Gear Passives slotted equal to their Expertise.

(4.7) A character can maintain a single Animation, regardless of level, passively during an Episode.

(4.8) At the end of a situation, if the character has more animations than they are allowed passively, the character chooses which animations persist, up to their maximum allowed, the rest disappear.

Example Animation: Clockwork Sentry

A mass-produced automaton of brass and steel, the Clockwork Sentry patrols ancient ruins and forgotten laboratories. It moves with a jerky, inhuman gait, its single crystalline eye glowing with a faint blue light as it scans for intruders.

  • Level: 2
  • HP: 10 | SP: 10 | EP: 10
  • Resistance: 5
  • Stat increases: B | T
  • Keywords (3 total):
  • Sentry (2.2): [Seed Keyword] Allows it to quickly assess targets.
  • Ranged (7.7): [Level 1 Keyword] Its primary attack is a projectile, allowing it to engage from a distance.
  • Mark (0.5): [Level 2 Keyword] Its attacks can "paint" a target with a Mark Tag, making them easier to hit.

Curator Note: As an Animation, its first 5 keywords are considered always Passive. For a simpler encounter, you could designate this as a Minion, which would change its Max HP to 1.


5.0: NPCs

An NPC is an Entity that is fully controlled by the Curator. (5.1) The type of entity and NPC determines its characteristics.

  • (5.1.1) NPC Characters include fully built characters that portray allies, villains and companions on par with the growth and potential of the players.
  • (5.1.2) NPC Animations include minions, summons, or similar background characters that have little to no narrative or mechanical impact to the scene.

(5.2) Companions are a special type of NPC bonded to a player character.

  • (5.2.1) Companions are always 1 level lower than their bonded PC.
  • (5.2.2.) They act independently and are controlled by the Curator, but must be passed priority by their bonded Character to act during a situation.
  • (5.2.3) Only one companion may be bonded per PC at a time unless stated otherwise.
  • (5.2.4) A companion can be bonded during Downtime for 1 Karma.

6.0: Gear

All entities can utilize items and gear to perform actions or gain passive effects.

(6.1) A character may carry any number of items that are narratively appropriate, but they are limited to a number of passive equipment keywords equal to their Expertise stat.

(6.2) The passive keyword granted by an item should be narratively appropriate to that item.

(6.3) Equipment is assigned a Level from 0 to 9, which determines keyword capacity and power scaling.

(6.4) An item has 1 seed keyword at level 0, then 1 keyword per level, up to a maximum of 5 keywords at Level 4.

(6.5) When using the item to create an effect, use the item’s level in place of the character’s level to calculate the Effect Value (EV). If the level of the item is higher than the character's, use the character's level instead.

(6.6) When using gear to create an effect, you may combine any of its embedded keywords.

  • (6.6.1) When utilizing an item for an action, the item’s keywords can be applied for no EP cost.
  • (6.6.2) Any innate keywords, or keywords added from other sources, you choose to add to the item's effect increase the EP cost of the action by 1 per keyword. This cost is then reduced by your Power stat as normal.
  • (6.6.3) The gear effect of each keyword applies to the item it is embedded in passively and does not consume the character’s equipment passive slots.

(6.7) An item has a single Durability clock of 2, each successful effect that targets an item reduces its clock by one.

  • 2: Undamaged - the item operates as intended
  • 1: Broken - any roll utilizing the item has Disadvantage
  • 0: Destroyed - Item and any keywords it possesses cannot be accessed or utilized.

(6.8) An item can only have its Durability clock restored by Crafting, or a Restore Keyword Action.

Kinetic Gauntlet

A heavy, oversized gauntlet forged from interlocking bronze plates. It hums with a low, vibrant energy, and the air crackles when you clench your fist.

(Level 2 Item)

  • Keywords (2 total):
  • Impact (3.8): Effects from this gauntlet carry immense force, knocking targets around the battlefield.
  • Leverage (5.8): Maneuvers made with this gauntlet, like Shove or Restrain, gain Advantage.
  • Durability Clock: [ ][ ] (3 stages - 2: Undamaged, 1: Broken, 0: Destroyed)

Using This Item: When you make an Activate action to strike an enemy with this gauntlet, you use the item's Level (2) in your EV calculation instead of your own. The keywords Impact and Leverage can be used as part of any effect made with the gauntlet at no EP cost. For example, if you use a Shove maneuver, the Leverage keyword would grant you Advantage on the roll, and the Impact keyword would allow you to knock the target into another enemy.


7.0: Crafting

Characters can engage in crafting to create new items or effects, or to modify existing permanent effects on a target.

(7.1) During Downtime, a character can craft an item or effect of their Level or lower.

(7.2) During a Rest, a character can craft an item or effect with a level equal to their Expertise stat.

(7.3) Crafting during a rest consumes the character’s Rest and prevents them from restoring any HP, SP, or EP during that rest.

(7.4) Crafting reduces the character's maximum SP by 1 until it is restored during Downtime.

(7.5) Crafted items or effects may only include Keywords available to the character (from their own list, allies, or other gear within the same location).

(7.6) Crafting can be used to restore a Broken or Destroyed item or effect, of equal level to the player or lower, to Undamaged.


8.0: Factions

Factions represent groups organized by shared identity, whether through location, ideology, or survival.

(8.1) Characters interact with factions across scenes and downtime, influencing them through story choices and Karma investments.

(8.2) During Downtime, a character can spend Karma to grant a civil system to a faction.

(8.3) A Faction’s level is determined by the number of Civil Systems they have Established.

(8.4) Civil Systems and Faction Growth:

  • (8.4.1) Food - Aid Unlocked: Info, Rumors, secrets, maps, and intelligence.
  • (8.4.2) Water - Aid Unlocked: Access, Passes, safehouses, and travel routes.
  • (8.4.3) Shelter - Aid Unlocked: Downtime, Free rest, conversion, recovery.
  • (8.4.4) Infrastructure - Aid Unlocked: Equipment, Tools, upgrades, and unique gear.
  • (8.4.5) Humanitarian - Aid Unlocked: Protection, Guards, rescues, or sheltering.
  • (8.4.6) Education - Aid Unlocked: Training, Boosts, upgrades, techniques.
  • (8.4.7) Healthcare - Aid Unlocked: Companions, Allies, or NPCs.
  • (8.4.8) Government - Aid Unlocked: Influence, Change laws, secure leverage.
  • (8.4.9) Commerce - Aid Unlocked: Trade Goods, Surpluses and rare access.
  • (8.4.10) Military - Aid Unlocked: Property, Bases, fortresses, and command.

(8.5) Characters earn or lose Faction Trust through story actions, success or failure of a situation, or defeat of faction members.

(8.6) A Faction's Level provides a direct approximation of its size and the general competence of its members.

  • (8.6.1) Supported Population: The number of individuals a faction can reliably support (including citizens, workers, soldiers, etc.) is determined by its Level. The population is equal to 10 raised to the power of the Faction's Level (10^L). As a faction establishes more Civil Systems and its Level increases, its capacity to support a larger population grows exponentially.

    • Level 0 (10⁰): ~1 member. A single individual or bonded pair.
    • Level 1 (10¹): ~10 members. A family or a small survivalist cell.
    • Level 2 (10²): ~100 members. A large tribe or a small village.
    • Level 3 (10³): ~1,000 members. A large village or a small town's garrison.
    • Level 4 (10⁴): ~10,000 members. A thriving town or a significant military force.
    • Level 5 (10⁵): ~100,000 members. A small city-state or a major regional power.
    • Level 6 (10⁶): ~1,000,000 members. A major city-state or a sprawling kingdom.
  • (8.6.2) Member Proficiency: By default, the Level of a generic, unnamed member of a faction (such as a guard, artisan, or citizen) is considered equal to the Faction's Level. This serves as a baseline for generating common NPCs quickly. These generics are animations. Named characters, leaders, veterans, and other specialists are exceptions and should be built as distinct characters with their own levels.

(8.7) Faction Leadership: The Civil Council: Every Civil System established by a faction is overseen by a leader, an NPC who champions that system's function and represents its interests. Collectively, these leaders form the faction's "Civil Council."

  • (8.7.1) The Mandate of Leadership: Every established Civil System (as listed in 8.4) must have a designated leader.
  • (8.7.2) Generating a Civil Leader: To generate a leader for a specific Civil System on the fly:

    • Inherit the Goal: The leader's Primary Motivation (Goal) is always identical to the faction's Primary Motivation.
    • Assign the Method: The leader's Secondary Motivation (Method) is determined by the color motivation associated with their Civil System's code (S0-S9).
  • (8.7.3) Civil System Motivation Matrix:

    • Food (S0 / Null): The leader's Secondary Motivation is Discovery.
    • Water (S1 / Silver): The leader's Secondary Motivation is Absolution.
    • Shelter (S2 / Yellow): The leader's Secondary Motivation is Ambition.
    • Infrastructure (S3 / Green): The leader's Secondary Motivation is Security.
    • Humanitarian (S4 / Black): The leader's Secondary Motivation is Legacy.
    • Education (S5 / Orange): The leader's Secondary Motivation is Innovation.
    • Healthcare (S6 / White): The leader's Secondary Motivation is Purity.
    • Government (S7 / Red): The leader's Secondary Motivation is Glory.
    • Commerce (S8 / Blue): The leader's Secondary Motivation is Influence.
    • Military (S9 / Purple): The leader's Secondary Motivation is Faith.

(8.8) The Nation Tier: Alliances and Ideology: When Factions unite, they can form a Nation, a meta-entity representing a formal alliance. The identity of a Nation is not defined by new resources, but by the combined ideology of its core leadership.

  • (8.8.1) Formation: A Nation can be formed when three or more Factions agree to a formal union. This is a major narrative event that establishes a new power bloc in the world.
  • (8.8.2) The National Council: The leadership of the Nation is its Council, composed of the primary leaders from each member Faction.
  • (8.8.3) The Trinity of Governance & National Profile: A Nation's 5-Point Motivational Profile is a composite, derived directly from its three most influential founding members, known as the Trinity of Governance.

    • The Goal Faction: The Faction with the highest Level at the time of formation becomes the ideological core. The Nation's Primary Motivation (Goal) is inherited directly from this Faction.
    • The Method Faction: The Faction whose ideology is best suited to executing the Goal becomes the second pillar. The Nation's Secondary Motivation (Method) is inherited from this Faction's Primary Motivation. The Curator adjudicates which Faction best fits this role.
    • The Purpose Faction: The Faction that provides the strongest philosophical or moral justification for the Nation's existence becomes the third pillar. The Nation's Tertiary Motivation (Purpose) is inherited from this Faction's Primary Motivation.
    • The Nation's Conflicts (External and Internal) are inherited from the Goal Faction, establishing the new Nation's primary antagonists and internal struggles from the outset.
  • (8.8.4) National Scale and Identity:

    • Level: A Nation does not have its own Level. Its power and influence are represented by the combined Levels and resources of its member Factions.
    • Population: The Nation's total population is the sum of the populations of all its member Factions.
    • Trust: Gaining Trust with a Nation is a complex endeavor. Actions that please one member of the Trinity may displease another, requiring players to navigate the internal politics of the alliance.

Example Faction: The Rivertown Coalition

A hardy group of survivors who have built a fortified settlement on the banks of a wide, defensible river. They are pragmatic and self-sufficient, valuing tangible contributions and deeds over words. While wary of strangers, they are willing to trade and cooperate with those who prove themselves trustworthy.

The Rivertown Coalition (Level 3 Faction)

  • Current Goal: To secure their territory and establish trade routes with other nearby settlements.
  • Faction Trust:
  • Ally: You are considered one of their own. They will offer you shelter and aid freely and come to you with their problems.
  • Neutral: They are cautious but willing to trade. Access to their inner settlement and leaders is restricted.
  • Enemy: You are seen as a threat. They will be hostile on sight and may actively work against you.
  • Established Civil Systems (3/10):
  • Food: They have established reliable farming and fishing.
    • Aid Unlocked: They can provide valuable Information about the local area (maps, rumors, monster weaknesses).
  • Shelter: Their longhouse provides a safe place for the community to rest.
    • Aid Unlocked: If the players are trusted, they can use the Downtime activity here for free, fully recovering.
  • Infrastructure: They have built a defensive wall and a basic workshop.
    • Aid Unlocked: They can provide access to basic Tools and Equipment for crafting or repairs.

Interacting with the Coalition: The players' Faction Trust with the Coalition will rise and fall based on their actions. Completing a task for them, like clearing out a nearby monster den, would increase their Trust. Stealing from them or betraying their trust would lower it.

Growing the Faction: During a Downtime phase, a player who is trusted by the Coalition can choose to help them grow.

Example: Alex's character, Sparks, is an Ally of the Coalition. She decides to spend 1 Karma using the Inspire downtime action to help them organize a proper infirmary. This establishes the Healthcare Civil System.

The Result: The Rivertown Coalition is now a Level 4 Faction. The next time the players visit, the Coalition will have a new type of Aid unlocked: they can now introduce the players to potential Companions or Allies (like a retired guard or a skilled herbalist) who might be willing to join them on their adventures.


9.0: The Karma System

Karma is a special resource representing narrative influence, earned through dramatic roleplay and as a reward for resolving a situation.

(9.1) Karma can be spent at any time to reroll the result of an action or effort roll. The new roll replaced the previous. (9.3) Karma can also be spent during a situation or downtime to gain specific benefits:

  • (9.3.1) Rest (1 Karma)

    • Situation: Add 1 point to your current HP
    • Downtime: Restore all Values to Max (No Karma Cost)
  • (9.3.2) Restore (1 Karma)

    • Situation: Remove a Number of Status Tags from Your pool equal to your Brawn, Wit, or Influence
    • Downtime: Remove the Injured Condition
  • (9.3.3) Recharge (1 Karma)

    • Situation: Add your Wit to your current EP
    • Downtime: Upgrade one gear item to be at an equal level with your character
  • (9.3.4) Learn (1 Karma)

    • Situation: Grant your next roll Advantage
    • Downtime: Begin your next situation with Surprise
  • (9.3.5) Grow ( Level/2 Karma, rounded Up)

    • Situation: Add any Keyword to an Activate action (1 Karma)
    • Downtime: Add a new Innate Keyword to your Character, limited to once per Downtime
  • (9.3.6) Create (1 Karma)

    • Situation: Manifest an item equal to your Characters level until the end of the situation
    • Downtime: Grant a Faction a keyword to utilize for Gear and Entities
  • (9.3.7) Inspire (1 Karma)

    • Situation: Grant a target or yourself a number of any one Boost Tag equal to your Wit
    • Downtime: Grant a Faction a new Civil System and increase its Level
  • (9.3.8) Mentor (1 Karma)

    • Situation: Allow an Animation or Companion under your control the ability to use keywords without a command action on their next turn.
    • Downtime: Bond with an Animation or Companion limited to one level below your character's level
  • (9.3.9) Amplify (1 Karma)

    • Situation: Your next roll is considered critical.
    • Downtime: Create a permanent Environmental Effect or Trap equal to your level

SPARKS IN ACTION: THE STRESS ROLL

Sparks is now Level 4 with 10 total keywords. She has allocated her stat points into Influence (3), Wit (3), and Force (3). She and Rook are in a desperate fight. Rook is badly injured, and Sparks needs a way to heal him. She doesn't know any healing keywords.

Alex's Declaration: "This is it. I need to save him. I'm going to attempt a Stress Roll to learn the Restore (6.7) keyword!"

The Curator: "Bold move. First, declare the action you're taking."

Alex: "I'm using the Activate action. I'm putting my hand on Rook's chest and trying to channel my energy to heal him."

The Roll and Resolution:

  • The Action: Alex makes her EV roll. She rolls an SR of 14 (Double 5’s and a 4). The effect resolves without the Restore keyword, so it does nothing.
  • The Stress Check: The Curator asks, "Okay, what was your SR?" "14," Alex replies. "And how many keywords do you currently know?" "10."
  • The Result: The Curator announces, "Your SR of 14 is greater than your total keywords of 10. The Stress Roll succeeds! A wave of white energy flows from your hands. The Restore keyword is immediately applied to the action you just took."

The Aftermath: Alex calculates the Restore effect (Level + Technique), healing Rook. Sparks has now permanently learned Restore, bringing her total keywords to 11. She will level up to Level 5 during the next Downtime if she spends Karma for another Keyword.

Item Interaction: Later, the party finds a Level 2 Med-Kit. The Curator says it has two keywords: Cure (6.4) and Regen (7.4).

Alex: "Awesome. My Expertise stat is 2, so I have enough Gear Passive slots to benefit from both of these passives while I have the kit equipped!"

This demonstrates how a character can grow mid-combat and how they interact with the gear they find.