LENSSolo Roleplaying Engine · v2

The Lens Tables — the five-by-five

Twenty-five tables. Two questions find the right one: the column is the kind of answer you need; the row is what you're dealing with. Choose by what your character is trying to do — never by the name of a skill. How to Read a Lens Roll is the full procedure.

What do I notice?
Perceive
What do I find out?
Discover
What happens between us?
Relate
What happens when I commit?
Act
What does it do to me?
Endure
the whole scene
Field
L1 AssessL6 CanvassL11 NavigateL16 InfiltrateL21 Survive
someone with a mind
Will
L2 ReadL7 ConsultL12 NegotiateL17 DeceiveL22 Tempt
one particular thing
Focus
L3 ExamineL8 QuestionL13 ConfrontL18 FightL23 Reckon
something hidden, dormant, or lost
Potential
L4 SearchL9 ResearchL14 BondL19 InvokeL24 Recover
something as it unfolds
Process
L5 WatchL10 TrackL15 PerformL20 ChaseL25 Travel

Perceive — What do I notice?

What do I notice?

The five Perceive tables answer what a character notices or discovers through attention alone. Choose by the focus of that attention — the whole scene, one mind, one thing, something hidden, or something that only shows over time.

Perceive reveals what attention can establish directly. Discover obtains an answer by working through something — a community, a source, a subject, a body of knowledge, a trail.

The character is trying to… Use Ask…
Take in the whole situation L1 Assess What matters about this situation right now?
Understand a present intelligence L2 Read How is this subject meeting the moment?
Study one known physical subject L3 Examine What does close examination reveal?
Find something not immediately visible L4 Search What does the search uncover?
Observe repetition or change over time L5 Watch What does watching reveal over time?

Close boundaries

Whole situation, or one subject? Use Assess for the situation as a whole. Use Examine for one particular physical subject within it. Torvald studies the approaching army: Assess. Torvald studies one captured shield: Examine.

Known, or concealed? Use Examine when the subject is already present and identified. Use Search when the character must first find what is hidden, missing, or not immediately visible. Novak studies the device on his desk: Examine. Novak searches the apartment for the missing device: Search.

Present moment, or passing time? Use Assess or Read for what can be understood now. Use Watch when the answer depends on waiting for repetition or change. Novak takes in the warehouse entrance: Assess. Novak studies the doorman’s reaction: Read. Novak stays across the street to learn the delivery routine: Watch.

What are you doing with the person? Use Read for their feelings, intentions, or social behaviour. Use Examine for their wounds, condition, clothing, or other bodily evidence. Use Search for something concealed on or among their possessions. Use Watch for behaviour that develops or repeats over time.

Finding signs, or following them? Use Search to find footprints, blood, a dropped possession, or another sign. Use Track to follow those signs toward their source or destination.

Changing tables

A glance becomes Watch the moment something has to repeat or change before it means anything. A Search becomes Examine once the thing is found and the question is what it is. The first sign found is the end of Search — following it is Track. Change tables when the focus of attention changes, and never roll two for the same moment.

L1 · Assess (Perceive · Field)

Use Assess when a character takes in the present situation as a whole, usually before deciding what to do. Assess reveals how the situation is arranged, where its pressure lies, and what currently matters.

A battlefield, crime scene, crowded hall, control room, or unfamiliar chamber might all be Assessed.

Use Examine to inspect one particular subject within the situation. Use Read to understand one person or presence. Use Search to find something concealed. Use Watch when the answer depends on waiting for repetition or change.

Ask: What matters about this situation right now?

d10/d12ResultWhat it revealsImpulseResistance
1OPENA useful route, position, or option is available.I'll take it now, before anyone else sees it's open.Clue +1
2EXPOSEDAn important person, object, or position can be reached or harmed.I'll get between it and whoever wants it.Exposure +1
3ORDEREDA clear pattern reveals a routine, rule, or chain of command.I'll use the routine as cover. I won't break it.Control +1
4RESTRICTEDAn important route or option is blocked, limited, or controlled.I'll go at the restriction head-on. I won't look for the way round.Control +1
5DEPENDENTThe situation relies on one person, object, place, or condition.I'll put my hand on the thing it all rests on.Clue +1
6COSTLYThe obvious choices each gain something by giving up something important.I'll take the loss and say what it cost me. I won't pretend it was free.Cost +1
7STAGEDSomeone arranged what is visible to draw attention or provoke a response.I'll play along with the arrangement. I won't let on that I see it.Control +2
8SHIFTINGThe balance is moving; something is gaining or losing ground.I'll pick a side while it's still moving. I won't wait to see which way it goes.Pressure +2
9OBSERVEDSomeone or something is watching, recording, or waiting to react.I'll give the watcher something worth reporting. I won't change what I came to do.Exposure +2
10HOSTILEA present condition actively works against the character's aim.I'll push through it now, while I still can.Threat +2
11RULES BROKENOne normal rule of space, time, cause, or behaviour fails here.I'll test the broken rule with one thing I can afford to lose.Uncanny +2
12ANSWERINGThe situation reacts to the character's attention or intention, although nothing present could perceive either.I'll answer it deliberately, once, and take what comes.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEA small disturbance could change or destroy it.CAREFULProtects the character's position and reduces risk first.
2VOLATILEContact or pressure could trigger a sudden consequence.RECKLESSEnters danger, provokes a reaction, or ignores the safer option.
3CONNECTEDIt leads to a wider person, place, system, or plan.STRATEGICImproves position, controls timing, or brings in help.
4FLEETINGIt is changing, closing, fading, or disappearing.URGENTActs before the opportunity passes.
5CONCEALEDAn important part, cause, or source remains hidden.SECRETIVEHides presence, intention, or discovery.
6OVERTIt is visible or declared to everyone involved, and any response will be too.DIRECTGoes straight to the clearest route, problem, or person.
7LAYEREDThe apparent answer has another part beneath it.METHODICALDeals with one part before moving to the next.
8EXPLOITABLEIt can be turned into an immediate advantage.OPPORTUNISTICUses an immediate opening or weakness.
Worked example — forwards reading

Example — the approaching army

Torvald stands on the battlements and studies the approaching army. His host-system check succeeds.

He rolls:

  • Result 3: ORDERED
  • Complication 5: CONCEALED
  • Resistance: Control +1

Tell: Three companies change direction on the same horn-call, although no visible officer gives the signal.

Impression: This is not a mob. Someone out of sight is directing the assault.

Assess establishes how the situation is arranged and where its pressure lies. It does not reveal who commands the army or what they intend. The player records Control +1 and decides what Torvald does next.

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L2 · Read (Perceive · Will)

Use Read when a character studies one present intelligence—a person, creature, group, crowd, or responsive system—to understand how it is meeting the moment.

Read reveals the subject’s current disposition or intent, not its complete history or secret plan. A group is read as one body, not as separate individuals.

Read is not mind-reading. Show the Result through expression, voice, posture, movement, timing, action, or silence. A specific question such as “Are they lying?” belongs to the host rules or Yes/No Dice.

Use Assess for the situation as a whole. Use Examine for a person’s wounds, condition, or other bodily evidence. Use Watch for behaviour that develops or repeats over time.

Ask: How is this subject meeting the moment?

d10/d12ResultWhat it revealsImpulseResistance
1RECEPTIVEThey are open to the approach and willing to let the exchange go further.I’ll ask for more than I came for.Reputation +1
2UNDECIDEDThey have not chosen their response and are waiting for something to settle it.I’ll decide it for them. I won’t leave while it’s still open.Clue +1
3GUARDEDThey are protecting what they feel, know, or intend and will not offer it freely.I’ll give something of mine first. I won’t ask again yet.Control +1
4WANTINGThey want something from the exchange strongly enough for it to shape their response.I’ll offer it plainly and name my price.Cost +1
5DIVIDEDTwo loyalties, needs, or outcomes are pulling them in different directions.I’ll name the pull out loud and take a side.Pressure +1
6COMMITTEDThey have already chosen their course and are treating the decision as settled.I’ll get ahead of what they’ve decided. I won’t argue them out of it.Control +1
7AFRAIDFear of a person, consequence, or possibility is driving their response.I’ll speak to the fear directly. I won’t pretend I haven’t seen it.Threat +2
8HOSTILEThey see the character, the approach, or the aim as something to oppose.I’ll close the distance now.Threat +2
9PERFORMINGTheir response is designed to create an impression or satisfy an audience.I’ll let the performance run and answer the part I believe.Exposure +2
10TESTINGThey are withholding commitment while they probe what the character will reveal or tolerate.I’ll give them one true thing and stop there.Exposure +2
11OVERRIDDENTheir response seems directed by an influence stronger than their immediate will.I’ll speak past them to whatever is answering.Uncanny +2
12KNOWS TOO MUCHThey seem to know something the character has not revealed or they should have no way of knowing.I’ll ask them straight how they know. I won’t pretend I didn’t hear it.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATETheir present disposition could easily be damaged or changed.CAREFULGives them space and confirms the read before committing.
2VOLATILEPressure could provoke a sudden or extreme reaction.RECKLESSProvokes a stronger reaction despite what it might unleash.
3CONNECTEDTheir response is tied to another person, loyalty, group, or plan.STRATEGICUses their disposition to improve position, timing, or support.
4FLEETINGTheir present disposition or opportunity will not last.URGENTActs before their mood changes or their decision hardens.
5CONCEALEDThe cause of their present disposition lies outside this moment and cannot be seen from here.SECRETIVEConceals what has been understood and acts indirectly.
6OVERTTheir response is visible or declared to everyone present.DIRECTAddresses the apparent feeling or intention openly.
7LAYEREDAnother feeling, motive, or intention lies beneath the first.METHODICALTests the read with one small, controlled action.
8EXPLOITABLETheir disposition can be turned into immediate leverage or cooperation.OPPORTUNISTICUses their present need, fear, doubt, or openness immediately.
Worked example — forwards reading

Example — the laboratory technician

Novak studies a laboratory technician before asking about a missing sample. His host-system check succeeds.

He rolls:

  • Result 7: AFRAID
  • Complication 3: CONNECTED
  • Resistance: Threat +2

Tell: The technician answers routine questions steadily, but glances towards the wall camera whenever the missing sample is mentioned.

Impression: The technician is afraid, but not of Novak. Their fear is connected to whoever may be watching the room.

Read establishes how the subject is meeting the moment. It does not establish what the technician knows or who is watching. The player records Threat +2 and decides what Novak does next.

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L3 · Examine (Perceive · Focus)

Use Examine when a character studies one present, bounded physical subject: an object, body, substance, trace, or other piece of evidence. Examine a document as a physical object—its paper, ink, damage, alteration, or construction. Use Research to work with the information recorded in it.

Examine reveals its condition, construction, composition, treatment, or physical history.

Use Search when the subject has not yet been found. Use Research when working through records, archives, or accumulated knowledge. Use Read for a living subject’s feelings or intentions.

A database used as a reference while inspecting the subject remains Examine. Searching that database for records or a match is Research.

Test a specific hypothesis with the host rules or Yes/No Dice.

Ask: What does close examination reveal?

d10/d12ResultWhat it revealsImpulseResistance
1MARKEDSomeone deliberately put a sign, message, number, or identifying mark on it.I’ll follow the mark to whoever made it.Clue +1
2INCOMPLETEPart of it is missing.I’ll go after the missing part now. I won’t work around the gap.Cost +1
3MODIFIEDIts original form or purpose has been changed.I’ll undo the change and take what follows.Clue +1
4MISMATCHEDTwo details tell different stories. At least one is wrong.I’ll act on the one I’d rather were false.Pressure +1
5FLAWEDThe weakness was there from the start.I’ll press the flaw until it gives.Threat +1
6SWAPPEDOne original part was removed and something else put in its place.I’ll hunt the original. I won’t touch the replacement.Control +1
7UNRELIABLEDamage or interference means part of it cannot be trusted.I’ll act on the part I trust and abandon the rest.Control +2
8FAKEIt was made or prepared to look like something it is not.I’ll treat it as real in front of whoever brought it.Exposure +2
9DISGUISEDThe real thing is here, but something has been done to hide what it is.I’ll strip the disguise here, in the open.Exposure +2
10SENSITIVEA small change makes it react strongly.I’ll provoke it deliberately, on my terms.Threat +2
11IMPOSSIBLEIt does something that, by everything the character understands, cannot be done.I’ll make it happen again under conditions I control.Uncanny +2
12AWARESomething that should not be aware reacts deliberately to the examination.I’ll address it directly and wait for its answer.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEHandling could damage, contaminate, or change it.CAREFULPreserves the subject, isolates risk, or verifies without changing it.
2VOLATILEAny test that could settle the question also risks destroying the evidence.RECKLESSOpens, triggers, stresses, or provokes it despite the apparent risk.
3CONNECTEDIt links to a wider source, maker, victim, place, or system.STRATEGICTraces its source, improves position, or involves useful help.
4FLEETINGThe subject or finding is fading, decaying, or changing.URGENTActs on the discovery immediately, without further preparation.
5CONCEALEDThe subject's origin or purpose is not evident from its condition.SECRETIVEConceals the discovery or investigates through private channels.
6OVERTThe finding is plainly visible and may be apparent to others.DIRECTAddresses the apparent source or responsible party openly.
7LAYEREDAnother material, component, alteration, or meaning lies beneath the first.METHODICALCompares, divides, or tests one part at a time.
8EXPLOITABLEThe finding can provide access, leverage, or an immediate advantage.OPPORTUNISTICTurns the discovery into an immediate advantage.
Worked example — forwards reading

Example — the unidentified device

Novak has an unidentified device on his desk. He examines it using police technical references, and his host-system check succeeds.

He rolls:

  • Result 1: MARKED
  • Complication 3: CONNECTED
  • Resistance: Clue +1

Tell: A six-character code is etched beneath the device. Its format resembles a freight-routing mark rather than a product serial number.

Impression: The device passed through an organised supply chain. The code may lead to its maker, consignee, or the shipment from which it was taken.

Examine establishes the subject’s condition and physical history. It does not establish who made the device or why. The player records Clue +1 and decides what Novak does next—perhaps moving to Research if he searches shipping or seizure records.

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L4 · Search (Perceive · Potential)

Use Search when a character deliberately goes through a bounded place, container, set of physical contents, or person to find something concealed, misplaced, or not immediately visible.

Search reveals a hidden presence, object, opening, absence, or sign. Once a specific subject has been found, use Examine to study it.

Use Assess to take in the situation as a whole. Use Canvass to cover a wider area or community. Use Track to follow signs toward a moving subject. Use Research to search records or accumulated knowledge.

Ask: What does the search uncover?

d10/d12ResultWhat it revealsImpulseResistance
1OBSCUREDClutter, shadow, damage, or ordinary material makes it difficult to distinguish from its surroundings.I’ll clear the ground around it, noisily if I must.Clue +1
2ENCLOSEDA container, covering, boundary, or layer must be passed to reach it.I’ll open it here, before I know what lies beyond it.Cost +1
3USEDThe hiding place, concealed route, or hidden thing has been accessed recently.I’ll set myself where whoever used it will come back to.Clue +1
4PARTIALOnly part of the thing, set, or evidence is here.I’ll take what’s here and go after the rest now.Cost +1
5CRAFTEDThe concealment was made with care and skill rather than by chance or haste.I’ll leave the craft intact and take only what it hid.Clue +1
6ACCESSThe search reveals a concealed way in, out, through, or around.I’ll use the way now, before I know where it goes.Control +1
7GUARDEDA lock, trap, ward, watcher, or other defence stands between the character and the discovery.I’ll go through the defence, not around it.Threat +2
8REMOVEDWhat should be here is gone, but its absence or traces show that it was taken.I’ll go after whoever took it. I won’t wait to be sure.Pressure +2
9PROMINENTOnce the concealment is opened, one part is easier to see or reach than everything around it.I’ll take the easy part and treat it as though it were left for me.Control +2
10OCCUPIEDSomeone or something concealed is still present and active, or able to act.I’ll speak first, before it moves.Threat +2
11IMPOSSIBLEThe hidden space—or what it contains—cannot exist by the understood rules.I’ll cross the boundary and confront whatever should not be there.Uncanny +2
12EXPECTINGSomething concealed anticipated this search and responds to it, although nothing present could have foreseen it.I’ll answer it as though it expected me personally.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEThe find or its evidence is easily damaged, contaminated, or lost.CAREFULPreserves the scene, controls access, or searches without disturbing it.
2VOLATILEMoving what conceals it may collapse, spill, or scatter what is inside.RECKLESSForces entry, disturbs the hiding place, or provokes whatever may be there.
3CONNECTEDThe discovery leads beyond the search area to a source, user, or other location.STRATEGICSecures the area, traces the connection, or brings in useful help.
4FLEETINGThe sign or discovery will move, fade, close, or be taken if the character delays.URGENTActs before the discovery disappears or the opening closes.
5CONCEALEDOnly part has been uncovered; something remains hidden beneath or behind it.SECRETIVEConceals the search or discovery and continues through private means.
6OVERTThe search or discovery is apparent to anyone nearby.DIRECTGoes straight to the hiding place, route, owner, or threat revealed.
7LAYEREDOne concealment lies inside another, or the evidence has several distinct parts.METHODICALSearches one place, section, or layer at a time.
8EXPLOITABLEThe discovery offers immediate access, leverage, shelter, or advantage.OPPORTUNISTICUses the discovery before anyone can prevent it.
Worked example — forwards reading

Example — the hollow floor

Searching a locked room for a way out, the character works across the floor tile by tile. The host-system check succeeds.

They roll:

  • Result 3: USED
  • Complication 7: LAYERED
  • Resistance: Clue +1

Tell: One tile answers with a hollow sound. The grit along one edge has been broken and pressed back into place, and beneath it a second board is set into the joists.

Impression: Something lies beneath the floor, someone has opened it before, and there is more than one layer to get through.

Search establishes what the search uncovers. It does not establish what lies beneath the floor or whether it can be opened. The player records Clue +1 and decides what the character does next.

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L5 · Watch (Perceive · Process)

Use Watch when a character keeps a person, place, route, group, or process under observation and allows time to pass.

Watch reveals routines, changes, signals, meetings, exchanges, and approaching action.

A single glance is not Watch. Something must have time to repeat, change, arrive, leave, or respond.

Use Assess for the situation as it stands now. Use Read for someone’s present feelings or intentions. Use Search to go through a place for something concealed. Use Track to follow signs left by a moving subject.

Ask: What does watching reveal over time?

d10/d12ResultWhat it revealsImpulseResistance
1ROUTINEAn action follows a reliable order, route, or schedule.I’ll set my move to their clock.Control +1
2GAPThe pattern regularly leaves someone or something briefly unattended, inactive, or exposed.I’ll take the gap on its next turn. I won’t wait for a better one.Clue +1
3SIGNALOne action, sound, light, or message causes a recognisable response.I’ll make the signal myself and take what answers.Clue +1
4MEETINGSeparate people, movements, or events come together for a shared purpose.I’ll place myself where they converge and act as though I belong there.Exposure +1
5HANDOFFAn object, message, duty, access, or control passes from one party to another.I’ll intercept the handoff while neither side fully holds it.Control +1
6ABSENTAn expected person, action, or response does not appear. The absence matters.I’ll go looking for what didn’t come.Cost +1
7DEVIATIONOne action breaks the established pattern and shows that something has changed.I’ll follow the break, not the pattern.Pressure +2
8PREPARINGThe subject is getting ready to leave, act, or change the situation.I’ll move before they finish.Pressure +2
9COUNTERWATCHSomeone else is observing the same subject, area, or watcher.I’ll go to the other watcher first.Exposure +2
10ALERTEDThe subject suspects danger or observation and changes its behaviour.I’ll show myself and take the meeting.Threat +2
11LOOPINGAn event, movement, or interval repeats exactly when nothing could have caused it to.I’ll break the repetition with something of my own.Uncanny +2
12WATCHING BACKSomething that should not know it is observed deliberately returns the character’s attention.I’ll hold its attention and move closer to its source.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEThe sign is faint, and intervention may disturb the pattern being observed.CAREFULKeeps their distance, preserves cover, and confirms what they saw.
2VOLATILEThe watched situation may change suddenly if disturbed or approached.RECKLESSMoves closer, provokes a response, or continues despite the danger.
3CONNECTEDThe observed activity involves someone or somewhere beyond the watched scene.STRATEGICChanges position, coordinates support, or prepares an interception.
4FLEETINGThe subject, sightline, or opportunity will soon be lost.URGENTActs before the subject moves or the opportunity closes.
5CONCEALEDAn important part of the activity takes place out of sight.SECRETIVEConceals the watch and looks for an indirect way to see more.
6OVERTThe activity—or the character's observation of it—is apparent to others.DIRECTReveals their presence or openly addresses what they witnessed.
7LAYEREDSeveral routines, signals, or movements overlap.METHODICALRecords the pattern and separates one sequence from another.
8EXPLOITABLEWhat has been observed can be used against a separate target or problem.OPPORTUNISTICUses the opening before the pattern changes.
Worked example — forwards reading

Example — the warehouse watch

Novak watches a warehouse loading bay from his parked car. His host-system check succeeds.

He rolls:

  • Result 3: SIGNAL
  • Complication 5: CONCEALED
  • Resistance: Clue +1

Tell: Each time a delivery vehicle turns into the street, an upstairs light flashes twice. The loading door opens a few seconds later, but nobody appears at the window.

Impression: Someone hidden inside is checking approaching vehicles and signalling whether they should be admitted.

Watch establishes the observable procedure. The warehouse may already exist in a written scenario; the roll adds a pattern and does not replace its established occupants, purpose, or defences. The player records Clue +1 and decides what Novak does next.

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Discover — What do I find out?

What do I find out?

The five Discover tables are used when the character deliberately seeks an answer through an area, a source, a subject, a record, or a trail. Choose by what the character is working through to get it.

Perceive reveals what attention can establish directly. Discover obtains an answer by working through something — a community, a willing source, a resistant subject, a body of knowledge, a trail.

The character is trying to… Use Ask…
Work across an area or community L6 Canvass What does canvassing uncover across the area or community?
Seek knowledge from a willing source L7 Consult What useful insight does the source provide?
Draw information from one resistant subject L8 Question What does the questioning bring out?
Work through records or accumulated knowledge L9 Research What do the records reveal?
Follow signs toward their source or destination L10 Track What do the signs reveal about the subject’s route?

Close boundaries

Willing, or resistant? Use Consult when the source is willing to share what they know. Use Question when the subject may resist, evade, withhold, or control what they reveal. If obtaining cooperation is itself uncertain, resolve that with your host system before either. A healer who wants to help: Consult. A clerk cooperating only as far as required: Question.

One source, or a whole community? Use Consult or Question for one source. Use Canvass when the answer is spread across many small observations, encounters, and accounts — a street, a settlement, a district, a population.

The record, or the document? Use Examine for a document as a physical object — its paper, ink, damage, alteration. Use Research for the information recorded in it. A database consulted as a reference while inspecting something is still Examine. Searching that database for entries, identities, or matches is Research.

Understanding the past, or following a present trail? Following records to understand what happened is Research. Following a sequence of records, signals, or signs toward a current source can be Track.

Found the first sign? Use Search to find footprints, a dropped possession, a first trace. Use Track once you follow it. If the subject is still in sight and moving against you, it is Chase.

Changing tables

A canvass narrows to one source — Consult if they are willing, Question if they are not. A consultation sends the character to the archive: Research. A record points to something still moving: Track. Change tables when what the character is working through changes, and never roll two for the same moment.

L6 · Canvass (Discover · Field)

Use Canvass when a character works across a wider area or community, gathering many small observations, encounters, reports, and local responses.

Canvass reveals patterns distributed across streets, settlements, districts, organisations, populations, or other connected fields.

Use Assess for one present situation. Use Read for a group encountered as one intelligence. Use Consult for one willing source. Use Question for one resistant subject. Use Search for a bounded place.

Ask: What does canvassing uncover across the area or community?

d10/d12ResultWhat it revealsImpulseResistance
1CONSISTENTIndependent signs or accounts point in the same direction.I'll act on the agreement before it's tested.Clue +1
2CONCENTRATEDRelevant activity, information, or resources cluster in one part of the field.I'll go to the centre of it and stand there.Control +1
3TRAFFICPeople, goods, messages, or attention move repeatedly between two parts of the field.I'll put myself on the route between them.Exposure +1
4DIVIDEDThe area or community separates along a clear boundary, loyalty, or account of events.I'll take one side openly. I won't play both.Pressure +1
5AVOIDEDMovement, conversation, or attention repeatedly bends around the same person, place, or subject.I'll walk straight at what everyone is walking around.Pressure +1
6MISSINGAn expected person, trade, activity, or presence is absent from the whole field.I'll ask about what's missing, plainly and loudly.Clue +1
7CONTROLLEDOne person, group, rule, or system filters access across the field.I'll go through the point of control, not around it.Control +2
8CONFLICTINGIndependent accounts or signs cannot all be true.I'll bring the conflicting accounts together and force the difference into the open.Pressure +2
9WATCHEDThe same observers, reports, or recording systems appear across separate parts of the canvass.I'll let them see me finish. I won't cut it short.Exposure +2
10MOBILISINGSeparate parts of the area or community begin preparing at the same time.I'll move before they're ready.Threat +2
11ECHOINGUnconnected sources repeat the same words, symbols, or actions with impossible precision.I'll repeat it back to the next source that echoes it.Uncanny +2
12AWAKESeparate parts of the area or community respond together despite having no possible way to share what the character has done.I'll speak to the whole place as if it can hear me.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEAccess, trust, or cooperation may collapse if pressed too hard.CAREFULBuilds trust, checks accounts quietly, and avoids disturbing local relationships.
2VOLATILEAttention may produce a sudden reaction across the area or community.RECKLESSAsks openly, enters difficult ground, or provokes a public response.
3CONNECTEDThe discovery extends into another district, group, route, or network.STRATEGICMaps the connections, recruits local help, or positions someone at a useful point.
4FLEETINGA source, gathering, rumour, or local opening will soon disappear.URGENTPursues the freshest lead before it moves or closes.
5CONCEALEDThe important source, location, or connection remains hidden within the wider pattern.SECRETIVEUses intermediaries, a cover story, or private approaches.
6OVERTThe canvass and its subject become widely known.DIRECTGoes openly to the clearest location, group, or local authority.
7LAYEREDDifferent parts of the area or community present different versions of the pattern.METHODICALWorks through one neighbourhood, group, or source at a time.
8EXPLOITABLEThe pattern creates immediate access, cooperation, leverage, or advantage.OPPORTUNISTICUses the first useful opening before local conditions change.
Worked example — forwards reading

Example — rumours along the river

Torvald works through a riverside settlement, speaking with shepherds, ferrymen, traders, and children about recent trouble on the road. His host-system check succeeds.

He rolls:

  • Result 1: CONSISTENT
  • Complication 3: CONNECTED
  • Resistance: Clue +1

Tell: A ferryman, a charcoal burner, and two children separately mention hearing the same three-note whistle after dark. Each heard it from the northern ridge beyond the settlement.

Impression: The reports describe one repeated signal, and its source lies outside the village.

The canvass has not identified who gives the signal or why. It has established a pattern and a direction, giving Torvald a concrete lead he can pursue.

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L7 · Consult (Discover · Will)

Use Consult when a character puts a question to a willing source who has relevant knowledge, experience, or expertise.

The source might be an expert, witness, guide, mentor, specialist, oracle, advisory group, or responsive system.

Consult reveals what the source’s knowledge adds to the character’s understanding. It does not determine whether the source is correct about everything.

Use Question when information must be drawn from someone who resists, evades, or withholds. Use Research when working through records or accumulated knowledge. Use Read to understand the source’s present disposition or intent.

If obtaining the source’s cooperation is itself uncertain, resolve that before using Consult.

Ask: What useful insight does the source provide?

d10/d12ResultWhat it revealsImpulseResistance
1RECOGNISEDThe source identifies a clear match with something they already know.I'll take their word and move on it today.Clue +1
2EXPLAINEDThe source can describe a relevant cause, function, process, or sequence.I'll try the explanation on something I can afford to break.Clue +1
3CORRECTEDAn earlier assumption or conclusion is wrong in one specific way.I'll say where I was wrong, to whoever heard me say it.Clue +1
4PRACTICALThe source provides a method, test, treatment, or action that can be attempted.I'll attempt it now, with what I have.Control +1
5CONDITIONALThe answer holds only while one clear condition remains true.I'll secure the condition before anything else.Control +1
6LIMITThe source identifies exactly where their knowledge or proposed method stops being reliable.I'll go past their limit alone. I won't ask them to come.Cost +1
7WARNINGThe source identifies a danger attached to acting on the answer.I'll take the danger on my own account. I won't pass it to anyone else.Threat +2
8COSTLYPutting the answer into practice requires significant time, resources, sacrifice, or obligation.I'll pay it up front. I won't negotiate it down.Cost +2
9CONTESTEDThe source's answer conflicts with another credible source or accepted account.I'll back this one and burn the other.Clue +2
10MONITOREDAn outside party can observe the consultation or receive its answer.I'll break the watcher's access to the source before I leave.Exposure +2
11UNSHAREDThe source knows a fact the character has not revealed and they could not otherwise know.I'll ask how they know, and wait for the answer.Uncanny +2
12ANOTHER VOICEA second intelligence answers through the source despite having no possible means of contact.I'll answer the second voice, not the first.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATETrust, accuracy, or the source's ability to help may be damaged by careless pressure or application.CAREFULGives the source time, protects the consultation, and verifies important details.
2VOLATILEActing on the answer may provoke an immediate and forceful reaction.RECKLESSDemands a demonstration, acts on the first usable answer, or ignores the warning signs.
3CONNECTEDThe answer involves another person, place, organisation, or system.STRATEGICUses the source's knowledge to arrange support, improve position, or plan several steps ahead.
4FLEETINGAccess to the source—or the usefulness of the answer—will not last.URGENTSeeks the fastest usable answer and acts before conditions change.
5CONCEALEDAn important part of the answer cannot be stated or demonstrated openly.SECRETIVEMoves the consultation somewhere private or conceals its real subject.
6OVERTPutting the answer into practice requires a visible or openly declared action.DIRECTStates the full problem plainly and seeks an answer that can be acted on openly.
7LAYEREDThe answer contains several stages, fields of knowledge, or possible readings.METHODICALTests one claim, stage, or instruction before moving to the next.
8EXPLOITABLEThe advice creates immediate access, leverage, protection, or advantage.OPPORTUNISTICUses the source's insight before anyone else can respond.
Worked example — forwards reading

Example — the wounded scout

Torvald consults an experienced healer about a black stain spreading from a scout’s wound. The healer is willing to help, and Torvald’s host-system check succeeds.

He rolls:

  • Result 4: PRACTICAL
  • Complication 7: LAYERED
  • Resistance: Control +1

Tell: The healer draws two circles around the wound and points to a sliver beneath the skin. “Draw the fragment out with heat first. Bind the wound before removing it, and the blackness will remain inside.”

Impression: The scout can be treated, but the steps must be completed in the correct order.

The consultation provides a usable method. It does not perform the treatment or determine whether Torvald succeeds. Any attempt to remove the fragment or treat the wound is resolved by the host system.

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L8 · Question (Discover · Focus)

Use Question when a character actively works one subject for information and the subject may resist, evade, withhold, misremember, or control what they reveal.

Question covers interviews, interrogations, cross-examinations, debriefings, and persistent enquiries directed at one person, creature, coordinated group, representative, or responsive intelligence.

Use Consult when the source is willing to share its expertise. Use Read to understand the subject’s present disposition. Use Negotiate when the exchange concerns terms or concessions. Use Confront when the character’s purpose is accusation, compliance, or direct challenge rather than information.

Question reveals what the exchange brings out. It does not automatically make every statement true.

Ask: What does the questioning bring out?

d10/d12ResultWhat it revealsImpulseResistance
1DETAILA specific name, time, place, object, or action emerges that can be checked.I'll leave now and put the detail to the test.Clue +1
2SEQUENCEThe order or timing of relevant events becomes clear.I'll take the sequence to the first person or place it leads to.Control +1
3BOUNDARYThe questioning establishes exactly where the subject's knowledge ends.I'll stop asking and say what I think happened.Cost +1
4TURNING POINTOne answer identifies the moment after which events, behaviour, or conditions changed.I'll ask what happened at that moment, and nothing else.Clue +1
5OMISSIONA clear part of the subject's account is absent.I'll name the gap out loud. I won't move past it.Pressure +1
6FIRSTHANDThe subject's words or details show that they directly experienced part of the events.I'll keep them talking past the point they meant to stop.Clue +1
7CONTRADICTIONTwo statements—or a statement and established evidence—cannot both be true.I'll put the contradiction to them now, flat.Pressure +2
8REFUSALThe subject unmistakably stops at one particular topic, name, or detail.I'll stay on the thing they won't say.Control +2
9ADMISSIONThe subject states a fact that damages their position, relationship, or safety.I'll hold what they gave me. I won't use it here.Exposure +2
10REVERSALThe questions allow the subject to learn or confirm something important about the character or the enquiry.I'll give them one more thing, deliberately.Exposure +2
11SHARED MEMORYThe subject describes a memory belonging to the questioner or someone else present.I'll let them finish the memory.Uncanny +2
12ANSWERED FIRSTThe subject answers the character's next question before it is spoken.I'll ask the question anyway, in my own words.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEMemory, trust, health, or the subject's ability to continue may be damaged by pressure.CAREFULSlows down, avoids leading questions, and protects the subject's ability to answer.
2VOLATILEOne question may provoke sudden action, silence, flight, or intervention.RECKLESSPresses a sensitive point, makes an accusation, or provokes an unguarded response.
3CONNECTEDThe answer leads beyond the subject to another person, place, organisation, or system.STRATEGICOrders the questions to expose connections or prepares to act on the next lead.
4FLEETINGTime, access, memory, or the subject's willingness to continue is running out.URGENTDemands the most important answer before the opportunity ends.
5CONCEALEDThe important part appears only through implication, coded language, or silence.SECRETIVEHides the purpose of the questions or moves the exchange somewhere private.
6OVERTThe questioning or its answers are being heard, recorded, or made public.DIRECTStates the central question plainly and requires the subject to address it.
7LAYEREDSeveral accounts, timelines, relationships, or meanings overlap.METHODICALEstablishes one detail or part of the account before moving to the next.
8EXPLOITABLEAn answer, hesitation, or contradiction creates immediate leverage — for whichever side saw it first.OPPORTUNISTICSeizes the opening and presses it before the subject can recover.
Worked example — forwards reading

Example — the missing interval

Novak questions a freight clerk about a shipment that disappeared between unloading and inventory. The clerk is cooperating only as far as required. Novak’s host-system check succeeds.

He rolls:

  • Result 5: OMISSION
  • Complication 3: CONNECTED
  • Resistance: Pressure +1

Tell: The clerk describes the unloading at 23:40 and begins again with the inventory at 00:20. Asked about the missing forty minutes, he says that Maintenance had the bay but never gives a name or work order.

Impression: Something involving the maintenance crew occurred during the missing interval.

The questioning establishes the gap and its connection. It does not establish what happened, whether the clerk is lying, or who from Maintenance was present. The player records Pressure +1 and chooses what Novak asks next.

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L9 · Research (Discover · Potential)

Use Research when a character works through records, archives, databases, maps, manuscripts, reports, case files, or accumulated knowledge to uncover information.

Research reveals matches, origins, timelines, connections, missing records, and earlier examples.

Use Examine to inspect one document or recording as a physical subject. Use Consult to ask a willing expert. Use Canvass to gather information across an area or community.

A database consulted as a technical reference while inspecting an object remains part of Examine. Searching that database for entries, identities, histories, or matches is Research.

Ask: What do the records reveal?

d10/d12ResultWhat it revealsImpulseResistance
1MATCHThe same identifier, detail, pattern, or event appears in another record.I'll pull the second record and take it with me.Clue +1
2ORIGINThe earliest reliable record identifies where or when the subject first appears.I'll go to where it started.Clue +1
3TIMELINESeparate records establish the order and timing of relevant events.I'll set the order out where others can argue with it.Control +1
4EXCEPTIONOne record does not follow the pattern established by the others.I'll chase the exception, not the rule.Clue +1
5GAPAn expected record, entry, interval, or part of the sequence is absent.I'll trace who or what should have made the missing record.Pressure +1
6EARLIER CASEA similar recorded event shows what followed or how it was handled.I'll do what worked last time, exactly.Control +1
7RESTRICTEDThe relevant information exists, but access to it is limited, locked, sealed, or redacted.I'll ask for it through the front door first.Control +2
8REVISEDDifferent versions of the record contain a significant change.I'll put both versions side by side and follow the change back to its source.Pressure +2
9TRACEABLEThe character's path through the records can be followed back to them.I'll finish what I came for. I won't cover my tracks.Exposure +2
10ACTIVEThe activity, organisation, process, or danger described in the records continues in the present.I'll act as though it is still happening, now.Threat +2
11BEFORE ITS TIMEA record describes a person, object, or event before it could have existed.I'll remove a copy from the archive before anyone knows I found it.Uncanny +2
12RECORDING YOUA record created before the research changes to describe the character's present actions.I'll write my own line into it.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEThe source material, data, or chain of evidence may be damaged or lost through careless handling.CAREFULPreserves copies, checks where information came from, and verifies important details.
2VOLATILEAccessing, combining, or acting on the information may trigger deletion, lockout, alarm, or intervention.RECKLESSForces access, bypasses safeguards, or acts on information before verifying it.
3CONNECTEDThe finding extends into another archive, organisation, person, place, or system.STRATEGICCross-references the material, maps its connections, or brings in specialist help.
4FLEETINGAccess is temporary, the information is changing, or the opportunity to use it is closing.URGENTExtracts the essential information and acts before access is lost.
5CONCEALEDThe relevant fact remains hidden inside code, redaction, an unrelated record, or an incomplete reference.SECRETIVECopies the material privately or continues through channels that conceal the research.
6OVERTObtaining or using the information requires a public request or visible action.DIRECTGoes straight to the primary record or openly requests access.
7LAYEREDSeveral versions, formats, authorities, or bodies of knowledge must be read together.METHODICALEstablishes one source, period, or part of the record before adding the next.
8EXPLOITABLEThe finding provides immediate access, leverage, protection, or advantage.OPPORTUNISTICUses the first reliable finding before anyone can restrict or change it.
Worked example — forwards reading

Example — the freight code

Novak searches shipping, customs, and seizure records for the six-character code found on an unidentified device. His host-system check succeeds.

He rolls:

  • Result 1: MATCH
  • Complication 7: LAYERED
  • Resistance: Clue +1

Tell: The code appears in three different systems: beneath a customs photograph, inside an impound manifest, and at the end of a repair invoice. Each system records it in a different format, but the final six characters are identical.

Impression: The same device or shipment has passed through customs, police storage, and a repair contractor.

The research establishes the repeated identifier. It does not decide why the device moved between those records or who was responsible.

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L10 · Track (Discover · Process)

Use Track when a character follows a developing course of signs toward the subject that made them, the route it took, or the place it reached.

Signs might include footprints, scent, damage, discarded possessions, disturbed ground, transactions, transmissions, engine traces, magical residue, or changes in behaviour.

Use Search to find the first sign. Use Watch when the subject remains directly observable. Use Chase when the subject is visible and actively being pursued or escaped. Use Travel when completing the journey matters more than following a particular subject.

Following records to understand past events is Research. Following a sequence of records or signals toward a current source can be Track.

Ask: What do the signs reveal about the subject's route?

d10/d12ResultWhat it revealsImpulseResistance
1HEADINGThe signs establish a clear direction or next location.I'll press straight on and make up the distance.Clue +1
2FRESHThe subject passed recently enough that the trail has changed little.I'll run it down now, while it's warm.Pressure +1
3SLOWEDThe subject's progress faltered, paused, or became more difficult.I'll close the distance while the subject is slowed.Control +1
4CHANGEDAt one clear point, the subject changed direction, pace, method, or means of travel.I'll stop where they changed and do what they did.Clue +1
5JOINEDSigns from another subject merge with the trail.I'll leave the original trail and follow the one that joined it.Exposure +1
6SPLITOne course of signs separates into different routes, subjects, or signals.I'll take the harder of the two.Cost +1
7INTERRUPTEDAnother event, movement, or force cuts across the trail and changes it.I'll follow what cut across, not what I came for.Control +2
8DANGEROUSThe trail enters ground, conditions, or a system that can harm the tracker.I'll leave the safe route and take the danger as it comes.Threat +2
9DOUBLED BACKThe signs return across earlier ground or approach the tracker's own route.I'll stand still and let them come to me.Exposure +2
10CLOSEThe signs show that the subject is near enough to detect, reach, or affect the character.I'll call out to them.Threat +2
11IMPOSSIBLE PATHThe trail continues across a barrier or distance without the passage that should connect it.I'll follow it to the break and test the barrier myself.Uncanny +2
12YOUR TRAILSigns ahead match movements or traces the character has not yet made.I'll reproduce the signs ahead of me and match them exactly.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEThe signs are easily disturbed, contaminated, or mistaken for surrounding traces.CAREFULPreserves the signs, confirms the route, and maintains a safe distance.
2VOLATILEFollowing the trail may trigger a hazard or provoke a sudden response.RECKLESSPushes through danger, closes the distance, or ignores damaged signs.
3CONNECTEDThe trail passes into another route, place, organisation, or system.STRATEGICPredicts the destination, arranges a cutoff, or brings in useful help.
4FLEETINGThe signs are fading, changing, or falling farther behind the subject.URGENTIncreases the pace before the trail is lost.
5CONCEALEDA significant part of the route is masked, missing, or hidden from direct view.SECRETIVEConceals the pursuit and looks for the trail through indirect signs.
6OVERTThe trail—or the character following it—is apparent to others.DIRECTFollows the clearest route without disguising the pursuit.
7LAYEREDSeveral trails, subjects, signals, or periods of movement overlap.METHODICALSeparates one set of signs from another and reconstructs each stage.
8EXPLOITABLEThe route provides a shortcut, interception point, weakness, or immediate advantage.OPPORTUNISTICLeaves the trail to seize the advantage before the subject moves on.
Worked example — forwards reading

Example — signs at the ford

Torvald follows a lone set of boot prints from an abandoned camp toward the river. His host-system check succeeds.

He rolls:

  • Result 5: JOINED
  • Complication 4: FLEETING
  • Resistance: Exposure +1

Tell: The boot prints end at the near bank. Beyond the ford, two sets of fresh hoofprints leave eastward while the rising water washes their edges away.

Impression: The person Torvald followed met someone with horses and continued east. The river will soon erase the trail.

The roll establishes the additional traveller and the trail’s direction. It does not establish who the rider is, whether the meeting was planned, or where they are ultimately going.

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Relate — What happens between us?

What happens between us?

The five Relate tables are used when the character’s action depends on how another intelligence, audience, relationship, or social structure responds. The other side might be a person, a creature, a group, an institution, an artificial intelligence, a collective mind, or any other entity that can answer back.

Perceive and Discover reveal information. Relate changes or tests the character’s position among other intelligences.

The character is trying to… Use Ask…
Move through a social structure or culture L11 Navigate How does this social field receive the character?
Establish terms between competing interests L12 Negotiate What terms emerge from the exchange?
Press or challenge one subject directly L13 Confront What changes when the character presses the subject?
Develop trust, loyalty, or intimacy L14 Bond What does the shared moment establish between them?
Carry an act through before an audience L15 Perform How does the audience respond as the performance unfolds?

Close boundaries

Social terrain, or physical passage? Use Navigate when moving through a social order — a court, an institution, a hierarchy, a custom. Use Travel when moving between physical locations. Working through a lord’s household to reach the lord: Navigate. The road to the lord’s hall: Travel.

Terms, or a demand? Use Negotiate when both sides are exchanging terms, concessions, or guarantees. Use Confront when the character makes a demand, accusation, warning, or threat without offering meaningful exchange.

Reading a relationship, or changing it? Use Read for someone’s present feelings and disposition. Use Bond only when the relationship itself is changing — trust deepening, loyalty forming, a duty taken on. Helping someone does not automatically require Bond.

An audience, or one subject? Use Perform when holding an audience’s attention through a sustained act — a speech, a song, a ceremony, a rallying cry. Use Confront when pressing one subject directly, even before a crowd.

A performance, or a lie? Use Perform when the audience knows it is witnessing a presented act. Use Deceive when they are meant to accept it as true.

Pressure, or violence? Use Confront while the character is accusing, threatening, warning, or challenging and violence remains only a possibility. Use Fight once exchanging harm or force becomes the main action.

Changing tables

A petition (Navigate) becomes a bargain (Negotiate) the moment terms appear. A bargain becomes a confrontation when one side stops offering and starts demanding. A confrontation becomes a Fight when harm becomes the action. A quiet moment after any of these may become Bond. Change tables when what passes between the two sides changes, and never roll two for the same moment.

L11 · Navigate (Relate · Field)

Use Navigate when a character works through the customs, roles, ranks, rules, or expectations of a social setting.

The field may be a court, community, institution, military unit, ship’s crew, criminal network, religious order, artificial society, or unfamiliar culture.

Use Travel when moving between physical locations. Use Navigate when moving through a social order. Use Assess to understand the situation as a whole. Use Canvass to gather information across a community. Use Negotiate to exchange terms. Use Confront to challenge someone directly. Use Deceive when maintaining a false identity or story is the main action.

Ask: How does this social field receive the character?

d10/d12ResultWhat it revealsImpulseResistance
1ACCEPTEDThe character's presence, role, or reason for being here is treated as legitimate.I'll use the welcome now, before it's examined.Reputation +1
2PROTOCOLA clear custom or procedure provides the next accepted step.I'll take the next step exactly as it's done here.Control +1
3PLACEDThe social order assigns the character a clear position relative to those present.I'll accept the place they've given me and speak from it.Reputation +1
4BACKEDA person or group openly supports the character's presence, standing, or request.I'll spend their support on the one thing I came for.Reputation +1
5OBLIGATEDTaking part creates an expected duty, service, payment, or return.I'll take the obligation openly. I won't pretend I haven't.Cost +1
6PRIVILEGEDThe character's position grants access, freedom, or protection denied to others.I'll use the privilege in front of those denied it.Control +1
7SCRUTINISEDThe character's conduct, background, or right to participate is placed under close attention.I'll give them something to look at, and keep working.Exposure +2
8LIMITEDA social rule, accepted role, promise, or status now limits what the character may do.I'll break the smaller rule to keep the bigger one.Control +2
9SINGLED OUTSomeone gives the character special recognition, attention, responsibility, or treatment.I'll accept it publicly. I won't ask what it costs.Reputation +2
10CHALLENGEDSomeone openly disputes the character's presence, status, conduct, or right to act.I'll answer the challenge where it was made.Threat +2
11DEAD CUSTOMEveryone present performs the same lost custom exactly, although there is no possible source from which they could have learned it.I'll perform it with them, and get one part deliberately wrong.Uncanny +2
12REMEMBEREDStrangers remember a shared history with the character that never happened.I'll agree with the memory and let them fill it in.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEAcceptance depends upon precise conduct, uncertain standing, or someone's dignity.CAREFULObserves first, preserves everyone's standing, and tests the accepted way forward.
2VOLATILEA mistake or challenge could bring humiliation, exclusion, punishment, or conflict.RECKLESSIgnores restraint, claims a place, or forces others to respond.
3CONNECTEDWhat the character does here will be reported to, or judged by, a wider body beyond those present.STRATEGICWorks through the right intermediary, rank, obligation, or source of authority.
4FLEETINGThe chance to enter, speak, petition, or gain recognition will soon pass.URGENTActs before the gathering, proceeding, mood, or opportunity changes.
5CONCEALEDThe character's purpose, loyalty, standing, or connection cannot safely become known.SECRETIVEReveals only what is necessary and works through indirect or private channels.
6OVERTAny recognition, privilege, obligation, or rejection will be publicly visible.DIRECTStates the character's identity, role, claim, or request openly.
7LAYEREDSeveral ranks, customs, duties, or competing expectations apply.METHODICALAddresses each requirement in order and secures acceptance one step at a time.
8EXPLOITABLEA custom, privilege, rivalry, or social expectation provides an immediate advantage.OPPORTUNISTICInvokes that rule, relationship, or privilege before the opening disappears.
Worked example — forwards reading

Example — the lord’s hall

Torvald reaches a lord’s hall after nightfall and asks for shelter for his companions. His host-system check succeeds.

He rolls:

  • Result 2: PROTOCOL
  • Complication 6: OVERT
  • Resistance: Control +1

Tell: The doorward points to the weapon rack. Before the assembled household, he asks Torvald to surrender his sword and name his lineage and business.

Impression: Torvald has not been refused. Entry requires him to follow a public custom and declare who he is.

Navigate establishes the character’s recognised place, access, duties, and social limits. It does not reveal anyone’s private feelings or intentions. The player records Control +1 and decides what Torvald does next—including whether the name he gives is true. A false one moves the continuing action to Deceive.

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L12 · Negotiate (Relate · Will)

Use Negotiate when parties with competing interests exchange terms, concessions, or guarantees.

The other party may be a person, group, faction, creature, artificial intelligence, or other intelligence capable of making and keeping an agreement.

Use Consult when a willing source provides knowledge. Use Question when drawing information from a resistant subject. Use Navigate when working through social rules or status. Use Confront when making a demand without offering meaningful exchange. Use Tempt when the important question is how an offer presses upon the character’s desires.

Negotiate establishes the terms that emerge. The host system determines whether either party accepts, fulfils, or breaks them.

Ask: What terms emerge from the exchange?

d10/d12ResultWhat it revealsImpulseResistance
1COMMON GROUNDThe parties identify one outcome that both can accept.I'll close on it now, before either of us thinks again.Reputation +1
2EXCHANGEEach party must give one clear thing to receive another.I'll hand mine over first.Cost +1
3CONCESSIONOne party yields on one point to preserve the rest of the agreement.I'll take the concession and stop asking.Cost +1
4PRIORITYThe exchange reveals that one term matters more than all the others.I'll trade everything else away to hold that one.Clue +1
5CONDITIONALThe agreement holds only while one stated condition is met.I'll put the condition in my own keeping.Control +1
6GUARANTEEDA deposit, token, proof, or hostage is accepted as assurance.I'll offer mine before they ask for it.Reputation +1
7ONE-SIDEDMost of the cost or risk falls upon one party.I'll say out loud who is carrying it.Cost +2
8EXCLUSIVEAccepting these terms closes another alliance, route, or opportunity.I'll accept, and close the other door myself.Control +2
9ENFORCEDA present power, mechanism, or held advantage can punish a breach.I'll name what enforces the terms and make them acknowledge it.Control +2
10ULTIMATUMOne term permits no counteroffer and carries an explicit consequence.I'll answer it now, in one word.Threat +2
11IMPOSSIBLE PRICESomething is offered or demanded that cannot be possessed, surrendered, or performed under the understood rules.I'll agree to the price and work out later what I've given.Uncanny +2
12BINDING WORDSA stated term begins enforcing itself before either party acts upon it.I'll say the term again, deliberately, and mean it.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEThe agreement depends upon exact wording, a small concession, or fragile trust.CAREFULClarifies the terms and avoids committing until the limits are understood.
2VOLATILEA refusal or counteroffer could abruptly end the exchange or provoke retaliation.RECKLESSMakes an extreme offer, rejects caution, or stakes more than is safe.
3CONNECTEDThe agreement affects or depends upon another person, faction, place, or system.STRATEGICTrades a lesser priority for a greater one, uses leverage, or arranges support.
4FLEETINGThe offer will soon be withdrawn or its circumstances will change.URGENTCloses the agreement before the opportunity passes.
5CONCEALEDAn important cost, implication, or piece of leverage has not been stated openly.SECRETIVEKeeps priorities or private terms hidden while bargaining.
6OVERTThe terms must be declared, witnessed, or made publicly visible.DIRECTStates the demand and the best available offer plainly.
7LAYEREDThe agreement contains stages, linked duties, or later conditions.METHODICALSettles one term at a time and establishes what each party owes.
8EXPLOITABLEA concession, loophole, or weakness offers an immediate advantage.OPPORTUNISTICSeizes the favourable term before it can be withdrawn.
Worked example — forwards reading

Example — the gate after dark

Torvald asks a gate captain to open the gates after dark so his companions can escort a supply wagon into the fortress. His host-system check succeeds.

He rolls:

  • Result 5: CONDITIONAL
  • Complication 6: OVERT
  • Resistance: Control +1

Tell: The captain agrees, but calls the assembled guards forward as witnesses. Torvald must swear that the company and wagon will return before moonrise.

Impression: The gate will be opened, but the condition is public. Everyone will know if Torvald breaks it.

Negotiate has established the proposed terms. The host system decides whether Torvald accepts them, whether any further check is required, and what happens if the oath is broken. The player records Control +1 and chooses whether Torvald swears before the guards or seeks another way in.

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L13 · Confront (Relate · Focus)

Use Confront when the character directly presses or challenges one present intelligence through an accusation, demand, warning, threat, or show of authority.

The subject may be a person, creature, coordinated group, artificial intelligence, or gestalt entity. It does not need to speak, but it must be capable of recognising and responding to the challenge.

Use Question when the main aim is to obtain information. Use Negotiate when both sides are exchanging terms. Use Read when studying disposition without pressing the subject. Use Fight once inflicting or avoiding harm becomes the main action.

Ask: What changes when the character presses the subject?

d10/d12ResultWhat it revealsImpulseResistance
1STANDINGThe subject accepts that the character has the right, authority, or strength to challenge them.I'll press the advantage while they still grant it.Reputation +1
2YIELDINGThe subject gives ground on one immediate action, position, or demand.I'll take the ground and ask for more.Control +1
3POSITIONThe subject openly commits to one claim, side, person, or course of action.I'll hold them to what they just said.Clue +1
4STAKEOne concrete thing the subject could lose becomes part of the confrontation.I'll name what they stand to lose. I won't threaten it.Cost +1
5LINE DRAWNThe subject states what they will do if the character continues pressing.I'll cross the line once, and slowly.Control +1
6CHOICEThe confrontation leaves the subject with two clear courses of action.I'll put both choices to them and make them choose now.Pressure +1
7PROOF REQUIREDThe subject will give no further ground without evidence, a witness, or a demonstration.I'll show them everything I have and lose the advantage of holding it.Control +2
8PRICEFurther compliance requires the character to risk, surrender, or provide something important.I'll pay it, and say what it was.Cost +2
9COUNTEREDThe subject answers with an accusation or demand that the character must now address.I'll answer their charge before I return to mine.Exposure +2
10ESCALATEDThe subject moves the conflict into a more dangerous and immediate form.I'll go where they've taken it.Threat +2
11COMPELLEDSomething with no understood power over the subject forces an answer or action from them.I'll press them again, quickly, while it holds.Uncanny +2
12ANSWERED ELSEWHEREA distant or absent intelligence responds to the confrontation without any possible means of communication.I'll direct the rest of it to whatever answered.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEToo much pressure could damage a relationship, position, captive, or fragile opportunity.CAREFULNarrows the challenge and leaves the subject a safe way to respond.
2VOLATILEFurther pressure could provoke violence, flight, destruction, or retaliation.RECKLESSPresses the most dangerous point without leaving room to retreat.
3CONNECTEDThe subject's position depends upon allies, authority, resources, or a larger system.STRATEGICChallenges the support behind the subject or chooses the most useful moment to press.
4FLEETINGThe chance to confront the subject will soon pass.URGENTMakes the accusation, warning, or demand immediately.
5CONCEALEDPressing the central point would reveal the character's source, knowledge, or intention.SECRETIVEApplies pressure without revealing how much the character knows.
6OVERTThe confrontation is public, recorded, witnessed, or impossible to keep private.DIRECTStates the accusation or demand plainly and requires an open response.
7LAYEREDSeveral claims, loyalties, grievances, or consequences are involved.METHODICALPresses one point at a time and requires a clear answer to each.
8EXPLOITABLEThe subject exposes a weakness, contradiction, or loss of support.OPPORTUNISTICUses that opening immediately to force further ground.
Worked example — forwards reading

Example — the missing evidence

Novak confronts a fellow officer about an evidence bag that disappeared from storage. His host-system check succeeds.

He rolls:

  • Result 7: PROOF REQUIRED
  • Complication 5: CONCEALED
  • Resistance: Control +2

Tell: The officer’s smile disappears. He taps the recording light on his body camera and says, “Show me what you have—or say who told you.”

Impression: The accusation has landed, but Novak cannot press further without producing evidence or exposing his source.

The confrontation has not established whether the officer is guilty. That specific fact remains with the scenario, host rules, or Yes/No Dice. It has established what Novak’s successful pressure forces the officer to do next. The player records Control +2 and chooses whether Novak produces the discrepancy, names the source, or steps back.

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L14 · Bond (Relate · Potential)

Use Bond when a shared moment may create or deepen trust, loyalty, friendship, affection, duty, or intimacy.

The relationship itself must be changing. Helping someone does not automatically require Bond; use it when the important question is what that help establishes between them.

Use Read to understand someone’s present feelings. Use Consult or Question when seeking information. Use Negotiate when exchanging terms. Use Navigate when status or social custom governs the interaction. Use Perform when the character is primarily addressing an audience.

Bond is read from the active character’s side.

Ask: What does the shared moment establish between them?

d10/d12ResultWhat it revealsImpulseResistance
1FAMILIARA shared experience, value, habit, place, or concern gives them common ground.I'll say the thing we have in common out loud.Reputation +1
2ENTRUSTEDOne gives the other responsibility, access, or something important to keep safe.I'll take it, and give something of mine back.Reputation +1
3CONFIDEDOne shares a private fear, hope, memory, or concern.I'll answer it with something of my own that costs me.Exposure +1
4RECIPROCATEDA gesture of trust, care, or loyalty is answered with one in return.I'll go one further than they did.Reputation +1
5OBLIGATEDWhat passes between them creates an expected duty or return.I'll name the debt before it's assumed.Cost +1
6PROMISEDOne makes a specific commitment that the other may rely upon.I'll make my promise specific enough to be broken.Control +1
7VULNERABLEOne now holds trust, access, or knowledge that could seriously harm the other if misused.I'll give them one more thing that could hurt me.Exposure +2
8TESTEDThe relationship now depends upon an immediate act of trust or loyalty.I'll act as though I already trust them.Pressure +2
9CONFLICTEDThe growing bond clashes with an existing loyalty, duty, promise, or relationship.I'll tell the other side what's happening.Cost +2
10CLAIMEDOne treats the relationship as giving them a right to demand, decide, protect, or possess.I'll let the claim stand for now. I won't correct it here.Control +2
11SHARED MEMORYBoth remember an event they could not have experienced together.I'll ask them for a detail I never said.Uncanny +2
12BOUND TOGETHERA feeling, injury, sense, or condition passes from one to the other, and nothing could have carried it between them.I'll take more of it, deliberately.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEThe connection depends upon respecting a limit, private disclosure, or fragile trust.CAREFULOffers support without demanding more and protects what has been shared.
2VOLATILECloseness could provoke conflict, dependence, jealousy, fear, or overwhelming emotion.RECKLESSReveals too much, makes a sweeping promise, or demands an equal commitment.
3CONNECTEDThe relationship affects or depends upon another person, group, duty, or allegiance.STRATEGICStrengthens the bond through useful help, a shared aim, or mutual support.
4FLEETINGThe chance for honesty or connection will soon pass.URGENTSays or does what matters before the moment closes.
5CONCEALEDThe relationship or what has been shared cannot safely become known.SECRETIVEKeeps the connection private and communicates away from witnesses.
6OVERTThe bond requires public acknowledgement or a visible commitment.DIRECTStates the trust, feeling, loyalty, or promise openly.
7LAYEREDPast hurts, unequal power, conflicting duties, or several relationships are involved.METHODICALBuilds trust through one limited promise or dependable action at a time.
8EXPLOITABLESomething gained through the relationship can immediately advance another aim.OPPORTUNISTICUses the opening to secure trust, aid, access, or commitment now.
Worked example — forwards reading

Example — the broken arrow

Torvald shares the night watch with Edda after their company escapes an ambush. His host-system check succeeds, creating a quiet moment between them.

He rolls:

  • Result 3: CONFIDED
  • Complication 1: DELICATE
  • Resistance: Exposure +1

Tell: Edda takes a broken arrow from inside her coat. It bears her brother’s colours. She tells Torvald that she left him wounded at the river crossing and has told no one else.

Impression: Edda has trusted Torvald with something she fears the company will judge her for.

Bond establishes what has developed between them. It does not decide what either character must feel, and it does not guarantee that a promise will be kept. The player records Exposure +1 and chooses how Torvald answers her.

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L15 · Perform (Relate · Process)

Use Perform when a character holds an audience’s attention through a speech, song, story, dance, ceremony, display, or other sustained act.

The audience may be one person, a crowd, a military unit, a court, a broadcast audience, or a responsive intelligence. Use Perform when the important question is how the relationship between performer and audience develops during the act.

Use Confront when directly pressing one subject. Use Bond when a mutual relationship is changing. Use Negotiate when exchanging terms. Use Deceive when maintaining a false identity or sustained lie is the main action. Use Invoke when producing a supernatural or reality-changing effect is the main action.

Ask: How does the audience respond as the performance unfolds?

d10/d12ResultWhat it revealsImpulseResistance
1ATTENTIVEThe audience becomes quiet, focused, and willing to follow the performance.I'll give them the difficult part now.Reputation +1
2JOININGPart of the audience answers, repeats, sings, chants, or participates.I'll hand the next part to them.Reputation +1
3MOVEDOne shared emotion becomes openly visible across the audience.I'll hold the moment past comfort.Pressure +1
4RECOGNISEDThe audience connects one part of the performance to a known person, event, place, or tradition.I'll name it openly and take the consequence.Clue +1
5DIVIDEDDifferent parts of the audience respond in clearly different ways.I'll play to the smaller half.Pressure +1
6EXPECTANTThe performance creates a clear expectation that the character will continue, answer, or act.I'll give them what they're waiting for.Cost +1
7INTERRUPTEDAfter the audience is engaged, a person, event, or competing display breaks in and demands attention.I'll bring the interruption into the performance.Control +2
8MISREADPart of the audience gives one secondary image, phrase, or gesture an unintended meaning.I'll lean into the meaning they found.Exposure +2
9CLAIMEDA person or group uses the performance to support their own status, cause, or demand.I'll reclaim the performance before they finish using it.Control +2
10PROVOKEDThe audience turns its emotion into immediate and potentially dangerous action.I'll stop performing and put myself in the path of what I've provoked.Threat +2
11ALREADY KNOWNMembers of the audience know or repeat words, movements, or music they could never have learned.I'll change the next part and let them follow it.Uncanny +2
12MADE REALSomething represented in the performance becomes physically real, although no craft, power, or mechanism present could produce it.I'll touch the thing I made, and keep performing.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEThe response depends upon precise tone, timing, trust, or restraint.CAREFULWatches the audience closely and adjusts without breaking its trust.
2VOLATILEThe audience's emotion could become anger, panic, frenzy, or uncontrolled excitement.RECKLESSHeightens the emotion, crosses a safe limit, or commits completely to the moment.
3CONNECTEDThe wider response depends upon a leader, faction, symbol, channel, or influential observer.STRATEGICDirects the performance toward the person or group that can move the rest.
4FLEETINGAttention is fading or the chance to deliver the important moment is closing.URGENTDelivers the central line, image, or action immediately.
5CONCEALEDThe performance carries a hidden meaning, or the intended audience cannot respond openly.SECRETIVEHides the message within the performance and directs it toward those meant to receive it.
6OVERTThe performance is public, recorded, or visibly commits the performer to its message.DIRECTStates or displays the central message without disguise.
7LAYEREDSeveral audiences, meanings, stages, or traditions must be handled together.METHODICALBuilds the performance one clear part at a time before reaching its climax.
8EXPLOITABLEThe audience's attention or emotion creates an immediate opening.OPPORTUNISTICChanges or extends the performance to use the audience's present response.
Worked example — forwards reading

Example — the song in the hall

Torvald sings an old song before a hall of frightened refugees and exhausted soldiers. His host-system check succeeds.

He rolls:

  • Result 2: JOINING
  • Complication 3: CONNECTED
  • Resistance: Reputation +1

Tell: The veterans at the rear take up the final verse. The younger archers begin to join them, but keep looking toward their captain.

Impression: The song has reached the hall, but the captain’s response will decide whether the archers truly rally.

Perform establishes the audience’s response. It does not replace the host system’s judgement of the performance’s quality or decide whether the audience carries that response into later action. The player records Reputation +1 and chooses where Torvald turns the next verse—toward the captain, or to the whole hall.

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Act — What happens when I commit?

What happens when I commit?

The five Act tables are used once a character commits to doing something under active resistance. Choose by what the action is really engaging — a defended field, another mind’s belief, one opponent, an extraordinary power, or a pursuit — not by the ability, weapon, or method being used.

Your host system answers does the action work? The Act table answers what does that action bring into play? Act does not replace checks, attacks, damage, movement, spell effects, or any other host rule. Use it at meaningful turning points, not after every minor action.

The character is trying to… Use Ask…
Get through a protected place, organisation, or system L16 Infiltrate What happens as the character gets further inside?
Make another intelligence accept something false L17 Deceive What follows once the deception takes hold?
Exchange violence with one opponent or coherent force L18 Fight What does this exchange change in the fight?
Bring an extraordinary capability into play L19 Invoke What else becomes true when the power takes effect?
Catch someone, or get away L20 Chase What changes as the pursuit continues?

Close boundaries

Infiltrate, or Deceive? Use Infiltrate when a disguise, lie, forged credential, or technical trick is a means of getting through security. Use Deceive when maintaining the falsehood under another intelligence’s attention is the important action. At a guarded checkpoint, ask which response is missing: what does passing the checkpoint bring into play? is Infiltrate; what follows once the guard accepts the cover story? is Deceive.

Fight, or Confront? Use Confront while the character is accusing, threatening, warning, or challenging and violence remains only a possibility. Use Fight once exchanging harm or tactical force becomes the main action.

Chase, Track, or Travel? Use Chase while the target or pursuer is actively moving against the character. Use Track once contact is lost and the character must follow signs. Use Travel when moving between places with no active pursuer.

Invoke, or Fight? Using a power during combat does not automatically require Invoke. Use Fight when the important question concerns the changing battle. Use Invoke when it concerns the power’s manifestation or its additional effects. The same action never receives both.

Deceive, or Perform? Use Perform when the audience understands it is witnessing a speech, song, ceremony, or display. Use Deceive when the audience is meant to accept the performance as something true.

Changing tables

A scene may move through several Act tables as its pressure changes. A character begins by Infiltrating a secured building. Stopped by a guard, the scene becomes Deceive. An alarm sounds and the character runs: Chase. Someone blocks the escape and violence begins: Fight. Activating an extraordinary device moves the next meaningful moment to Invoke. Change tables when the central resistance changes, and never roll two for the same action.

L16 · Infiltrate (Act · Field)

Use Infiltrate when a character enters or moves through a protected place, organisation, or system without being stopped.

This includes physical intrusion, covert entry into an organisation, and unauthorised access to a secured network. Use Infiltrate when the defended field as a whole is resisting the character’s progress.

Use Travel when moving between places without active security opposing the journey. Use Deceive when maintaining a false identity or story is the main action. Use Navigate when legitimately working through social rules or status. Use Search when looking for something concealed. Use Examine when dealing with one particular security device. Use Chase once discovery produces active pursuit.

Ask: What happens as the character gets further inside?

d10/d12ResultWhat it revealsImpulseResistance
1COVERA nearby feature, crowd, noise, signal, or activity hides this part of the intrusion.I'll use the cover for more than I planned.Control +1
2ACCESSThe character reaches a route, position, channel, or permission that leads further inside.I'll go further in than I meant to.Clue +1
3BLIND SPOTOne particular area or action is not being observed by the present defences.I'll do the loud thing here.Clue +1
4ROUTINEAn ordinary delivery, shift change, procedure, or system process carries the character further.I'll ride it to the end of its run.Control +1
5SEPARATEDProgress places a barrier, distance, or secured boundary between the character and outside help or retreat.I'll go on and stop counting the way out.Pressure +1
6PRICEThe way forward requires giving up, spending, damaging, or leaving behind something useful.I'll pay the price and treat what it costs as gone.Cost +1
7CHECKEDThe current step succeeds, but continued progress meets an active inspection, challenge, test, or verification.I'll walk into the check as though I belong.Control +2
8TRACEDThe successful intrusion leaves evidence that can be connected to the character.I'll finish first and clean after.Exposure +2
9DIVERTEDProgress continues, but the defences force the character away from the intended route, timing, or immediate objective.I'll take the diversion further than they intend.Pressure +2
10ALERTEDThe current step succeeds, but security begins searching, containing, or intercepting.I'll go deeper, not out.Threat +2
11WRONG INSIDEThe interior's space, distance, or arrangement cannot fit within its exterior, and no known design, system, or power could make it so.I'll follow the wrongness to its furthest edge.Uncanny +2
12ADMITTEDThe protected place identifies and admits the character in a way nothing and no one could have arranged.I'll go in without stopping at the threshold.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEEntry depends upon leaving a lock, trace, appearance, or timing undisturbed.CAREFULTests the next defence, preserves cover, and keeps a route back.
2VOLATILEA mistake could trigger an alarm, collapse, lockdown, or immediate attack.RECKLESSForces the next barrier or moves through before the danger can respond.
3CONNECTEDAccess or security depends upon another person, system, location, or operation.STRATEGICImproves position or timing, or brings in useful help, before going further.
4FLEETINGA patrol gap, open route, valid credential, or system window will soon close.URGENTMoves immediately, accepting that some risks remain unchecked.
5CONCEALEDThe character's true objective or method must remain hidden even if their presence is noticed.SECRETIVEConceals the real target and leaves a believable false purpose.
6OVERTThe next step requires a visible action or passing openly through a controlled point.DIRECTTakes the clearest route through the controlled point without further preparation.
7LAYEREDSeveral linked barriers, identities, zones, or security systems remain.METHODICALDefeats one layer at a time and confirms what lies beyond it.
8EXPLOITABLEThe character's current position creates a separate opportunity beyond getting further inside.OPPORTUNISTICUses an immediate opening, even if that means abandoning the planned route.
Worked example — forwards reading

Example — the service tunnel

Novak enters a restricted distribution centre through a service tunnel. His host-system check succeeds.

He rolls:

  • Result 2: ACCESS
  • Complication 7: LAYERED
  • Resistance: Clue +1

Tell: The service hatch opens onto a narrow maintenance corridor. A colour-coded wall diagram shows a route to the loading floor, but two separately locked bulkheads lie between.

Impression: The service route leads further inside, but the intrusion must pass through several distinct security zones.

Clue +1 is recorded. Novak’s next action remains the player’s choice.

Infiltrate establishes the changing shape of an intrusion. It does not replace checks for locks, guards, hacking, disguise, or other discrete obstacles.

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L17 · Deceive (Act · Will)

Use Deceive when a character causes another intelligence to accept a false identity, story, appearance, intention, or belief.

The subject may be a person, creature, group, artificial intelligence, surveillance system, or other intelligence capable of being misled.

Use Infiltrate when moving through a protected place or system is the main action. Use Navigate when legitimately working through social rules or status. Use Perform when presenting an act to an audience that knows it is a performance. Use Negotiate when exchanging terms. Use Confront when applying direct pressure.

Whether a subject believes a particular lie is resolved by the host system or Yes/No Dice. Roll Deceive only when the falsehood takes hold.

Ask: What follows once the deception takes hold?

d10/d12ResultWhat it revealsImpulseResistance
1ASSUMEDThe subject adds one unstated detail that fits the false identity, story, appearance, or intention.I'll take the detail they gave me and use it.Clue +1
2REPEATEDThe subject passes the falsehood to another person, group, or system as though it were true.I'll let it spread. I won't correct anyone.Exposure +1
3SUPPORTEDA present fact, coincidence, or third party appears to confirm the falsehood.I'll build on the coincidence out loud.Clue +1
4EXPECTEDThe apparent role or story requires the character to display particular knowledge, behaviour, or ability.I'll perform the part I don't have.Cost +1
5MISDIRECTEDThe subject's attention or action turns away from the character's real purpose or target.I'll move on the real thing now.Control +1
6ACTED ONThe subject makes a concrete decision, commitment, or movement because of the falsehood.I'll let them commit. I won't soften it.Pressure +1
7TESTEDThe deception is accepted, but continued trust requires an immediate answer, proof, or demonstration.I'll answer without pausing.Control +2
8RECORDEDThe falsehood enters a lasting record or communication tied to the character.I'll leave it standing and get out.Exposure +2
9COLLATERALSomeone not originally involved is now treated, blamed, trusted, or endangered because of the falsehood.I'll get them clear, even if it costs the cover.Cost +2
10CORNEREDMaintaining the deception now requires a dangerous action or a deeper lie that cannot easily be withdrawn.I'll tell the bigger lie.Threat +2
11BECOMES TRUEOne false detail becomes physically true although nothing present could have changed it.I'll act on the invented detail as though I always meant it.Uncanny +2
12OTHER SELFThe invented identity acts, communicates, or leaves evidence independently although nothing and no one could be doing so.I'll go to where the other one was seen.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEThe falsehood depends upon an exact detail, fragile timing, or limited scrutiny.CAREFULKeeps the story close to known facts and says or does no more than necessary.
2VOLATILEExposure could provoke immediate violence, panic, destruction, or retaliation.RECKLESSMakes a bold claim or presses the deception further despite the risk.
3CONNECTEDThe deception can be checked against a person, record, or event the character cannot control.STRATEGICUses preparation, supporting evidence, leverage, or help to strengthen the deception.
4FLEETINGThe deception will fail once evidence arrives, someone returns, or circumstances change.URGENTPushes the deception forward immediately, before it can be checked.
5CONCEALEDThe character cannot openly coordinate with someone who must behave consistently with the deception.SECRETIVEKeeps the lie narrow, avoids unnecessary explanation, and hides the real aim.
6OVERTThe falsehood must withstand a visible statement, action, or demonstration.DIRECTStates the simplest claim plainly and behaves as though it is already accepted.
7LAYEREDSeveral roles, claims, past actions, or pieces of evidence must remain consistent.METHODICALBuilds the story one supported detail at a time and checks for contradictions.
8EXPLOITABLEA separate weakness, assumption, or opportunity can be used alongside the deception.OPPORTUNISTICBuilds the deception around an immediate weakness, assumption, or opening.
Worked example — forwards reading

Example — the false audit

Novak tells a records clerk that he is investigating missing evidence transfers. His host-system check succeeds.

He rolls:

  • Result 4: EXPECTED
  • Complication 6: OVERT
  • Resistance: Cost +1

Tell: The clerk turns the monitor towards Novak, opens an official audit form, and asks him to enter his identification number and certify the request while two members of staff watch.

Impression: The clerk accepts the audit story, but Novak’s apparent role requires him to perform a visible official action.

Cost +1 is recorded. Novak’s next action remains the player’s choice.

Deceive establishes what an accepted falsehood sets in motion. It does not determine whether later events expose the deception or whether the character can meet the expectations it creates.

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L18 · Fight (Act · Focus)

Use Fight when a character commits to violence against one immediate opponent or coherent opposing force.

The opponent may be a person, creature, squad, swarm, vehicle, starship, artificial intelligence, or gestalt entity. Use Fight once exchanging harm, force, or tactical control becomes the main action.

Use Confront while violence remains a threat rather than the main action. Use Assess to read a battle before committing. Use Chase when pursuit or escape becomes more important than exchanging attacks. Use Survive when the environment or the character’s own body is the principal danger.

The host system determines attacks, damage, wounds, defeat, death, and mechanical combat conditions. Fight adds narrative developments around those outcomes. Roll at meaningful exchanges or turning points, not after every attack.

Ask: What does this exchange change in the fight?

d10/d12ResultWhat it revealsImpulseResistance
1GROUNDThe character gains a better position, distance, or route within the fight.I'll press from where I am now.Control +1
2FORCEDThe opponent must shift their position, attention, or immediate plan to answer the character.I'll take what they gave up to answer me.Control +1
3PATTERNA repeated movement, defence, attack, or reaction becomes clear.I'll set myself for it and let it come once more.Clue +1
4FOCAL POINTThe fight shows that one person, object, position, or system matters because someone moves to reach, protect, or avoid it.I'll go for the thing their movement made important.Clue +1
5SEPARATEDOne combatant is cut off from support, cover, retreat, or the rest of their force.I'll settle this before the separation ends.Pressure +1
6COLLATERALA person, object, or location that was not the main target comes under immediate threat from the violence.I'll put myself in front of it.Cost +1
7LOCKEDThe combatants become trapped in a position where breaking away gives the other side a clear opportunity.I'll hold the lock and make them break it.Control +2
8REVEALEDAn important capability, weakness, identity, weapon, or allegiance becomes visible during the exchange.I'll name it out loud, mid-fight.Exposure +2
9ESCALATEDA more dangerous weapon, tactic, combatant, or level of force becomes active.I'll match it.Threat +2
10COLLAPSINGA structure, vehicle, formation, defence, or part of the battlefield begins to fail around the combatants.I'll use the collapse.Threat +2
11REPEATED BLOWThe same exchange happens twice in exactly the same way, and everyone involved remembers both, and nothing could have repeated it.I'll do something different the third time.Uncanny +2
12ABSENT ATTACKERA blow, shot, or attack comes from a position where no attacker could exist, and nothing present could have delivered it.I'll strike back at the empty place.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEThe advantage depends upon exact distance, timing, restraint, or control.CAREFULGuards position, limits commitment, and confirms the opponent's response before pressing.
2VOLATILEA weapon, emotion, crowd, vehicle, or environment could make the violence spread or intensify suddenly.RECKLESSCloses distance, uses overwhelming force, or accepts danger to press the attack.
3CONNECTEDWhat happens here will immediately affect another fight, location, system, or objective.STRATEGICImproves position, controls range or timing, and coordinates available support.
4FLEETINGAn advantage, escape route, or chance to end the fight will soon disappear.URGENTActs immediately before the opponent can recover or the situation changes.
5CONCEALEDAn important combatant, weapon, threat, or purpose remains unseen.SECRETIVEHides position, intention, or capability and strikes indirectly.
6OVERTThe violence is publicly visible or certain to draw witnesses.DIRECTCloses with the main opponent or acts against the clearest threat.
7LAYEREDSeveral combatants, positions, objectives, or defences interact at once.METHODICALDeals with one immediate threat or obstacle at a time while maintaining a defensible position.
8EXPLOITABLEAn immediate weakness in the opponent's position, rhythm, equipment, or surroundings can be used.OPPORTUNISTICAbandons the plan to seize whatever advantage appears.
Worked example — forwards reading

Example — the processing room

Novak exchanges fire with an armed guard in a processing room. His host-system check succeeds.

He rolls:

  • Result 4: FOCAL POINT
  • Complication 2: VOLATILE
  • Resistance: Clue +1

Tell: As the guard recoils, he keeps himself between Novak and a red cutoff lever. Each shot makes vapour from a ruptured pipe flash blue near the floor.

Impression: The cutoff lever matters, and continued gunfire could ignite the leaking vapour.

Clue +1 is recorded. Novak’s next action remains the player’s choice.

Fight establishes how the violent situation changes. The host system retains authority over the successful attack and any damage, injury, or combat effect it caused.

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L19 · Invoke (Act · Potential)

Use Invoke when a character deliberately brings a power into play: a spell, miracle, psychic gift, supernatural rite, extraordinary technology, or another capability that changes what is normally possible.

Do not use Invoke for ordinary equipment or routine skill use. Use Examine to study a power or device. Use Perform when the audience’s response to a rite is the important question. Use Fight when an ordinary attack is the main action. Use Survive when the character is enduring an uncontrolled force.

The host system determines whether the invocation works and resolves its intended effect, damage, duration, range, and resource costs. Invoke establishes what else becomes true when the power takes effect.

Magic, psychic ability, and extraordinary technology do not automatically require the d12. Use the d10 when the power behaves within the setting’s understood rules. Use the d12 only when the answer may break those rules.

Ask: What else becomes true when the power takes effect?

d10/d12ResultWhat it revealsImpulseResistance
1REACTIONThe target's reaction exposes a hidden property, boundary, or connection.I'll do it again, harder, on the same spot.Clue +1
2ANCHOREDPart of the effect attaches to one person, object, place, or point.I'll keep myself tied to the anchor.Control +1
3SIGNATUREThe invocation leaves a distinctive physical or sensory trace that can be tied to its source or user.I'll leave the signature where it will be found.Exposure +1
4LINGERINGA secondary sign or influence continues after the intended effect ends.I'll stay with it until it stops.Pressure +1
5OPENEDThe effect creates a route, access, or line of contact that did not exist before.I'll go through before it closes.Clue +1
6DRAININGThe source, tool, or user shows visible strain that will worsen if the power is used again.I'll use it once more, now, while I can.Cost +1
7CONDITIONALA continuing part of the effect now depends upon one contact, position, action, or maintained condition.I'll keep the condition myself and give up whatever else it prevents.Control +2
8NOTICEDAnother intelligence, system, or active power becomes aware of the invocation or its source.I'll finish what I started and let it watch.Exposure +2
9UNSEALEDThe invocation opens, wakes, or releases another force that was already present.I'll speak to what came out.Threat +2
10BACKLASHThe power produces a dangerous secondary effect at its source or in the surrounding area.I'll take the backlash on myself.Threat +2
11IMPOSSIBLE SOURCEThe invocation draws power from a person, place, or object with no possible connection to it, and nothing can bridge the gap.I'll draw on it again, and pay whatever it asks.Uncanny +2
12CHOOSINGThe effect deliberately changes its target or purpose although nothing capable of making that choice is present or connected.I'll let it choose, and follow where it goes.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEThe effect depends upon exact wording, aim, timing, strength, or position.CAREFULLimits the power, checks the target and boundary, and preserves a way to stop it.
2VOLATILEThe power could flare, spread, overload, or provoke a dangerous reaction.RECKLESSUses more power or speed than is safe and accepts the risk of losing control.
3CONNECTEDThe invocation affects or depends upon another person, source, system, or place.STRATEGICImproves the conditions, chooses the most useful point, or arranges support before invoking.
4FLEETINGThe source, target, alignment, charge, or permission will soon be lost.URGENTInvokes immediately without completing every preparation or test.
5CONCEALEDAn important source, limit, influence, or secondary effect cannot be perceived directly.SECRETIVEHides the preparation, source, intended target, or full capability.
6OVERTUsing the power requires a visible gesture, spoken command, exposed device, or obvious preparation.DIRECTApplies the power to the clearest target in the simplest available way.
7LAYEREDSeveral effects, sources, targets, or rules interact at once.METHODICALActivates or tests one part at a time and watches how each part responds.
8EXPLOITABLEPart of the power can be redirected, but doing so would weaken or alter its intended effect.OPPORTUNISTICRedirects the available power towards an immediate advantage, even if that changes the original plan.
Worked example — forwards reading

Example — the chapel ward

Mara invokes a protective ward across the doorway of a ruined chapel. Her host-system check succeeds. Protective magic follows the setting’s understood rules, so she rolls the d10 rather than the d12.

She rolls:

  • Result 2: ANCHORED
  • Complication 1: DELICATE
  • Resistance: Control +1

Tell: Pale light gathers around a single iron nail in the threshold. When the loose doorframe shifts in the wind, the light stretches thin but does not break.

Impression: The ward is working, but it is anchored to the nail and depends upon the threshold remaining undisturbed.

Control +1 is recorded. Mara’s next action remains the player’s choice.

Invoke establishes the power’s manifestation and additional consequences. The host system retains authority over its intended effect and mechanical operation.

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L20 · Chase (Act · Process)

Use Chase when a character pursues a moving target or flees an active pursuer, and distance, route, and momentum are changing over time.

The chase may be on foot, mounted, through vehicles, between starships, or across another system where one side is actively trying to catch the other.

Use Track when the target is no longer present and the character is following signs. Use Travel when moving between places without an active pursuer. Use Fight when exchanging attacks becomes the main action. Use Infiltrate while avoiding detection inside a defended field. Use Survive when the environment or the character’s body becomes the principal opponent.

The host system determines speed, movement checks, crashes, damage, capture, and escape. Chase adds developments during the pursuit. Roll at meaningful turns, not after every movement action.

Ask: What changes as the pursuit continues?

d10/d12ResultWhat it revealsImpulseResistance
1GAININGThe distance, lead, or position shifts clearly in the character's favour.I'll spend everything to turn the advantage into an ending now.Control +1
2READABLEThe opposing side's route or next movement can be anticipated from what they are doing.I'll move for where they'll be, not where they are.Clue +1
3CUT OFFThe character closes one route or option available to the opposing side.I'll close the next one before they reach it.Control +1
4MOMENTUMThe character's present movement carries them beyond the last easy place to stop, turn, or change course.I'll commit and stop looking for an exit.Pressure +1
5OBSTACLEThe pursuit reaches a barrier, crowd, terrain change, or obstruction that must be passed or avoided.I'll go straight at it.Pressure +1
6TRADE-OFFContinuing requires leaving behind, risking, damaging, or giving up something useful.I'll give it up and keep moving.Cost +1
7SPLITParticipants, targets, or routes divide, and the character cannot follow them all.I'll commit to the one I want, not the one easiest to reach.Pressure +2
8TRACEABLEThe pursuit leaves a clear trail, recording, damage, or witness account that can be followed later.I'll keep going and wear the consequences.Exposure +2
9CONVERGINGAnother threat, force, or hazard is moving towards the same point as the pursuit.I'll get there first.Threat +2
10FAILINGA body, mount, vehicle, route, or system shows clear signs that it cannot sustain the pursuit much longer.I'll run it until it breaks.Threat +2
11LOOPEDThe pursuit returns to a place already passed without anyone turning back, and no route, turn, or trick can account for it.I'll break off the route and go straight.Uncanny +2
12DUPLICATEDThe same pursuer or quarry occupies two separate positions at once although nothing could have made a second.I'll follow the one that shouldn't be there.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEThe lead or control depends upon exact speed, distance, timing, or handling.CAREFULProtects the body, vehicle, companions, or cargo and avoids becoming unable to stop or turn.
2VOLATILETraffic, unstable terrain, weapons, panic, or crowd movement could make the pursuit suddenly more dangerous.RECKLESSTakes a dangerous route, pushes beyond safe limits, or forces a way through.
3CONNECTEDThe pursuit's outcome will immediately affect another location, system, conflict, objective, or person counting on the character.STRATEGICPredicts the route, controls important junctions, or coordinates another mover.
4FLEETINGA chance to gain, escape, intercept, or end the pursuit will soon close.URGENTCommits to speed and movement immediately without checking every hazard.
5CONCEALEDPart of the route, quarry, pursuer, or destination cannot presently be seen.SECRETIVEBreaks observation, hides the destination, or uses cover and misdirection.
6OVERTThe pursuit is obvious and is drawing attention from those nearby.DIRECTTakes the clearest line towards the target or escape and relies upon speed or force.
7LAYEREDThe pursuit passes through different environments or forms of movement with different demands.METHODICALHandles one route or hazard at a time and keeps track of the participants' positions.
8EXPLOITABLEA weakness in the route, timing, or opposing side's movement provides an immediate opening.OPPORTUNISTICChanges route or target to use whatever opening appears.
Worked example — forwards reading

Example — through the transit station

Novak pursues a fleeing courier through a crowded transit station. His host-system check succeeds.

He rolls:

  • Result 2: READABLE
  • Complication 3: CONNECTED
  • Resistance: Clue +1

Tell: The courier ignores two street exits and follows the blue maintenance markings towards a restricted platform. A station diagram shows that the platform connects with the freight line beneath the building.

Impression: The courier’s route can now be anticipated, but the chase is moving into the freight system below the station.

Clue +1 is recorded. Novak’s next action remains the player’s choice.

Chase establishes how an active pursuit develops. The host system retains authority over movement, capture, escape, crashes, and damage.

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Endure — What does it do to me?

What does it do to me?

The five Endure tables are used when pressure bears upon the character through danger, desire, consequence, recovery, or passage. Here the world acts on the character rather than the other way round — choose by the form the pressure takes.

Your host system determines whether the character survives, resists, heals, recovers what was lost, or reaches the destination. Endure establishes what that experience leaves them dealing with, or carrying forward.

An Endure roll does not mean the character failed. A successful action may still leave a mark, create a dependency, reveal an opportunity, or change what happens next.

The character is trying to… Use Ask…
Endure an environment, hazard, or a body under strain L21 Survive What becomes important as the character endures the danger?
Face an opportunity, desire, or offer that is hard to refuse L22 Tempt What makes the temptation matter to the character?
Face one consequence that has already arrived L23 Reckon What form does the consequence take now?
Rest, treat, repair, or prepare after pressure L24 Recover What develops during the recovery?
Move between places across meaningful time or distance L25 Travel What does this stage of the journey bring with it?

Close boundaries

Immediate danger, or the passage? Use Survive when the surroundings or the character’s own body are the principal danger right now. Use Travel when the passage itself is the pressure. A journey moves to Survive the moment it enters immediate danger.

Still in danger, or safe? Use Survive while the danger remains immediate. Use Recover once the character reaches safety and begins restoring what was lost.

A consequence, or the situation it made? Use Reckon to give one consequence its present, concrete form. Use Assess to take in the whole situation that results. The consequence must already be present — Reckon never creates one from nothing.

Facing it, or facing them? Use Reckon when the consequence itself must be faced. Use Confront when directly answering the person responsible.

An offer, or a bargain? Use Negotiate when parties are exchanging terms. Use Tempt when the important question is how an offer presses on what the character is willing to do. Whether the offer is genuine, safe, or a trap is resolved by your host system or the Yes/No dice.

Physical passage, or social order? Use Travel for the road. Use Navigate for the court, the institution, the custom at the other end of it.

Changing tables

A journey (Travel) enters danger: Survive. The character reaches shelter and the danger is behind them: Recover. What happened on the road must now be answered for: Reckon. Somewhere in the aftermath, something is offered that would make it all easier: Tempt. Change tables when the form of pressure changes, and never roll two for the same moment.

L21 · Survive (Endure · Field)

Use Survive when the character endures immediate pressure from an environment, hazard, deprivation, contamination, or their own body.

The danger may be weather, fire, flood, vacuum, radiation, disease, hunger, exhaustion, unstable terrain, or another surrounding condition.

Use Travel when passage rather than immediate danger is the main concern. Use Fight when an opposing intelligence is exchanging violence with the character. Use Examine to diagnose one injury, substance, or source of danger. Use Recover once the character reaches safety and begins restoring what was lost.

The host system determines damage, injury, exhaustion, conditions, resource loss, and whether the character survives the immediate test.

Ask: What becomes important as the character endures the danger?

d10/d12ResultWhat it revealsImpulseResistance
1SHELTEROne available position, structure, material, or condition reduces the immediate danger.I'll take the shelter and give up the ground I held.Control +1
2PATHOne route through or away from the danger is safer than the others, though not completely safe.I'll take it now, at speed.Clue +1
3ADAPTEDA repeated action or available protection clearly reduces the character's exposure.I'll keep doing the thing that's working, past the point it's dull.Control +1
4BURDENEDContinued safety requires carrying, holding, watching, or maintaining something that occupies the character.I'll carry it myself. I won't hand it to anyone.Cost +1
5STAINEDThe danger leaves a visible or detectable trace upon the character or their equipment, but the trace is not itself harmful.I'll leave the mark on and keep moving.Exposure +1
6SEPARATEDThe danger cuts the character off from help, supplies, retreat, or companions.I'll stop waiting for help and move alone.Pressure +1
7TRAPPEDThe safest available position is difficult or dangerous to leave.I'll leave it while I can still choose when.Control +2
8CONTAMINATEDThe character or their equipment carries part of the danger onwards into another place.I'll warn whoever I reach before I touch anything.Exposure +2
9WORSENINGThe surrounding conditions intensify or spread faster than expected.I'll move now, into it.Threat +2
10FAILINGThe character's body, equipment, or shelter shows that it cannot withstand much more.I'll spend the last of it in one go.Threat +2
11SELECTIVETwo physically identical things receive exactly the same exposure; one is harmed and the other untouched, although no known rule or power can distinguish them.I'll take the untouched one with me.Uncanny +2
12PURSUINGThe danger changes direction or position to follow the character although no intelligence, force, system, or power could direct it.I'll stop running and turn to face it.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATESafety depends upon exact position, timing, handling, or a fragile protection.CAREFULConserves strength and supplies, tests the way ahead, and avoids unnecessary exposure.
2VOLATILEThe danger could flare, spread, collapse, or change suddenly.RECKLESSPushes through by the fastest route and accepts greater exposure or damage.
3CONNECTEDThe character's survival is tied to someone or something else that is also at risk.STRATEGICUses preparation, terrain, equipment, or available help to improve the position.
4FLEETINGThe danger is shifting, and the present chance to move or act will soon close.URGENTMoves or acts immediately before the body or situation worsens.
5CONCEALEDThe source, full extent, or first signs of the danger cannot be detected directly.SECRETIVEUses concealment, insulation, silence, or masking to reduce exposure and leave fewer signs.
6OVERTThe safest route leaves the character visible or exposed to another danger.DIRECTTakes the clearest route through the danger and relies upon available strength or protection.
7LAYEREDSeveral hazards or forms of exposure interact at once.METHODICALDeals with one hazard at a time and checks each protection before continuing.
8EXPLOITABLEThe danger can be turned against another obstacle or threat.OPPORTUNISTICUses an immediate feature of the environment to gain an advantage.
Worked example — forwards reading

Example — the flooded engine room

Mara crosses an engine room flooded with electrically charged coolant. Her host-system check succeeds.

She rolls:

  • Result 2: PATH
  • Complication 2: VOLATILE
  • Resistance: Clue +1

Tell: A line of exposed support rails remains above the flooded floor. Each time the damaged pumps cycle, blue arcs jump closer to the rails.

Impression: The rails provide a route across the room, but the electrical surges are becoming unpredictable.

Clue +1 is recorded. Mara’s next action remains the player’s choice.

Survive establishes the character’s position within an immediate danger. The host system retains authority over injury, damage, conditions, and survival.

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L22 · Tempt (Endure · Will)

Use Tempt when an opportunity, advantage, desire, need, or offer presses upon what the character is willing to do.

The temptation may come from another intelligence, an object, a discovery, a substance, a power, or the circumstances themselves.

Use Negotiate when parties exchange terms. Use Deceive when the important question is whether a falsehood takes hold. Use Read to understand the intentions of whoever made an offer. Whether the temptation is genuine, safe, cursed, or deceptive is resolved separately by the host system or Yes/No Dice.

Tempt does not decide whether the character accepts. Apply any host-system rules for temptation, fear, compulsion, addiction, or self-control. Otherwise, the decision remains with the player.

Ask: What makes the temptation matter to the character?

d10/d12ResultWhat it revealsImpulseResistance
1RELIEFAccepting offers immediate escape from present pain, danger, debt, exhaustion, or responsibility.I'll take the relief and settle up later.Cost +1
2WITHIN REACHThe temptation places within reach something the character previously sought, lost, or was denied.I'll reach for it before I decide.Pressure +1
3ADVANTAGEAccepting would directly advance the character's present aim or remove a known obstacle.I'll take it for the aim, not for myself.Control +1
4PERMITTEDA rule, promise, authority, or past example gives the character a defensible reason to accept.I'll say the reason out loud before I act.Control +1
5BELONGINGAccepting offers recognition, affection, status, membership, or a place among others.I'll stay where I'm wanted a while longer.Reputation +1
6POWERAccepting offers greater control, freedom, access, or authority.I'll take the smallest part that serves me.Control +1
7EXCLUSIVEAccepting closes another path, relationship, duty, or opportunity.I'll shut the other door myself, now.Cost +2
8REFUSAL COSTSRefusing would immediately forfeit or damage something the character already possesses or protects.I'll refuse, and pay the cost openly.Pressure +2
9LAID BAREEither acceptance or refusal will expose a private need, loyalty, fear, or weakness.I'll name the need plainly before my choice exposes it.Exposure +2
10CRAVINGContact, partial use, or even brief acceptance creates a continuing physical or emotional need.I'll give in once more, and only once.Threat +2
11KNOWS YOUThe temptation presents a private desire or memory that no present or connected intelligence, system, or power could know.I'll ask it where it got that.Uncanny +2
12ALREADY CHOSENBefore the character decides, the opportunity changes them or takes its price as though they had accepted, although nothing could have chosen for them.I'll accept it aloud, so it was mine to choose.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEAccepting safely depends upon an exact limit, condition, time, or manner of use.CAREFULTests the offer and protects existing commitments before accepting anything.
2VOLATILEAcceptance or refusal could provoke immediate conflict, harm, panic, or retaliation.RECKLESSTakes the offered advantage immediately and ignores its apparent price.
3CONNECTEDAnother person or group will share the benefit or cost of whatever the character chooses.STRATEGICUses the offer to improve the wider position before making a final commitment.
4FLEETINGThe offer or opportunity will soon be withdrawn, taken, spoiled, or lost.URGENTSeizes the opportunity before its full cost can be examined.
5CONCEALEDThe true cost, source, ownership, or full terms cannot presently be known.SECRETIVEConceals the desire and pursues the opportunity privately.
6OVERTTaking the opportunity requires a public act, declaration, or visible commitment.DIRECTNames what the character wants and answers the temptation openly.
7LAYEREDThe temptation combines several benefits, costs, conditions, or loyalties.METHODICALSeparates the benefits from the costs and considers one condition at a time.
8EXPLOITABLEPart of the offer can be used without accepting all of it, but doing so still creates a tie or obligation.OPPORTUNISTICUses the immediately valuable part without committing to the whole.
Worked example — forwards reading

Example — the unregistered token

Novak’s investigation has stalled. In seized evidence, he finds an unregistered access token for a sealed case archive. No host-system check is required for the opportunity to exist.

He rolls:

  • Result 3: ADVANTAGE
  • Complication 5: CONCEALED
  • Resistance: Control +1

Tell: The token’s status light shows that its archive access remains valid, but its ownership and issue history have been erased.

Impression: Using it could advance Novak’s case immediately, but he cannot tell who prepared it or what using it might expose.

Control +1 is recorded. Whether Novak uses the token remains the player’s choice.

Tempt establishes why an opportunity exerts pressure. It does not determine the character’s decision or establish whether the opportunity is truthful or safe.

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L23 · Reckon (Endure · Focus)

Use Reckon when one action, decision, failure, success, loss, verdict, or revelation has produced a consequence that the character must now face.

The consequence must already be present. Reckon does not create consequences from nothing, decide whether an authored event occurs, or advance an authored timeline.

Use Assess to understand the resulting situation as a whole. Use Confront when directly answering the person responsible. Use Survive when the consequence is an immediate physical danger. Use Recover when restoring what was lost is now the main concern.

The host system or scenario establishes the original event and any defined penalties, rewards, legal decisions, faction responses, or losses. Reckon gives the present consequence a concrete form.

Ask: What form does the consequence take now?

d10/d12ResultWhat it revealsImpulseResistance
1ACKNOWLEDGEDAn affected person or group acknowledges what happened and the character's part in it.I'll take it as it's given. I won't soften my part in it.Reputation +1
2OWEDThe consequence creates a specific debt, duty, payment, service, or act of repair.I'll take on the whole debt and begin settling it now. I won't bargain for less.Cost +1
3TRACEABLEA witness, record, or physical detail connects the consequence to the character or their action.I'll go straight to whatever links me to it. I won't interfere with the trace.Exposure +1
4CLOSEDOne route, resource, position, privilege, or relationship is no longer available.I'll try to reclaim what closed. I won't look for a substitute.Control +1
5DIVIDEDTwo duties, relationships, values, or necessary responses now pull in incompatible directions.I'll honour the claim I must answer now. I won't explain myself to the other.Pressure +1
6OPENINGOne concrete action could repair, answer, redirect, or limit part of the consequence.I'll take the opening half-ready. I won't wait until I'm sure.Clue +1
7BLAMEDA person, group, or institution holds the character responsible and begins treating them accordingly.I'll answer the blame openly. I won't hide behind anyone else.Reputation +2
8SEIZEDA person, group, or institution takes control of a resource, position, freedom, or responsibility because of what happened.I'll take it back before they settle into it. I won't ask who authorised it.Control +2
9WIDENINGThe present consequence makes an existing problem broader, more urgent, or harder to contain.I'll cut the part that's spreading. I won't try to hold all of it.Pressure +2
10RETALIATIONSomeone already affected by the event acts against the character now.I'll meet it directly. I won't put anyone between us.Threat +2
11BEFORE THE CAUSEThe consequence bears a date, history, or physical age placing it before the already-established event that caused it, although nothing can account for that order.I'll follow the consequence back to that earlier point. I won't trust the order I remember.Uncanny +2
12ONLY YOU REMEMBEREveryone the character can reach denies the event, and every available record of it is gone, although its physical consequences remain.I'll say what happened aloud and watch who reacts. I won't pretend to have forgotten too.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEAddressing the consequence could damage a fragile relationship, position, recovery, or piece of evidence.CAREFULConfirms what is owed or threatened and limits further harm before responding.
2VOLATILEAny response could trigger conflict, panic, further loss, or a harsher reaction.RECKLESSAnswers immediately and visibly, accepting that the response may deepen the fallout.
3CONNECTEDAny way of resolving this consequence will create a separate cost, duty, or problem elsewhere.STRATEGICProtects the long-term position, gathers support, and addresses the most dangerous effect first.
4FLEETINGA chance to repair, answer, appeal, or contain the consequence will soon close.URGENTActs before the judgement, damage, or response becomes fixed.
5CONCEALEDThe full cost, responsibility, or range of affected people cannot presently be seen.SECRETIVEHandles the matter privately, hides involvement, and limits who learns more.
6OVERTThe consequence is public, official, witnessed, or impossible to handle privately.DIRECTAcknowledges what happened and addresses the clearest demand openly.
7LAYEREDSeveral debts, losses, judgements, or responses are linked together.METHODICALSeparates the immediate consequence from later ones and addresses each in order.
8EXPLOITABLEAnother party is already using the consequence to press a separate claim, conflict, or agenda.OPPORTUNISTICUses the changed situation to gain an immediate advantage or redirect the blame.
Worked example — forwards reading

Example — the damaged vehicle

During a pursuit, Novak damaged a civilian vehicle. The host system has already established the damage.

He rolls:

  • Result 2: OWED
  • Complication 6: OVERT
  • Resistance: Cost +1

Tell: A formal repair notice bearing Novak’s name appears on the station board beside photographs of the damaged vehicle. Several colleagues stop to read it.

Impression: The incident has become a specific and publicly recorded debt that Novak must answer.

Cost +1 is recorded. Novak’s next action remains the player’s choice.

Reckon establishes the present shape of a known consequence. It does not alter the event that caused it or replace consequences already defined by the host system or scenario.

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L24 · Recover (Endure · Potential)

Use Recover during rest, treatment, repair, resupply, reflection, or downtime when lost strength, stability, readiness, or resources may return.

Use Survive while danger remains immediate. Use Examine when diagnosing one injury, fault, or condition. Use Bond when the relationship created through care is the important question. Use Reckon when the consequences of what happened must be faced.

The host system determines healing, repaired damage, restored resources, removed conditions, and the time required. Recover establishes what develops around that recovery.

Ask: What develops during the recovery?

d10/d12ResultWhat it revealsImpulseResistance
1COMFORTA familiar person, place, object, or routine provides stability during the recovery.I'll stay in it an hour longer than I should.Control +1
2SUPPLIEDA source of an ordinary resource needed for recovery or preparation becomes available.I'll take more than I need.Clue +1
3CLARITYRest or treatment brings one overlooked fact, memory, need, or priority into focus.I'll act on it before the clarity goes.Clue +1
4MENDEDTime permits one damaged but nonessential item, space, or support to be made usable again.I'll mend the thing that isn't mine.Cost +1
5PREPAREDThe character has time to make one concrete preparation for a likely future pressure.I'll make the one preparation and stop there.Control +1
6AIDEDAnother intelligence openly offers practical care, shelter, supplies, or assistance.I'll accept it, and say what it's for.Reputation +1
7INTERRUPTEDA person, demand, or event ends the safe recovery period before everything can be addressed.I'll go, and leave the rest undone.Control +2
8DEPENDENTContinued recovery relies upon one particular person, place, substance, device, or condition.I'll secure the one thing and tell no one which it is.Cost +2
9DISCLOSEDThe character's location, weakness, need, or condition becomes known to an intelligence outside the recovery.I'll act before whoever knows can use it.Exposure +2
10DEEPER HARMThe immediate problem eases, but a sign points to something more serious beneath it.I'll go on as though the sign weren't there.Threat +2
11HARM MOVEDAn injury or condition disappears from the character and appears in another person or object, although nothing could have carried it across.I'll go to where the harm has moved.Uncanny +2
12ANOTHER'S HEALINGThe character recovers bearing the marks, habits, or memories of someone else's convalescence, although nothing could have shared them.I'll keep their habits and let them lead.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATERecovery depends upon quiet, precise treatment, careful repair, or fragile safety.CAREFULConserves resources, protects the recovery period, and tests limits before returning to action.
2VOLATILETreatment, repair, pain, emotion, or unstable equipment could trigger a sudden setback.RECKLESSReturns to action early or pushes the body, mind, or equipment beyond safe limits.
3CONNECTEDThe character's recovery changes what another person, group, or system is able or expected to do.STRATEGICArranges supplies, assistance, preparation, and future support during the downtime.
4FLEETINGOne source of comfort, treatment, shelter, or support will not remain available after the recovery period.URGENTSecures the most important recovery or preparation before the opportunity ends.
5CONCEALEDThe injury, need, weakness, location, or recovery itself cannot safely become known.SECRETIVERecovers privately, hides the condition, and limits who is allowed to help.
6OVERTRecovery requires openly withdrawing from duties or asking for time, space, or help.DIRECTAdmits the need and asks openly for specific treatment, rest, repair, or assistance.
7LAYEREDSeveral injuries, needs, emotions, repairs, or resources require attention.METHODICALAddresses one problem at a time and checks each improvement before continuing.
8EXPLOITABLEThe place, treatment, helper, or repair process offers an opportunity unrelated to recovery.OPPORTUNISTICEnds or redirects part of the recovery to use an immediate opening.
Worked example — forwards reading

Example — the flooding shelter

Mara rests in an abandoned roadside shelter after crossing flooded hills. The host system resolves the benefits of the rest.

She rolls:

  • Result 5: PREPARED
  • Complication 4: FLEETING
  • Resistance: Control +1

Tell: The shelter’s stove gives enough heat to dry her cloak and rewrap her supplies, but floodwater is already spreading across the lowest step.

Impression: Mara has time to make one useful preparation, but the shelter will not remain usable for long.

Control +1 is recorded. Mara’s next action remains the player’s choice.

Recover establishes what develops around rest, treatment, or repair. The host system retains authority over restored health, conditions, resources, and mechanical readiness.

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L25 · Travel (Endure · Process)

Use Travel when characters move between locations across meaningful time or distance and the passage itself matters.

Travel may be on foot, mounted, aboard a vehicle or vessel, through space, or by another form of transport understood within the setting.

Use Chase when another side is actively pursuing or fleeing. Use Track when following signs left by a target. Use Survive when an immediate hazard becomes the principal danger. Use Navigate when moving through a social order rather than physical distance.

The host system determines navigation, fatigue, supplies, travel speed, encounters, and arrival. Travel adds developments during the passage. Roll once for a meaningful stage or turning point, not for every mile or hour.

An extraordinary form of transport still uses the d10 when it follows the setting’s understood rules. Use the d12 only when the journey may break those rules.

Ask: What does this stage of the journey bring with it?

d10/d12ResultWhat it revealsImpulseResistance
1BEARINGA landmark, measurement, sign, or observation confirms the travellers' position or direction.I'll press on through the next stretch without stopping.Clue +1
2RHYTHMThe repeated pace or routine creates time for a quiet task, conversation, or preparation.I'll use the quiet on the thing I've been avoiding.Control +1
3WAYPOINTA place offering shelter, supplies, contact, or a useful pause becomes available along the route.I'll stop, even though I could go on.Clue +1
4COMPANYAnother traveller, group, vessel, or moving presence shares the route long enough to affect the passage.I'll fall in with them.Pressure +1
5DETOURProgress continues by a longer, slower, or more costly route.I'll take the long way and say nothing about it.Cost +1
6WORNA body, mount, vehicle, supply, or piece of equipment shows strain that will worsen if the journey continues unchanged.I'll push it one more stage.Cost +1
7DELAYEDArrival remains possible, but it will occur later than expected or hoped.I'll change the plan now to account for arriving late.Pressure +2
8TRACEABLEThe passage leaves a trail, record, damage, or witness account that others can follow later.I'll go faster and leave the trace untouched.Exposure +2
9NO RETURNA return route or alternative path closes behind the travellers.I'll go on without looking back at it.Control +2
10HAZARDThe journey reaches an immediate environmental danger that must now be crossed, avoided, or endured.I'll cross it now, ready or not.Threat +2
11DISTANCE BROKENThe journey covers a distance that cannot fit the route or elapsed time, and no road, vessel, or passage can account for it.I'll take the gained time and use it.Uncanny +2
12EXTRA TRAVELLEROne more traveller is present than set out, and no one can say when they joined or who they are, although nothing could have added them.I'll travel beside them and ask their name.Uncanny +2

Pressure — d8

d8ComplicationThe Result is complicated because…ApproachThe character instinctively…
1DELICATEProgress depends upon exact pace, load, timing, handling, or a fragile means of travel.CAREFULConserves supplies, checks the route, and protects the slowest or most vulnerable traveller.
2VOLATILEWeather, terrain, traffic, machinery, animals, or tension could change suddenly.RECKLESSTakes the fastest dangerous route, pushes the pace, or ignores needed rest.
3CONNECTEDThe timing or outcome of this journey will directly alter a separate plan, deadline, or event.STRATEGICChooses routes, stops, supplies, or companions to improve the later position.
4FLEETINGTransport, permission, tide, weather, daylight, or another travel window will soon be lost.URGENTPresses onwards before the route or means of travel becomes unavailable.
5CONCEALEDThe journey's purpose, destination, route, or passage cannot safely become known.SECRETIVEHides the trail and destination and avoids the routes others would expect.
6OVERTThe passage is visible, announced, recorded, or certain to draw attention.DIRECTTakes the clearest route and accepts being seen along it.
7LAYEREDThe journey contains several legs, borders, environments, or forms of transport with different demands.METHODICALDivides the journey into stages and confirms supplies and direction at each one.
8EXPLOITABLEA stop, crossing, or change in route offers a separate opportunity unrelated to reaching the destination.OPPORTUNISTICChanges the route or schedule to use an immediate opportunity.
Worked example — forwards reading

Example — the blocked mountain road

Mara guides a wagon towards a mountain settlement. Her host-system check succeeds.

She rolls:

  • Result 5: DETOUR
  • Complication 7: LAYERED
  • Resistance: Cost +1

Tell: A landslip blocks the road ahead. A marked forestry track still climbs towards the settlement, but it crosses a loose scree slope before descending through a shallow river.

Impression: The wagon can continue by a longer route, but the detour contains several different stages and hazards.

Cost +1 is recorded. Mara’s next action remains the player’s choice.

Travel establishes what develops during a meaningful passage. The host system retains authority over navigation, fatigue, supplies, encounters, and arrival.

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