RULES AUTHORITY
Using This SRD
This website SRD is the current public reference for play and table lookup. PDFs are print-friendly release candidates; the Markdown manuscript is the editorial authority when wording conflicts. If public versions differ, rule from the manuscript and report the discrepancy so the website can be corrected.
The pool decides possibility. Faces decide direction. Groups decide force. Collisions decide cost.
FICTION 1/7 · OPENING FICTION
Before the Rain Bell

Before the north wind turned, an ancient spice cauldron and four sealed jars had to reach the Frost River treasury. The contract had been written three times—in guild black, frontier vermilion, and a ritual script no one could read. Its three seals waited like mouths ready to swallow the name of anyone who broke it.
Cenya tucked the contract back beneath her breastplate. One heavy wagon carried the cauldron, shaped like a bronze heart under lock. Another carried one jar each of Red-Crown Saffron, Mist-Silver Cardamom, Quiet-Night Clove, and Wind-Weeping Cassia. Oilcloth could not contain their scents; they quarrelled through the dusk of the Salt-Mirror Waste.
The Copper Scales called the cauldron an expensive device for safely blending the four true spices. Miners said it warmed by itself whenever someone cried for help beneath a cave-in. Cenya did not know which account was worth more. She knew both sides would kill for it.
“Ten gold crowns if the cauldron and all four jars reach the treasury intact,” said her officer, Lorn, reciting the clauses from horseback. “Six if the cauldron and at least two jars arrive. If the cauldron is damaged or only one jar remains, we owe twelve. The company flag and horses become guild property.”
“You missed the last clause.” “Which one?” “The guild accepts no responsibility for deaths on the road.” Lorn looked along the company. Ninety-seven soldiers remained: wagon veterans, skirmishers on both flanks, spears in the rear. Each had a line in the pay ledger. The contract gathered them all into the phrase necessary escort labour. “That is not a clause,” he said. “That is how merchants breathe.”
A copper whistle sounded ahead. The skirmishers had found a barefoot child beside a broken marker, hands raised, white wrist cloth grey with sweat. The Throat-Stone mine to the north had collapsed. More than forty rescued miners now burned with fever, and the well tasted of rust. A little Mist-Silver Cardamom could cleanse the water; Quiet-Night Clove might quiet whatever heat had awakened below.
The company cursed—not because the villagers were unworthy, but because every mercenary understood the arithmetic. Break a seal and lose the intact-delivery bonus. Deliver too little and the living had no winter boots, the dead no compensation. The child pressed his forehead to the salt earth. “We will pay.” The amount would not buy the copper clasp on a jar.
Cenya looked northwest. An unnatural red stained the horizon, as though something behind the hills breathed slowly. She ordered the child to travel with them as far as the waystation. She promised nothing and refused nothing. The first lesson a mercenary learns is not how to kill. It is how to make an answer arrive later.
CHARACTER CHECKS
A check in ten steps
First, see what actually happens at the table
Player: “I want the medicine wagon through before the gate closes. I watch the guard change and the horses’ panic.”
Groundkeeper: “If it works, the wagon gets through but the escort may be stranded outside. If the dice make no matching pair, the axle jams beneath the gate.”
Player: “Agreed. I use careful analysis and my travel experience.”
Groundkeeper: “After the roll, look for matching faces. You have two pairs. You choose the pair that fits your analysis, so the wagon passes; the other pair leaves the guards suspicious of a second signal.”
That is a character check: state the intended change and cost, choose a method, roll, find matching faces, then choose one group to shape the result. The formal names for those steps follow below.
- State intent and riskThe player says what should change. The Groundkeeper states difficulty, basic effect, fixed costs, and the consequence of a Scatter.
- Declare Thought and ExpertiseThe Acting Thought describes the method; Expertise describes the kind of work.
- Build personal diceTake 2 + Expertise random dice. An Acting Thought rated 2 also contributes its fixed Root Die.
- Add other sourcesAdd Pending Fate, chosen aids, and Transgression in that order. The final pool never exceeds seven dice.
- Roll and AttuneRoll random dice. If the Acting Thought is at least 1, reroll one eligible random die that does not show it.
- Form Thought GroupsGather matching faces. Two or more matching dice form a viable Path.
- Choose a PathResolve a natural path, Hold Fast, Turn Thought, or accept Scatter / Self-Scatter.
- Move tracks and drawResolve Wonder and Gloom first. On reaching ±3, draw a Fate Card immediately and reset that track to 0.
- Calculate effectBegin at the effect column for the difficulty, then spend Momentum from a Strong Thought or Obsession.
- Make it trueHonor the core result first, then add fixed costs, Echoes, Blood Debts, Mirages, and spent resources.
Complete check example: get the last wagon through the gate
Ananas wants the medicine wagon through before the gates close. She uses Calculation 2 as her Acting Thought and Travel 1 as her Expertise, giving her three random dice and one Root Die fixed to face 4.
Player: “I watch the guard change and the horses’ panic, then call the driver through the opening.”
Groundkeeper: “This is Hard. On a Formed result, the medicine wagon gets through but the escort may be split outside. On a Scatter, the axle jams and leaves you in the line of fire.”
Player: “Agreed. Calculation with Travel.”
- The three random dice roll 4, 5, 5; the fixed Root Die is 4.
- The table now has two equally largest groups: 4, 4 and 5, 5.
- The player chooses the face-4 Acting Thought group. This is Hold Fast, so Gloom rises by 1.
- Two matching dice are Formed. Against Hard difficulty, that gives limited effect: the wagon passes, but the escorts are split.
- The unchosen 5, 5 group ties the chosen group, creating a light Echo: the soldiers notice that the driver obeyed someone else’s signal.
FICTION 2/7 · OPENING FICTION
The Rider of Bloodright

Before nightfall, riders in white-scaled cloaks overtook the wagons. Their horses wore cloth around their hooves and raised almost no salt dust. Their leader, Fur, named herself the daughter of the last Springward bloodline in Salt-Mirror Valley. She carried no military writ—only a vial of ancestral blood and a cauldron covenant older than the kingdom.
“The cauldron is not guild cargo,” she said. “The Springwards used it to blend spice and divide water for the whole valley. The guild repaired its wheels and declared ownership. The frontier army means to brew a season of war spice without asking those buried in the spring fields.”
Fur pricked a finger and let blood fall upon the covenant. Faded lines shone like roots. The bronze cauldron answered with a low note. Some spearmen knelt to the miracle itself; others gripped their weapons, afraid the miracle would next demand obedience. The Copper Scales would call it an unregistered mechanical response. A temple might call it blood-witness. Once different people gave the same sound different names, it grew different laws and armies.
“The blood proves standing,” Cenya said. “Is that not enough?” “Enough to prove the cauldron remembers you. Not enough to prove everyone who ever used it belongs to you.” Cenya herself had no surname. A wind bell spoke a forbidden family name on the night of her birth; her mother fled with her and died at the hands of a blood-tithe officer. Cenya had always treated bloodline as stolen property she could neither sell nor return.
Fur looked toward the jar of Wind-Weeping Cassia. All seven seals swelled toward Cenya as if a face behind the clay listened to her breathe. “Blood of the Sky-Chime,” Fur said. “All the more reason to return the cauldron. The army will widen the war with red spice. The Scales will turn every shortage into a price. You know whose blade this contract is sharpening.”
Lorn laid the delivery contract between them. “If we surrender the cargo, we become raiders. The next city will not ask why. It will read the warrant.” Fur offered an exchange: bring the cauldron to the ancestral spring before the rain bell. If her blood received no answer, she would withdraw. If the cauldron acknowledged her, guild, army, and valley folk must meet and read the old covenant again rather than let mercenaries decide ownership beside the road.
“You trust the land to judge?” Cenya asked. “No,” Fur said. “I trust it to remember who bled first.”
ABILITY AND ATTITUDE
Six Thoughts, six die faces
| Face | Thought | Type | Expression |
|---|---|---|---|
| 1 | Gloom(灰暗) | Fate track | Duty, cost, endurance, detachment, identity |
| 2 | Outreach(進取) | Water | Affinity, mercy, influence, contagion, connection |
| 3 | Composure(餘裕) | Air | Patience, grace, enticement, labour, harvest |
| 4 | Calculation(盤算) | Earth | Strategy, knowledge, technique, observation, analysis |
| 5 | Drive(本氣) | Fire | Courage, resolve, charisma, endurance, advance |
| 6 | Wonder(幻想) | Fate track | Possibility, omen, illusion, hope, hopelessness |
The Acting Thought(行念) is the Thought declared for this check, not a seventh attribute. “Drive as the Acting Thought” means taking a direct, forceful approach.
| Value | State | Root Die | Attunement |
|---|---|---|---|
| 0 | Fleeting | None | None |
| 1 | Familiar | None | Reroll one eligible random die not showing the Acting Thought |
| 2 | Rooted | One fixed Acting-Thought die | The same reroll |
Wonder and Gloom use the absolute value of their tracks: 0 gives nothing; |1| grants Attunement; |2| also grants a fixed Root Die. The sign describes the direction of fate, not moral good or evil.
POOLS AND GROUPS
Start with two; stop at seven
| Expertise | Random dice | Table phrase |
|---|---|---|
| 0 | 2 | Two minds |
| 1 | 3 | One heart, two minds |
| 2 | 4 | Two hearts, two minds |
Aid, spice, or a clear situational advantage may add the fifth random die: “three hearts, two minds.” Root, bloodline, Fate, and Transgression dice also count toward the hard seven-die limit.
Order of addition
- Personal: base dice, Expertise, fixed Root Die.
- Pending Fate: add extra Fate dice in draw order.
- Chosen aid: bloodline, Borrowed Heart, spice, and circumstance compete for remaining spaces.
- Transgression: add at most one red die, last.
If the pool is full, an excess source becomes effect, information, protection, a reduced Echo, or that source’s special cap conversion. Never roll an eighth die.
Ordinary aid
- Declare aid after intent, Acting Thought, and Expertise, but before rolling.
- At most one helper adds one random Borrowed Heart.
- The helper explains how they help and must be exposed to the risk; on a Scatter, they share the danger.
- At seven dice, aid becomes an extra effect, information, protection from a minor consequence, or a smaller Echo.
Transgression Die
Divine shelter, excessive spice, forbidden arcana, or a great rite may add one red random d6. It cannot be rerolled or changed. Before the roll, the Groundkeeper offers two proportionate costs and the player chooses one. The cost happens whether or not the red die joins the chosen group.
| Cost | Immediate resolution |
|---|---|
| Blood owes reality | Take one named Blood Debt |
| Heart nears an endpoint | The Groundkeeper moves Wonder or Gloom 1 in a chosen direction; reaching an endpoint draws immediately |
| Body or gear suffers | Take 1 Injury, or disable important gear until repaired |
| The world is entangled | A squad gains 1 Disorder, a faction clock advances 1, or a relationship cracks |
| Major Echo | After the result, resolve a major Echo that cannot negate the core success |
When seven spaces are full
| Excess source | Conversion |
|---|---|
| Second or later Pending Fate | It automatically becomes a Fate Echo; all involved cards are removed after the check |
| Manifest Blood | Fix one of the hero’s own ordinary random dice to the C element |
| Aid / circumstance | Effect, information, protection, or a reduced Echo |
| Spice aid | Cancel the casting, or spend the dose for fictional permission and scene effect without automatic Momentum |
| Transgression | Add no eighth die; on success gain 1 immediate Transgression Momentum and still pay the cost |
FICTION 3/7 · OPENING FICTION
The Third Flag

A contrary wind rose that night. Cenya dreamed that someone beneath the earth struck a bell; with each stroke, a banner that did not exist fell from the sky. When she woke, Lorn had captured a scout with tobacco packed in his cheek.
Tobacco burned fear into zeal and taught the eye to manufacture evidence for desire. The scout swore a thousand saints waited beyond Salt Ridge. The skirmishers saw only a dozen hired killers employed by a Copper Scales factor. They meant to burn the cauldron covenant and the cardamom, then blame Fur. The cauldron could still reach the army while healing spice became a scarcity sold only at guild prices.
Cenya ordered the veterans to lock shields between the wagons, the skirmishers into a dry gully, and the spears to remain visible by the fire. “Use the cassia?” Lorn asked. Opening it forfeited the sealed bonus. Leaving it closed meant the contrary wind would swallow their signals. “Use people first,” Cenya said.
The first flag narrowed the shield wall. The second drew the spears back. The third should have sent the skirmishers into the enemy flank—but an arrow dropped the standard-bearer. As oil jars crossed the ridge, Cenya cut her palm and pressed blood to the witness seal on the Wind-Weeping Cassia.
It was an old seal from the cauldron covenant, not a general art by which any blooded heir could command spice. She never opened the jar. The seal borrowed her blood and sounded once. Wind rose from cart beds, shield gaps, and dead horses’ manes. Cenya heard the flag ropes, the breath of nine skirmishers below, and the slosh of oil in the enemy jars. She struck the flagstaff down, and the wind carried the command into bone.
The skirmishers sprang from the right. Spears drove forward. Veterans opened their wall just enough to admit enemies who could advance but not turn. The wind blew fire back across the ridge; tobacco smoke revealed every hiding place. Victory was not clean. Kemo took an arrow in the neck. A recruit stepped into flame. The skirmisher captain was speared through the thigh. Some enemies knelt; others kept calling to saints that existed only in smoke.
When weapons fell, the wind began reporting names to Cenya: Kemo. Ivan. Little Cape. Morrel, the enemy soldier dying on a spear, whose daughter in Westport had just learned to walk. Nanja, once a Salt-Mirror miner, who took the killing contract to pay a debt. The names could not be proven and would not be refused. They were not wounds, but remained more certainly than wounds.
Lorn bound her hand. “What does the blood demand?” “That I remember where an order lands.” She could have called it an ancestral gift and let the soldiers own the victory. Lorn knew that any tale speaking only of gifts and never of price was usually preparing a lie for the next levy. “For how long?” Cenya looked at the quiet seal. “It did not say I may forget.”
CHOOSING A PATH
Success asks not only “can you?” but “who do you become?”
| Final dice | Choice | Result | Track |
|---|---|---|---|
| Acting Thought is the sole largest viable group | Choose it | Natural Path | No movement |
| Acting Thought ties another largest group | Choose it | Hold Fast | Gloom +1 |
| Acting Thought is viable but smaller | Choose it | Hold Fast Against the Tide | Gloom +1 |
| Choose any other viable group | Change method | Turn Thought | Wonder +1 |
| No viable group | Accept failure | Scatter | Gloom −1 or Wonder −1 |
| A viable group exists, but you reject every Path | Choose failure | Self-Scatter | Gloom −1 or Wonder −1 |
Hold Fast preserves an Acting Thought that already has at least two matching dice; it cannot turn a single matching die into success. Self-Scatter is a legitimate strategy, but the stated failure consequence still applies.
Collisions and Echoes
| Unchosen group | Severity | Common consequence |
|---|---|---|
| Tied with chosen group | Minor | Omen, brief exposure, attention, or small cost |
| One die larger | Significant | Lose a secondary benefit, advance a clock, harm a relationship, or create a lasting problem |
| Two or more dice larger | Major | Alter the scene, introduce a strong foe, Blood Debt, severe Mirage, or long-term consequence |
An Echo is the road the hero did not take. It may complicate success, but never reverse the chosen group’s core achievement.
DEGREE OF SUCCESS
More matching faces mean a stronger result
| Matching dice | Name | Result |
|---|---|---|
| 1 | Scatter | Not enough for a risky action |
| 2 | Formed Thought | Standard success |
| 3 | Strong Thought | Success + 1 Momentum |
| 4+ | Obsession | Success + 2 or more Momentum |
Momentum = dice in the chosen group − 2
Difficulty changes the starting effect, not what counts as success
| Difficulty | Scale | Conditions | Completeness |
|---|---|---|---|
| Standard | Comparable to a person | Tools, time, and position are suitable | Success solves an ordinary obstacle |
| Hard | Prepared foe or clear advantage | Missing one of tools, information, time, or position | A formed Thought achieves the main part or includes one announced compromise |
| Extreme | A difference of scale | Missing a key qualification, resource, or opening | One action can only create the next possibility |
| Difficulty | Formed | Strong | Obsession |
|---|---|---|---|
| Standard | Full effect | Powerful effect | Decisive effect |
| Hard | Limited effect | Full effect | Powerful effect |
| Extreme | Create an opening | Limited effect | Full effect |
Do not roll for something impossible or for something with no meaningful risk.
Spend each Momentum to
- Raise effect by one level.
- Expand a reasonable area or affect one similar extra target.
- Finish sooner, last longer, or secure a firmer position.
- Gain information, evidence, or a condition granting +1 die to a later check.
- Protect yourself or an ally from one minor secondary consequence.
The Strong and Obsession columns assume Momentum is spent to raise effect. If you buy range, information, or protection instead, begin from the Formed column and allocate each point once.
FICTION 4/7 · OPENING FICTION
What Can Be Sold and What Can Be Saved

By morning, the red light above the mine was closer. The wounded lay side by side on oilcloth: eleven from Ashen Ember, seven from the enemy. The surgeon had only common styptic herbs. The skirmisher captain’s leg was blackening. A prisoner with lungs full of tobacco smoke clawed at the air and called for his mother. The dead needed no medicine, but still needed shrouds, graves, and money sent home.
The jar of Mist-Silver Cardamom stood thirty paces away. The paymaster set an abacus on the wagon: break the seal and lose four crowns; use half the cargo and the buyer might reject the rest. Money was not another word for greed. It was winter boots, compensation, arrow shafts, fodder—the promise that ninety people might stand beneath the same flag next time.
“Save only ours,” a veteran said. “No one could blame us.” “Save those who can still walk,” said the surgeon. “The badly wounded may not survive even if—” He stopped. The captain was awake and heard him.
“You do not have to make the same merciful decision for everyone,” Lorn told Cenya. “A captain makes decisions for everyone.” “No. A captain decides and then cannot pretend someone else chose the cost.” People watched the wounded, the abacus, or Cenya, waiting for her to turn an impossible choice into an order. If a captain stayed silent, infection, price, and time made the decision instead.
She ordered the accounts recalculated in public. Open the cardamom. Prepare twelve doses. Treat company and prisoners by injury, not flag. Send the remainder to Salt-Mirror Village in return for mine maps, two mule carts, and hands to carry the wounded. If the guild withheld pay, Cenya would surrender her captain’s share. The rest became a named Blood Debt held by the company against the Copper Scales, supported by testimony, prisoners, and ledgers.
No one cheered. The paymaster cut the seal and placed the wax—worth four crowns—into an evidence pouch. He recorded each dose twice: one ledger named the life it saved; the other named the pay the company lost. The first kept mercy from becoming legend. The second kept sacrifice from becoming free.
Cardamom filled the air like the first mouthful of winter well water. The wounded did not rise healed, and the red light did not vanish. When magic is truly needed, it often does no more than leave one more step possible.
WONDER, GLOOM, AND CARDS
Fate waits before the hero, then enters the next dangerous check
| Endpoint | Name | Direction |
|---|---|---|
| Wonder +3 | Dream Made | New possibilities, creation, omens fulfilled |
| Wonder −3 | Dream Eaten | Hopelessness, illusion, mistaken identity, collapsing reality |
| Gloom +3 | Darkness Bound | Truth, oath, duty, and cost crystallize |
| Gloom −3 | Light Lost | Detachment, isolation, memory or identity fading |
- At +3 or −3, draw a Fate Card immediately and place it face up before the hero.
- Reset the triggering track to 0; leave the other track unchanged.
- The new card does not enter the check just resolved. It becomes Pending Fate.
- On the hero’s next risky character check, it supplies one fixed extra Fate die determined by suit.
- After that check, remove the card and Fate die. Changes the card brought into the world remain.
| Suit | Element | Fixed face | Thought |
|---|---|---|---|
| ♣ Clubs | Fire | 5 | Drive |
| ♥ Hearts | Water | 2 | Outreach |
| ♦ Diamonds | Earth | 4 | Calculation |
| ♠ Spades | Air | 3 | Composure |
| O / Lightless Joker | Aether | 1 or 6 | Gloom or Wonder, according to the triggering track |
Rank imagery
| Rank | Image | Fire / Clubs | Water / Hearts | Earth / Diamonds | Air / Spades |
|---|---|---|---|---|---|
| O | Lightless | — | — | — | — |
| A | Beginning | Spark | Source | Foundation Stone | First Wind |
| 2 | Balance | Torch | Spring | Pillar | Rain Bath |
| 3 | Bond | Spearstaff | Holy Grail | Rule and Compass | Shieldblade |
| 4 | Stability | City-State | Fellowship | Vault | Round Table |
| 5 | Disruption | Rebuke | Second Thought | Lost Horse | House of Swords |
| 6 | Harmony | Victory | Rebirth | Turning Point | Wanderer |
| 7 | Mystery | Thunder | Great Marsh | Maple Leaf | Grey Snow |
| 8 | Movement | Wildfire | Primordial Flood | Empty Mountain | Amber |
| 9 | Growth | Lion | Kun-Peng | Old Monk | Sacrificial Ox |
| T / 10 | Completion | Presentation | Revel | Great Sacrifice | Burnt Offering |
| J | Dream | Tobacco | Cedar | Mousewort | Vetiver |
| C | Generation | Hearth-Cauldron | Precious Blood | Heart-Jade | Heavenly Resonance |
| Q | Exemplar | Hero | Divine Attendant | Maker-Mother | Warden |
| K | Symbol | Red Dragon | Arcana | Dawn Elephant | Azure Folk |
Use an ordinary deck plus two Jokers. Mark one C / Generation; when drawn, reveal another ordinary card and use only its suit for element and Fate die. Mark the other O / Lightless; it has no suit and supplies fixed Gloom 1 or Wonder 6 according to the triggering track. With one Joker, use C.
Deck management: after Pending Fate enters a risky check, discard its card when that check is fully resolved. If C / Generation drew a second card for its suit, discard both together. When the draw pile is empty, shuffle the discard pile into a new draw pile; face-up Pending Fate never enters the shuffle.
An extra Fate die cannot be rerolled or changed and counts toward seven dice. Choosing a group containing it is Following Fate; choosing another Path turns the card into a Fate Echo. Pending Fate survives scenes and sessions until the next risky character check.
CREATE A MERCENARY CAPTAIN
Begin with a road of blood; end by giving someone trustworthy to a companion
- 1Name the hero
Name, homeland, company, distinguishing feature, and one belief.
- 2Choose a Blood Road
Blood Heir or Blood-and-Sweat.
- 3Assign elemental Thoughts
Use 2,1,1,0 or 2,2,1,0 by road.
- 4Assign eight Expertises
Distribute 2,2,2,1,1,1,0,0.
- 5Create C / Generation
Blood mark, gift, claim, and Blood Debt.
- 6Create Q / Exemplar
Oath, desired title, method of Deed, and what you refuse to become.
- 7Set Fate tracks
Wonder 0 and Gloom 0.
- 8Write hooks
Ambition, unfinished relationship, view of spice, personal purpose.
- 9Starting resources
Injury 0 and two quality items; scenario supplies the rest.
Two Blood Roads
| Road | Thoughts | Power | Pressure |
|---|---|---|---|
| Blood Heir | 2,1,1,0 | Manifest Blood once per session for a fixed C-element bloodline die | Begin with one named Blood Debt; gain another whenever blood manifests |
| Blood-and-Sweat | 2,2,1,0 | Two Rooted Thoughts; once per session, embody the Exemplar to earn a Deed | Pay a real cost for companion, oath, or company |
Eight Fields of Expertise
Expertise and Thought have no fixed pairing. Combat + Drive for a charge, Combat + Calculation to find an opening, and Combat + Composure to lure an enemy are all valid and distinct.
Three ways to portray officers
Assign an officer’s elemental Thoughts 2,1,1,0 and Expertises 2,2,1,1,0,0,0,0. Choose a mode before play and do not switch during a battle.
- Name the officer, their post, and the captain or company they serve.
- Assign Thoughts 2,1,1,0 and Expertises 2,2,1,1,0,0,0,0.
- Write one reason to trust them, one personal limit, and one unfinished relationship.
- Agree who portrays them and who created them before play begins.
| Mode | Player load | Independent officer action | Best for |
|---|---|---|---|
| Single-Team Play | One player portrays the captain; the player or Groundkeeper portrays the officer by opening agreement | As in Paired Play, captain and officer each receive one character action per round | One player + one Groundkeeper, short teaching sessions |
| Paired Play | One player portrays only the captain; another portrays only the officer | The officer player has one action each round; delegated command uses it | First sessions, two-player teaching, two pairs at a four-player table |
| Cross-Portrayal | Each player portrays their own captain and another captain’s officer | Uses that officer’s commanding player’s captain action; reactions are exempt | Experienced ensemble play and the full relationship structure |
Four responsibilities
| Role | Authority |
|---|---|
| Creator | Origin, secrets, important relationships, wishes, and personal limits |
| Commanding Player | Mission, deployment, equipment, office, and formal orders |
| Portraying Player | The officer’s present speech, emotion, choices, and character checks |
| Groundkeeper | The world, discipline, political pressure, and consequences |
An order creates duty and pressure, not mind control. An officer may accept, negotiate, question, or refuse an order that crosses their limits; the Groundkeeper then states disciplinary and relationship consequences. The Creator may reveal the past but cannot seize the officer’s present choices. The Portraying Player is normally neither that officer’s commander nor the Groundkeeper; Single-Team Play is the agreed exception.
Captain player: “I order you to take the crossbows to the north bank.”
Officer portrayer: “I will, but I am leaving two soldiers to receive the wounded.”
Creator: “The last time he abandoned the wounded is where this limit comes from.”
Groundkeeper: “You may revise the order or accept delay and disciplinary consequences. No one chooses the officer’s answer for them.”
Create someone worthy of another player’s trust.
FICTION 5/7 · OPENING FICTION
The Ancestral Spring Does Not Decide Ownership

At noon the wagons reached the ancestral spring. Springward riders, villagers, and guild clerks waited west of the altar. The northern commander’s crossbows held the eastern bridge. No one drew first. Every side believed its paper, blood, cargo, or bows should make the others withdraw.
Fur poured ancestral blood onto black stone. Old boundary marks lit beneath it. The dry spring sighed underground and the cauldron trembled. “Under the cauldron covenant, the Springwards must oversee it for the valley.” The commander raised a requisition writ: “Under wartime law, anything that can brew war spice belongs in the arsenal.” A Copper Scales clerk opened a ledger: “The guild paid to excavate, repair, and transport it. Investors possess the right of sale.”
Each claim held part of the truth. Blood remembered the oldest oath. The army had defended the north bank. The guild had rescued the cauldron. Yet every account turned miners, carters, spice growers, and the dead into scenery, as though only those who applied seals had ever touched it.
Fur asked Cenya to witness the covenant with Sky-Chime blood and offered the Ashen Ember Company land, pay, and permanent place as its guard. It was good enough to be frightening. Lorn did not answer for her; an officer is not a captain’s conscience speaking by proxy. He asked, “If we accept, do we guard one bloodline or everyone who needs the cauldron?”
The wind reported more names, including people not yet dead but who might be written into it by a season of war spice. Cenya laid the delivery contract, cauldron covenant, opened medicine jar, and arson testimony upon the altar. “My blood can witness the old covenant. My flag can deliver the cauldron to the army. The prisoners can prove the guild broke faith. Each lets me choose a master. None gives mercenaries under drawn bows the right to decide generations of ownership forever.”
She proposed a Winter Inquest Deposit. Cardamom and clove would treat the wounded and seal the mine heat. A neutral Stone-Bell temple would hold the cauldron until a public winter hearing. Blood evidence, requisition, repair accounts, miner testimony, and the Ashen Ember casualty roll would all be copied openly. Saffron and cassia would remain sealed; any faction seizing them first would lose its right to speak at the hearing.
It was not eternal peace. It narrowed what swords could decide today and preserved what testimony might change in winter. The temple could be bribed. Witnesses could disappear. Ashen Ember still had to survive long enough to deliver the copies.
“By what right do you withhold what is not yours?” the commander asked. “By standing between the cauldron and your bows,” said Cenya. “That is not ownership. It only keeps today from sentencing forever. Refuse, if you like, and see who can first afford the battle.” The crossbows did not move. The mercenaries held no unbeatable formation, but no one could wipe last night’s blood from the negotiating table.
ESSENCE AND SWEAT
Call inherited blood for power; spend blood and sweat to earn a place
| Rank | Direction | Question | Contents |
|---|---|---|---|
| C / Generation | Essence, inheritance | What made you? | Origin, mark, gift, claim, Blood Debt |
| Q / Exemplar | Labour, achievement | Who will you become by your own effort? | Road, oath, Deeds, station, comrades’ expectations |
| Element | C / Generation | Q / Exemplar |
|---|---|---|
| Fire | Hearth-Cauldron: forging, warfire, divine flame, dragon blood | Hero: courage, sacrifice, victory |
| Water | Precious Blood: healing, fusion, ancestral memory | Divine Attendant: service, faith, connection |
| Earth | Heart-Jade: ore veins, artificial life, undying flesh | Maker-Mother: building, craft, provision |
| Air | Heavenly Resonance: breath, names, song, soul | Warden: vigilance, travel, freedom |
Manifest Blood
Once per session before a roll, a Blood Heir may call their line: add a fixed C-element bloodline die and gain a named Blood Debt. At seven dice, instead fix one of the hero’s own ordinary random dice to the C element; never replace a Root, aid, spice, Fate, or Transgression die.
Player: “Ananas cuts her palm and presses it to the wounded courier. I Manifest the Water blood of Precious Blood before the check.”
Groundkeeper: “Add a fixed Outreach 2. Name the debt before we roll.”
Player: “Blood Debt: every wound I close returns in my sleep.”
Groundkeeper: “Good. The healing may succeed now; within two scenes, the debt will first show an omen.”
Blood Debt
A Blood Debt is the price that empowered blood has not yet paid to reality. Record at most three named debts. A debt may concern body, mind, relationship, the uncanny, or fate; phrase it as “what power is demanding what from which part of the hero?”
- Gain: finish the current result, then record a debt.
- Warn: within two scenes, show an omen of collection.
- Call: bring symptoms, demands, pursuers, or uncanny events into a scene without cancelling prior success.
- Repay or refuse: meet the demand, or suffer an announced major long-term consequence to refuse it, then clear the debt.
Deeds
A Blood-and-Sweat hero may earn at most one named Deed per session by acting through their Q element, paying a real cost, and leaving a witnessed result. Deeds are not bonus dice. Between contracts, three Deeds buy a title, political claim, contact, equipment, squad improvement, or foothold in a domain.
COMMODITY, MATERIEL, MAGIC
The Eight Great Spices
| Element | Waking Spice | Thought | Dream Spice |
|---|---|---|---|
| Fire | Red-Crown Saffron(赤冠藏紅) | Drive 5 | Tobacco(菸草) |
| Water | Mistsilver Cardamom(霧銀豆蔻) | Outreach 2 | Cedar(雪松) |
| Earth | Stillnight Clove(寂夜丁香) | Calculation 4 | Mousewort(鼠草) |
| Air | Windcry Cinnamon(風哭桂皮) | Composure 3 | Vetiver(茅香) |
Raises heat, courage, pain tolerance, flame, and collective fighting spirit.
Makes desire, fervour, addiction, and burning scenes visible as visions.
Calms, coordinates, purifies water, softens poison, synchronizes breath and emotion.
Preserves or awakens memory, ancestors, dreams, and feeling across generations.
Preserves, arrests rot, stabilizes, reveals medicinal properties, reinforces materials and contracts.
Reveals buried secrets, hidden properties, and the wisdom of tiny lives.
Reveals currents, carries scent and messages, sharpens vigilance, hastens movement.
Calls spirits, spreads scent and rumour, follows travelers, receives omens.
Common casting procedure
- Name the spice, dose, and method: eat, brew, burn, scatter, apply, or use through a device.
- Explain how it supports the Acting Thought, captain’s order, squad action, or scene change.
- A Waking Spice normally gives one random spice-aid die, still under seven.
- When a Dream Spice gives a die, declare Dream Made (+) or Dream Eaten (−). After choosing the Path, move Wonder 1 and reveal an immediate dream omen.
- Remove every dose from stock. A second dose in the same scene is excessive.
Captain: “I scatter Windcry Cinnamon over the ford and read how the arrows bend. It supports Composure while I guide the squad through the crosswind.”
Groundkeeper: “That follows Air, so add one random spice-aid die. If you choose another elemental group, you will owe a Blood Debt.”
Captain: “Later I burn Cedar to hear the memory held in the drowned banner. I declare Dream Made.”
Groundkeeper: “Cedar is Water Dream. If you resolve through Wonder, it is Aether Deflection: spend the dose, move Wonder +1 after choosing the Path, and record a Mirage such as ‘I want to meet the soldier whose memory answered.’”
| Chosen group | Casting | Cost |
|---|---|---|
| The spice’s native element | Aligned | No extra cost |
| Another element | Elemental Deflection | The caster gains one named Blood Debt |
| Gloom or Wonder | Aether Deflection | The caster gains one formal Mirage |
| No viable group | Scatter | The spice is spent; no additional deflection cost |
Mirage
A Mirage is a player’s uncanny invitation to the Groundkeeper, written “I want to experience / see / learn ___.” It guarantees that subject will become a real encounter and choice, not that the hero will win, receive an item, or cancel a cost. A hero may hold three Mirages; offer an entry before the end of the current scene or within the next two scenes.
Excess and action boundaries
A second or later dose used by the same character or squad in one scene may add a Transgression Die. At seven spaces, a successful result instead gains 1 Transgression Momentum. Spice added to an existing check does not consume another captain action; if the casting itself creates a fire zone, calls a spirit, or covers a whole area in illusion, it is the captain action.
Four Great Rites
| Element | Rite | Spices | Completion |
|---|---|---|---|
| Fire | Presentation(朝致) | Red-Crown Saffron + Tobacco | Present achievement, spoils, or spice to a supreme power |
| Water | Revel(狂宴) | Mistsilver Cardamom + Cedar | Join a crowd through food, spice, dance, and ecstasy |
| Earth | Great Sacrifice(太牢) | Stillnight Clove + Mousewort | Use life, flesh, wealth, and procedure to bind a worldly compact |
| Air | Burnt Offering(燔祭) | Windcry Cinnamon + Vetiver | Burn an offering so smoke, scent, oath, and message rise unseen |
Great Rites are campaign-scale ceremonies. They can alter thrones, bloodlines, domains, temples, guild monopolies, military oaths, or world states left by fate. Participants must surrender resources and sacrifices that cannot be reclaimed.
FICTION 6/7 · OPENING FICTION
A Deposit Covenant Must Use Old Ash

The deadlock lasted until the sun crossed the altar. The Copper Scales clerk yielded first—not from conscience, but after calculating what the arson testimony would cost three northern trade roads. He offered compensation if the record said a local factor exceeded his authority rather than the guild hired killers. The village accepted this incomplete truth in return for water carts, miners’ compensation, and three years of public repair accounts. No one mistook compromise for innocence.
The northern commander withdrew the bridge crossbows and sealed his requisition at the Stone-Bell temple until the inquest. He had not surrendered the cauldron. He had only made the army tear its own royal seal in public if it chose to seize it.
Fur spoke last. “If I accept the deposit, the covenant acknowledged by my blood must stand trial beside merchant accounts and military writs.” “The cauldron has already been touched by army walls, guild roads, miners’ graves, and spice growers’ hands,” Cenya said. “Keep the covenant. Admit that blood must answer other testimony.”
Root-shadows still glowed beneath Fur’s feet. One refusal would draw every white-scaled sword, yet none of the miners’ families behind her asked for war merely to possess the cauldron now. Fur put one corner of the covenant into the altar’s cold flame and burned only the line that said no outsider might question its witness. Ash sank into blood. Clear water rose from the dry spring and ran around their boots toward the village. The altar named no righteous owner. It accepted a real sacrifice.
They wrote until dusk. Lorn converted elegant promises into clauses that could be pursued: which road the cauldron would take, how the four jars would be sealed, who could copy testimony, which soldiers must stay away before winter. Villagers used fingerprints, soldiers sword rings, Fur ancestral blood, the commander his royal seal, and the guild clerk a lead mark signifying credit rather than innocence.
Every mark left a crack through which responsibility might escape. Lorn did not pretend parchment could abolish betrayal; he made betrayal something that might later be named with a person, date, and price.
The commander asked under which title Cenya would sign: Sky-Chime heir, Ashen Ember captain, contracted carrier, or witness of the Winter Inquest? Each title offered one future and told others how to pursue her. She wrote only Cenya, for the ninety-four names still alive in the pay ledger, and required every identifiable dead soldier from both sides in an appendix.
“One is missing,” said the paymaster. “The prisoner who could still speak this morning. No one knew his name.” The wind supplied it. The cardamom had not saved him in time. Cenya wrote the name into the appendix.
CHARACTER COMBAT
One roll resolves one complete exchange of intent
Say “drive them back,” “subdue,” “take the object,” “protect,” “hold,” or “escape,” not merely “I attack.” Character combat uses the normal check. Before rolling, the Groundkeeper states difficulty and the possible Injury, loss of position, capture, or loss of an item.
| Result | Combat effect |
|---|---|
| Scatter | The aim fails; suffer the announced consequence |
| Formed Thought | Gain effect by difficulty; when harm is sufficient, usually inflict 1 Injury |
| Strong Thought | Gain 1 Momentum: raise effect, avoid a counter, inflict +1 Injury, disarm, push, protect, or seize |
| Obsession | Gain 2+ Momentum; only decisive effect can subdue, force surrender, or kill under an announced lethal risk |
Hero Injuries
Injury 0 = Unhurt; 1 = Light; 2 = Severe; 3 = Dying
| State | Effect |
|---|---|
| Light | No fixed die loss, but the wound may drive later failures, pursuit, or time pressure |
| Severe | Actions clearly hindered by the wound lose one random die, never below the base two |
| Dying | No ordinary high-risk action; withdraw, seek aid, receive first aid, or accept an explicit final-action risk |
A Dying hero dies from another Injury only if the Groundkeeper announced lethal risk, the player knowingly accepted it, and it respects the table’s boundaries. Otherwise use a permanent scar, capture, retirement, or an equivalent major consequence.
First aid and recovery
- A formed first-aid check stabilizes a Dying hero for safe movement but does not remove Injury.
- Clear Light Injury after a scene with clean treatment, supply, and safe rest.
- Severe Injury needs a healer, medicine, and downtime; first reduce it to Light.
- Stabilize Dying first, then long-term care reduces it to Severe and leaves a scar, debt, or lost time.
COMPANIES AND ZONES
Squads read clusters only; die faces are not Thoughts
Squad pool = 2 + relevant rating; compare only the largest matching cluster
No pair is No Cluster (0). A pair is Cluster 2, three matching dice Cluster 3, and four or more record their actual size. Ties go to the defender or side maintaining the status quo. Faces never trigger character Attunement, Hold Fast, Turn Thought, or Fate tracks.
Zones and capacity
A battlefield normally has five to nine zones. In an ordinary zone, each side may engage effectively with at most three squads; a narrow road, gatehouse, or bridge normally allows two. Excess squads are reserves: they cannot attack or provide repeated support, but may rally themselves, interact with rear objects, or prepare to leave.
Opening and round structure
Each side chooses a lead squad and rolls 2 + Mobility for the encounter. The larger cluster gains initiative for the whole battle; ties go to the defender.
Alternating activation: during both Movement and Engagement, the side with initiative activates one squad first, then the other side activates one. Continue alternating; if one side has no eligible squad left, the other completes all remaining activations.
- SituationState weather, fire, reinforcements, round event, and visible consequences.
- OrdersEach captain gets one Captain Action.
- MovementStarting with the initiative side, alternate squads. Each moves one zone normally; difficult movement needs a roll and consumes its squad action.
- EngagementStarting with the initiative side, alternate eligible squads. Each squad that did not spend its action on difficult movement acts once.
- Morale and resolutionResolve Casualties 2, Disorder 2, retreat, surrender, control, and objectives.
Squad actions
| Action | Rating | Cluster 2+ |
|---|---|---|
| Attack | Force vs Protection | On a win, target gains 1 Disorder; a winning Cluster 3+ or an already disordered target also gains 1 Casualty |
| Difficult movement | Mobility | Enter, disengage, seize, flank, or escort through |
| Rally | Morale | Cluster 2 clears 1 Disorder; 3 clears 2; 4+ lets an adjacent ally clear 1 |
| Support | Relevant rating | One ally gains +1 to its next related pool this round |
| Guard / escort | Protection or Morale | Take one reasonable consequence for a person, wagon, wounded, or escape route |
| Repair / interact | By situation | Repair road, quench fire, break barrier, load, seize banner, use an object |
Attack results
- The defender rolls Protection immediately against every attack; this costs no action.
- Attacker has No Cluster: the assault loses order, deals no harm, and suffers its announced exposure or displacement.
- Attacker’s cluster is larger: defender gains 1 Disorder.
- Attacker wins with Cluster 3+, or the target already had Disorder 1: also add 1 Casualty.
- Attacker wins with Cluster 4+: also push one zone, seize the objective, deal 1 damage to vehicle / fortification, or add another Disorder.
Disorder, Casualties, and Last Stand
At Disorder 2, a squad immediately retreats one zone and returns to Disorder 1. With no legal retreat, it may surrender or roll 2 + Morale −1 (minimum 2 dice) for a Last Stand: Cluster 2 stays and drops to Disorder 1; Cluster 3 clears to 0; Cluster 4+ also gains short-term +1 Protection or Morale; No Cluster adds 1 Casualty and routs out of battle.
At Casualties 2 a squad loses organized combat capacity and, as fiction dictates, withdraws, surrenders, scatters, or is destroyed. This does not automatically mean every member dies.
Captain Actions and Key Orders
Once per round, a captain may issue a Key Order, take a character action, cast spice / Manifest Blood / perform a rite as a standalone act, aid another captain, or let an officer act independently. In Cross-Portrayal, an independent officer action uses the Commanding Player’s captain action. In Paired Play, captain and officer players each have one character action, and delegated command uses the officer’s own action. A Key Order uses a Thought + Command: full effect gives one squad +1 to its next matching check; powerful effect supports two squads; decisive effect also lets one move a zone immediately or clear 1 Disorder.
Complete battle example: seize the ford
Groundkeeper: “If you hold the ford at the end of this round, the spice wagon can cross. If not, enemy reinforcements arrive.”
Captain player: “Then my Key Order is: skirmishers pin the spear wall; cavalry waits for the opening.”
- Encounter: the mercenary lead squad rolls 2 + Mobility and beats the defenders’ cluster, so the mercenaries hold initiative for the battle.
- Orders: the captain rolls Composure + Command for the Key Order and gains full effect. The skirmishers receive +1 to their next attack check.
- Movement: the initiative side moves the skirmishers into the ford. The defenders answer by holding the spear wall. The mercenaries then move cavalry into the bank zone; no difficult movement is required.
- First engagement: skirmishers roll Force 2 plus the Key Order die: 2, 2, 5, 6, 1, Cluster 2. Spears roll Protection 1: 3, 4, 6, No Cluster. The spears gain Disorder 1, but no Casualty.
- Enemy activation: the defenders activate their archers against the cavalry. Both sides show Cluster 2, so the defending cavalry wins the tie and takes no Disorder.
- Second engagement: cavalry attacks the already disordered spears and wins with Cluster 3 against Cluster 2. Spears gain another Disorder and Casualty 1.
- Resolution: at Disorder 2, the spears retreat and return to Disorder 1. Mercenaries control the ford at round end, the wagon crosses, and the announced objective ends the battle without annihilation.
FICTION 7/7 · OPENING FICTION
The Wind Still Keeps Accounts

When the rain bell rang, the ancient cauldron and two sealed jars entered the Stone-Bell temple. The cardamom and clove had been opened for the wounded and the mine.
Under the first contract, Ashen Ember had defaulted. Under the deposit covenant, the army did not immediately receive war spice; the Copper Scales preserved a claim at the inquest; the Springwards placed their covenant into public evidence; Salt-Mirror Village received medicine and water carts. Ashen Ember won compensation, winter boots, and a new escort clause that no longer wrote deaths as no responsibility accepted.
No faction received everything it first demanded, so each declared itself wronged. The commander called the temple an obstacle to war. The guild said public repair accounts injured business. Fur said an ancient covenant had been forced to sit beside bills of sale. Lorn said that usually meant the deposit had survived its first day.
As the company left, the child who had begged beside the road brought a sack of dried cardamom husks. They were worth nothing and retained only the faintest cool sweetness. “The well is drinkable,” the child said. “The mine still burns, but Fur and the miners are preparing to seal it. At the winter hearing, they will ask who first fed the cauldron’s fire.”
Cenya tied the husks to her saddle. The Wind-Weeping Cassia was now evidence locked in the temple, commodity and restraint at once. The inquest might award the cauldron to Springwards, army, guild, or the workers who maintained it. The deposit promised no victorious ending.
She did not even know whether she would return to testify. Blood required her to remember names. Contracts required her to leave one. A mercenary life kept urging her toward the next person able to pay. The wind continued to report names—real dead, unborn possibilities, or a tormenting voice in her blood. Lorn gave her a small book: find families for names that could be verified; leave blank pages for those that could not. Do not call uncertainty a prophecy, and do not pretend an uncertain voice was never heard.
“This account will never balance,” Cenya said. “A Blood Debt is not meant to balance,” Lorn replied. “It makes power unable to pretend it was free.”
The wagons crossed the last salt rise. Behind them, the Stone-Bell temple closed the cauldron vault. Ahead, another messenger waited with another contract. Soldiers guessed at pay, camp, and battle; complained that their new boots were stiff; stitched fallen companions’ badges to the flag; and calculated how much wine the spent cardamom might have bought. Cenya let them.
Blood enters the body and carries names no one chooses. Blood leaves the body and writes into the world what people have earned together. Between them, spice is weighed, sealed, burned, used to heal, used to kill—and valued by whoever holds it.
Wind caught the Ashen Ember flag. This time it neither rose nor fell. It stretched toward a road not yet travelled, and everyone still alive had to follow.
ONE-MINUTE REFERENCE
Clarify before the roll; resolve in a fixed order afterward
2 + Expertise random dice; Acting Thought 2 adds fixed Root; then Pending Fate, chosen aids, Transgression; maximum 7.
Acting Thought at least 1: reroll one eligible random die not showing it. Fixed and Transgression dice cannot reroll.
2 matching = Formed; 3 = Strong +1 Momentum; 4+ = Obsession. Momentum = group size −2.
Natural: no move. Hold Fast: Gloom +1. Turn Thought: Wonder +1. Scatter / Self-Scatter: Gloom −1 or Wonder −1.
Wonder or Gloom reaches ±3: draw immediately, display the card, reset that track to 0.
Standard begins Full; Hard begins Limited; Extreme begins Opening. Strong / Obsession normally raise effect.
Honor core result first, then fixed cost, Scatter consequence, Echo, Transgression, Blood Debt, Mirage, and consumption.
2 + rating; compare largest clusters only; ties to defender. Character Thought rules do not apply.
GLOSSARY
Terms at the table
- Groundkeeper(大地)
- The facilitator responsible for world, risks, NPCs, consequences, and rulings.
- Thought(念頭)
- The six directions of action: Drive, Outreach, Calculation, Composure, Wonder, and Gloom.
- Acting Thought(行念)
- The Thought declared for this check, not a permanent primary attribute.
- Expertise(專長)
- Training in a type of work, rated 0–2; determines random dice.
- Root Die(根念骰)
- A fixed die showing the Acting Thought when its value is 2; never rolled or rerolled.
- Attunement(定念)
- At Acting Thought 1+, reroll one eligible random die not showing it.
- Thought Group(念群)
- Matching faces in a character check; two or more form a selectable Path.
- Formed / Strong / Obsession
- Success degrees for groups of 2 / 3 / 4+ matching dice.
- Momentum(餘勢)
- Chosen group size minus 2; spend only on the current result.
- Natural Path(自然成行)
- Choose the only available group, or choose the Acting Thought when no competing group exists; move neither Fate track.
- Hold Fast(守念)
- Choose a viable Acting Thought amid collision; Gloom +1.
- Hold Fast Against the Tide(逆勢守念)
- Choose a smaller Acting-Thought group over a larger competing group; the larger road returns as a major Echo.
- Turn Thought(轉念)
- Choose a viable group other than the Acting Thought; Wonder +1.
- Scatter / Self-Scatter(散念/自散)
- Fail for lack of a group, or reject every available Path; Gloom −1 or Wonder −1.
- Echo(餘響)
- An unchosen strong group’s secondary road; it cannot cancel core success.
- Pending Fate(懸命)
- A face-up Fate Card retained until the hero’s next risky character check.
- Extra Fate Die(額外命運骰)
- The fixed suited die supplied by Pending Fate; counts toward seven.
- Following Fate(順命)
- Choose a group containing the Extra Fate Die, allowing the pending card’s direction into the result.
- Transgression Die(越界骰)
- A red random die that exceeds mortal scale; never rerolled and always carries an announced cost.
- Transgression Momentum(越界餘勢)
- When a Transgression source cannot add an eighth die, a successful check gains 1 immediate Momentum and still pays the announced cost.
- Spice Aid(香助)
- A die or permission supplied by spending a spice dose in support of an existing action.
- Manifest Blood(顯血)
- A Blood Heir calls their C-element inheritance before a roll, gaining power and one named Blood Debt.
- Blood Debt(血債)
- A named debt between blood and reality, owed by body, mind, relationship, the uncanny, or fate.
- Deed(功業)
- A named, witnessed achievement; three buy one lasting advancement between contracts.
- Mirage(泡影)
- A player-chosen uncanny theme guaranteed an encounter and choice, not victory.
- Great Rite(成儀)
- A campaign-scale ceremony combining waking and dream spice of one element with irreversible sacrifice.
- Cluster(群聚)
- The largest matching group in squad dice; faces are not character Thoughts.
- Disorder(混亂)
- Temporary collapse of formation, spirit, and orders; Morale can rally it.
- Casualties(傷亡)
- Real losses of people, gear, and organization; at 2 the squad cannot fight in formation.
- Captain Action(隊長行動)
- One character-scale action each captain receives during a battle round’s Order phase.
- Key Order(關鍵命令)
- A Thought + Command check that supports squads and triggers character Paths and Fate normally.