Anchor: Heavy encounter-suit (1-armor, electro-field).
Level 1: Apprentice
Clear 10 ghosts
Work 3 lines
Work 2 roles
Level 2: Journeyman
Clear 30 ghosts
Silence a ghost
Work 6 lines
Work every role
Level 3: Master
Clear 60 ghosts
Silence 12 ghosts
Work all 12 lines
Train a new bull
Lines Worked
Skovlan: Upper (III)
Skovlan: Lower (II)
Akoros: Doskvol (I)
Akoros: Heights (II)
Akoros: Bayside (I)
Akoros: Pass (III)
Iruvia: Islands (II)
Iruvia: Cloudspire (II)
Iruvia: Lakewood (I)
Severos: Highland (III)
Severos: Plains (II)
Severos: Coast (III)
Roles Worked
Rook
Spider
Owl
Anchor
Ghosts Silenced
Ghosts Cleared
Force
When you employ force, roll+force and choose options. On a 12+, three. On a 10 or 11, two. On a 7-9, one.
You inflict great harm.
You suffer little harm in return.
You drive them back, seize something, or create an opportunity.
Finesse
When you employ finesse, roll+finesse and choose options. On a 12+, three. On a 10 or 11, two. On a 7-9, one.
You do it quickly.
You avoid trouble, compromise or cost.
You do it impressively, stylishly or to greater effect.
Insight
When you employ insight, roll+insight. On a 12+, hold three. On a 10 or 11, hold two. On a 7-9, hold one. Spend your hold 1-for-1 during the scene to ask the GM questions from the list:
What’s really going on here?
What should I be on the lookout for?
What’s the best way to _?
What are they really feeling?
What do they want?
How could I get them to _?
On a miss, you gain no hold, but may ask one right now.
Assist
For every move above (force, finesse, insight), you may also spend one of your choices on these:
You assist someone, they take +1 to their roll.
You interfere with someone, they take -2.
Steel
When you steel yourself against injury, duress, or supernatural horrors, choose an action below that you hope you don’t do, and roll+steel. On a 10+, you do none of them. On a 7-9, you do one you didn’t pick, GM chooses. On a miss, it’s the one you don’t want.
Freeze up, leave myself wide open.
Panic, disengage, flee.
Collapse, let go, give up.
Rage, lose control, do unintended harm.
Suffer more trauma or harm.
You can avoid an instance of harm or trauma by choosing to mark a Scar or Horror, respectively, instead. Scars and horror are permanent. Fill them in clockwise.
Downtime
When you have downtime off work, choose one:
Hit the pub. Heal trauma (if above 6 o’clock, heal to 6. If 6 or below, heal all).
Visit the physicker. Heal harm (if above 9, heal to 9. If at 9, heal to 6. If 6 or below, heal all).
Work a side job. Choose: bouncer, courier, craft, crematorium, crime, distillery, docks, forge, leviathan-hunting, slaughterhouse, stables, trade. Collect 2-stash or 1-favor.
You may choose additional options by spending chits, 1-for-1. You may choose the same option twice.
Impose Your Will
When you impose your will to get your way, roll.
If your steel is greater, take +1.
If your level is greater, take +1.
If you are a Noble of Akoros, take +1.
If you threaten bodily harm, and your force is greater, take +1.
On a 12+, they are so overwhelmed they do what you say without another thought. On a 10 or 11, they choose: either do what you say, or take 2-trauma. On a 7-9, it’s 1-trauma. If you threatened bodily harm, they can force your hand and take the threatened harm instead of trauma.