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Ix · Game Master

GM Quick Reference

Difficulty Scale

Difficulty Trial Dice Typical Task
Easy 1 Routine for a trained person
Average 2 Standard challenge; trained characters succeed more often than not
Hard 3 Expertise required, real obstacle present
Severe 4 At the limits of mortal capability
Extreme 5 Exceptional talent under terrible conditions

Upgrade one Trial Die to a Crisis Die when the situation is actively hostile, the stakes are very high, or the character is working against someone skilled who is actively opposing them. Increase the difficulty tier only when the task itself is harder.

Adversary Tiers Summary

Tier Wounds Strain Peril Notes
Minion Pool (group) Group acts as one; pool divided across group
Elite Own Individual; Strain → Wounds at 1:1
Nemesis Own Own Yes Full rules apply; spends Peril for special effects

Initiative Types

Type Pool When Used
On Watch Savvy + Perception Character is alert to potential danger
Surprised Willpower + Readiness Character is caught unaware

Turn Actions

Action Type What It Does Cost
Action Primary activity (attack, cast, complex task) 1 per turn
Maneuver Secondary activity (move, draw weapon, open door) 1 free per turn; second costs the Action or 2 Strain

Conditions Reference

Mirrors the Player Guide (Ch 13). Conditions do not stack unless explicitly stated. Applying the same condition multiple times extends its duration rather than increasing its effect. If a condition does not specify a duration, it lasts until the end of the affected character's next turn.

Condition Effect Removal
Staggered Cannot take Actions this turn; may still Maneuver Start of next turn unless source says otherwise
Disoriented Add 1 Bane Die to all checks (Disorient X = lasts X rounds) Per source; otherwise end of next turn
Immobilized Cannot perform movement Maneuvers; may still act in place Ends when source resolves; otherwise end of next turn
Prone On the ground; ranged attacks against add 1 Bane, melee attacks against add 1 Boon Maneuver to stand
Silenced Cannot speak or communicate vocally Ends when source resolves; otherwise end of next turn
Restrained Immobilized; add 1 Bane Die to checks requiring free movement Escape or end the restraint
Bleeding Suffers ongoing Wounds as listed; default 1 Wound at start of turn Action and Average Medicine, or appropriate aid
Immolation On fire; suffers 2 Wounds at start of turn Action to extinguish; severe sources may require Easy or Average check
Hidden Not detected; attacks against add 1 Bane, first attack/escape from concealment adds 1 Boon Reveal, attack, make obvious noise, or be discovered
Frightened Add 1 Bane Die to checks against the source or made in its presence; cannot voluntarily move closer to it End of encounter, source defeated or out of sight one full round, ally steadies, or a fear-removing effect
Demoralized Minion group or Elite form of Frightened; will not advance, adds 1 Bane to attacks, Action spent to withdraw, surrender, or defend Leader's Leadership check at the Fear rating, source gone, or end of encounter

Ix uses Immolation for the core ongoing-fire condition so it remains distinct from the Burn X weapon and spell quality. Knockdown applies Prone; Ensnare X and Restrained both limit movement but differ in origin and escape, see Player's Guide, Chapter Eight for quality definitions.

Fear check (summary): a source with a Fear rating 1-4 forces one Readiness check (sudden shock) or Discipline check (sustained dread) per source per scene at difficulty equal to the rating (1 Easy, 2 Average, 3 Hard, 4 Severe). Failure means Strain equal to the rating and Frightened; a success carrying two or more net means 1 Strain and no condition; adds Staggered; grants immunity to that source for the session. Minion groups and Elites roll once and become Demoralized instead. Full procedure: Chapter Nine.

GM Bane and Calamity Spends

Bane (1 per effect):

  • Add 1 to target's next check
  • Ally suffers 1 Strain
  • Enemy recovers from a minor condition
  • Resource depleted (torch, tool, ration, component)
  • Environmental hazard activates or escalates
  • Adversary gains a free Maneuver

Calamity:

  • Critical Injury roll triggered (in combat)
  • Weapon breaks, drops, or malfunctions
  • Significant NPC endangered
  • Faction front advances one tick
  • Hidden party is alerted to the characters' presence

Fortune and Peril Points

One Fortune Point to each player and one Peril Point to you at the start of every session. Neither carries over. A spent point flips to the other side.

Holder Timing Spend
Player, Fortune Before rolling Upgrade one Ability Die to a Mastery Die
Player, Fortune After rolling Activate a Breakthrough effect
Player, Fortune Any time Introduce a minor favorable detail, with your approval
GM, Peril Before rolling Upgrade one Trial Die to a Crisis Die
GM, Peril After a player rolls Activate a Calamity effect
GM, Peril Any time Introduce a complication

One Fortune Point per check. Spend early, and say what the point buys before the dice land. A Nemesis's Peril pool is a separate statistic and does not flip. Full procedure: Chapter Nine.

The Infectious Condition

Canon: Ix Adversary Catalog, Chapter Three. Summary for the table:

  • Trigger: being wounded by an infectious creature's attack. Make the resistance check named in that creature's Infection or Disease ability; Willpower is the default.
  • Failure: the character gains the Infected condition at Stage 1. The creature entry defines what each Stage does.
  • Advancing: an untreated infection advances one Stage per extended rest, or faster if the entry says so.
  • Disease X: the rating sets the difficulty. 1 = Average, 2 = Hard, 3 = Severe, 4 = Extreme.
  • Repeated exposure: check again; each further success by the creature raises the difficulty one step, and a staged infection advances one Stage on a failure.
  • Treatment: halts the infection; it does not clear the Stage effects already in place. Turning is usually permanent.

Full procedure, difficulty modifiers, and turning rules: Adversary Catalog, Chapter Three.

Infectious Creature Check Stage 3 Outcome
Zombie Hard Willpower Death and reanimation
Werewolf / Werebear / Wererat Hard Willpower Permanent lycanthropy
Vampire (feeding) Hard Willpower Death and turning as Spawn

Use the Zombie starter stat block in Chapter Thirteen for a simple staged infection. For lycanthropy and vampiric turning, build the creature's staged infection before the session and decide exactly when the character leaves play if untreated.

Session Preparation Checklist

  • One faction front that will tick this session
  • One player-character thread to advance
  • Three prepared locations (likely, possible, dead-end)
  • One planned complication (a decision, not an obstacle)

Between-Sessions Checklist

  • Advance untouched faction clocks
  • Update NPC states based on session events
  • Note any divine attention triggered by party actions
  • Prepare next session's four elements

After-Combat Checklist

  • Wounds and Medicine needs
  • Resources spent
  • Objectives: achieved or not?
  • World consequences: faction clocks, NPC states, witness presence

Faction Clock Format

Element Content
Faction Who is pursuing this
Goal One sentence, present tense, specific
Current Method How they are currently pursuing it
Clock Size Number of ticks (4–8 typical)
Current Tick Where they are now
Observable Events What each tick produces visibly
Completion What the world looks like when done
Failure What the world looks like if stopped

XP Award Reference

Event Award
Session present 15–20 XP (chronicle tier)
Faction front resolved +5 XP to involved characters
Soul-economy threat resolved +5 XP to involved characters
Significant relationship milestone +5 XP to responsible character

Campaign Stages

A stage is total XP earned in play after creation, not session count. Chronicle tier above and campaign stage here are the same axis. The per-session award does not change between stages.

Stage Total XP Earned in Play Coin per Session (party of four) Typical Lifestyle
Starting 0 to 75 200 to 600 gf Frugal
Established 76 to 150 600 to 2,000 gf Comfortable
Veteran 151 to 245 2,000 to 8,000 gf Prosperous
Renowned 246 and above 8,000 to 30,000 gf Wealthy

Coin is a party total per session and an average across the stage, not a guaranteed payment. Loot tables, hoards, placement rates, and non-coin rewards: Chapter Eight.

Encounter Budgets

Stage Light Moderate Hard Extreme
Starting 10 XP 20 XP 30 XP 40 XP
Established 15 XP 30 XP 45 XP 60 XP
Veteran 20 XP 40 XP 60 XP 80 XP
Renowned 30 XP 60 XP 90 XP 120 XP
Element Budget Cost
Minion group of 4 to 6 10 XP
Each additional Minion beyond 6 in a group 2 XP
Elite 10 XP
Nemesis 30 XP
Any talent added to any adversary Its Tier cost: 5 / 10 / 15 / 20 / 25 XP

Adjust by 10 XP per character above or below four, at every stage. Terrain costs nothing and changes more than most talents. Do not raise catalog Wounds or Resistance to compensate. Worked examples and the scaling levers: Chapter Eight.

Travel Rates and Terrain

Miles per day of ordinary travel. Multiply the base rate by the terrain factor, divide the leg's miles by the result, round up to whole days.

Mode Miles per day
On foot 20
Mounted, riding horse 30
Mounted, pony or mule 20
Mounted, camel 25
Wagon or cart 15
River barge, downstream 40
River barge, upstream 10
Coastal sailing 60
Open-sea sailing 90
Flying ship, by Speed Speed × 50
Terrain Factor Terrain Factor
Road 1 Desert 1/2
Open country 3/4 Snow 1/2
Hills 3/4 Mountain 1/3
Forest 1/2 Marsh 1/3

Trackless terrain with no guide drops one further step. Water and air routes ignore land factors: halve the rate against a strong current or headwind, add one quarter running before a following wind or flood.

The Journey Clock

  1. Provision. One day of trail rations per traveller per day of travel; one full waterskin per day in desert, pan desert, or salt flat.
  2. Set the clock. One tick per day of travel on each leg, maximum six. A longer leg splits.
  3. Guide check per tick. Survival overland, Operate afloat, Piloting aloft. Easy on a road, Average in open country or hills, Hard in forest, desert, or snow, Severe in mountain, marsh, or trackless country. Failure fills the tick and costs one extra day; failure with means lost.
  4. Spend the symbols on the journey spend table in Chapter Sixteen.
  5. Roll for an encounter once per tick on the terrain table; 8, 9, and 10 are non-combat. Roll twice on a forced march, at night, or after a failed guide check.

Forced march, provisioning, weather and exposure, and the ten terrain tables: Chapter Sixteen.

Soul Claims and Contract Offers

A live claim on a player character is a standing fact, not a condition: no dice modifier, no state, no Fear rating. The ladder in five lines.

  • Identify the binding clause and the trigger. Average Lore, or free from an Accord clinic or a Talbar deal-keeper. One scene, before signature.
  • File it where a court will accept it. Easy Negotiation at an Accord archive or the Talbar Registry. The claim becomes public.
  • Renegotiate, or void it in a Themela court or by Talbar counter-claim. Hard. Voiding needs demonstrable fraud in the trigger language and a filed copy, over multiple sessions.
  • Transfer the claim, or buy it back. Severe Negotiation. No price exists in Flargons; the holder names a consideration, and the consideration is the adventure.
  • No check, an adventure. Make the performance trigger fail to fire, take the claim-token from the contractor before it passes to a successor, or perform the terms in full.

Death under a live claim runs the same six-step passage with no seventh step. The single decision point is step 4, judgment.

Counter What it does What it cannot do
Accord record Reads the binding clause and trigger aloud before signing and files a copy; the filed copy is what a later fraud challenge is built from Void a signed contract
Talbar clinic Same pre-signing review, entered in the Registry; after signing a Master Keeper can open a formal counter-claim Act quickly, or act where the contract was not demonstrably predatory
Death-Keeper rite A witnessing death-keeper seals the crossing against interception at step 2 Void a lawful claim recognized at judgment

Every counter is stronger before signature than after. A contract with no consideration clause is defective and any court will say so. The d10 Contract Offers table, with the offer, the ask, and the tell for each cult: Chapter Four.

Subsystems at a Glance

Subsystem The short version Where
Trade Four steps: identify the opportunity, buy the cargo, transport it, sell it. Negotiation, Streetwise, or the relevant Lore; transport legs use the travel skills. Margin off the profit bands Ch 8
Retainers Seven traits: Role, Skill Tier, Wage, Morale, Loyalty, Dedication, Flexibility. NPCs under your control. Roll only when the answer changes the scene Ch 8
Downtime One meaningful activity per character per block: Train, Research, Recover, Cultivate a Contact, Work a Faction, Craft or Commission, Rest and Recover Ch 8
Large-Scale Combat Force Die Pool by army size, then First Engagement, Counter Swing, The Grind, Resolution Ch 8
Opposed Checks Both sides build and roll. More net Successes wins; on a tie the initiator loses and the defender holds position Ch 8
Death and Replacement Crit table clocks in Ch 9, the six-step passage in Ch 4, replacement at species starting XP plus the party's average earned XP Ch 8
Ship Critical Hits d100, +10 for every unrepaired critical, fifteen entries in 10-point bands. Each is a system failure that persists until a damage-control Action clears it Ch 14
Critical Injuries d100, +10 for every untreated injury, twenty-five entries. A fresh target cannot roll above 100 Ch 9

Divine Portfolio Quick Reference

Deity Portfolio GM Pressure Manifestation
Echo Unity, knowledge, records Archives, contract clinics, institutional memory
Nyxollox Death, transition, witness Death-keepers, soul interception cases
Oshala Order, hierarchy, expansion Registries, Quarters, inquisitor inquiries
Jula Peace, protection White Rose Legion, sanctuary sites, mediation
Themela Justice, truth, law Truth-keeper investigations, court cases
Thulgard Community defense, building Militia organization, fortification, resilience
Jusannia Femininity, life, healing Temple healers, midwives, Shalvanist and Gvankanian orders
Talbar Commerce, agreements Contract enforcement, Trade Houses, infernal contract clinics
Zopha Knowledge, learning, teaching Circle academies, scholarly institutions, archive work
Bridhel Arts, music, expression Muse Halls, traveling performers, suppressed satire
Hesira The hearth, marriage, covenant Hospitality obligations, hearthwarden networks
Pollaran War, martial resolve Military orders, veteran communities, dueling culture
Fujin Wind, storm, authenticity Storm-coast communities, sailors in revolt, wild mages
Kraut Harvest, abundance, cultivation Farming compacts, Smaling villages, infernal blight operations
Ryujin The sea, tides, mutual aid Harbor networks, coastal temples, merfolk contacts
Bethsia Anomalies, broken natural law, correction Rectifier inquiries, investigation circles, anomaly case files
Caminus The forge, craftsmanship, mastery through labor Forge-temples, craft guilds, authentication and plagiarism disputes
Bronthe Stone, mines, foundations, honest load-bearing Chisel-Priest refusals, condemned structures, the Holdfast

Planar Pressure States

Plane Observable Signs Character Effect
Arcana bleed Items charge unusually, spells behave unexpectedly Arcane practitioners alert or distressed
Dim proximity Cold spots, wards fade, ambient magic dulls Emotional flattening over time; animals refuse
Ember proximity Elevated temperature, fires burn hot and blue Heat endurance checks in extended exposure
Mineral proximity Structural stress in worked stone Craft checks in affected structures add 1 Bane
Tidal proximity Warped moisture patterns, unexpected currents Navigation and vessel handling add 1 Bane
Zephyr proximity Unpredictable ground-level wind Ranged attacks and open-air movement add 1 Bane
Shattered Domain Clarity about one's devotional state Brief perception of soul-weight; not communication