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
- Provision. One day of trail rations per traveller per day of travel; one full waterskin per day in desert, pan desert, or salt flat.
- Set the clock. One tick per day of travel on each leg, maximum six. A longer leg splits.
- 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.
- Spend the symbols on the journey spend table in Chapter Sixteen.
- 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 |