After the Chaos Event The Chaos The Chaos was a continent-wide civilisation-collapse spanning approximately ninety-eight years, beginning around year 1700 of the Inarin Calendar when the Iru Parliament of the... resolves uncertain, meaningful actions through dice pools built from Attributes and Abilities, read individually against a difficulty target. The GM narrates consequence from the number of successes; where no interesting uncertainty exists, no roll is called. The fiction leads; the system resolves. This page covers the resolution engine, character ratings, the three pressure tracks, combat, and the moral weight of the Ïsuulë Effect. For the eight Attunement schools and how system commands are catalogued, see the System page.
The Core Mechanic
Every action begins with a description and ends with a consequence. Where the outcome is uncertain and meaningful, dice resolve it; where it is not, no dice are needed. The GM should never call for a roll out of habit.
Build a pool of ten-sided dice (d10) equal to one Attribute plus one relevant Ability (or one Attunement, for system commands), plus any applicable Talent dots and Proficiency dots. Where the fiction supports multiple Proficiencies on the same roll, they stack. Each die is read individually.
Reading a d10: the face marked 0 reads as 10 and is a success at any difficulty. The face marked 1 is the lowest result and always fails regardless of difficulty. A die that meets or exceeds the difficulty target counts as one success. Two successes typically deliver a clean outcome; additional successes add detail, speed, or quality.
A dice pool always has two parts: an Attribute (what kind of person is doing this) and a specific factor (what trained or learned thing applies). Climbing a wall is Strength + Athletics; tracking prey is Perception + Survival; recalling history is Memory + History; resisting interrogation is Willpower + relevant Ability or Willpower alone.
On opposed rolls both parties roll; the higher success count wins and the margin describes how well. Ties favour the defender or the established status quo.
Worked example: Kael (Perception 3, Survival 2, Wilds Proficiency 1) tracks a raiding party through forest. Pool = 3 + 2 + 1 = 6 dice, Difficulty 7. Dice show 3, 7, 8, 1, 10, 5. Results of 7, 8, 10 meet or beat 7: three successes. The GM rules Kael finds the trail, identifies the group size, and spots where they camped overnight.
Difficulty
The GM sets difficulty before the roll. Environmental penalties such as a blizzard, darkness, or time pressure normally raise difficulty by one step rather than cutting dice from the pool: a blizzard does not give a tracker fewer eyes, it makes tracking harder.
For system commands, difficulty also reflects local network conditions: a Standard command in a high-aether region may become Hard in a thin region and Extreme in a stormed one.
Skip the dice entirely when the action is trivial for any competent person, there is no meaningful failure state, the character clearly has the time and skill with no one opposing them, or a roll would slow the scene without adding anything. The dice exist to make uncertainty interesting.
Difficulty ladder
| Tier | Target | Typical situation |
|---|---|---|
| Easy | 6 | Routine for a trained character; a small child or untrained adult may struggle |
| Standard | 7 | Competent challenge; the default for most meaningful actions |
| Hard | 8 | Requires real skill or unfavourable conditions |
| Extreme | 9 | At the edge of what trained characters can reliably do |
| Near impossible | 10 | Only the 0-face (reads as 10) counts; almost no one succeeds consistently |
Age imposes no fixed penalty. When age is a meaningful disadvantage the GM may raise difficulty one step; when it is a meaningful advantage the GM may lower it one step, grant useful information, or allow a roll another character could not make. Different peoples reach these stages at different absolute ages; a Meir People Meir The only people of Elshore not born of it. ancient by Meir standards has lived several Maan People Maan The most numerous people of Elshore and the baseline cultural reference of the age. lifetimes.
Modifiers and Critical Failure
Modifiers always change pool size, never the target number. Total negative modifiers from any combination of sources (damage, encumbrance, environment, conditions) cannot reduce a pool by more than 5 dice. A pool that would fall to zero or lower still rolls 1 die; it can still succeed (a 0 reads as 10), but the chance is what it is.
Damage modifiers to the pool: Energy damage subtracts 1 die per filled box from all rolls; Physical damage subtracts 1 die per filled box from physical-Attribute rolls only; Psychological damage subtracts 1 die per filled box from psychological-Attribute rolls only. These stack. A character with 2 Energy, 1 Physical, and 1 Psychological damage rolls minus 3 dice on a Strength action and minus 3 dice on a Focus action.
Equipment can add dice or reduce difficulty by one step (a good map gives +1 die to Geography in the mapped area; a workshop reduces difficulty for relevant Craft and Engineering; an attuned relic gives +1 die to its Attunement). Equipment bonuses are capped at +5 dice on any single roll, the same maximum as Abilities and Attunements; most combinations produce only +1 or +2.
Critical failure triggers when a roll produces zero successes AND at least one-third of the rolled dice (rounded down, minimum two 1s) show 1s. The GM introduces a consequence shaped by local conditions, intent, and (for system or biotech rolls) the relevant Attunement or tier. One catastrophic misfire per session is plenty. A pool of 1 die cannot critically fail; it either succeeds or simply fails.
Ratings: What the Numbers Mean
Numbers in this game are not pure mechanical scores; each rating describes a level of capability and what it looks like in a body, a mind, or a trained discipline. A 3 in Stealth is the skill of someone who has practiced for years and does it competently; a 5 in Strength is the peak ordinary starting range for many species before long advancement, species packages, or augmentation.
Ratings do not all share a ceiling. Attributes use a 1-to-10 scale: every living character begins with at least 1 dot in each, and the hard cap is 10. Abilities, Talents, Attunements, Proficiencies, and Biotech Usage use a 0-to-5 or 1-to-5 scale: 0 means untrained, inactive, or unavailable; 5 is the hard cap. Attribute ratings of 6 or higher represent exceptional bodies, long advancement, species packages, or supernatural augmentation, legal up to the cap of 10.
On the 1-to-5 fiction ladders used throughout: 1 is solid working knowledge, 2 to 3 is competent experience built over years, 4 to 5 is lifetime mastery where the body or mind acts before conscious thought finishes. The gap between a 3 (competence) and a 5 (mastery) is years of practice.
Attributes
Eight Attributes describe raw physical and psychological capacity. Every character starts at 1 dot in each. They split into four physical (Strength, Dexterity, Agility, Endurance) and four psychological (Willpower, Perception, Memory, Focus), which matters for how damage penalises rolls.
The eight Attributes
| Attribute | Governs |
|---|---|
| Strength | Force applied: melee damage, lifting, encumbrance limits, breaking |
| Dexterity | Fine control: Close Combat accuracy, precision craft, sleight of hand |
| Agility | Whole-body movement: Dodge defence, Initiative, reflex, climbing speed, balance |
| Endurance | Body reserve: sustained effort, disease resistance, Armour defence, recovery |
| Willpower | Mental resolve: Psychological defence, resisting coercion, fear, and the system's offer |
| Perception | Awareness: spotting hidden things, reading faces and rooms, environmental cues |
| Memory | Retention and recall: social rolls, doctrinal recall, reconstructing past events |
| Focus | Sustained concentration: system rolls (pairs with Attunements), fine procedural work |
Physical Attribute rolls take penalties from Physical damage; psychological Attribute rolls take penalties from Psychological damage. Energy damage penalises every roll regardless of Attribute. Ratings of 6+ are reserved for species packages (the Meir +3 Strength, multi-hand Dexterity, century-deep Memory and Willpower) and rare augmentation.
Abilities
Sixteen Abilities cover trained skills rated 0 to 5, split eight Practical and eight Mental. Starting characters distribute 20 dots; no starting Ability above 3 without GM approval. Pair an Ability with whichever Attribute fits the action: a 3 is competence, a 5 is mastery.
Practical Abilities (pair most often with physical Attributes)
| Ability | Covers |
|---|---|
| Athletics | Running, climbing, jumping, swimming, sustained physical effort |
| Stealth | Moving unseen, hiding, leaving no trace, blending in |
| Close Combat | Blades, clubs, polearms, unarmed strikes; also Parry and Shield defence |
| Ranged Combat | Bows, slings, thrown weapons, crossbows, slug-throwers, recovered Iru-era arms |
| Survival | Tracking, foraging, fire, shelter, weather-reading, wilderness craft |
| Riding and Handling | Mounts and draught beasts, driving carts, calming and managing pack teams |
| Craft | Smithing, woodwork, weaving, leather, cooking, brewing, the trades |
| Medicine | Mundane healing: bandaging, suturing, herbalism, midwifery, diagnosis (not Vitalurgy) |
Mental Abilities (pair most often with psychological Attributes)
| Ability | Covers |
|---|---|
| Mathematics | Counting, accounting, engineering calculations, astronomy basics, system measurements |
| Natural Science | Biology, ecology, anatomy, plants, animals, disease, agriculture, poisons |
| Geography | Maps, terrain, climates, travel routes, stars for direction |
| History | Chronology, wars, dynasties, migrations, the Chaos, old empires |
| Languages | Speaking, reading, translation; each dot is rough fluency in one or more tongues |
| Law and Civics | Law, bureaucracy, ranks, contracts, institutions, court procedure |
| Engineering | Machines, construction, mechanisms, ruins, infrastructure, old devices |
| Philosophy and Theology | Ethics, doctrine, metaphysics, ritual meaning, formal argument, cosmology |
Medicine is the non-system healing craft; system-mediated healing is the Vitalurgy Attunement (System page). Engineering at 5 brings dead Iru People Iru The progenitors, and the only naturally evolved people of Elshore.-era systems back to function and reads Iru schematics; most empires execute people for it.
Proficiencies
Proficiencies describe embodied familiarity: where the character has lived and what their body knows without being asked. Where Attributes say what kind of person you are and Abilities say what you can do deliberately, Proficiencies say what your body and mind already know. Each dot adds 1 die to a relevant roll.
Sixteen Proficiencies split into eight Cultural (where life has been lived) and eight Physical (what the body has handled). A Proficiency applies only when the fiction supports it: a character with Wilds 3 climbing a tree may add those dice, but the same character climbing a city wall under chase probably cannot (Urban or Terrain might apply instead). The line is the fiction, not the dot count.
Multiple Proficiencies stack on one roll where the fiction supports each: a Bar People Bar Towering, massively built, and engineered for high-load work and vertical terrain, the Bar are the strength line. veteran with Wilds 2 and Terrain 2 doing a stealth approach through canopy adds dice from both. The stacking is unrestricted but bounded by fiction; the GM rules whether each genuinely contributes.
At character creation a character receives one Cultural Proficiency at 1 dot from their culture plus 5 free points to distribute across any Cultural or Physical Proficiencies, stackable on the cultural grant. Maximum starting rating is 5. New Proficiencies can also be acquired in play when the GM judges the character has spent enough time in the relevant context, at no XP cost.
Cultural Proficiencies
| Proficiency | Familiar world |
|---|---|
| Urban | Cities, crowds, civic systems, streets, guards, markets, public transport |
| Rural | Farms, villages, livestock, harvests, wells, local customs |
| Wilds | Wilderness, hunting, foraging, tracking, weather, dangerous terrain |
| Maritime | Coasts, rivers, boats, fishing, swimming, tides, harbours |
| Trade | Money, bargaining, contracts, caravans, ledgers, guilds, supply |
| Martial | Weapons culture, soldiers, patrols, armour, tactics, command habits |
| Sacred | Rites, temples, taboos, funerals, vows, festivals, religious authority |
| Infrastructure | Machines, transport systems, locks, pumps, rails, civic devices |
Physical Proficiencies
| Proficiency | Body familiarity |
|---|---|
| Blades | Knives, swords, machetes; helps Close Combat with bladed weapons |
| Hafted Weapons | Axes, clubs, maces, staves, spears; helps Close Combat and Craft |
| Missiles | Bows, slings, crossbows, slug-throwers, thrown weapons; helps Ranged Combat |
| Shields and Armour | Wearing and maintaining protection; helps defence and Craft (repair) |
| Terrain | Rubble, ice, slopes, branches, unstable footing; helps Athletics, Stealth, Close Combat |
| Watercraft | Swimming, rowing, nets, ropes, wet footing; pairs with Maritime |
| Tools | Hand, farm, and workshop tools; helps Craft and Engineering |
| Burden | Carrying, hauling, marching under load; helps Athletics and Riding and Handling |
Talents
Talents are trained, biological, or species-typical advantages carried beyond Attributes and Abilities, rated 1 to 5. Most add their dot rating as bonus dice to any roll the description applies to; some instead grant a fictional capability that fires without dice (Multi-Thread, Perfect Form, Veiled Speech). Starting characters cannot exceed 3 dots in any Talent without GM approval, and some Talents cap at 3.
Origins are tagged on the character sheet. Species grants the Talent at 1 dot automatically to all members of one species; Cultural grants a free dot from a culture; Distributable means any character may buy it with GM approval; Locked-X means only that species can take it; Grël means only grël characters. Where origins overlap they stack (a Bar from a Baramman village starts Path-Song Memory at 2: one species, one culture).
Talents are distinct from passive species traits (the Bar's Immovable Mass, the Erg's Tough Hide, the Meir's Distributed Hands, the Iru's Perfect Motion), which are fixed and documented in the Peoples section. Where a trait and a Talent share a name (the Annil People Annil Small, scaled, and easy to overlook, the Annil were the earliest of the engineered lines, made as household aides and keepers of the systems that kept the world running.'s Vibration Sense), the trait is the always-on baseline and the Talent extends and rates the same capacity.
- Combat: Brutal Strike (double a melee hit, costs 1 Energy), Execution Strike (Locked-Erg, +dice vs the already-wounded), Reactive Block (extra defence reactions), Rooted Stance (Locked-Bar, immovable when not moving), Structural Strike (Locked-Bar, bonus vs walls and vehicles), Dense Frame (Bar, convert Physical to Energy).
- System: Clean Authorization (Grël, cheaper commands), Efficient Access (cheaper commands), Overdraw (+2 dice on a system roll, may trigger Ïsuulë), Pattern Recall (cheap command repeat), Signal Stability (Iru, reroll system 1s), Midnight Sensitivity (sense credit resets and nodes).
- Body and senses: Fall Control, Sure Footing, Silent Step, Clawed Grip, Flexible Frame, Low-Light Vision, Vibration Sense, Thermal Sensitivity, Resonance Mapping (Locked-Meir), Multi-Thread (Locked-Meir, extra actions per turn), Perfect Form (Locked-Iru, auto-success on fine-precision tasks).
- Resilience: Endure Pain, Cold Resistance, Heat Tolerance, Toxin Resistance, Iron Stomach, Controlled Breath, Adaptive Baseline (Locked-Maan, treat a failure as one success).
- Mind and influence: Cold Read, Command Presence, Doctrinal Recall, Long Memory, Memory Binding, Path-Song Memory, Quick Learner (Maan), Veiled Speech, Harmonic Influence (Locked-Iru), Hunter's Sense, Snowread, Material Sense, Field Repair, Microthread Work (Locked-Annil).
Default rating effect is bonus dice equal to the dot rating. Multi-Thread is the key combat Talent: 1 dot = 2 clean actions, scaling to 4 clean actions at 5 dots, though damage at the Wounded threshold (4 to 6 boxes on any track) reverts the character to one action per turn regardless.
The Three Pressures
Characters have no single hit point pool. They carry three separate tracks of ten boxes each: Physical Health, Energy, and Psychological Health. Track size never scales with Endurance, species, or level; the difference between characters comes from how penalties stack on rolls, not from how many boxes are available.
All three tracks are large and resilient by design. A 10-box track is not a pool that drains from minor pressures; it models the slow grinding-down of a hard life. People abuse themselves, fight injured, and stay awake for days and keep going, until it catches up. Hitting zero is catastrophic; getting close is the work of sustained pressure across many causes.
Each track damages different rolls. Physical damage subtracts 1 die per box from physical-Attribute rolls; Psychological from psychological-Attribute rolls; Energy from every roll. Energy always applies first, then Physical or Psychological adds depending on the Attribute used. A character with 2 Energy, 2 Physical, 1 Psychological rolls minus 4 on a Strength action and minus 3 on a Focus action. The system rewards conservation and punishes attrition.
Track thresholds (apply to any of the three tracks)
| Boxes filled | State | Effect on dice and action |
|---|---|---|
| 0 | Unharmed | No penalty |
| 1 to 3 | Functional | Minus 1 die per box on relevant rolls; the body or mind carries it |
| 4 to 6 | Wounded / shaken | Penalties continue; restricted to one action per turn (Multi-Thread suppressed) |
| 7 to 9 | Critically compromised | Must pass Willpower (Difficulty 7) to act each turn |
| 10 | Track failure | Physical: dying. Energy: collapse. Psychological: breakdown |
The mechanical threshold and the fictional calibration read off the same segments. When in doubt the threshold rule decides the dice penalty; the fiction decides how the GM narrates the wound.
The Three Tracks in Detail
Physical Health tracks injury: cuts, breaks, burns, internal harm. At 10 boxes the character is dying and will die within the scene without intervention; Stabilise (Vitalurgy 1 universal command, or skilled Medicine at Difficulty 8) leaves them unconscious but stable. Restoring even 1 box returns them to consciousness, weakened. Physical recovers about 1 box per several days of rest, faster with skilled Medicine.
Energy tracks stamina, fatigue, hunger, thirst, sleep deprivation, and metabolic state. It is the most resilient track; a single missed meal does no damage. Indicative values: one day without water is 1 Energy, three days is 3 plus possible Physical; one sleepless night is 1 Energy, three or more begin adding Psychological. At 10 boxes the character collapses unconscious until rest and food restore them. Energy recovers about 1 box per night of proper rest, fully from a day of true rest.
Psychological Health tracks fear, shock, grief, disorientation, and accumulated mental pressure from events that mark the character, not ordinary embarrassment or disappointment. Witnessing a violent death up close, betrayal, surviving an interrogation, or sustained moral injury fill it. At 10 boxes the character suffers a breakdown (catatonia, rage, dissociation, terror) chosen by player and GM, lasting until at least 1 box is restored in safety, and may leave a residual scar. Psychological recovers about 1 box per session of meaningful rest in safety; deeper trauma takes longer.
Damage distribution is a GM-only tool: when the dice produce more damage than a fictionally modest weapon and location support, split it across tracks. Eight successes from a small blade to the leg might land as 3 Physical, 3 Energy (pain and blood-loss), 2 Psychological (shock). The total weight reaches the character; the fictional shape stays believable.
Track Failure, Spillover, and Voluntary Spend
A track at 10 boxes does not absorb further damage on that track. Excess spills to the next-most-relevant track at half value (round down, minimum 1 if any damage was dealt). A character at Physical 10 taking 3 more Physical takes 1 Energy instead. Psychological overflow spills to Energy by default, or to Physical if the fiction supports it. If all three tracks are full the character is incapacitated; a full Physical track always means the dying state regardless of the others.
Several Talents and combat options let a character spend Energy boxes voluntarily for a benefit (an extra action, a damage burst, a sustained effect). Voluntary Energy fills the track from the lowest empty box upward, identical to damage, and must be recovered the same way. A character cannot voluntarily spend Energy that would fill the track to 10 or beyond; the system refuses the operation, so they may spend right up to the threshold but no further.
Combat
Combat is fast, dangerous, and not a separate subsystem; the same rules that resolve a chase or an argument resolve a fight. Turns last roughly 3 seconds of fictional time; a round is everyone acting once. There is no manoeuvre menu and no condition deck. Combat uses seven pre-calculated formulas (six written on the sheet, plus Initiative rolled fresh) all following the shape Attribute + Ability + Proficiency plus any Talent dots, one Proficiency per roll.
- Initiative. At the start of any combat where order matters, every participant rolls a flat Agility pool against Difficulty 6: no Ability, Talent, or Proficiency. Characters act highest-to-lowest successes; ties break on higher Agility rating, then player choice. A character with 0 successes acts last and cannot interrupt or react. Initiative is rolled once per encounter and persists across rounds unless disrupted; a genuinely new encounter prompts a fresh roll.
- Take your turn. Choose one option: one action plus one move (the default, move a short distance and act); two actions with no move (second action at minus 1 die, both possible from the same spot); full move with no action (one reaction still allowed); or full defence (no offence, plus 2 dice to all defence rolls until your next turn). A Meir may take two actions plus a move via Distributed Hands, scaling with Multi-Thread.
- Attack. Build the pool. Punch or grapple: Strength + Close Combat. Blade or staff: Dexterity + Close Combat. Bow, sling, or salvaged firearm: Dexterity + Ranged Combat. Thrown weapon: Strength or Dexterity + Ranged Combat (GM choice). Add the relevant Physical Proficiency (Blades, Hafted Weapons, Missiles) and any Talent dots. System commands use Focus + Attunement (System page).
- Defend (reaction). A character gets one reaction per round. When attacked, name one defence per attack and roll: Dodge (Agility, often + Athletics), Parry (Dexterity + Close Combat; weapon HP soaks), Armour (Endurance; armour HP soaks), Block (Endurance or Strength; body takes it directly), or Shield (Endurance or Dexterity + Survival + Shields and Armour Proficiency; shield HP soaks). Defences cannot stack against the same hit. No weapon, no Parry; no armour, no Armour; no shield, no Shield; no space and no gear leaves only Block.
- Resolve damage. Damage equals attacker successes minus defender successes; each defender success cancels one attacker success first. Zero or negative means no damage. On Dodge or Block the damage goes straight to the character's tracks. On Parry, Armour, or Shield the gear HP soaks first and only overflow reaches the character. The GM assigns the landed damage to Physical, Energy, or Psychological by the fiction, splitting where it fits.
- Counterattack and other reactions. If a defence beats the attack, the margin (defence successes minus attack successes) becomes direct damage against the attacker with no extra roll, costing no Energy but using the reaction. Other reactions: Interrupt (Agility + Ability vs Difficulty 7 to act first) and Cover an ally (take the hit meant for them). A character with no reaction left takes full attacker damage with no defence and no gear soak.
Non-physical conflict uses the same opposed structure. Intimidation: Willpower + relevant Ability vs Willpower. Debate: Memory or Focus + Philosophy and Theology or Languages vs the same. Reading a person: Perception + relevant Mental Ability vs Willpower. Worn armour never passively reduces damage; it must be actively chosen as the defence to soak.
Equipment, Gear HP, and Damage Types
Weapons have no separate damage statistics. Their effect comes from the damage type they imply, the bonus dice they may grant, and the HP they carry when used to Parry. Quality and Iru-era gear may grant +1 die on specific roll types (an Iruel-forged blade +1 die on Close Combat). Energy weapons (laser, electro, plasma) interact with gear HP exactly as physical weapons do.
When Parry, Armour, or Shield is the chosen defence, the damage that gets through the roll hits the gear's HP first. If HP remains positive the character takes no damage that turn; if damage exceeds remaining HP the gear breaks and the overflow lands on the character. Broken gear is unusable until repaired (Craft + Tools during downtime, or a smith): a simple repair is hours, reforging a broken Iruel blade is weeks.
Edge cases: if both sides roll zero successes nothing happens. If the attacker rolls zero the attack fails completely. If the defender rolls zero, full damage applies, though Parry/Armour/Shield gear still soaks (the gear is in position even on a poor roll). Multiple weak attackers may be combined into one roll with +1 die per extra attacker for speed.
Environmental damage by GM call: fire is roughly 1 Physical and 1 Psychological per round of exposure; a cold night without shelter is about 1 Energy per several hours, escalating; a witnessed atrocity is 1 to 3 Psychological. Falling scales with the surface (water and deep snow absorb; stone applies full value) and can be reduced by Fall Control or a deliberate roll-out.
Gear Health (HP) by tier
| Gear | Default | Quality / mid | Iruel-forged | Iru-era |
|---|---|---|---|---|
| Weapon | 2 | 3 (sabre, war-stave) | 4 | 5 (laser spear, plasma cutter) |
| Armour | Light 3 | Medium 5 | Heavy 7 | Enhanced 10 |
| Shield | Buckler 2 | Round 4 | Tower / canopy 6 | Ceremonial 8 |
Diseases and Conditions
Disease is a regular threat. An exposed character rolls Endurance + Survival or Medicine against a contagion difficulty (6 mild, 7 serious, 8 severe, 9 catastrophic); failure means they contract it. Each disease has a damage profile, a course, and an exit condition (recovery, fatality, or specific cure). The legacy medical dispensary network Technology Legacy Medical Dispensary Network An Inarin-era imperial medical infrastructure of power-fed nodes, interface spines, verification cores, formula index stores, and cure-dispensing machines that once operated at... was sabotaged in AC 35, so its cure machines can no longer be trusted.
Heart-fever is the defining disease of the era, afflicting every population descended from Inarin engineering (Maan, Annil, Bar, Erg); the Iru and Meir are immune. It inflicts 1 Physical per day automatically, with fever-spike Energy on alternate days that a Difficulty 8 Endurance roll can blunt. Untreated it runs 7 to 10 days to death. Palliatives ease symptoms but do not stop it, and ordinary Vitalurgy can repair tissue faster than it is lost but cannot cure the underlying process. The two campaign-class cures (a Sovereignty 5 operation at the ISEMH Technology ISEMH System The Infrastructure for Synthetic Emergence and Matter Hosting, the planet-scale Inarin-era system that underlies the fallen world: an identity, logistics, fabrication, and senso...; a rare Bar nanobot paste of deep Baramma Place Baramma The great jungle island east of Tarkdaara, separated from the mainland by the Bram Sea and home to the Bar.) are out of casual reach.
Ongoing conditions are not diseases but persist across scenes: untreated wounds, chronic pain, exhaustion, traumatic stress. The GM tracks these as standing minus 1 die penalties on relevant rolls until addressed; they are distinct from track damage, so a character at full Physical Health can still walk with a chronic limp from an old wound.
Other diseases include spore-cough (1 Energy per day, recovers naturally), highland fever (1 Physical per day, treated by Highland Erg rites or acclimatisation), ruin-rot (slow, from active Iru-site spores, cured by Vitalurgy 4 or removal), and order-pox (2 Physical per day, often fatal, kept under quarantine).
System Usage and Biotech (overview)
System usage is this world's accurate name for what most cultures call magic, sorcery, or the gift. There are no closed spell lists: the player describes intent in plain terms, the GM sets an Attunement, a system-credits cost, and a difficulty, and the player rolls Attribute (usually Focus) + Attunement. System credits are spent whether or not the roll succeeds; the daily pool starts at 100 at level 1, rises by 100 per level, and resets every Elshore midnight. Not every character can use the system, which requires authorization (innate Iru, grël protocol Technology The Grël Protocol An autonomous ISEMH sub-system initiated in AC 7 on the reawakening of the facility from deep reserve, designed to synthetically re-seed civilization through a programmed bloodl..., a relic, an RF tag, or a recognising location).
Biotech Usage is the parallel mechanic for Meir characters and others with the Vaparian implant, who cannot use the Iru system at all. It is a rated 0-to-5 track rolled as Attribute + Biotech Usage and pays no system credits; instead it petitions the living Ark, which can refuse, delay, or misgrow, and which spends a finite off-world reserve. ISEMH commands are access; biotech commands are relationship.
The eight Attunement schools (Formcraft, Vitalurgy, Energetics, Atmospherics, Cognition, Continuum, Aegis, Sovereignty), their cost tiers, combining domains, group ritual, and the full command catalogue are covered on the System page rather than here.
See the System page for the full Attunement schools, the system-credits economy, authorization paths, the five Biotech tiers, the Ark, and the Change Form rules. This page summarises only how those rolls plug into the core resolution engine.
The Ïsuulë Effect
The Ïsuulë Effect is the moral and psychological residue of acts and experiences that should not be carried lightly, recorded as a track of seven boxes. Each filled box does two things at once: it grants +1 die to all system usage rolls, and it brings the character one step closer to being lost. When the seventh box fills the character is no longer playable. This is the central tension of the game: the system rewards moral wear with power, so a clean character has weaker magic and a used-up one has the strongest magic and is about to disappear.
A box is never automatic. It is filled, not bought. Something happens in play that strikes both player and GM as serious (a village burns and the character could not stop it; power was chosen over restraint; a trust was broken); the GM proposes it qualifies, the framing is agreed, and the player writes a short Folder entry naming what was carried from the moment before one box is marked. The Folder entries are the brake: writing them should slow the table down, and a player who asks 'can I take a box for a die?' is told no.
Qualifying events include causing avoidable serious harm, failing to protect someone in the character's care, choosing the system's offer when restraint was possible, internalising witnessed trauma, betraying a valued trust, surviving by means the character cannot reconcile, or acting within an Ïsuulë state itself. What does not qualify: routine or sanctioned combat, decisions the character is at peace with, suffering the character clearly works through, or player frustration with the GM. Ïsuulë is not a punishment mechanic, and it is not Psychological Health: it never heals, and the Folder entries do not erase.
Most characters begin with 0 of 7 boxes and an empty Folder. All Iru and all grël characters begin with 2 boxes filled and player-written backstory Folder entries, carrying inherited weight. Once per scene a player may voluntarily fill a box for a specific in-fiction benefit (halve a system-credits cost, +3 dice on a system roll, or refuse a backlash), but never to fill the seventh box; the final step is taken in earnest play, not in trade.
Losing a Character to Ïsuulë
A character who has filled three or more boxes is visibly marked in fiction: they cast faster, their voice changes, and other system users recognise them at distance. This is a public mark, not a hidden mechanic, and other players' characters notice. If the table starts treating Ïsuulë as a positive resource, that is the GM's signal to trigger boxes more sparingly.
When the seventh box fills the character is lost, in one of several forms the player and GM choose to fit the arc: Integrated (walks into a system-saturated place and returns as an instrument of the system's logic), Bound (captured by an institution that hunts grëls, becoming a recurring NPC), Dissolved (identity collapses, answering only to system commands), Sacrificed (spends the last of themselves for the people or cause they love), or Departed (recognises what is coming and leaves the party before the end). The seventh box needs no Folder entry; the whole story is its entry.
Meir characters carry the track like everyone but never receive the +1 die bonus, since they have no Iru-system access. Worse, each filled Ïsuulë box reduces their Biotech Usage rating by one as the Ark withdraws from a maker whose moral burden grows, recoverable only through level-up. For a Meir the voluntary fill is therefore a strictly negative trade, and the seventh box is not Integration but Collapse: the Meir withdraws, ceases eating, and lets their thousand-year body suspend function, beyond the Ark's reach. The Meir's +7 Attribute package and long lifespan come at a cost the rest of the table does not pay.