Book III: The Current — Chapter 6

Tearing the Veil

The Mechanics of Psionic Power

“You call it magic. I call it a loan. You borrow power from the thing that ate the world, and you pay it back in pieces of your mind. Just make sure you spend it on something worth forgetting your mother’s face for.”
— Rook “Sundown Stitch” Graves, Psy-Slinger

In The Veil & Lead, magic is not a cheat code. It is not a gift from benevolent gods or the result of years of safe, academic study. It is a negotiation with entropy.

Those who can manipulate the supernatural are not wizards studying dusty tomes; they are conductors for a cosmic energy known as The Current. This energy flows just beneath the skin of reality, pressing against the Veil like water against a cracking dam. To use Psionics is to open a hole in that dam, let the power rush through you, and try to close it before you drown.

This chapter explains the mechanics of Psionic power—how to use it, what it costs, and how it will eventually destroy you.

Section I: The Nature of the Current

What Is the Current?

The Current is the raw, chaotic energy of the dimension beyond the Veil. It existed before the Rupture, but the Rupture tore holes in the barrier that once contained it. Now it leaks into our world constantly, pooling in Thin Places, corrupting the land, and offering power to those desperate or foolish enough to reach for it.

The Current is responsive to thought and emotion, but it has no morality. It creates Fen-Wraiths just as easily as it heals a wound. It doesn’t care about your intentions—only about the opening you provide.

The Three Elements of Psionic Power

ElementDescription
The SparkThe innate capacity to touch the Current. Psionics are people born with a spiritual fracture—a crack in the wall of their soul that lets the Current leak in. This cannot be taught.
The FocusA physical object that grounds the Psionic during channeling. Without a Focus, the Current flows through you uncontrolled. The Focus shapes and directs the energy.
The CostThe Current is radioactive to the human soul. Every touch causes damage. Small uses cause Strain—exhaustion and headaches. Larger uses cause Erosion—permanent scarring of the psyche. The greatest feats cost Memories themselves.

Focus Objects

Every Psionic requires a Focus—a physical object that serves as a conduit and control mechanism for the Current. The Focus is not the source of power; it is the lens that shapes it.

DisciplineTraditional FocusDescription
Psy-SlingerFirearmThe gun becomes an extension of will; bullets carry intent
MindweaverCrystal prism, mirror, metronomeObjects that refract, reflect, or regulate
SeerTarot cards, bone dice, tea leavesTools of divination that create patterns
Flesh ShaperSurgical tools, mercury vial, glovesInstruments of physical manipulation
Bastion SoulIron shield, shackles, stoneDense, grounding materials that anchor reality

Losing Your Focus: If you are separated from your Focus, you can still attempt to Channel, but you suffer a −2 dice Pool Penalty and any Backlash effects are doubled.

Bonded Focus: Through the Signature Weapon talent (or its equivalent for non-weapon Focuses), you can bond with a specific Focus object. A Bonded Focus provides a +1 Roll Bonus to all Channeling checks made through it.

Section II: The Five Ranks of Power

Psionic abilities are called Talents. Each Talent belongs to one of the five Disciplines (detailed in Chapter 7) and is rated by Rank—a measure of its power and the danger involved in using it.

RankNameCostTNTempoDescription
1Cantrip1 Strain94Minor manipulations; parlor tricks with teeth
2Tactic2 Strain115Combat-ready applications; real power, real risk
3Power1 Erosion136Significant reality alterations; soul-deep cost
4Devastation2 Erosion157Awe-inspiring feats; the Veil notices
5Miracle1 Memory169The impossible; you will never be the same

Rank 1: The Cantrip (The Twitch)

1 Strain • TN 9 • Tempo 4

Minor manipulations—lighting a candle with a thought, sensing a lie, curving a bullet slightly off its natural trajectory. Risk: Low. Failure causes a nosebleed and a headache, nothing more. Cantrips are the bread and butter of a working Psionic—useful, relatively safe, and won’t attract much attention from the Redeemers or the Veil itself.

Rank 2: The Tactic (The Push)

2 Strain • TN 11 • Tempo 5

Combat-ready applications—blowing open a lock with a gesture, deflecting a bullet, empowering a weapon to strike true. Risk: Moderate. Repeated use exhausts the body quickly. A Psionic who spams Tactics will find themselves trembling and useless when they need their power most.

Rank 3: The Power (The Surge)

1 Erosion • TN 13 • Tempo 6

Significant alterations of reality—knitting a broken bone instantly, reading a mind, firing a shot that ignores walls and distance. Risk: High. Powers tap directly into the soul. Every use leaves a mark.

Rank 4: The Devastation (The Storm)

2 Erosion • TN 15 • Tempo 7

Awe-inspiring feats that announce your presence to anyone—or anything—paying attention. Boiling the blood of five men, creating a localized earthquake, rewriting a memory wholesale. Risk: Severe. Devastations almost always trigger environmental effects. The GM should add dice to the Tension Pool. Reality doesn’t like being bent this hard.

Rank 5: The Miracle (The Breach)

1 Memory • TN 16 • Tempo 9

Impossible feats—stopping time, resurrection, leveling a building with a thought. Risk: Catastrophic. A Miracle requires you to sacrifice a piece of your identity. The Memory you burn is gone forever—not just the mechanical slot, but the actual experience. You will never remember your mother’s face, or the smell of your childhood home, or the name of your first love.

The power is worth it. Until it isn’t.

Section III: The Channeling Mechanic

Using a Psionic Talent is an Action in combat (and a significant undertaking outside of it). The process is called Channeling.

Step 1: Declaration

On your turn, declare the Talent you are using and your target (if applicable). Check Requirements:

  • Do you have your Focus? (−2 dice Pool Penalty without it)
  • Do you have sufficient ECHO for this Rank? (ECHO must be ≥ Talent Rank)
  • Do you have Erosion capacity? (If the cost is Erosion and your track is full, you must Burn a Memory)
  • Can you pay the cost? (If Strain cost would exceed your Strain Cap, excess converts to Vitality damage)

Step 2: Pay the Cost

The price is paid when you start channeling, not when you finish. Even if you’re disrupted, even if you fail, the Strain or Erosion is spent. This represents the act of opening yourself to the Current. You’ve already let it in; whether you can shape it is another matter.

Step 3: The Roll

ECHO + Channel vs. TN (set by Talent Rank)

You may add Bleed Dice (1–3 extra dice, risking Backlash) or spend Mettle for Desperation (enable exploding 8s). The Cursed Die risk is particularly dangerous when channeling.

Step 4: Determine Outcome

ResultEffect
SuccessThe Talent manifests. Proceed to resolution.
CriticalThe Talent manifests with +1 Step to its effect.
FailureThe power fizzles. Cost is still spent. Take 1 additional Strain from feedback.
FumbleThe power fails violently. Cost spent, 1 Strain feedback, and the GM describes a Backlash effect.

Step 5: The Open State

Between declaration and resolution, you are in The Open State—your mind is reaching into the Current, and you are vulnerable.

While Open:

  • You cannot take other Actions (your attention is inward)
  • You can Shift (move up to half Speed) but cannot Scramble, Rush, Sprint, or Take Cover
  • You cannot make Reactions (no Parry, no Intercept)
  • You are vulnerable to Disruption

Step 6: Resolution

When The Count reaches your resolution Tick (current Tick + Tempo), your Talent takes effect. Apply damage or effects as described by the Talent. Calculate Steps based on your Margin. Steps typically improve duration, area, intensity, or secondary effects (each Talent specifies how).

Channeling Example

Rook “Sundown Stitch” is in a gunfight. On Tick 4, he declares Ghost Bullet (Rank 1 Cantrip).

Steps 1–2: He has his rune-etched revolver (Bonded Focus). ECHO 3 ≥ Rank 1 ✓. Cost: 1 Strain (marked immediately).

Step 3: Pool: ECHO 3 + Channel 2 = 5 dice. Roll Bonus: Bonded Focus +1. TN: 9.

He rolls 5d8: [2, 4, 5, 6, 8]. Top two: 6 + 8 = 14. Plus +1 Bonded Focus = 15.

Step 4: 15 ≥ 9: Success! Margin: 6 → +2 Steps.

Steps 5–6: He enters Open State for 4 Ticks. On Tick 8, Ghost Bullet takes effect. He gains Resonance with Ghost Bullet.

Section IV: Disruption

When you take damage while in the Open State, you must resist Disruption or lose the Talent.

Disruption Check

ECHO + Focus vs. TN (10 + Damage Taken)

  • Success: Continue channeling
  • Failure: Talent fails, cost already spent, take 1 additional Strain from feedback

Disruption by Salt

Salt is anathema to the Current. If you are hit by a Salt Round or doused in rock salt while in the Open State: Automatic Disruption—no Focus check allowed. Take 1 Strain. The Talent fails immediately, resources wasted. Redeemer Inquisitors carry Salt Rounds specifically to shut down Psionics before they can act.

Protecting Against Disruption

MethodEffect
High Focus SkillIncreases your dice pool for Focus checks
Veil Anchor (item)+2 Roll Bonus to Focus checks vs. Disruption
CoverReduces chance of being hit at all
AlliesBodyguards can Intercept hits meant for you
Fast TalentsLower-Tempo Talents give enemies less time to Disrupt you

Section V: Resonance

“The Current remembers. Cast the same spell enough times, and it starts to flow like water down a familiar channel. That’s Resonance. The power knows the shape of your mind—and your mind knows the shape of the power.”
— Elder Rhun, Circle of Ash

When you successfully channel a Talent, the pattern of that working lingers in your mind like the afterimage of a bright light. This lingering imprint is called Resonance. A Psionic who has Resonance with a Talent can invoke that pattern again more easily, casting a Resonance Echo at reduced cost.

The Cost Reduction Ladder

Original CostResonance CostReduction
1 StrainFreeNo cost
2 Strain1 Strain−1 Strain
1 Erosion2 StrainStrain instead of Erosion
2 Erosion1 Erosion−1 Erosion
1 Memory1 MemoryNo reduction

The Memory Exception: Talents that cost a Memory (Rank 5 Miracles) cannot have their cost reduced by Resonance. The Current does not offer discounts on the impossible. Miracles tear the same wound in your soul whether it’s the first time or the hundredth.

Gaining Resonance

  • Gained when: You successfully cast a Talent (Final Sum ≥ TN)
  • Failure: Does not grant Resonance (the pattern didn’t complete)
  • Backlash: Does not prevent Resonance (the Talent still succeeded)
  • Duration: Lasts until your next Long Rest (8 hours of sleep)
  • Replacement Rule: You can only hold Resonance with one Talent at a time. Casting a different Talent replaces your current Resonance.

Using Resonance: The Resonance Echo

  1. Declare you are casting a Talent you have Resonance with
  2. Pay the reduced cost (per the Cost Reduction Ladder)
  3. Roll ECHO + Channel against the Talent’s normal TN
  4. Resolve the Talent normally

Important: The TN does not change. The Tempo does not change. The effect does not change. You still risk Backlash. Memory costs cannot be reduced.

Strategic Considerations

The Escalation Pattern

  1. Open with a Rank 1–2 Talent (gain Resonance)
  2. Use the Resonance Echo when needed (reduced cost)
  3. Escalate to higher-Rank Talents only when necessary (lose Resonance, but gain new one)
  4. If the fight continues, use the new Resonance Echo

This pattern conserves resources while maintaining flexibility.

The One-Trick Specialist

Cast Ghost Bullet → Gain Resonance → Cast Ghost Bullet again (free) → Maintain Resonance → Repeat indefinitely. Sustainable but predictable. Enemies who recognize the pattern can prepare countermeasures.

The Versatile Generalist

Cast Ghost Bullet → Cast Ricochet (lose Ghost Bullet Resonance) → Cast Veil-Sight (lose Ricochet Resonance). Adapts to circumstances but pays full cost for most castings. Neither approach is superior—they reflect different philosophies and playstyles.

Resonance and Rest

  • Short Rest (10 minutes): Resonance persists
  • Long Rest (8 hours): Resonance fades. You wake with no Resonance. You must cast a Talent to establish new Resonance.

Section VI: Strain

“You can push through the pain. You can ignore the headache, the trembling hands, the copper taste in your mouth. But the body keeps score, friend. Push too hard, and it’ll collect what you owe—with interest.”
— Doc Holliday, Rustwater

While Erosion scars the soul, Strain exhausts the body and mind. Strain is temporary—it heals with rest—but ignore it long enough, and it will drop you just as surely as a bullet.

The Strain Track

Strain Cap = GRIT + 3

GRITStrain Cap
14
25
36
47
58

Sources of Strain

SourceStrain
Psionic Sources
Casting Rank 1 Talent1
Casting Rank 2 Talent2
Resonance Echo (Rank 2–3)1
Failed Channeling (feedback)+1
Disruption (feedback)+1
Backlash: The Flicker1
Psionic Duel: Clash1d6
Combat & Environmental
Forced march (8+ hours travel)1
Fighting while Exhausted1 per scene
Resisting supernatural fear (success)1
Extreme heat/cold exposure1 per hour
Sleep deprivation (24+ hours)1 per 8 hours
Thin Place exposure (unprepared)1 per hour

The Stages of Strain

Stage One: Winded

1 to ½ Cap

Mechanical Effect: None. You’re tired but functional.

Heavy breathing. Sweat on your brow. A slight tremor in your hands when you hold them still.

Stage Two: Fatigued

½ Cap to Cap − 1

Mechanical Effect: −1 die to Initiative rolls (Pool Penalty). Mettle does not refresh at the start of new scenes.

Your reactions are sluggish. Colors seem washed out. There’s a persistent ringing in your ears.

Stage Three: Depleted

At Strain Cap

Mechanical Effect: −1 die to all rolls (Pool Penalty). Mettle does not refresh. Cannot add Bleed Dice or use Desperation.

You’re running on fumes. Every movement is an act of will. Your vision tunnels, your thoughts scatter.

Stage Four: Overwhelmed

Over Strain Cap

Mechanical Effect: Every point of Strain beyond your Cap converts immediately to Vitality damage on a 1-for-1 basis. Your body fails.

Example: Marcus (Strain Cap 6) has 6 Strain and casts a Rank 2 Talent (2 Strain). The 2 excess converts to 2 HP damage. Strain stays at 6.

Section VII: Erosion

Erosion represents the cumulative damage to your soul from touching the Current. Each use leaves a mark. Over time, these marks accumulate, wearing away the barriers between your mind and the chaos of the Veil.

The Erosion Track

Erosion Capacity = ECHO + 5

ECHOErosion Capacity
16
27
38
49
510

Sources of Erosion

SourceErosion Gained
Casting Rank 3 Talent1
Casting Rank 4 Talent2
Backlash (two 1s on Bleed Dice)1
Witnessing extreme supernatural horror1 (GM discretion)
Entering a Thin Place unprepared1
Prolonged Current exposure1 per day

The Stages of Erosion

Stage One: The Tremor

1–2 Erosion

Mechanical Effect: None yet, but symptoms are noticeable. NPCs may comment on your appearance. Headaches behind the eyes. Nosebleeds after channeling. A fine tremor in the hands that won’t quite stop. Difficulty sleeping—plagued by strange dreams.

Stage Two: The Flicker

3–4 Erosion

Mechanical Effect: −2 die to Awareness checks (Pool Penalty). Hallucinations make it hard to distinguish real threats from phantom ones. Shadows that move wrong. Déjà vu that lasts for minutes. Hearing whispers in mirrors. Occasionally losing small amounts of time.

Stage Three: The Scarring

5–6 Erosion

Mechanical Effect: −2 die to social checks (Pool Penalty). You’re becoming erratic, unsettling to be around. Memory gaps—forgetting names, losing track of conversations. Emotional blunting or unexpected outbursts. The sense that something is watching from just outside your peripheral vision.

Stage Four: The Threshold

7+ Erosion

Mechanical Effect: −3 dice to both Awareness and social checks (Pool Penalties). You’re barely holding together. Significant personality changes. Difficulty distinguishing memory from hallucination. The whispers are constant now. You sometimes catch glimpses of your reflection doing things you aren’t doing.

The Break: Burning a Memory

When your Erosion Track fills completely, you experience a Break.

  1. The Burn: You MUST choose one of your Core Memories to burn. This is not optional.
  2. The Erasure: Strike the Memory from your character sheet. You forget it immediately and completely.
  3. The Reset: Your Erosion Track resets to 0.

The Hollow

When your final Memory is burned, you become Hollow. Your character is no longer playable. The body remains, but the identity is gone. You remember nothing—no name, no history, no connections. The GM determines what the Hollow does. Some become violent, some passive, some actively malevolent. The Circle of Ash has sanctuaries for Hollows; the Redeemers burn them.

Section VIII: Backlash

While Erosion is the slow poison, Backlash is the immediate spike—the moment when the Current bites back. Backlash occurs when you roll 1s on Bleed Dice. Only Bleed Dice or Cursed Dice can trigger Backlash.

Bleed 1sEffectDescription
One 1The FlickerTake 1 Strain. The GM gains +1 die to the Tension Pool. Reality shudders—lights flicker, temperatures shift, the air tastes wrong.
Two 1sThe TearTake 1 Erosion. The Current has reached deeper than you intended. You feel something tear inside—not physical, but real.
Three 1sThe BreachBurn 1 Memory immediately. However, the Talent succeeds with maximum effect—treat your Margin as 12+ regardless of what you actually rolled. The power works perfectly; you’ll just never remember why you used it.

Fumble Backlash

When you Fumble a Channeling roll (Margin −6 or worse, majority low dice), the Current turns against you:

DisciplineExample Fumble Backlash
Psy-SlingerGun fires wild; bullet curves toward ally or innocent
MindweaverIllusion turns real, or targets wrong person
SeerVision overwhelms; Stunned for 1d8 Ticks in prophetic trance
Flesh ShaperHealing goes wrong; tumor, twisted limb, or feedback damage
Bastion SoulNull-field collapses; all magic in area flares violently

Fumble Backlash is in addition to the normal Fumble effects (GM gains +1 Tension Die, etc.).

Section IX: Recovery

Recovering Strain

MethodStrain ClearedNotes
Short Rest (10 min)1 StrainAdds +1 Tension Die; cannot rest at 4+ Tension
Laudanum (consumable)1d3 Strain§25/dose; risk of addiction after 3+ consecutive days
Long Rest (8 hours)All StrainRequires safe location, food, water
Medical attentionAll StrainRequires 1 hour of professional care
Alcohol (moderate)1 StrainImpairs judgment

Recovering Erosion

Erosion represents actual damage to your soul. It does not recover naturally—not with rest, not with time. You must actively ground yourself in reality.

MethodErosion ClearedRequirements
XP Expenditure1Spend 2 XP during Downtime
Vice1Downtime + indulge in a personal vice (drinking, gambling, drugs). GM may impose consequences.
Anchoring2Downtime + meaningful scene with a person connected to your Anchor Memory
Erosion Sink1/sessionConduit item (§400); shatters after absorbing 3 total Erosion
Circle Sanctuary3Rare; requires Circle of Ash connection and significant time

The Vice Method

Vices are unhealthy coping mechanisms—ways of feeling human that don’t involve the Current. Drinking, gambling, drugs, violence, anything that drowns out the whispers. Spend a few hours indulging during Downtime to clear 1 Erosion. Addiction: If you use the same Vice for three consecutive Downtime periods, you risk addiction. The GM may require you to indulge even when you don’t need the Erosion recovery.

The Anchoring Method

Anchoring is the healthiest way to clear Erosion—reconnecting with what makes you human. Identify a character connected to your Anchor Memory, roleplay a scene about connection (not adventure), and clear 2 Erosion. Limitation: If your Anchor Memory has been burned, you cannot use Anchoring until you Forge a new Scar Memory that establishes a new connection.

Recovering Memories

Burned Memories cannot be recovered. The experiences they represented are gone forever. However, you can fill an empty Memory slot by Forging a Scar—creating a new Memory from recent experience. Cost: 8 XP. See Chapter 2: The Soul for full details.

Strain vs. Erosion Comparison

AspectStrainErosion
RepresentsPhysical/mental exhaustionSoul damage
Caused byEffort, environment, low-rank TalentsHigh-rank Talents, Backlash, Veil exposure
RecoveryShort Rest (10 min)XP, Vice, Anchoring (days/weeks)
OverflowConverts to HP damageBurns a Memory
Permanent?NoMemories can be lost forever
Track SizeGRIT + 3ECHO + 5

Section X: Psionic Equipment

Certain items interact with the Current—amplifying it, storing it, or protecting against it. These items are detailed in Chapter 3, but their interaction with the Channeling system is summarized here.

ItemModifier TypeEffect
Bonded FocusRoll Bonus+1 to Channeling checks
Superior FocusRoll Bonus+1 to Channeling checks
Masterwork FocusRoll Bonus+2 to Channeling checks
Veil AnchorRoll Bonus+2 to Focus checks vs. Disruption
Null-Iron BracersRoll Bonus / Pool Penalty+2 to Defense vs. Psionics; −1 die to own Channeling
Focus AmplifierCost ReductionReduce Strain cost of Rank 1–2 by 1 (min 0)
Erosion SinkDamage AbsorptionAbsorb 1 Erosion per session (breaks after 3)
Resonance CrystalResource Extension+1 Resonance Echo per rest

Stacking: Like bonuses don’t stack (Bonded Focus +1 and Superior Quality +1 → use only the higher value). Unlike bonuses stack (Bonded Focus +1 to Channeling and Veil Anchor +2 to Focus checks apply to different rolls).

Section XI: Psionic Duels

When two Psionics turn their power directly against each other, the result is a Psionic Duel—a contest of will fought on the battlefield of the mind.

Duel Resolution

  1. Attacker: Rolls ECHO + Channel (their offensive action)
  2. Defender: Rolls ECHO + Focus (resisting the intrusion)
  3. Both apply Roll Modifiers
  4. Compare Final Sums: Higher wins
  5. Margin of Victory: Winner’s Sum − Loser’s Sum
VictorEffect
Attacker winsAttack resolves as normal; Defender suffers full effect
Attacker wins (Critical)Attack resolves at +1 Step; Defender takes 1 Strain from psychic feedback
Defender winsAttack is blocked; Attacker’s resources still spent
Defender wins (Critical)Attack reflected; Attacker suffers half effect (if applicable)

The Clash

If both Psionics roll a Critical, they achieve a Clash: both take 1d6 Strain, the GM adds +2 dice to the Tension Pool, the original effect fizzles, and both are Staggered (−2 dice to next action).

Section XII: Rituals

Some feats of psionic power are too complex for the heat of combat. These are Rituals—extended workings that require time, preparation, and sustained concentration. Rituals use the Extended Check system.

AspectRequirement
Time10 minutes to 1 hour (or more for the greatest workings)
FocusMust maintain contact with Focus throughout
ConcentrationCannot take other actions; interruption ruins the ritual
Cost1 Strain per roll made during the ritual

Ritual Failure

ResultEffect
Failed RollNo progress; ritual continues
FumbleLose 1 progress; take 1 Erosion; ritual continues
Three Failures in a RowRitual fails completely; all invested Strain lost; GM may impose Backlash
InterruptedRitual fails; GM adds dice to Tension Pool equal to current progress

Creating Wards

Ward LevelSuccessesTNEffect
Basic Ward311Prevents Rank 1–2 effects from crossing; lasts until physically broken
Strong Ward513Prevents Rank 1–4 effects; alerts creator when tested
Master Ward815Prevents all psionic effects; damages Veil-born attempting to cross (1d6); requires rare materials

Section XIII: Thin Places & the Environment

The Current is not evenly distributed. It pools in certain locations, creating Thin Places where the Veil is weak and psionic power flows more freely—at greater cost.

SeverityEnvironmental SignsEffect on Channeling
MildAnimals avoid the area; plants grow strangely; compass needles wander+1 Roll Bonus to Channel checks; +1 Tension Die per Rank 2+ cast
ModerateTemperature fluctuates; sounds echo wrong; shadows move independently+2 Roll Bonus to Channel checks; +1 Tension Die per cast; entering unprepared costs 1 Erosion
SevereGravity shifts; time dilates; the dead don’t stay dead+3 Roll Bonus to Channel checks; all Backlash effects doubled; Rank 5 Talents possible without Memory cost (but Memory cost still applies if you fail)

Known Thin Places

LocationSeverityNotes
Ojo del DiabloSevereThe first Rupture site
The Fen of the FallenModerate–SevereDead walk freely
The Uphill RiverModerateWhen water flows
Bell-in-the-BlackModerateCentered on the monolith
Red Mother’s TeethMildBlood-mineral deposits

Appendix: Quick Reference

All critical psionic tables consolidated for at-a-glance use during play.

The Channeling Sequence

  1. Declare Talent and target
  2. Pay Cost (Strain/Erosion/Memory)
  3. Roll ECHO + Channel vs. TN
  4. Apply Roll Modifiers
  5. Enter Open State (vulnerable until resolution)
  6. Resist Disruption (if damaged while Open)
  7. Resolve effect when Tempo completes

Talent Ranks

RankCostTNTempo
11 Strain94
22 Strain115
31 Erosion136
42 Erosion157
51 Memory169

Disruption

TriggerCheckResult
Damaged while OpenECHO + Focus vs. TN (10 + Damage)Success: continue. Failure: Talent fails, +1 Strain feedback
Salt (any form)NoneAutomatic disruption, no save

Backlash (Bleed Dice 1s)

1sEffect
One1 Strain, +1 Tension Die
Two1 Erosion
ThreeBurn Memory, max effect

Resonance Cost Reduction

Original CostWith Resonance
1 StrainFree
2 Strain1 Strain
1 Erosion2 Strain
2 Erosion1 Erosion
1 Memory1 Memory (no reduction)

Recovery

ResourceShort RestLong RestOther
Strain1FullLaudanum 1d3
Erosion2 XP (1), Vice (1), Anchoring (2)
MemoryCannot recover; can Forge Scar (8 XP)

Erosion Stages

ErosionStagePenalty
1–2TremorNone (symptoms only)
3–4Flicker−2 die Awareness
5–6Scarring−2 die Social
7+Threshold−3 dice Awareness and Social
FullBreakBurn 1 Memory, reset to 0

Strain Stages

StageStrain LevelEffect
Winded1 to ½ CapNo mechanical effect
Fatigued½ Cap to Cap − 1−1 Initiative die; no Mettle refresh
DepletedAt Cap−1 die to all rolls; no Mettle refresh; no Bleed/Desperation
OverwhelmedOver CapExcess → Vitality damage

Now Learn the Disciplines

You understand the engine. Now learn the five ways to shape it.

Chapter 7: The Disciplines →