Book III: The Current — Chapter 6
Tearing the Veil
The Mechanics of Psionic Power
— 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
| Element | Description |
|---|---|
| The Spark | The 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 Focus | A 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 Cost | The 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.
| Discipline | Traditional Focus | Description |
|---|---|---|
| Psy-Slinger | Firearm | The gun becomes an extension of will; bullets carry intent |
| Mindweaver | Crystal prism, mirror, metronome | Objects that refract, reflect, or regulate |
| Seer | Tarot cards, bone dice, tea leaves | Tools of divination that create patterns |
| Flesh Shaper | Surgical tools, mercury vial, gloves | Instruments of physical manipulation |
| Bastion Soul | Iron shield, shackles, stone | Dense, 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.
| Rank | Name | Cost | TN | Tempo | Description |
|---|---|---|---|---|---|
| 1 | Cantrip | 1 Strain | 9 | 4 | Minor manipulations; parlor tricks with teeth |
| 2 | Tactic | 2 Strain | 11 | 5 | Combat-ready applications; real power, real risk |
| 3 | Power | 1 Erosion | 13 | 6 | Significant reality alterations; soul-deep cost |
| 4 | Devastation | 2 Erosion | 15 | 7 | Awe-inspiring feats; the Veil notices |
| 5 | Miracle | 1 Memory | 16 | 9 | The impossible; you will never be the same |
Rank 1: The Cantrip (The Twitch)
1 Strain • TN 9 • Tempo 4Minor 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 5Combat-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 6Significant 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 7Awe-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 9Impossible 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
| Result | Effect |
|---|---|
| Success | The Talent manifests. Proceed to resolution. |
| Critical | The Talent manifests with +1 Step to its effect. |
| Failure | The power fizzles. Cost is still spent. Take 1 additional Strain from feedback. |
| Fumble | The 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
| Method | Effect |
|---|---|
| High Focus Skill | Increases your dice pool for Focus checks |
| Veil Anchor (item) | +2 Roll Bonus to Focus checks vs. Disruption |
| Cover | Reduces chance of being hit at all |
| Allies | Bodyguards can Intercept hits meant for you |
| Fast Talents | Lower-Tempo Talents give enemies less time to Disrupt you |
Section V: Resonance
— 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 Cost | Resonance Cost | Reduction |
|---|---|---|
| 1 Strain | Free | No cost |
| 2 Strain | 1 Strain | −1 Strain |
| 1 Erosion | 2 Strain | Strain instead of Erosion |
| 2 Erosion | 1 Erosion | −1 Erosion |
| 1 Memory | 1 Memory | No 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
- Declare you are casting a Talent you have Resonance with
- Pay the reduced cost (per the Cost Reduction Ladder)
- Roll ECHO + Channel against the Talent’s normal TN
- 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
- Open with a Rank 1–2 Talent (gain Resonance)
- Use the Resonance Echo when needed (reduced cost)
- Escalate to higher-Rank Talents only when necessary (lose Resonance, but gain new one)
- 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
— 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
| GRIT | Strain Cap |
|---|---|
| 1 | 4 |
| 2 | 5 |
| 3 | 6 |
| 4 | 7 |
| 5 | 8 |
Sources of Strain
| Source | Strain |
|---|---|
| Psionic Sources | |
| Casting Rank 1 Talent | 1 |
| Casting Rank 2 Talent | 2 |
| Resonance Echo (Rank 2–3) | 1 |
| Failed Channeling (feedback) | +1 |
| Disruption (feedback) | +1 |
| Backlash: The Flicker | 1 |
| Psionic Duel: Clash | 1d6 |
| Combat & Environmental | |
| Forced march (8+ hours travel) | 1 |
| Fighting while Exhausted | 1 per scene |
| Resisting supernatural fear (success) | 1 |
| Extreme heat/cold exposure | 1 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 CapMechanical 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 − 1Mechanical 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 CapMechanical 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 CapMechanical 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
| ECHO | Erosion Capacity |
|---|---|
| 1 | 6 |
| 2 | 7 |
| 3 | 8 |
| 4 | 9 |
| 5 | 10 |
Sources of Erosion
| Source | Erosion Gained |
|---|---|
| Casting Rank 3 Talent | 1 |
| Casting Rank 4 Talent | 2 |
| Backlash (two 1s on Bleed Dice) | 1 |
| Witnessing extreme supernatural horror | 1 (GM discretion) |
| Entering a Thin Place unprepared | 1 |
| Prolonged Current exposure | 1 per day |
The Stages of Erosion
Stage One: The Tremor
1–2 ErosionMechanical 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 ErosionMechanical 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 ErosionMechanical 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+ ErosionMechanical 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.
- The Burn: You MUST choose one of your Core Memories to burn. This is not optional.
- The Erasure: Strike the Memory from your character sheet. You forget it immediately and completely.
- 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 1s | Effect | Description |
|---|---|---|
| One 1 | The Flicker | Take 1 Strain. The GM gains +1 die to the Tension Pool. Reality shudders—lights flicker, temperatures shift, the air tastes wrong. |
| Two 1s | The Tear | Take 1 Erosion. The Current has reached deeper than you intended. You feel something tear inside—not physical, but real. |
| Three 1s | The Breach | Burn 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:
| Discipline | Example Fumble Backlash |
|---|---|
| Psy-Slinger | Gun fires wild; bullet curves toward ally or innocent |
| Mindweaver | Illusion turns real, or targets wrong person |
| Seer | Vision overwhelms; Stunned for 1d8 Ticks in prophetic trance |
| Flesh Shaper | Healing goes wrong; tumor, twisted limb, or feedback damage |
| Bastion Soul | Null-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
| Method | Strain Cleared | Notes |
|---|---|---|
| Short Rest (10 min) | 1 Strain | Adds +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 Strain | Requires safe location, food, water |
| Medical attention | All Strain | Requires 1 hour of professional care |
| Alcohol (moderate) | 1 Strain | Impairs 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.
| Method | Erosion Cleared | Requirements |
|---|---|---|
| XP Expenditure | 1 | Spend 2 XP during Downtime |
| Vice | 1 | Downtime + indulge in a personal vice (drinking, gambling, drugs). GM may impose consequences. |
| Anchoring | 2 | Downtime + meaningful scene with a person connected to your Anchor Memory |
| Erosion Sink | 1/session | Conduit item (§400); shatters after absorbing 3 total Erosion |
| Circle Sanctuary | 3 | Rare; 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
| Aspect | Strain | Erosion |
|---|---|---|
| Represents | Physical/mental exhaustion | Soul damage |
| Caused by | Effort, environment, low-rank Talents | High-rank Talents, Backlash, Veil exposure |
| Recovery | Short Rest (10 min) | XP, Vice, Anchoring (days/weeks) |
| Overflow | Converts to HP damage | Burns a Memory |
| Permanent? | No | Memories can be lost forever |
| Track Size | GRIT + 3 | ECHO + 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.
| Item | Modifier Type | Effect |
|---|---|---|
| Bonded Focus | Roll Bonus | +1 to Channeling checks |
| Superior Focus | Roll Bonus | +1 to Channeling checks |
| Masterwork Focus | Roll Bonus | +2 to Channeling checks |
| Veil Anchor | Roll Bonus | +2 to Focus checks vs. Disruption |
| Null-Iron Bracers | Roll Bonus / Pool Penalty | +2 to Defense vs. Psionics; −1 die to own Channeling |
| Focus Amplifier | Cost Reduction | Reduce Strain cost of Rank 1–2 by 1 (min 0) |
| Erosion Sink | Damage Absorption | Absorb 1 Erosion per session (breaks after 3) |
| Resonance Crystal | Resource 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
- Attacker: Rolls ECHO + Channel (their offensive action)
- Defender: Rolls ECHO + Focus (resisting the intrusion)
- Both apply Roll Modifiers
- Compare Final Sums: Higher wins
- Margin of Victory: Winner’s Sum − Loser’s Sum
| Victor | Effect |
|---|---|
| Attacker wins | Attack resolves as normal; Defender suffers full effect |
| Attacker wins (Critical) | Attack resolves at +1 Step; Defender takes 1 Strain from psychic feedback |
| Defender wins | Attack 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.
| Aspect | Requirement |
|---|---|
| Time | 10 minutes to 1 hour (or more for the greatest workings) |
| Focus | Must maintain contact with Focus throughout |
| Concentration | Cannot take other actions; interruption ruins the ritual |
| Cost | 1 Strain per roll made during the ritual |
Ritual Failure
| Result | Effect |
|---|---|
| Failed Roll | No progress; ritual continues |
| Fumble | Lose 1 progress; take 1 Erosion; ritual continues |
| Three Failures in a Row | Ritual fails completely; all invested Strain lost; GM may impose Backlash |
| Interrupted | Ritual fails; GM adds dice to Tension Pool equal to current progress |
Creating Wards
| Ward Level | Successes | TN | Effect |
|---|---|---|---|
| Basic Ward | 3 | 11 | Prevents Rank 1–2 effects from crossing; lasts until physically broken |
| Strong Ward | 5 | 13 | Prevents Rank 1–4 effects; alerts creator when tested |
| Master Ward | 8 | 15 | Prevents 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.
| Severity | Environmental Signs | Effect on Channeling |
|---|---|---|
| Mild | Animals avoid the area; plants grow strangely; compass needles wander | +1 Roll Bonus to Channel checks; +1 Tension Die per Rank 2+ cast |
| Moderate | Temperature fluctuates; sounds echo wrong; shadows move independently | +2 Roll Bonus to Channel checks; +1 Tension Die per cast; entering unprepared costs 1 Erosion |
| Severe | Gravity 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
| Location | Severity | Notes |
|---|---|---|
| Ojo del Diablo | Severe | The first Rupture site |
| The Fen of the Fallen | Moderate–Severe | Dead walk freely |
| The Uphill River | Moderate | When water flows |
| Bell-in-the-Black | Moderate | Centered on the monolith |
| Red Mother’s Teeth | Mild | Blood-mineral deposits |
Appendix: Quick Reference
All critical psionic tables consolidated for at-a-glance use during play.
The Channeling Sequence
- Declare Talent and target
- Pay Cost (Strain/Erosion/Memory)
- Roll ECHO + Channel vs. TN
- Apply Roll Modifiers
- Enter Open State (vulnerable until resolution)
- Resist Disruption (if damaged while Open)
- Resolve effect when Tempo completes
Talent Ranks
| Rank | Cost | TN | Tempo |
|---|---|---|---|
| 1 | 1 Strain | 9 | 4 |
| 2 | 2 Strain | 11 | 5 |
| 3 | 1 Erosion | 13 | 6 |
| 4 | 2 Erosion | 15 | 7 |
| 5 | 1 Memory | 16 | 9 |
Disruption
| Trigger | Check | Result |
|---|---|---|
| Damaged while Open | ECHO + Focus vs. TN (10 + Damage) | Success: continue. Failure: Talent fails, +1 Strain feedback |
| Salt (any form) | None | Automatic disruption, no save |
Backlash (Bleed Dice 1s)
| 1s | Effect |
|---|---|
| One | 1 Strain, +1 Tension Die |
| Two | 1 Erosion |
| Three | Burn Memory, max effect |
Resonance Cost Reduction
| Original Cost | With Resonance |
|---|---|
| 1 Strain | Free |
| 2 Strain | 1 Strain |
| 1 Erosion | 2 Strain |
| 2 Erosion | 1 Erosion |
| 1 Memory | 1 Memory (no reduction) |
Recovery
| Resource | Short Rest | Long Rest | Other |
|---|---|---|---|
| Strain | 1 | Full | Laudanum 1d3 |
| Erosion | — | — | 2 XP (1), Vice (1), Anchoring (2) |
| Memory | — | — | Cannot recover; can Forge Scar (8 XP) |
Erosion Stages
| Erosion | Stage | Penalty |
|---|---|---|
| 1–2 | Tremor | None (symptoms only) |
| 3–4 | Flicker | −2 die Awareness |
| 5–6 | Scarring | −2 die Social |
| 7+ | Threshold | −3 dice Awareness and Social |
| Full | Break | Burn 1 Memory, reset to 0 |
Strain Stages
| Stage | Strain Level | Effect |
|---|---|---|
| Winded | 1 to ½ Cap | No mechanical effect |
| Fatigued | ½ Cap to Cap − 1 | −1 Initiative die; no Mettle refresh |
| Depleted | At Cap | −1 die to all rolls; no Mettle refresh; no Bleed/Desperation |
| Overwhelmed | Over Cap | Excess → Vitality damage |