Mechanics

Crafting & Magic Items

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Alchemy Formulas

Alchemy is the creation of potions, poisons, and other draughts and drafts. Alchemy can be broken up into three common paths, Elixirs, Venoms, and Volatiles. Elixirs are imbibed healing and curative mixtures. Blade venoms are poisons put on weapons. Volatiles are substances that are thrown at opponents for effects. There is said to be at least one other known path of Alchemy, Mutagens which change the user, but this must be found in-game. To create alchemical substances of a given type, you must have the specific skill for that path of alchemy.

When you create an alchemical substance, you store it on your person in a flask, vial or similar device you carry on your person. These bottles should be durable and unlikely to shatter and are referred to as Flasks. If you creature multiple types of substance, you should have a vessel that represents each type of alchemy you create. In the case of volatiles, you may choose to carry a pouch instead of a vessel. This pouch must be used only for your representation of reaching for a volatile.

By default, you cannot pass any alchemical substance off to another player. You can only use the substance on another player.

Elixirs

A character who wishes to use elixirs should carry one or more prop bottles of some kind where they store their Elixirs. All Elixirs are in bottled form in your Elixir flask until you use them. Using an Elixir requires a motion drinking or pouring from the Elixir Flask, which should take no less than 3 seconds. You may carry up to 5 elixirs total in your flasks at any time, regardless of how many flasks you carry. Unless otherwise noted, the effect of an Elixir takes effect immediately after they are imbibed.

Name Effect Common Component Rare Component Attribute
Purgative Cure Physical, Mental, Metabolic or Elemental by Poison (choose one trait group at time of creation) Cure Physical, Mental, Metabolic or Elemental by Poison (choose two trait groups at time of creation) Cure Physical, Mental, Metabolic or Elemental by Poison (choose two trait group at time of use) 1 Fortitude
Throat Coat Cure Silence by Poison Two uses of Cure Silence by Poison Three uses of Cure Silence by Poison 1 Insight
Calcifying Draught Cure Maim by Poison Two uses of Cure Maim by Poison Three uses of Cure Maim by Poison 1 Fortitude
Coagulant Powder Two uses of Heal 2 Four uses of Heal 2 Six uses of Heal 2 1 Fortitude
Rhino Hide Potion Grant Melee Defense: Shield Grant Physical Defense: Shield Grant Physical Defense: Resist 1 Prowess
Antivenom Grant Metabolic Defense: Shield Grant Metabolic Defense: Resist Grant Extra Metabolic Defense: Resist 1 Prowess
Light Step After ingesting this Elixir, if the user’s next step triggers a trap or effect card, the user may call “resist”. This does not work for hazard effects that apply to the entire ground area (i.e. the entire floor in a jumpy stone area) The effect of this Elixir does not trigger on the next step, but may be activated when needed. If not used, this effect fades when the user takes a Long Rest. This Elixir may be used on hazard effects that apply to the entire ground area (i.e. the entire floor in a jumpy stone area) 1 Insight
Potion of Speed Grant Slow Defense: Resist Grant Slow/Root Defense: Resist Grant Slow/Root/Paralyze Defense: Resist 1 Prowess
Stabilizer This Elixir item may be added to any other Elixir. The target Elixir may be bottled and given to others to be used at a later time. It is the responsibility of the alchemist to make sure any character they give their Elixirs to knows how to use the Elixir. A bottled Elixir does not count against your limit of 5 carried Elixirs in your flask. This Elixir does not count as a Magic Item for any rules or limitations. There is no common enhanced Stabilizer This Elixir may be added to any Elixir, Volatile, or Venom. In addition, the target Alchemical item does not expire at the end of the event and may be kept up to one year or until used. The cost of Stabilizer when you use a rare component is 1 Ketch 1 Insight

Some other elixirs rumored to exist include ones that can refresh attributes and increase Vitality.

Venoms

All Venom effects are by Poison unless otherwise noted.

A character who wishes to use Venoms should carry one or more prop vials of some kind where they store their venoms. All Venoms remain in your Venom vials until applied. Applying a Venom requires a motion pouring or rubbing the Venom on a weapon, which should take no more than 3 seconds.

You may carry up to 5 unapplied venoms at any time. Venoms may be used on your own weapons or on the weapons of others.

Name Effect Common Component Rare Component Attribute
Snakebite Grant melee attack: 3 Damage Grant melee attack: 5 Damage Grant melee attack: Double 4 Damage 1 Prowess
Jellyfish Tentacle Grant 2 Melee Attacks: 2 Damage Grant 4 Melee attacks: 2 damage Grant 6 Melee attacks: 2 Damage 1 Insight
Red Helebore Grant melee attack: Agony Grant melee attack: Double Agony Grant melee attack: Short Drain 1 Fortitude
Manticore venom Grant melee attack: Short Weakness Grant melee attack: Weakness Grant melee attack: Stricken 1 Prowess
Banshee’s Bane Grant melee attack: Short Silence Grant melee attack: Silence Grant melee attack: Short Stun 1 Insight
Withering Eel Grant melee attack: Short Maim Grant melee attack: Maim Grant melee attack: Short Paralyze 1 Fortitude
Cruelty’s Bliss You may convert the trait of any single Venom from “by Poison” to “By Acid”. The base form of this elixir does not cost coin Until your next long rest You may convert the trait of all your Venoms from “by Poison” to “By Acid”. This is a Thread Skill. The common form of this elixir costs 1 Drakar For the duration of the event, You may convert the trait of all your Venoms from “by Poison” to “By Acid”. This is a Thread Skill. The rare form of this elixir costs 1 Drakar 1 Insight

Some other venoms rumored to exist include ones that can destroy weapons and armor and a killing venom.

Volatiles

All Volatile effects are by Poison unless otherwise noted.

All Volatile effects once crafted remain in your Volatile kit until prepared. Preparing a Volatile requires a motion drawing the Volatile from your kit, which should take no more than 3 seconds. Volatiles are Packet Attacks. If you make an attack with a Volatile and miss, the volatile is spent.

You may carry up to 5 Volatiles at any time. Volitiles may only be used by someone with the skill Craft

Name Effect Common Component Rare Component Attribute
Venom Splash 2x 3 Damage 4x 3 Damage 6x 3 Damage 1 Fortitude
Acid Bomb 4 Damage By Acid 6 damage by Acid Double 5 Damage by Acid 1 Insight
Burning Tar Short Maim <limb> Maim <limb> Agony and Maim <limb> 1 Prowess
Paralytic Gas Short Root Root Paralyze 1 Fortitude
Whisper Gas Short Silence Silence Paralyze 1 Insight
Tanglefoot Short Slow Slow Drain 1 Prowess
Double Batch
2 Drakar
Create a treatment for one basic Volatile so that it may be used twice without the need to prepare it a second time. Create a treatment for one common Volatile so that it may be used twice without the need to prepare it a second time. Create a treatment for one rare Volatile so that it may be used twice without the need to prepare it a second time. 1 Insight

Some other volatiles rumored to exist include ones that can stun the target and ones that can kill.

Tinkering Formulas

A Tinker crafts various implements at a lab and carries the resultant devices in a toolkit. A character who wishes to use tinkered devices should carry a kit or pouch where they store their various tools and devices. If a pouch is used, then this pouch may not be used to carry other items, but the toolkit itself may be stored inside another bag if desired. It is not required to carry a separate prop for each device you have prepared.

Once crafted, Devices remain in your toolkit until readied. Readying a Device requires a motion drawing the Device from your toolkit, which should take no less than 3 seconds. Some tinkered devices are applied directly to weapons, armor, or players. These devices do not require a Phys Rep as their effects are immediate after being crafted and are not carried in a Toolkit.

Armaments

Armaments are devices a tinker crafts to aid them directly in battle. Armaments can only be used by characters with the Craft Armament skill. A tinker can carry up to 5 armaments at any time.

Name Effect Common Component Rare Component Attribute
Static Generator Make a Packet attack of 4 Damage by Lightning Make a Packet attack of 6 Damage by Lightning Make a packet attack of Triple 3 Damage by Lightning 1 Prowess
Dissassembler Make a melee attack of 5 Damage to Construct Make a melee attack of Double 4 Damage to Construct Make a melee attack of 10 Damage to Construct 1 Insight
Electrical Discharge Make a Packet attack of Agony By Lightning Make a Packet attack of Short Weakness by Lightning Make a Packet attack of Short Paralyze by Lightning 1 Fortitude
Electrocution Make a Packet attack of Short Destroy by Lightning Make a Packet attack of Destroy by Lightning Make a Packet attack of Destroy and 3 Damage by Lightning 1 Prowess
Repulsion Field You may use either a combat-safe device or a weapon to call Disengage Your Repulsion Field has 2 Uses N/A 1 Fortitude

Utility Apparatus

Utility Apparatus are devices designed for specific non-combat purposes. These items can only be used by a character with the skill Craft Utility Apparatus.

Name Effect Common Component Rare Component Attribute
Lock Breaker Expend this Device to open a lock. (Note: Do not physically destroy the lock.) Your Lock Breaker has 2 uses before being expended. Your Lock Breaker has 3 uses before being expended. 1 Insight
Trap Breaker Expend this Device to Disable a Trap. This does not set off the trap while removing the Trap prop. (Note: Do not physically destroy the trap.) Your Trap Breaker has 2 uses before being expended. Your Trap Breaker has 3 uses before being expended. 1 Insight
Portal Generator
0 Coin
Expend this device to place a protection on a cabin. Everyone who sleeps there gains 2 protection when they awaken and leave the dwelling. Put a sign on the door of the dwelling which reminds people of this effect. Cost. 4 Protection 6 Protection 1 Fortitude
Safety Line A Safety Line allows you to call Avoid to any one environmental effect written on an Effect card or explained as a module effect. This does not have to be Readied ahead of time. You can use the Safety Line to pull you into a protected position for a limited time. Use the device to gain the Spirit defense for 10 seconds. By using the Safety line as a Grapnel you may safely travel short distances across dangerous terrain. You must carry a yellow colored prop that meets all requirements for a thrown weapon. Throw this grapnel and immediately become a spirit and walk directly to where it lands. You have the Spirit defense the entire time you are traveling to your Grapnel prop. If you are unable to find your Grapnel or are prevented from reaching it by a Gate, magical barrier, or similar impediment after 30 seconds, you lose the spirit defense and fall unstable. 1 Prowess
Lubricant Pack You can activate the Lubricant Pack to escape from bonds. Roleplay for 30 seconds and then remove any shackle or rope props. This requires no verbal. 1 Prowess

Enhancements

Enhancements are Tinkered devices that are placed on weapons or other objects. These devices may be used by characters other than the Tinker that created them, but the effect must be fully explained or presented in written form to the user.

Name Effect Common Component Rare Component Attribute
Magical Channel This enhancement is placed on a weapon or buckler. The wielder of that object may cast while holding the weapon or buckler in their off hand. This object may not be given to another once it is attuned to the magics of one user. This effect fades when the user takes a Long Rest.
Note, you may tuck a weapon under your arm that has the other weapon or buckler and still cast.
The Magical Channel Enhancement does not fade when the user takes a Long Rest. N/A 1 Fortitude
Crank Mechanism Expend this device to instantly re-string a bow. The Crank Mechanism has 2 uses The Crank Mechanism has 3 uses 1 Insight
Universal Weapon Kit This Enhancement is placed on a weapon, pair of weapons, or a shield. These weapons can be picked up and used by someone without the skills to use them. Once a user picks up these weapons, the Enhancement only works for that character. This effect fades when the user takes a long rest The Weapon Attachment effect does not fade when the user takes a Long Rest. N/A 1 Prowess
Portable Forge You modify one of the pieces of your forge to allow it to carry its effectiveness when in the field. When you have traveled away from town, place the enhanced item on the ground or other flat surface. Until it is moved, all abilities that repair weapons may be done in half time N/A N/A 1 Fortitude

Defensive Implements

Defensive implements are designed to protect their users. These devices are activated on a target when they are crafted and are not carried in a Toolkit.

Name Effect Common Component Rare Component Attribute
Patch Kit Grant touch attack Repair 2 armor to self 2 uses Repair 3 armor, 3 uses 1 Fortitude
Ablative Plating Grant Weapon Defense, Guard. Grant Weapon Defense Resist Grant Physical Defense Resist 1 Fortitude
Hardening Grant 3 protection Imbue 1 armor. This effect fades when the user takes a Long Rest. This imbue does not stack with Grant Armor effects. Grant 1 armor 1 Prowess
Fiber Latticework Grant Defense, Resist Destroy Imbue by Device: The user may call No Effect to any destroy effects against the targeted weapon. This Implement lasts until the user takes a Long Rest. The user may call No Effect to any destroy effects against the targeted weapon 1 Insight

Arcaneering Formulas

Arcaneering is the science of harnessing the elements into fabricated objects. These objects fortify and enhance aspects a Domain or some small aspect of a domain to others. Arcaneering can create two types of object: Machina and Hestia.

Machina are elementally attuned devices using crystals or other small foci to channel the elemental forces into effects. These can be carried by the Arcaneer and used on themself or others. When using Machina which allow you to reuse an attack (e.g. Automated Quiver), additional Thread skills may not be applied to the reused attack.

Hestia are large emplacements that can be used by anyone to draw out elemental power.

A Hestia must:

A Hestia has a set number of uses before it runs out of power. Each time a character uses the Hestia, they must reduce the counter by 1. Hestia may have more charges added to them, and the individual Hestia will describe how to do so.

It takes an Arcaneer 1 minute to place a Hestia, and if it is picked up the Arcaneer must spend 5 minutes recalibrating the Elements of the Hestia before it can be placed again.

Hestia are Red Tag items, so may not be moved or interacted with except by the Arcaneer who created it or by those to whom the Arcaneer has explained the Hestia.

Air

Air Arcaneering harnesses the element of Air to enhance ranged projectile attacks.

Name Effect Common Component Rare Component Attribute
Target Marker Your projectile and thrown attacks do +1 damage against a single target you choose. This is a Thread Skill. Your projectile and thrown attacks do +1 damage against a single target you choose. You may switch targets once if your first target is killed. This is a Thread Skill. Your projectile and thrown attacks do +1 damage against a single target you choose. You may switch targets once if your first target is killed. You may use this Machina twice before it is expended. This is a Thread Skill. 1 Insight
Tensioner You may touch a packet to a bow that has been de-strung by blocking a melee strike. You may instantly re-string your bow. You may use the Tensioner twice before it is expended. N/A 1 Prowess
Automated Quiver When making a missile or thrown called damage attack you expend the Automated Quiver to make the same attack twice, but subtract 1 damage from each attack. You may use the Automated Quiver twice before it is expended. When making a projectile or thrown attack you may expend this Machina to make the same attack twice, and add 1 damage to each attack. 1 Insight

Hestia: Arrow Dispenser

This Hestia can be used to draw arrows into a quiver. When created it carries 10 arrows. More arrows can be added by spending 1 additional insight for 10 arrows or 1 Drakar for 5 arrows. This Hestia may not hold more than 30 arrows at any time.

Cost: 1 common component and 3 Drakar

Hestia: Windwalking pylon

Set up two terminus points following the normal Hestia rules. When this Hestia is activated, the user gains the Spirit defense and travels immediately to the other pylon. This Hestia has 5 charges when created. You may spend 1 insight to increase this by 5 charges. This Hestia cannot have more than 10 total charges. If you are unable to find your pylon or are prevented from reaching it by a Gate, magical barrier, or similar impediment after 30 seconds, you lose the spirit defense and fall unstable. Cost: 1 Common Component and 3 Drakar

Earth

Earth Arcaneering harnesses the element of Earth to enhance the Earth domain.

Name Effect Common Component Rare Component Attribute
Focusing Crystal Exhaust this Machina, touch a player and call “Imbue Centered” You may use this Machina 3 times before it is expended. You may use this Machina once each time you take a Long Rest. 1 Insight
Earth Channel While Centered if you use a Heal or Grant Protection effect you heal 1 to self or grant 1 protection. This is a Thread Skill Earth Channel is now an Extra Thread Skill. 1 Prowess
Earthen Magnet When you Center, Expend this Machina to gain a Guard Elemental defense. This Machina has 2 uses When you Center, Expend this Machina to gain a Resist Elemental defense. This Machina has 2 uses When you Center, Expend this Machina to gain a Resist Elemental or Resist Mental defense. This Machina has 3 uses 1 Prowess

Hestia: Emplaced Repair Armor Device

This Hestia can be used to instantly repair armor. Each charge can repair 1 armor. This Hestia begins with 10 charges and can be further enhanced by spending 1 Prowess for 10 more charges or 1 Drakar for 5 additional charges. This Hestia may have a maximum of 20 charges.

Cost: 1 Common Component and 5 Drakar

Fire

Fire Arcaneering harnesses the element of Fire to enhance the offensive magic.

Name Effect Common Component Rare Component Attribute
Everburning Flame Expend this Machina to reuse any attack or ability that uses an elemental trait.
This second use costs no additional attributes.
You may use this Machina twice before it is expended. You may use this Machina three times before it is expended. 1 Fortitude
Scorching Focus When this Machina is expended, the user may change the trait of all their offensive packet attacks to “By Fire”.
Additionally, if the user has damaged a target with a “By Fire” effect, they may increase all their Fire damage to that specific target by 1. This effect lasts until the user takes a Short Rest.
This is a thread skill.**
This Machina may be used twice before it is expended. This Machina may be used once per Long Rest. 1 Insight
Heatwave Expend this Machina and throw a packet of “repel by fire”. This Machina may be used twice before it is expended. The effect changes to “3 damage and repel by Fire”. You may use this 2 times before this Machina is expended. 1 Fortitude

Hestia: Dominus’ Torch

This Hestia can be used to grant packet attacks of “2 damage by fire”. When a charge is expended, call “Grant Extra packet attack, 2 damage by fire”. A character may only have 1 charge from this Hestia active at any time. A base Hestia has 10 charges. You can create a Hestia with 20 charges by either spending an additional 1 Insight or 2 Drakkar.

Cost: 1 Common Component and 3 Drakar

Water

Water Arcaneering harnesses the element of Water to enhance healing and curing abilities.

Name Effect Common Component Rare Component Attribute
Tidal Focus Expend this Machina to immediately re-use a cure effect with no attribute cost. This second use may not be saved and must be used immediately after the first cure effect. This Machina may not be used on a “Cure Death” Effect. You may use this Machina 2 times before it is expended You may use this Machina once each time you take a Long Rest. 1 Prowess
Flow Regulator Expend this Machina. You may divide your heal effects into multiple uses. I.e. instead of “Heal 5” you may instead call out “heal 2” and “heal 3”. You may use this Machina twice before it is expended. This Machina does not change any traits. This is a Thread Skill. When activated you may use the effect of this Machina until your next Long Rest This Machina may be activated Four times before it is expended. 1 Fortitude
Focusing Nozzle Expend this Machina to remove the delay time between uses of beneficial effects. This effect lasts until your next Short Rest This Machina may be used twice before it is expended. This Machina may be used once per Long Rest. 1 Insight

Hestia: Stabilizing Field

Each charge of this Hestia allows a user to call out “Stabilize by Water”. To use a charge of this Hestia you must be within arm’s reach of both the Hestia and the Target of the Stabilize effect. This Hestia does not have a limit of charges, but must be activated and placed prior to use. Once this Hestia is moved after activation, it is immediately expended and cannot be used again.

Cost: 1 Common Component and 2 Drakar

Lightning

Lightning Arcaneering harnesses the element of Lightning to enhance the melee attackers.

Name Effect Common Component Rare Component Attribute
Electrical Focus Expend this Machina when a Melee attack is negated with a called defense. That melee attack may be used again at no attribute cost. This Machina may be used 3 times before it is expended This Machina may be used once per Long Rest 1 Insight
Tazing Current Expend this Machina to add “And Agony” to any called melee strike. This Machina also changes the trait of the attack to “By Lightning” This is a Thread Skill. This Machina may be used 3 times before it is expended This Machina may be used once per Long Rest 1 Prowess
Reanimating Jolt Expend this Machina and call out “Grant Extra Maim Defense: Guard” Expend this Machina and make a packet attack of “Cure Maim by Lightning” Expend this Machina and make a packet attack of “Cure All Maim by Lightning” 1 Fortitude

Hestia: Grounding Rod

This Hestia can be used to grant packet attacks of “2 damage by Lightning”. When a charge is expended, call “Grant Extra melee attack, 2 damage by Lightning”. A character may only have 1 charge from this Hestia active at any time. A base Hestia has 10 charges. You can create a Hestia with 20 charges by either spending an additional 1 Insight or 2 Drakkar.

Cost: 1 Common Component and 3 Drakar

Ice

Ice Arcaneering harnesses the element of Ice to enhance Defense.

Name Effect Common Component Rare Component Attribute
Icy Protector Expend this Machina to modify a shield to be usable by someone without the shield skill. This lasts until the character using the shield takes a long rest. The call to use this is Imbue by Arcaneering. The effect of this Machina lasts until the end of the event. The effect of this Machina lasts until the end of the event. Additionally, the shield arm does not count as occupied for the purpose of delivering beneficial packet effects. 1 Fortitude
Ablative Ice Coating Expend this Machina and call out “Grant extra Melee defense: Guard”. This Machina may be used twice before it is expended. Change the effect of this Machina to “Parry” instead of “Guard”. 1 Fortitude
Instant Freeze Expend this Machina. Until the user takes a Long Rest they may convert any “Heal” effects they receive into “Repair Armor” effects of the same numeric value. The effect of this Machina may be split. I.e. a “heal 5” effect may be converted into “repair 2 armor and heal 3”. This Machina lasts until the user takes a Long Rest. 1 Prowess
Ice Wall When taking a rest of any kind, you may place this Machina within reach. You may call “Guard by Ice” to negate the first non-beneficial effect which hits you, without interrupting your rest. This Machina ceases to function when used. When taking a rest of any kind, you may place this Machina within reach. You may call “resist by Earth” to negate a single non-beneficial effect which hits you, without interrupting your rest. This Machina ceases to function when used. This Machina uses the common effect and may be used a total of twice. This machina may be picked up and moved until its second use has been expended. 1 Prowess

Hestia: Crystalline Chamber

This Hestia can be used to grant 2 protection. When a charge is expended, call “Grant 2 protection by Ice”. A base Hestia has 10 charges. You can create a Hestia with 20 charges by either spending an additional 1 Insight or 2 Drakkar. Cost: 1 Common Component and 2 Drakar

Numina Magic Items

Holdings in Numina:

A Holding represents a resource, position, or sphere of influence your character can draw upon between events to shape the game world. These are not just flavor or background details-they are actionable assets tied to the game’s mechanics.

Holdings allow you to submit Info Skills that leverage these resources to affect the game world. For example, “I use my ship to deliver rice to the Isles of Light for the Midsummer Festival.” The staff will treat this as a meaningful interaction through your Holding, and it will count as one of your two Info Skills submissions for the event cycle.

You may only use one Holding skill per between event submission. You may not use a Holding twice even though you can submit Two Info Skills.

Holdings can be almost anything tangible or intangible that provides in-game leverage: a merchant ship, an inn, a vineyard, a minor position in a royal court, or even a mystical grove occupied by an Arcanii. A Holding represents your character’s ability to mobilize this asset in meaningful ways, assuming you have paid to maintain it.

While characters may own ships, estates, or businesses or be a member of a guild, convocation or noble house in their backstory or through in-game roleplay, this does not automatically grant them a Holding. A Holding is more than a possession-it’s a resource with mechanical impact. If your character owns a ship, the ship must participate in trade or fishing or the like to stay funded. It’s assumed to break even financially and requires no attention. But if you wish to use that ship to smuggle, trade, explore, or influence world events, it must be a registered Holding and you must actively pay for its operation.

You may roleplay any background you’d like (like being a farmer) without needing a Holding. For example, you can say you “grew up on a farm” or “run a small family farm” as part of your character’s story. A farm holding is only required if you want your farm to provide between-game actions, resources, or ongoing world impact. Without a Holding, staff may acknowledge these details in roleplay, but they do not grant between event actions.

Holdings come in three levels, from small operations to vast, multi-regional enterprises. Level 1 Holdings may represent a single ship or shop; Level 2 could mean a small group of ships, a chain of shops, or regional influence; Level 3 reflects wide-reaching operations or elite status, such as being on a Convocation or leading a transnational shopping chain.

Importantly, Holdings must be approved by Plot. You cannot declare ownership of something like a national circus or influence in a court unless Plot agrees that it fits the world. In general, creative and immersive ideas are welcome, but some concepts are explicitly off-limits for balance and story reasons (e.g., a personal army or a private research library). To obtain approval, submit your Holding idea to NuminaHistory@gmail.com.

Holdings evolve in play. You may gain one through a Foundation skill, purchase one with in-game coin, or earn one through roleplay. They can grow in power, but only through substantial in-game influence not by spending coin or CP alone. Plot will watch how you use your Holding, and if you create meaningful change in the world, your Holding may increase in level. Conversely, if you misuse or neglect your Holding, it may degrade over time.

Holdings are tools of narrative agency, economy, and world-building. Used well, they give your character reach beyond Fortunes Bend-into politics, trade, shadowy networks, and mystical connections. They reward planning, creativity, and investment-and help you tell a bigger story.

Holdings: Game Mechanics and Rules Summary

What Is a Holding?

A Holding is a defined, plot-approved asset that you can use to influence the game world between events. It must be paid for (via CP or IG coin) to function and is used through the Info Skill system.

How to Obtain a Holding (Level 1):

You may only have one Holding.

Method Cost
1. Foundation Skill 4 CP for the Holding skill
2. Purchased with Coin Base cost is 1 Reel, specialized holdings may cost more
3. Earned via Plot This is a plot reward and the cost will be determined in that plotline

Levels of Holdings:

Level Description Use Cost
1 One meaningful resource (a ship, shop, minor influence) 1 Ketch (or no cost if skill purchased)
2 Larger or multiple assets (fleet of five ships, regional network, minor organization) 5 Ketch (or 4 Ketch with the skill)
3 Major scale (multi-kingdom operation, Convocation seat, etc.) 2 Reel

Using Your Holding:

Restrictions:

Risks and Consequences:

Growing a Holding:

1. Purchasing Items

2. Finding Magic Items:

3. Purchase / Binding Limits

4. Renewing Items

5. Back Room Access