Wound Clock (Optional Mechanic #4)
Advance clock when: character takes physical harm.
Recovery (between scenes): roll Mind (self) or Presence (aided) —
6 = reduce by 1 · 4–5 = reduce by 1 + complication · 1–3 = advance by 1.
Wound Clock
Cross the segment when reached
| Segment | Label | Mechanical Effect |
| 1 |
Graze |
Narrative description only. No mechanical penalty. |
| 2 |
Wound |
Lose 1 die from the most relevant physical approach roll. |
| 3 |
Severe |
Position on physical rolls worsens one step. |
| 4 |
Incapacitated |
Cannot act until treated. Out of the scene. |
Wound Description
Momentum Bank (Optional Mechanic #1)
Bank Momentum: On a 6, spend it OR bank 1 token.
Spend: Upgrade position by 1 step before rolling.
Max = # of players. Resets each session.
Mark box when banked · Cross when spent · Clear at session end
Emotional Burden (Optional Mechanic #7)
Mark on: significant loss · moral cost · betrayal · failure to protect.
At 3: narrow approaches. At 5: Breaking Point (narrate release or Storyteller introduces complication).
3 → narrow approaches
5 → Breaking Point
Approaches available at Burden 3
Reputation Web (Optional Mechanic #5)
Trusted: meaningful assistance without a roll (when plausible) ·
Neutral: Presence roll required ·
Wanted: position is Desperate in any scene involving this faction.
Standing shifts through story action.
Legacy Move (Optional Mechanic #9) — Once Per Campaign Arc
Declare before roll · Describe irreversible consequence you accept · Roll full pool regardless of position ·
6 = Descriptor gained (positive) · 4–5 = Descriptor gained (costly) · 1–3 = Descriptor gained (reflects what went wrong) + lasting Storyteller complication.
Tick the circle when the Legacy Move has been used this arc.
The Moment Declared
What I Was Willing to Lose
Legacy Descriptor Gained
Lasting Consequence (if any)