Chapter 24: Appendix - Core Tables and Forms
The collected reference tables and blank forms: character creation summary, race modifiers, skill trees, packs and consumables, Coiltech quick effects, the wound tables, the complete item-slot table, Route Card and Departure Checklist forms, the Arrival State Tracker, Contract and Creature templates, the Long Arc Tracker, and common costs.
| Step | Action |
|---|
| 1 | Choose race. |
| 2 | Roll personality. |
| 3 | Roll 5d20, assign four to Stats, discard one, apply race modifiers. |
| 4 | Record Motivation 50. |
| 5 | Record Inspiration 1. |
| 6 | Record basic verbs: Move, Block, Focus, Consume. |
| 7 | Record starting equipment: clothes, 2 rations, no weapon, no armor, no money, no pack, no starting Crystal Shards. Base carrying capacity is 3 items. |
| 8 | Choose name. |
| 9 | Write one-sentence motivation. |
| Race | Modifier |
|---|
| Human | +2 all Stats |
| Saurian | +5 Constitution, -5 Intent |
| Lepid | +5 Dexterity, -5 Spirit |
| Vulpin | +5 Intent, -5 Constitution |
| Dryad | +5 Spirit, -5 Dexterity |
| Stat | Basic | Learned | Learned |
|---|
| Dexterity | Move | Strike | Conceal |
| Constitution | Block | Exert | Shape |
| Intent | Focus | Channel | Surge |
| Spirit | Consume | Mend | Commune |
| Pack | Capacity | Dexterity Penalty |
|---|
| No Pack | 3 | 0 |
| Small Pack | 6 | -1 |
| Medium Pack | 10 | -2 |
| Large Pack | 15 | -4 |
| Item | Slot Rule | Use |
|---|
| Ration | 1 item | Travel food and HP recovery at that night's Camp. |
| Alcohol | 1 item | Motivation recovery at Camp. |
| Crystal Shard | 3 per slot | Emergency HP/Motivation trade. Can raise Motivation above 50, never above 99. |
| Arrows/Bolts | 10 per slot | Non-Coiltech ranged ammo. |
| Magcells | 3 per slot | Coiltech fuel. |
| Coiltech Item | Magcell Use |
|---|
| Weapon | Spend 1 Magcell before attack. On hit, ignore AP. |
| Armor | Spend 1 Magcell when your armor would break, or when an attack would deal HP damage while the armor is intact. Prevent the HP damage from that hit and ignore one armor break from that hit. |
| Shield | Spend 1 Magcell when you respond to an attack against yourself or an ally within reach. You may Block that attack even if you are not the target. On success, the attack is stopped. On failure, the shield takes the damage before the target does. |
| Prosthetic | Spend 1 Magcell to ignore Motivation cost of one action using it. |
| Accessory | Spend 1 Magcell to ignore one tied modifier cost. |
Lucky results appear only on wound rolls of 1-10 and cancel the wound. Rolls of 91-100 are Maimed. A final digit of 0 is read as location 10. A roll of 100 is Maimed with location 10. Location 10 is never Lucky by itself.
| d100 | Type | Effect |
|---|
| 1-10 | Lucky | No wound. Gain +5 Motivation. |
| 11-20 | Laceration | Bleeding: lose 1 Current HP per round until treated. |
| 21-30 | Bruise | Lose 1d5 Motivation immediately. |
| 31-40 | Fracture | Disadvantage on Skill Checks involving the affected body part until treated. |
| 41-50 | Pain | Disadvantage on Intent Skill Checks until treated. |
| 51-60 | Internal Injury | Lose 1 Motivation per round until treated. |
| 61-70 | Nerve Damage | Affected body part cannot be used until treated. Relevant Skill Checks automatically fail. |
| 71-80 | Concussive | Disadvantage on all Skill Checks until treated. |
| 81-90 | Puncture | Bleeding wound. Lose 1 Current HP per round and take only 1 Action per turn until treated. |
| 91-100 | Maimed | Body part or item destroyed. Requires prosthetic or Coiltech restoration. |
| Final Digit | Location | Stat Penalty |
|---|
| 1 | Head | -2 Intent |
| 2 | Face | -2 Spirit |
| 3 | Torso | -2 Constitution, in addition to wound counter |
| 4 | Eyes | -2 Intent |
| 5 | Back / Pack | -2 Spirit unless pack takes the hit |
| 6 | Shield Arm | -2 Dexterity unless shield takes the hit |
| 7 | Weapon Arm | -2 Dexterity unless weapon takes the hit |
| 8 | Upper Leg | -2 Dexterity |
| 9 | Lower Leg | -2 Dexterity |
| 10 | Exposed Gear / Foreman Choice | If relevant gear can take the hit, it may. Otherwise the Foreman chooses the most exposed body location. |
| Item | Slot Rule |
|---|
| Weapon | 1 item |
| Shield | 1 item |
| Ration | 1 item |
| Alcohol | 1 item |
| Road Kit | 1 item |
| Tool bundle | 1 item |
| Crystal Shards | 3 per item slot |
| Magcells | 3 per item slot |
| Arrows/Bolts | 10 per item slot |
| Worn armor | Does not count against pack capacity while worn |
| Wielded weapon or shield | Counts against capacity |
| Attached prosthetic | Does not count against capacity while attached; 1 item if carried |
| Small valuables | Foreman judgment; bundle when reasonable |
| Repair supplies | 1 item |
| Field | Selected Option | Modifier / Travel Days | Notes |
|---|
| Distance | Short / Standard / Long | 2 / 3 / 5 Travel Days | Split larger journeys into legs. |
| Terrain | Road / Trail / Wilderness | -1 / 0 / +1 | Infrastructure, not biome. |
| Threat | Friendly / Standard / Hostile | -1 / 0 / +1 | Reflects active danger on the route. |
| Specials | None / 1 / 2+ | Replaces one travel roll each | Still consumes the Travel Day unless the scene changes time. |
| Route Travel Days | | Distance + Terrain + Threat, minimum 1 | Record before departure. |
| Check | A | B | C | Selected |
|---|
| Pace | Fast, -1, 2 rations/day | Medium, 0, 1 ration/day | Slow, +1, 0 rations/day | |
| Watch | Active / Driver, -1 | Casual, 0 | None, +1 | |
| Outfitting | Comprehensive, -1 | Basic, 0 | None, +1 | |
| Knowledge | Guide / Prior Trip, -1 | Map / Directions / Briefing, 0 | No Reliable Information, +1 | |
| Transport | Mounted / Cart / Hired, -1 | Cargo Paca only, 0 | On Foot, +1 | |
| Standing Modifier | | | | |
| Arrival Field | Record |
|---|
| Travel Days taken | |
| Rations remaining | |
| Alcohol remaining | |
| Crystal Shards spent or lost | |
| Magcells spent | |
| Wounds taken | |
| Gear broken or lost | |
| Road Kits spent | |
| Pacas injured or lost | |
| NPCs gained, angered, helped, or abandoned | |
| Clues or warnings discovered | |
| Field | Notes |
|---|
| Main Objective | Required to get paid. |
| Secondary Objective A | Optional but valuable. |
| Secondary Objective B | Optional and likely in tension with A. |
| Known Risks | What the party can learn before departure. |
| Hidden Complication | What emerges during play. |
| Travel Route | Route Card reference. |
| Payout | Scrip, gear, favor, access, or mixed reward. |
| Ripples if Failed | Consequences that become future play. |
| Field | Entry |
|---|
| Name | |
| Tier | Fodder / Standard / Veteran / Elite / Boss |
| Constitution | |
| Damage | |
| AP | |
| Stat | |
| Behavior | Nearest / wounded / tactical / boss-level |
| Shard Drop | |
| Special Rule | |
| Terrain Hook | |
| Thread | Status | Next Pressure | Potential Payoff |
|---|
| Active / Dormant / Resolved | | |
| Active / Dormant / Resolved | | |
| Active / Dormant / Resolved | | |
| Active / Dormant / Resolved | | |
| Active / Dormant / Resolved | | |
| Item or Service | Cost Guidance |
|---|
| Ration | Cheap, usually 1-5 Scrip |
| Alcohol | Cheap, usually 1-5 Scrip |
| Road Kit | Cheap, usually 1-5 Scrip |
| Arrows/Bolts bundle | Moderate |
| Single Crystal Shard in shop | Moderate |
| Magcell | Expensive to Very Expensive, restricted where Majicoil controls supply |
| Rough weapon | Expensive |
| Proper weapon | Very Expensive |
| Light Armor | About 200 Scrip / Very Expensive |
| Medium Armor | About 350 Scrip / high Very Expensive |
| Heavy Armor | 600+ Scrip / Extreme |
| Light or Standard Shield | Expensive to Very Expensive by quality |
| Heavy Shield | Very Expensive to Extreme by quality |
| Small Pack | Cheap to Moderate |
| Medium Pack | Moderate |
| Large Pack | Expensive |
| Basic Repair | Cheap to Moderate for mundane gear |
| Coiltech Repair | Expensive+ and may require special access |
| Loot Paca rental | Cheap to Moderate daily rental |
| Cart rental with draft animal | Moderate to Expensive |
| Wagon rental | Expensive or faction-backed |
| Repair supplies | Cheap to Moderate, usually 1-25 Scrip depending on item and market |