How to Play
Tracks
A Track is a simple way to measure progress, pressure, or change over time. It is usually represented by a row of boxes that either fill upward from empty or deplete downward from full depending on the situation being tracked. When the Track reaches its end, something important happens.
Types of Track
Tracks can be used for many things, but usually fall into a few types:
- Progress Tracks — used when the players are working towards a goal.
- Danger Tracks — used when a threat is building or time is running out.
- Faction Tracks — used when groups in the world are pursuing their own plans.
- Timer Tracks — starts empty and fills upward toward completion. Used for tracking the passage of time.
- Countdown Timer Track — starts full and depletes downward toward disaster. Used for collapsing structures, dwindling resources, escaping danger, limited time, or anything running out.
- Scene Tracks — used for immediate problems during a single scene.
- Recovery Tracks — used to measure healing, repair, or restoration over time.
A Track can be small or large depending on how important or difficult the situation is. A locked door might only need a short Track, while a cult completing a world-ending ritual may need a much longer one.
Track Sizes
Tracks can vary in size depending on how important, difficult, or long-term the situation is. Smaller Tracks resolve quickly and are useful for immediate problems, while larger Tracks represent major threats, long-term goals, or complicated situations.
As a general guideline:
- 2 Step Track — Very quick or simple tasks
- 4 Step Track — Standard obstacles, short scenes, or immediate dangers
- 6 Step Track — Significant problems, investigations, or escalating threats
- 8 Step Track — Major operations, powerful enemies, or large unfolding events
- 10+ Step Track — Multi-Session threats or goals, wars, disasters, or world-changing events
Tracks should stay readable and easy to understand. If a situation becomes too large or complicated, it is often better to split it into multiple smaller Tracks representing different stages or aspects of the problem.
Filling Tracks
Whenever a player action meaningfully progresses or worsens a situation, the GM may fill or remove sections of a Track depending on the final Outcome of the Throw. Stronger Outcomes generally affect Tracks more dramatically, while failures may instead advance opposing or danger Tracks.
| Outcome | Result | Track change |
|---|---|---|
| +6 or higher | Great Success | Fill 3 |
| +4 to +5 | Strong Success | Fill 2 |
| +2 to +3 | Success | Fill 1 |
| +1 to -1 | Mixed Outcome | Fill 0 |
| -2 to -3 | Failure | Remove 1 |
| -4 to -5 | Strong Failure | Remove 2 |
| -6 or lower | Catastrophic Failure | Remove 3 |
Not every Track needs to follow these rules exactly. The GM should use their own discretion depending on the scale of the action, and the current fiction. Some obstacles may only ever allow small amounts of progress at once, while others may change dramatically from a single powerful action.
Tracks in Practice
These examples are intentionally broad and flexible. Tracks are not meant to rigidly simulate every situation, but to help the GM visually represent momentum, pressure, progress, and danger within the narrative. Use them wherever something is changing over time and the players would benefit from seeing that change unfold.
Players may also have Personal Tracks on their character sheets representing ongoing conditions, goals, progress, or pressures affecting their character. These Tracks help mechanically and visually reinforce long-term developments within the story.
Progress Track
The party is attempting to break into a noble’s vault during a masquerade. Open the Vault (4) ⬜⬜⬜⬜ Each successful action fills part of the Track:
- Distracting the guards
- Stealing a key
- Bypassing the lock
- Disabling magical wards Once filled, the vault is opened.
Danger Track
The players are sneaking through enemy territory while guards search the area. Guard Suspicion (6) ⬜⬜⬜⬜⬜⬜ Failures, loud actions, or wasted time fill the Track:
- 2 Filled — Patrols increase
- 4 Filled — Guards begin searching nearby
- 6 Filled — The party is discovered
Faction Track
A cult attempts to awaken an ancient leviathan beneath the sea. The Leviathan Wakes (8) ⬜⬜⬜⬜⬜⬜⬜⬜ The Track may advance between sessions as the cult acquires relics, performs rituals, sacrifices victims, or spreads corruption throughout the region.
Timer Track
The party attempts to stop a ritual before a cult finishes opening a gateway beneath the city. Gateway Ritual (6) ⬜⬜⬜⬜⬜⬜ At regular intervals — such as every failed action, every few minutes in-fiction, or whenever the players waste time arguing or regrouping — the GM fills part of the Track. As the Track fills:
- 2 Filled — Strange tremors shake the area
- 4 Filled — Creatures begin emerging from the gateway
- 6 Filled — The ritual completes
Countdown Track
The party flees through collapsing ruins as the structure begins to fall apart around them. Cave-In (4) ⬛⬛⬛⬛ Unlike a normal Track, Countdown Tracks begin full and deplete over time. As sections are removed, the danger grows closer to triggering. At regular intervals — failed actions, wasted time, or major escalations — remove sections from the Track:
- 3 Remaining — Dust and debris begin falling
- 2 Remaining — Escape routes start collapsing
- 1 Remaining — The structure violently gives way
- 0 Remaining — Total collapse
Scene Track
A burning building is collapsing during a rescue. Building Collapse (4) ⬜⬜⬜⬜ As time passes or actions fail, the Track fills. Once complete, the structure caves in entirely.
Recovery Track
A player suffers from multiple Harms and needs to clear them. Recovery Track (6) ⬛⬛⬛⬛⬛⬛ Rest, treatment, medicine, or magical healing may gradually Clear sections from the Recovery Track until the Harms clear.