Five Answers

Every subject the system can be asked about, at five sheet densities, each with its own worked example. Sub-skills sit under their Skill and Schools under their Modality, exactly as a character sheet reveals them. Currently reading at peritusnames the mechanic.

Contents

Rules of play · 6

When you roll at all

No opposition, no roll. Opposition is either an entity acting against you or a static thing with a pre-rolled DC. Absent both, resolve narratively.

The gallery boards are Acclaim 13, DC 15 — that is opposition. The stone stair beside them is Acclaim 3 and nobody has ever fallen through it; you are not asked to roll.

03 Mechanics/Static Opposition and the Four Dice Modes.md

Critical failure

Crit-fail = margin ≤ −(die_max / 2). It scales with YOUR die, so a bigger die does not merely raise your average, it widens the band in which you merely fail instead of fumbling.

d6 fumbles at −3 or worse; d20 needs −10. The novice and the master fail at the same rate against the same DC, but the master's failures are much less often catastrophic.

NANET_BRIEF §7.2 · Static Opposition and the Four Dice Modes.md

Taking the safe road

Take-Ten is a passive check that has ALREADY succeeded; the roll is a time refund, floored at four minutes. You cannot fail it and you cannot get under the floor.

Margin +8 → 7 minutes. Margin +18 → 4 minutes, the floor. Margin +0 → the full 10; nothing is shaved under +1.

Rules_of_Engagement_v2 Table 1-4 · PCR-020

Which defence answers

COG is deterministic on purpose: 'unable to react' means there is no chance to represent, and rolling would manufacture a possibility the fiction says does not exist.

Warrant Hill's twelve hazards split by verb — six strike (cog), five give way (reflex), and the Lantern Room is maintained, so it has no hazard at all.

Static Opposition §III · NANET_BRIEF §7

Acclaim, and why things fail

Static DC = d4 + Acclaim, rolled once at authoring and permanent. A rotten stair is exactly as rotten on the third attempt as the first — re-rolling would make the world flicker.

Warrant Hill's twelve hazards were pre-rolled 2026-08-06 and have not moved since. That is why the district can ship its answers with it.

03 Mechanics/Spaces — Rooms, Holdings, and Upkeep.md

What costs you a round

Cost is `free | round` on the choice itself, authored per lane. A free lane may still carry a READ roll — a read cannot be failed, only under-rewarded.

The district surface reads at Salience 5 / DC 12; a poor margin gives you the Presence and no more. It still cost nothing.

NANET_BRIEF §0 · site copy 'curiosity is free'

Skills · 13

Acrobatics

At this density the sheet stops saying Acrobatics and starts saying Balance, Disengage and Stealth — three narrower things you can be separately good at.

A thief with Stealth d12 and Balance d6 is not an acrobat. He is quiet, and he falls off things.

SRD v7 §5.1

Athletics

At Peritus the sheet splits it into Climb, Jump and Swim, which are three different physics and not three difficulties of one.

A strong swimmer with no Climb is exactly as stuck at the wall as anyone else. The die does not carry across.

SRD v7 §5.1

Insight

At Peritus it splits into Assessment, Investigation and Perception — reading a person, working a problem, and catching what is present.

Perception sees the loose board. Investigation works out who loosened it. They are not the same die and not the same question.

SRD v7 §5.1 · PCR-010 (Cognizance → Insight)

Craft

At Peritus it splits into Art, Tool and Device — the made thing that means something, the made thing that does something, and the made thing that decides something.

A carved panel is Art. The chisel is Tool. The lock that only opens for one key is Device.

SRD v7 §5.1

Deception

At Peritus it splits into Bluff, Disguise and Misdirection — the false claim, the false person, and the true thing shown at the wrong moment.

Misdirection never lies. It hands over something entirely real while the interesting thing happens elsewhere.

SRD v7 §5.1

Entity

At Peritus it splits into Handle, Push and Train — working with what it already is, making it do what it would rather not, and changing what it will do next time.

Handle is this minute. Train is every minute after, and it is the only one that costs Duration rather than a round.

SRD v7 §5.1

Heal

At Peritus it splits into Identify, Operate and Treat — naming it, intervening now, and carrying someone through the days afterwards.

Operate is one desperate round. Treat is a fortnight, and it is the one that decides whether the leg works next year.

SRD v7 §5.1

Literacy

At Peritus it splits into Grok, Speak and Write — taking meaning out, putting it into the air, and putting it somewhere that outlasts you.

Grok reads the treaty. Write forges it. The second is worth far more and is checked far harder.

SRD v7 §5.1

Mixture

At Peritus it splits into Drug, Fuel and Toxin — what changes a body, what does work, and what ends one.

The same knowledge reads all three. Which one you made is a question about dose, and dose is the whole of this Skill.

SRD v7 §5.1

Perform

At Peritus it splits into Act, Play and Sing — becoming someone else, working an instrument, and the voice itself.

Act overlaps Disguise and is not it: one is believed at a distance for an hour, the other under questioning.

SRD v7 §5.1

Persuasion

At Peritus it splits into Diplomacy, Etiquette and Intimidate — the argument, the register it is made in, and the register that stops being an argument.

Etiquette is not politeness. It is knowing which of the three you are allowed to use here without the conversation ending.

SRD v7 §5.1 · SRD v7 §10.4 Influence

Survival

At Peritus it splits into Forage, Track and Navigate — feeding yourself, reading what came before you, and knowing where you are.

Track is the odd one: it is the only sub-skill here that is really Insight wearing boots, and it reads the same margin ladder.

SRD v7 §5.1

Vehicle

At Peritus it splits into Drive, Pilot and Steer — ground, air or void, and water. Three media, and the die does not carry between them.

A lifetime on rivers buys nothing at all when the thing leaves the ground.

SRD v7 §5.1

Lores · 18

Anatomy

The knowing half of medicine. It identifies and explains; Heal is the Skill that acts on what Anatomy has named.

Anatomy says the wound is arterial and the man has minutes. Heal is the roll that does something about it. Failing the second does not unmake the first.

SRD v7 §5.2

Behavior

Where Insight reads the room now, Behavior models the person forward. It is the Lore that knows Drives and Bonds exist and roughly where someone's are.

You work out that his order matters to him more than the street does — so an insult to the Pilis will land harder than a threat to him personally.

SRD v7 §5.2 · Sensation Model · Drive Bias Matrices

Culture

Culture is what a people performs; Society is how its power actually moves. They disagree constantly, and the gap between them is where most plots live.

The district's culture says the Warrant House settles disputes. Its society says nobody has been able to read the warrants for a generation. Both are true.

SRD v7 §5.2

Society

The Lore of obligation and debt: who owes whom, what a favour is worth here, and which institutions still function versus which only still exist.

The Cranegarth owes the Stack for the water year. That debt is why the yards will hear Bell out and will not hear you.

SRD v7 §5.2

History

History resolves at the same margin ladder as any read: a bare pass gets the event, a strong one gets the cause and who profited from the version you were taught.

Margin +1: the house fell. +3: it fell after the family left. +5: they left because it was already falling, and the story runs the other way around.

SRD v7 §5.2

Geography

It reads the scale chain: Region sets what can live there, Reach sets what a day's travel means, Walk sets what is in front of you. Terrain determines life, life determines livelihood.

A rain shadow means thin grazing, which means few horses, which means the courier network runs on foot and the news is four days old.

SRD v7 §5.2 · Hexcrawl and World Generation.md

Nature

The Lore of the Organic kingdom in aggregate. Where Anatomy reads one body, Nature reads the system that body belongs to and what it needs to keep being one.

The rot in the gallery timber is a fungus that needs standing water. Find where the water stands and you have found every other board that will fail.

SRD v7 §5.2

Planes

The Lore of where local physics comes from. A plane is a rule-set with a boundary, and crossing one changes what a Formula costs rather than whether it is legal.

The same working priced at 13 on one side of the threshold and 5 on the other. Nothing about your character changed; the wall did.

SRD v7 §5.2 · 02 Canon/Planes and Firmament.md

Religion

Two layers that must not be confused: what is true about a divinity, and what an institution teaches about it. Religion is the Lore of both, and of the distance between them.

The trials are performed in a fixed order. The order is public. The reason for the order is not, and the two are different questions with different answers.

SRD v7 §5.2

Xenos

The Lore of entities whose Drive set is not the human one. Behavior models a person forward; Xenos is knowing when the person-model does not apply and would mislead you confidently.

You read it as afraid because it retreated. It has no fear Drive. It retreated because the room got louder, and it will be back when the room is quiet.

SRD v7 §5.2

Thaumaturgy

The scholar's half of magic. It identifies Modality, School and intent from what a working leaves behind; casting is a separate stat entirely.

The residue is a projection (+) Facet — RGB Mote, so something was pushed outward rather than drawn in. You still cannot push anything.

SRD v7 §5.2 · PCR-017 conflict 3

Telesoterics

The Lore of unmediated action. Its tell is precision without contact, which is why Fineness — placement tolerance — is the dimension that measures it.

Tolerance at 1 mm is the unaided hand's floor. Anything tighter, with nobody touching it, names the Modality on its own.

SRD v7 §5.2

Transcendentalism

The Lore of workings whose operand is the self. It identifies practice from its marks — what has been given up, and over how long.

Three years of it, and you can say so from posture and hands alone. What you cannot say is whether it worked.

SRD v7 §5.2

Transmogrification

The Lore of altered kind. Its tell is a body that works but did not develop — function without the developmental history that normally produces it.

The joint does its job and has none of the wear a joint that age should carry. It was made, not grown.

SRD v7 §5.2

Technology

The Lore of made systems, mundane and magical alike. It reads mechanism — which is why it, not Thaumaturgy, is what tells you a device is ordinary.

Treadwheel, rope, counterweight. Nothing about the Cranegarth is enchanted, and the value of knowing that is entirely in what you stop looking for.

SRD v7 §5.2

Mathematics

The Lore of proof and pattern. In play it is what converts an observation into a prediction — the difference between noticing a trend and knowing where it lands.

Three collapses in eleven years along one wall. That is a rate, and a rate says which board goes next.

SRD v7 §5.2

Physics

The Lore behind damage itself. Fall reads Force, ignition reads Temperature, burning reads Energy per Sequence — three different physics wearing one word.

F = mgh/d, and the surface is worth two tiers. Landing on the gallery instead of the flags is two rungs of difference, decided before you jump.

SRD v7 §5.2

Engineering

Where Physics says what forces exist, Engineering says what was built to take them and what has been quietly substituting since.

Acclaim 13 on the boards, Acclaim 3 on the stone beneath. Same building, and the number tells you exactly which century each was last seen to.

SRD v7 §5.2

Modalities · 5

Thaumaturgy

Its Caster expression is the Capacitor — an internal reservoir that refills at rest.

He works four times before noon and then stops — not tired, just empty. An hour sitting on the step and he can work again.

nodes.ts (thaumaturgy) · ring pricing ruled 2026-07-12, cliff re-ruled 2026-07-31

Transmogrification

Its Caster expression is the Closed Circuit — self-generated, endogenous force.

Nothing outside it is feeding the change. The animal is powering its own becoming — which is why starving it slows the change and killing it ends one.

nodes.ts (transmogrification) · ring pricing ruled 2026-07-12, cliff re-ruled 2026-07-31

Telesoterics

Its Caster expression is the Caster — pure transmission and signal that works anywhere.

There is no substrate to interrupt — only a channel and a receiver. Shutting the door does not stop it. Putting nothing on the far end does.

nodes.ts (telesoterics) · ring pricing ruled 2026-07-12, cliff re-ruled 2026-07-31

Transcendentalism

Its Caster expression is the Conduit — external force channeled from a Source.

The power is not hers. It arrives from a Source on that Source's terms, which is why how strong she is was never the interesting question.

nodes.ts (transcendentalism) · ring pricing ruled 2026-07-12, cliff re-ruled 2026-07-31

Technics

Its Caster expression is the Converter — environmental exchange that works within the world.

It pays for itself out of the environment — wind, water, falling weight — so it runs inside the world's budget and never draws on yours.

nodes.ts (technics) · ring pricing ruled 2026-07-12, cliff re-ruled 2026-07-31

42 top-level subjects · 121 in all, counting the 39 sub-skills and 40 Schools reached through them.