Chapter 15

Running the Game

Adjudication, rulings, and the art of keeping the world honest

The rules give you a skeleton. You give it breath. Your job is not to enforce the mechanics — it is to make the world feel real, let the players make meaningful choices, and reach for the dice only when the outcome genuinely matters.

The Scholar

I spent years trying to map the Aether with precise instruments. I failed. The Veil does not yield clean data, and the Engine resists controlled observation. What I have instead are patterns — reliable enough to build on, imprecise enough to demand constant judgement. Every survey I publish carries the same footnote: conditions at time of measurement. The world shifts between readings. Accept that, and the patterns become remarkably useful.

When to Roll

Roll dice when three conditions are all true:

  1. The outcome is uncertain. If a trained locksmith picks a simple lock in quiet conditions, there is no uncertainty. Narrate the success.
  2. Failure has interesting consequences. If nothing changes on a failure — if the character just tries again — the roll is pointless. Only roll when failure moves the fiction forward.
  3. Success is not guaranteed by competence. A skilled swordsman fighting an untrained peasant is not rolling to hit — he is deciding what to do.

If any condition is missing, do not roll. Narrate the outcome that makes sense. The dice are for moments of genuine tension.

The converse is equally important: if a player describes something clearly impossible — lifting a building, talking a king into abdication — do not roll for that either. Some things simply cannot be done. “I attempt it” does not create a die roll when the fiction does not support it.

Setting Difficulty

The skill formula gives you the baseline. A character with Melee 3 and PC +2 has a 66% chance of hitting. That is the default — no modifiers, normal conditions. When conditions deviate from normal, apply modifiers:

CircumstanceModifier
Trivially easy for a trained characterDon’t roll
Favorable conditions (good tools, plenty of time)+10% to +20%
Normal conditions+0%
Unfavorable conditions (bad tools, time pressure)−10% to −20%
Severely unfavorable (darkness, injury, interference)−30% or worse

Modifiers stack. A locksmith picking a lock in darkness (−20%) while wounded (−10%) and rushed (−10%) is at −40%. At that point, even a skilled character is sweating.

Don’t Over-Modify

One or two modifiers is typical. If you find yourself stacking four penalties, consider whether the task is simply impossible in these conditions, or whether a single dramatic modifier (−30%, the situation is terrible) serves better than granular accounting.

The OSR Loop

The game runs on a simple cycle:

  1. You describe the world honestly. What the characters see, hear, smell, feel. Not what they conclude — what they perceive.
  2. Players declare what they do. Not “I roll Investigation” — “I search the desk drawers” or “I watch the guard’s patrol pattern.” The fiction drives the mechanics, not the other way around.
  3. You determine the outcome. If the outcome is obvious, narrate it. If it is uncertain, call for the appropriate roll.
Describe Situations, Not Solutions

“The door is locked, and you can hear footsteps approaching from the corridor” — not “You need to pick the lock.” The locked door and the footsteps are facts. What to do about them is the players’ problem. Maybe they pick the lock. Maybe they hide. Maybe they kick the door down. Maybe they ambush whoever is coming.

Ad-Hoc Checks

Not every situation maps neatly to a skill. The game provides four types of checks, each suited to a different question:

Check TypeFormulaRangeWhen to Use
Skill check ((10 + stat) × level) + 30 Varies Character has the relevant skill
Unskilled attempt (5 + stat) × 5 10–40 Attempting a skilled task without training
Stat check (5 + stat) × 10 20–80 Raw capability — no skill applies
Consequence check Flat % set by GM Any The world decides, not the character

Unskilled attempts are for “I don’t know how to do this.” The low ceiling (40% at stat +3) reflects being out of your depth.

Stat checks are for raw capability where training is irrelevant. Can you hold your breath long enough? Resist the poison? Keep your grip as the cart lurches? The wider range (20–80) reflects something fundamental about the character, not a gap in their education.

Consequence checks are for when the character is not the variable. “There is a 30% chance the bridge holds.” “50/50 the guard turns left.” Roll d100 against the percentage. No skill, no stat — just the situation.

Failing Forward

When a character fails a roll, do not default to “nothing happens.” Failed rolls should change the situation:

Every roll matters. Success moves toward the objective. Failure creates a new problem that demands a response. The fiction never stalls.


NPC Dispositions

Every NPC has a disposition toward the party — a judgment call you make based on context. The disposition modifies social skill checks:

DispositionModifierDescription
Hostile−30%Actively opposed. Looking for reasons to refuse.
Unfriendly−15%Suspicious. Resistant. Needs convincing just to listen.
Neutral+0%No strong feelings. Open to reasonable proposals.
Friendly+15%Well-disposed. Gives benefit of the doubt.
Allied+30%Actively on your side. Needs minimal convincing.

Dispositions shift during conversations. A successful Etiquette check might move an Unfriendly NPC to Neutral. A terrible lie caught by Empathy might drop a Friendly NPC to Unfriendly. Adjust based on what happens in the fiction.

Roleplay & Social Checks

Roleplay and mechanics work together. Neither replaces the other.

When to call for a roll: The outcome is uncertain, the stakes matter, and the character is attempting something beyond casual conversation.

When to skip the roll: The request is reasonable and the NPC has no reason to refuse. Or the roleplay is so compelling that the NPC would be convinced regardless. Or the request is so absurd that no roll could make it work.

When a roll is called for, good roleplay adjusts the odds:

Roleplay QualityModifier
Compelling argument, addresses NPC’s actual concerns+10% to +20%
Adequate, nothing special+0%
Tone-deaf, contradicts NPC’s values−10% to −20%

Social Skill Reference

SkillUsed ForOpposed By
PersuasionConvincing someone of something true or reasonableResolve
DeceptionConvincing someone of something falseEmpathy
IntimidationCompelling through threat of force or consequenceResolve
EtiquetteNavigating social norms, first impressions, protocol
LeadershipRallying, inspiring, coordinating groups
StreetwiseNavigating underworld culture, finding contacts

Opposed social checks use the standard rules: both sides roll, the larger margin wins. One success beats one failure. Both fail means neither side gains ground.

Intimidation as Flex-Stat

Intimidation can be assigned to BR (physical menace) or SP (social pressure) at character creation. The context matters:

BR Intimidation: Looming in doorways. Cracking knuckles. Picking up the table one-handed. Works on people who can be physically threatened. Does not work well on the physically fearless or in contexts where violence is off the table.

SP Intimidation: Naming someone’s secrets in public. Mentioning their patron’s displeasure. Works on people with something to lose. Does not work on people with nothing to lose or outside social structures.

If the context does not match their stat — a BR Intimidator pressuring a noble at a dinner party — apply −10% to −20%.

Social Skills Don’t Mind-Control

A successful social check opens a door. It does not walk through it.

The Margin Rule

The more extraordinary the request, the higher the margin required. Asking a guard to look the other way for a minute? A basic success. Asking a guard to abandon his post? Strong margin territory (31+). Asking a guard to betray his employer? Spectacular (51+) if it is possible at all — and for many NPCs, it simply is not.


Chases

The timing track is not just for combat. Any situation where timing, speed, and sequential action matter can use the track — and chases are the natural fit.

Both the pursuer and the quarry act on the same timing track. The pursuer wants to close to Close range. The quarry wants to open distance beyond Distant. If both sides Sprint at the same speed, the gap never changes — so chases are decided by obstacles, complications, and the choices each side makes.

Foot Chases

ActionSpeedEffect
Sprint3Move one range band (closer or farther)
ObstaclevariesAthletics check. Failure: +2 count penalty on next action
Shortcut4Investigation or Survival check. Success: two bands. Failure: zero.
Combat actionper weaponAttack mid-chase (must be in range)
Dirty trick2Knock over a cart, slam a door. Target rolls Athletics or takes +2 penalty

Obstacles are your primary tool for making chases interesting. Without them, both sides Sprint repeatedly and nothing happens. Every 3–5 counts, introduce something.

Chase Complications

When a chase needs texture, roll or pick:

d6Complication
1Obstacle — a wall, a cart, a fence. Athletics check; failure = +2 count penalty.
2Bystanders — a crowd, a work crew. Athletics check; failure = +3 penalty and someone gets hurt.
3Terrain change — stairs, rubble, water. Different skill check required.
4Zone boundary — Aetheric balance shifts. Firearms and devices recalculate Reliability.
5Dead end — Investigation check or lose a range band doubling back.
6Opportunity — a rope to swing on, a ledge to leap from. Creative action for a free range band.

Vehicle Chases

Same structure as foot chases, with modifications: vehicle speed replaces Sprint, Piloting replaces Athletics, and Reliability matters when crossing Aetheric zone boundaries.

VehicleChase SpeedNotes
On foot3 counts/bandThe Sprint baseline
Horse / animal4 counts/bandImmune to Aetheric interference
Automobile2 counts/bandReliability check in Aetheric zones
Motorcycle2 counts/band+10% Piloting for obstacles. Rider takes damage on crash.
Airship3 counts/band3D chase. Engine stalls at altitude are catastrophic.
Ending a Chase

If a chase drags past 15–20 counts without resolution, force an ending. Both sides make one final opposed Athletics (or Piloting) check. Highest margin wins. Ties go to the quarry — chases favor the pursued.


Tracking Accumulation

Keep it simple. A tally on scratch paper:

Aetheric: |||| (4)   Galvanic: || (2)   Net: +2 Aetheric

Each successful spell adds its tier value. Each exotic weapon shot or device activation subtracts its Galvanic rating. Cross off marks as accumulation decays (1 per minute).

ContextHow to Track
CombatTrack every spell and every exotic weapon shot. The balance is a tactical resource.
ExplorationNote significant shifts. Between events, decay happens in the background.
Pure roleplayDo not track unless magic or exotic tech is used.

Environmental Zones as Adventure Design

Zones are adventure design tools. The Aetheric balance of a location tells the players what works here, what does not, and what the place is.

A factory pumping Galvanic energy into the air (baseline −10) tells the players: your caster is weakened here, firearms are reliable, someone is running heavy machinery. A haunted forest with +8 Aetheric tells them: bring swords, your guns will jam, the caster thrives but the forest is watching.

The Zone IS the Challenge

A dungeon with a vertical gradient — neutral on the surface, increasingly Aetheric as you descend — forces the party to choose: bring guns for the upper floors and switch to swords below? Leave the caster topside as a rearguard? The zone makes tactical decisions richer without adding new mechanics. It is the same Reliability and Casting math the players already know, applied spatially.

Dynamic Zones

Spell flooding: A caster throwing Standard spells generates +2 accumulation per cast. Three spells pushes +6 — enough to make firearms noticeably unreliable (−12 Reliability).

Tech pushing back: A force generator pulsing −2 per minute shifts the balance toward Galvanic. Five minutes of operation moves the needle by −10.

Decay as timer: Accumulation decays at 1 per minute. A +6 spike from combat fades in six minutes. Rest to reset the zone, or press on while the balance favors you. This creates pacing tension without any new mechanics.

Baselines do not change in-session. Only sustained, intensive activity over weeks or months shifts a location’s permanent baseline.

Location Baselines

LocationBaselineWhy
Open countryside0No sustained activity
City street0 to −2Faint industrial hum
Factory floor−5 to −12Active machinery
Power plant / foundry−15 to −25Heavy Engine concentration
University / library0 to +2Faint scholarly traces
Old cathedral / temple+3 to +5Centuries of ritual
Haunted manor+5 to +8Aetheric residue from trauma
Cemetery / barrow+3 to +8Proximity to the Veil
Wild Zone edge+8 to +12Technology falters
Wild Zone heart+15 to +25+Swords and sorcery only
Galvanic lab−3 to −8Prototype testing
Abandoned factory−2 to −5Residual resonance, fading

Zone Boundaries as Tactical Terrain

Treat zone boundaries like walls, cover, and chokepoints — tactical features that change how encounters play out.

Encounter Design

A fight in a warehouse. The main floor is Neutral (0). The back room houses a humming Galvanic generator (−8). The old stone cellar has Aetheric traces (+5). Three zones in one building. The caster wants to fight from the cellar. The enemy gunners want the back room. The main floor is contested ground where everything kind-of works but nobody has an edge. The fight becomes a territorial struggle over which zone to control.


Narrating Spell Effects

Spells describe broad concepts, not narrow effects. Force does not say “deals 2d6 in a 15-foot cone” — it says “project raw magical force as a push, strike, or crush.” The tier table gives the mechanical numbers. The fiction is yours to shape.

Scaling Descriptions by Tier

TierScaleSensoryAftermath
WeakPersonal, one targetA flicker, a whisper, a faint shimmerA chill in the air
StandardRoom-scaleA flash, a crack, unmistakableScorch marks, frost, displaced objects
StrongArea-scale, changes the sceneA roar, a wave of forceStructural damage, altered terrain
SpectacularBuilding-scale, awe-inspiringEveryone stops. The air changes.Craters, fused stone, warped metal

Creative Spell Use

When a player proposes a use that is not in the tier table, ask three questions:

  1. Does the spell’s concept cover this? Force moves things. It does not create fire, read minds, or heal wounds.
  2. What tier would this effect require? Shoving a door open? Weak. Collapsing a tunnel? Strong or Spectacular.
  3. Is the proposed effect within the scope of that tier? Compare to what the tier already does. If it is dramatically more powerful, it does not fit.

If all three pass, the effect works as proposed. If the concept fits but the tier is wrong, offer a reduced version: “Force cannot collapse the tunnel at Standard, but you could crack a support beam.”

Scope Limits

If a proposed use would make another spell obsolete, it is too broad. If Force can do what Kinesis does, why does Kinesis exist? Spell boundaries are load-bearing walls — removing one brings down the house.

Backlash as Narrative

Backlash is not just “take 1d4 damage.” It is the Aether biting back. Describe it in terms of the spell that caused it:

Spell ConceptBacklash Looks Like
ForceConcussive rebound. The caster staggers as if punched.
Elemental ManipulationThe element turns on the caster. A fire spell scorches their hands.
BarrierThe barrier snaps back like a rubber band.
MendThe healing goes wrong. A bone sets crooked. A wound seals over infection.
WitherThe entropy reflects inward. A fingernail blackens. Hair grays at the temple.
Detect / RevealSensory overload. Every magical trace floods their perception.
CommuneThe other side notices you. Something whispers back.
SeverThe severing cuts both ways. Something inside disconnects momentarily.
The Believer

I was standing beside a young caster when backlash tore through her like a living thing. The light changed color. The air screamed. I watched her eyes go white and felt the Aether recoil through my own bones, even though I wasn't the one casting. That moment taught me more about magic than a year of study. Backlash is the most honest moment in magic — the Aether showing you exactly what it thinks of your presumption.

The 25% wild effect chance after backlash is a storytelling gift. A Wild Effect from Force might shatter every window in the room. A Wild Effect from Commune might briefly open a two-way connection. These moments make sessions memorable.


Creating Devices on the Fly

When a player asks “Is there a device that could do X?” or you need a piece of exotic tech for an NPC or location, use the quick creation method:

  1. What does it do? One clear function. Devices do one thing.
  2. What spell does it most closely mimic? A ward detector mimics Detect. A force generator mimics Barrier. Find the analog.
  3. Set the Galvanic rating. Weak analog = 1, Standard = 2, Strong = 3. Passive readers = 0.
  4. Assign Reliability. 50–60: fragile prototype. 65–75: field-ready. 80+: robust.
  5. Add a drawback. It is loud, slow, fragile, fuel-hungry, or alerts things you would rather not alert. Every device has one.

The Balance Test

Before handing a device to the players, ask three questions:

Devices as Rewards

RarityAvailability
CommonSpecialist shops in major cities
UncommonFaction quartermasters, specific contacts
RareBlack market, faction armories, expedition salvage
UniqueOne-of-a-kind. Built for a specific purpose. Quest reward.

Faction-specific devices are among the best quest rewards in the game. A device built by a specific faction — with their design philosophy, their limitations, their aesthetic — tells the players something about that faction every time they use it.


Economy at the Table

The economy system is covered in Coin & Commerce. This section covers GM-facing guidance for running it in play.

When to Call for a Station Check

Not every purchase needs a check. If a player wants to buy ammunition and they’re Station 2, just say yes — ammunition is Tier 1. Station Checks exist for moments where reaching above your means creates tension or story: bribing the hotel concierge, hiring a specialist, acquiring something the patron didn’t provide.

The skill depends on how they’re getting it: Etiquette for formal access, Streetwise for black market, Persuasion for negotiation, Deception for bluffing wealth they don’t have. Apply −15% as the base modifier and adjust for circumstances.

Pacing the Drift

The Drift is your throttle for economic urgency. After 2–3 sessions of game time without a paying mission, slide the Ledger one step toward Lean. But don’t be mechanical about it — if the table is deep in a personal storyline or investigating something interesting between jobs, slow the Drift. When you want urgency, let it catch up.

At Lean, the Society must take the next available job — even one they don’t like. At Dire, every member’s Station drops by 1 and the charter is on the line. Use Dire sparingly — it’s a crisis, not a routine.

Assigning Payouts

Every mission has a Payout Rating that affects the Ledger:

PayoutLedger EffectWhen to Use
ScrapsNo effect — Drift still appliesRoutine favours, patrol duty, information delivery
Honest WorkHolds Level — prevents DriftStandard missions — the bread and butter
Good Money+1 toward FlushDangerous or high-stakes work
WindfallJump to Flush, +1 Station possibleOnce-in-a-career scores — use rarely

When NPCs discuss payment in fiction, use marks for colour: Scraps ≈ 20–50 marks, Honest Work ≈ 100–300, Good Money ≈ 500–2,000, Windfall ≈ 5,000+. Players don’t track the numbers — the Payout Rating handles the mechanical effect.

Adjusting Backing

Backing changes at campaign inflection points, not session by session. A string of successful missions, a major win for the patron, or the faction growing in power might push Backing up. Repeated failures, defiance of orders, or the patron’s faction losing territory pushes it down. When Backing drops, the Station Floor drops with it — members at the floor feel their lifestyle degrade. That squeeze is where patron politics become personal.


The Dockmaster’s Favor

Setup

The party needs passage on a cargo ship leaving tonight. The dockmaster, Greaves, controls berth assignments. He has heard rumors about the party causing trouble (Unfriendly, −15%). Characters: Sera (SP +2, Persuasion 3, Etiquette 2, Deception 3) and Kael (BR +2, Intimidation 2 under BR).

Step 1 — Read the room. Sera’s player asks about Greaves’ mood. The GM describes: he looks up from his manifests and his expression goes flat. No roll needed — the GM is describing the world honestly.

Step 2 — Etiquette to soften the ground. Sera compliments his operation, uses his title, stays formal. Etiquette target: ((10 + 2) × 2) + 30 = 54. Rolls 41 — success, margin 13. Greaves softens. Disposition shifts from Unfriendly (−15%) to Neutral (+0%).

Step 3 — Persuasion. Sera mentions their patron, Lord Ashton, and implies future favors. Good argument: +10% roleplay modifier. Persuasion target: 66 + 10 = 76. Rolls 52 — success, margin 24. Greaves pulls out a manifest. “Two berths. Cargo hold, not cabins.”

Step 4 — Deception at the gangplank. A dock inspector asks about a sealed crate. Sera claims it is survey equipment. Deception 66 vs. inspector’s Empathy 40. Sera rolls 38 (success, margin 28). Inspector rolls 52 (fail). One success beats one failure — the lie holds completely.

What If Kael Had Intimidated Instead?

Kael’s BR Intimidation target is 54. He could loom and growl. Even if he wins the opposed check against Greaves’ Resolve, Intimidation creates compliance, not goodwill. Greaves would give them the berths — then report them to the harbor watch.

Through the Market District

Setup

Finch grabs a stolen document and bolts. Kael (PC +2, Athletics 3) gives chase through a crowded market toward the old quarter (Light Aetheric, +3 baseline). Finch starts at Near range.

Count 0: Both Sprint (speed 3, tokens at 3).

Count 3: Both resolve simultaneously. Range unchanged — both moved the same distance. Complication: a fruit cart blocks the alley.

Kael’s Athletics target: 66. Rolls 28. Success — clears the cart smoothly. Finch’s Athletics target: 50. Rolls 63. Failure — clips the corner, +2 count penalty.

Count 3 declarations: Kael Sprints (speed 3, token at 6). Finch Sprints (speed 3 + 2 penalty = 5, token at 8). Kael is gaining.

Count 6: Kael resolves, moves to Close. Finch has not resolved yet. Kael declares a tackle (Brawl, speed 3, token at 9).

Count 8: Finch resolves, moves from Close back to Near. Kael’s tackle at count 9 needs Close range — Finch is now one band too far. Tackle misses.

Count 11: Finch reaches Far range in the old quarter. Zone shifts to +3 Aetheric — any firearm drawn now loses 6 Reliability.

Resolution (approaching 12 counts): Final opposed Athletics. Kael: 66, rolls 44 (margin 22). Finch: 50, rolls 61 (fail). Kael dives, catches Finch’s coat. Chase over — Close-range confrontation in a +3 Aetheric zone.

The Holloway House

Setup

The party investigates a haunted manor. Baseline: +5 Aetheric (main floors), +8 (cellar), +2 (garden). Party: Sera (casting target 55), Kael (revolver Rel 95), Marsh (semi-auto Rel 85, Aetheric Compass).

The garden (+2 baseline). Marsh activates the Compass (Galvanic Rating 0 — passive reader, no shift). Kael’s revolver: 95 − 4 = 91. Malfunction chance 9%. Barely noticeable.

Main floor (+5 baseline). Kael’s revolver: 95 − 10 = 85. Malfunction 15%. Marsh’s semi-auto: 85 − 10 = 75. Malfunction 25%. Marsh holsters the pistol and draws a knife. Sera’s casting target: 55 + 10 = 65. The Aether is feeding her.

Sera casts Detect to search for magical traps. Rolls 42 against target 65 — success, margin 23. Standard tier. She senses three sources: two faint wards on the windows, one stronger pulse beneath the floor. Accumulation: +2. Net balance now +7. Kael’s revolver drops to effective 81. It decays back to baseline in two minutes.

The cellar (+8 baseline). Kael’s revolver: 95 − 16 = 79. Malfunction 21%. Marsh’s semi-auto: 85 − 16 = 69. Malfunction 31%. Sera’s casting target: 55 + 16 = 71. She is formidable down here.

They find a ward circle on the cellar floor, still active, pulsing Aetheric energy. Something is contained inside it. Opening the circle is a choice — the thing inside might be dangerous, and releasing it in a +8 zone means any magical entity will be empowered.

The Zone Does the Work

The players know the math. They know their guns are unreliable down here. They know the caster is strong. They know whatever is in the circle will be stronger too. The zone baseline created a tactical dilemma without the GM lifting a finger.

The Resonance Cage

Setup

The party needs to capture a magical creature — an Aetheric predator that manifests from the Veil, feeds on residue, and vanishes when threatened. Physical weapons pass through it. Magic can hurt it but also feeds it. A player asks: “Could we build some kind of Galvanic trap?”

The GM uses the quick creation method:

  1. Function: Localized Galvanic containment field.
  2. Spell analog: Circle — creates a bounded zone. Standard tier for basic containment.
  3. Galvanic rating: 2 (Standard analog). Generates −2 per minute while active.
  4. Reliability: 55. A prototype built from salvaged parts.
  5. Drawbacks: 10 minutes to set up. One-shot power source (~30 minutes). Loud Galvanic pulse on activation. The field affects everyone inside — casting at −4 to target numbers.

Sera lures the creature with a Weak spell. When it enters the cage radius, the engineer activates it. Reliability check: d100 against 55, rolls 33 — it fires. The creature recoils from the Galvanic field but can batter it with its own Aetheric energy. The party has 10–15 minutes before the cage fails.

The device does one thing (containment). It has meaningful costs (setup time, one-shot, affects allies). It creates new problems (transport, time limit, alerting other threats). It is rooted in established mechanics.


The GM’s Toolkit

SituationToolReference
Should I call for a roll?Three conditions testUncertain + consequences + not trivial
How hard is this check?Modifier table+20% favorable to −30% severe
Raw capability, no skill?Stat check(5 + stat) × 10
Environmental chance?Consequence checkFlat %, roll d100
NPC social encounter?Disposition + social skill−30% hostile to +30% allied
Chase on foot?Timing track + SprintSpeed 3 per range band
Vehicle chase?Timing track + vehicle speedSpeed varies by vehicle
Track accumulation?Tally marks+tier for spells, −rating for devices
Zone baseline?Location table0 neutral to ±25 extreme
Creative spell use?Three questions testConcept + tier + scope
Need a device?Quick creation methodFunction → analog → rating → drawback
Can they afford this?Station vs. Cost TierAt/below = yes, +1 = check, +2 = narrative
Society running low?The Drift2–3 sessions without work → Ledger slides toward Lean
How much does the job pay?Payout RatingScraps / Honest Work / Good Money / Windfall
Patron pulling back?Backing changeCampaign inflection point, not session-by-session