Chapter 17
Table Index
Every table in the rulebook, organized for quick lookup
Need a number fast? This page links directly to every reference table in the rulebook, organized by what you're most likely to need mid-session.
Economy & Resources
| Table | Chapter | What It Tells You |
|---|---|---|
| Station | Coin & Commerce | Wealth tiers 0–5 with lifestyle descriptions |
| Cost Tiers | Coin & Commerce | What each tier covers — Scrap through Exclusive |
| The Access Rule | Coin & Commerce | At/below Station, one above, two+ above |
| Station Check Skills | Coin & Commerce | Which skill for which access context |
| Society Ledger States | Coin & Commerce | Flush, Level, Lean, Dire — effects on the Society |
| Patron Backing | Coin & Commerce | Backing 1–5 with provisions and Station floor |
| Faction Gear by Backing | Coin & Commerce | What Restoration, Awakening, and Arrangement patrons provide |
| Downtime Actions | Coin & Commerce | Between-adventure actions that affect the Drift |
| Artifact Valuation | Coin & Commerce | Narrative value by enchantment tier |
| Potion Cost Tiers | Coin & Commerce | Potion potency to Cost Tier mapping |
Combat & Weapons
The tables you'll reach for most often — damage, speed, and what happens when things go wrong.
| Table | Chapter | What It Tells You |
|---|---|---|
| Melee Weapons | Arms & Equipment | Speed, damage, and examples for each melee category |
| Modern Firearms | Arms & Equipment | Speed, damage, capacity, reload, and Reliability |
| Ranged Weapons (Martial) | Arms & Equipment | Bows and crossbows — immune to magic zones |
| Galvanic Weapons | Arms & Equipment | Galvanic weapons with stats and keywords |
| Attack Modifiers | Combat | Cover, range, aimed shots, wound penalties |
| Range Bands | Combat | Close, Near, Far, Distant — what works where |
| Malfunction Severity | Combat | d10 results from Click to Catastrophic |
| Vehicles & Conveyance | Arms & Equipment | Vehicle categories with speed, capacity, and zone vulnerability |
Armor & Defense
| Table | Chapter | What It Tells You |
|---|---|---|
| Medieval Armor | Arms & Equipment | Ballistic/Martial soak and Hinder |
| Modern Armor | Arms & Equipment | Ballistic/Martial soak |
| Shields | Arms & Equipment | Shield types with soak ratings |
| Hinder Sources | Arms & Equipment | Which armor and shields impose Hinder penalties |
Weapon Tags & Keywords
| Table | Chapter | What It Tells You |
|---|---|---|
| Melee Tags | Arms & Equipment | Melee weapon tags and their effects |
| Firearm Tags | Arms & Equipment | Firearm tags and their effects |
| Galvanic Keywords | Arms & Equipment | Galvanic weapon keywords and their effects |
Health & Damage
| Table | Chapter | What It Tells You |
|---|---|---|
| Wound Tiers | Getting Hurt | HP tiers with escalating penalties (the death spiral) |
| Exhaustion Tiers | Getting Hurt | EP tiers with escalating penalties |
| Death Save Results | Getting Hurt | d100 outcomes when you're dying |
| Recovery Rates | Getting Hurt | HP, EP, and armor repair rates |
Magic
| Table | Chapter | What It Tells You |
|---|---|---|
| Casting Tiers by Margin | Magic | Roll margin to tier mapping (Weak through Spectacular) |
| Casting Target Hard Caps | Magic | Maximum tier achievable by casting target range |
| Backlash Rates | Magic | Scholarly/Wild backlash percentages and accumulation per tier |
| Wild Effect Table | Magic | d10 wild effects with base, escalated, and permanent tiers |
| Wild Tier Suppression | Magic | How many tiers a wild caster can step down |
| Scholarly vs. Wild Comparison | Magic | Side-by-side comparison of the two casting paths |
| Concentration Check by PW | Magic | Concentration targets and odds by PW modifier |
Spell Lists
| Table | Chapter | What It Tells You |
|---|---|---|
| Aetheric Manipulation | The Grimoire | Raw force, energy, elemental power |
| Vivimancy | The Grimoire | Life, body, biology |
| Warding | The Grimoire | Protection, sealing, banishment |
| Divination | The Grimoire | Perception, knowledge, detection |
| Transmutation | The Grimoire | Altering matter and properties |
| Ley Weaving | The Grimoire | Manipulating magic itself |
| Ritual Spells | Magic | Too complex for combat casting |
Character Creation & Skills
| Table | Chapter | What It Tells You |
|---|---|---|
| Attribute Definitions | Creating Your Adventurer | Attributes with abbreviations and descriptions |
| Skill Groups | Creating Your Adventurer | Physical/Mental/Social groups, point pools, and skill lists |
| Physical Skills | Skills | Physical skills (BR and PC) with full descriptions |
| Mental Skills | Skills | Mental skills (IN, AW, PW) with full descriptions |
| Social Skills | Skills | Social skills (SP) with full descriptions |
| XP Advancement Costs | Creating Your Adventurer | Skill level costs and session estimates |
Core Rolls & Rules
| Table | Chapter | What It Tells You |
|---|---|---|
| Critical Range | Rolling the Dice | Target number brackets mapped to crit range |
| Zone Spectrum | The World Between | Zones from Deep Galvanic to Deep Wild |
| Aetheric Shift by Spell Tier | The World Between | How much each spell tier moves the balance |
| Galvanic Shift by Weapon | The World Between | Galvanic ratings and shift per shot |
| Terminology Glossary | The World Between | Definitions for Veil, Engine, Aetheric, Galvanic, etc. |
