Gameplay Loops
Intermissions & Safe Zones
Safe Zones
- Marked by ward signs, UC beacons, church sanctuaries, or naval papers (Ketran).
- Threats: petty crime, spies, Followers in disguise, timed hazards (plague, informants).
Rest & Services
- Short Rest (10 min): spend 1 Hit Die, repair 1 Durability (Crafting DC 12).
- Long Rest (8 hrs): restore all, reset class powers, remove 1 Wounded.
Shopping & Upgrading
- Use Price Index and Cross‑Era Pricing.
- Apply Legacy Stickers at a workbench/sanctum; 1 LS per Intermission (unless a feature says more).
Roleplay Hooks
- Bond Scene: grants +1 Edge token (1/use, non‑stacking) if you protect that ally this session.
- Confessional: clear 1 Guilt condition that could hinder Charm/Insight later.
Travel Between Locations
Random Encounters (roll 1/day or locale‑specific)
- 1–3 Hazard (storm, collapse, security sweep)
- 4–6 Social (checkpoint, refugees, merchants, informant)
- 7–9 Discovery (cache, vantage, shrine)
- 10–12 Hostile (bandits, patrol, beast)
Navigation Challenges
- Overland: Survival DC 12–18 (terrain).
- Urban: Investigation/Persuasion (contacts, permits).
- Space: Astrogation (Insight) + Δv management (Lore Book S).
Story Events
- Pre‑plan Milestones (2/session): betrayal on the road; relic glimmer; moral fork.
- Tie to Foreshadowing Tags created with IP.
Combat (Deepening)
Initiative Options
- Awareness Start: If a PC’s Insight beats foe Stealth, gain Edge first round.
- Ambush Clock: Spend 10 minutes to set a 3‑step ambush; each step grants a small Edge.
Ending Combat
- All foes down, objective complete, or Exfil reached.
- Retreat: reach map edge or rally‑point; last PC to cross triggers a parting volley unless blocked.