Demo

Travelling At Night · Checks, Troubles & crafting

Understand rescue pips, experience colours, crafting venues and the price of failure.

Travelling At Night
© Weather Factory

Skill checks

A choice displays its basic success chance. When two Skills apply, the stronger chance is used automatically; hover to inspect the alternative. Failure gives more Experiences than success, but also adds a Trouble.

Rescue and Passions

Rescue spends matching pips from the Aspect Pool to recover a failed check. A near miss costs less than a bad failure. Acting with a matching Passion refreshes exhausted pips; matching Refreshments can also restore them.

Experiences

The nine Experience types upgrade matching Skills and Passions. Completed Plans offer a reward choice: open the Finished column and claim it. Passion evolution also raises its level; the cap is 9.

Troubles

Troubles

Sleep reduces Fascination, Dread, Weariness and Pain. Dread, Pain or Fascination at 7 demands attention; reaching 10 ends the run. Staying in one place too long increases Traces, while travel reduces them.

Crafting venues

Recipes can be viewed anywhere, but crafting requires a suitable Venue. Nyctodromy works at a Wound or Threshold; Hushery works at a Shadowed or Quiet Place. Check the recipe and venue together.

Fuel and catalysts

Each ingredient must satisfy every Aspect beneath its slot. A flame marks Fuel, which is consumed. Catalysts return after crafting. Collect the previous result before starting another recipe.

Rites

Rites can reduce Troubles and grant a small random benefit. Some also increase another Trouble. Read the tradeoff before using a rite while a dangerous Trouble is already high.

Money and barter

Merchants pay in their native currency. Paying in another accepted currency incurs agio, roughly fifteen percent rounded down; currencies are also rounded without change. Compare the final total instead of assuming equal face values.