NOWHERE LAND

The DROP System: Complete Rules

The DROP system puts the emphasis on debt and risk management. Every roll is a negotiation between ambition and consequence.

Characters

Each character in Nowhere Land has three core attributes, skills organized by attribute, a wound track, and imagination points.

The Three Attributes

Every character has three attributes scored from 0 to 10:

Physical

Strength, endurance, coordination, and bodily capability. Governs combat, athletics, stealth, and manual skills.

Mental

Intelligence, perception, willpower, and knowledge. Governs lore, insight, survival, and magical defense.

Social

Charisma, presence, empathy, and influence. Governs persuasion, deception, intimidation, and social defense.

Skill Tiers

Skills are rated on a tiered bonus system:

TierBonusDescription
Incapable-5Fundamental inability or crippling disadvantage
Deficient-3Below average, untrained with natural difficulty
Unskilled0Average person with no special training
Novice+1Basic training or natural aptitude
Intermediate+3Professional competence, years of practice
Advanced+5Expert level, recognized specialist
Expert+7Master craftsman, elite professional
Master+10Legendary ability, one of the best alive

Wounds & Imagination

Characters track two additional resources:

Wounds

How much physical harm you can take before falling unconscious. At 0 wounds, you collapse. Further damage risks death.

Imagination Points

A precious meta-resource. Imagination Points (IP) can be spent to upgrade dice, gain advantages, or help allies.

Character Creation

A simple starting build for new characters:

Step 1

Distribute 8 attribute points between Physical, Mental, and Social (each starts at 0, max 10).

Step 2

Choose an age band that modifies your starting resources:

Young+1 Imagination Point, +1 to one attribute, -1 to a different attribute
AdultNo modifications
Veteran+1 to one attribute, +1 tier to one skill, -1 Imagination Point

Step 3

Choose 1-3 careers based on age:

  • Young: 1 career
  • Adult: 2 careers
  • Veteran: 3 careers

Each career grants 1-2 skill tier improvements and sometimes +1 to an attribute. Some careers include trade-offs (e.g., +1 tier to Melee, -1 tier to Etiquette).

Core Resolution

When you attempt an action with uncertain outcome, you make a test against a fixed target number (TN) chosen by the GM.

Difficulty Bands

The GM sets a target number based on the task's difficulty. This TN is fixed for the entire test—it doesn't adjust based on your attributes.

DifficultyTarget Number
Easy6-10
Moderate12-16
Hard18-22
Very Hard24-28
Extreme / Legendary30+

The Steps of a Test

1. Choose Attribute and Skill

The GM and player agree which attribute applies (Physical, Mental, or Social) and which skill is relevant. Your base dice pool equals your attribute score in d6.

2. Apply Advantage and Disadvantage

Advantage and Disadvantage are one-shot flags on an attribute. Each Advantage gives +1 die; each Disadvantage gives -1 die. Setbacks from earlier failures add Disadvantage; bonuses from earlier successes add Advantage.

3. Add Help and Imagination

Other characters can help you in two ways:

Normal Help

A helper spends their action to give you +1 die. Multiple helpers can stack, each spending their action.

Imagination Help

A helper spends 2 IP to give you +1 die while keeping their own action.

Self-Advantage

Spend 1 IP to gain +1 die (one Advantage) on this test.

4. Build Your Total Pool

Start with your attribute dice, add or subtract dice from Advantage/Disadvantage, then add dice from Helpers and Imagination. You must have at least 1 die to attempt the action.

5. Choose Rolled vs. Kept Dice

From your total pool, choose which dice to roll and which to keep:

Rolled Dice

Roll normally. Can roll 1 (risking a state) or 6 (which explodes). Can be upgraded with IP. Can be affected by Reach and Push after rolling.

Kept Dice

Do not roll—automatically counts as 4. Cannot cause states, cannot explode, cannot be upgraded or rerolled.

6. Upgrade Rolled Dice (Optional)

Before rolling, you may spend IP to upgrade any rolled dice. Each point upgrades one die by one step: d6 → d8 → d10 → d12 → d20. Kept dice cannot be upgraded.

7. Roll the Dice

Roll all your rolled dice and check for special results:

Explosion

If a die shows its maximum value (6 on d6), it explodes once: immediately roll one extra die of the same size and add that result. A die can only explode once; further 6s are just 6.

States from 1s

If at least one rolled die shows 1, you risk gaining a state on that attribute. You can gain at most one state per test, no matter how many 1s you rolled.

8. After You See the Roll: Reach or Push

After seeing your total (but before the outcome is narrated), you may use Reach or Push—but usually not both.

Reach

Add 1 extra rolled die to this test. Immediately roll it and apply explosion if applicable. You gain 1 level of 'Reach debt'—on your next test with this attribute, your base pool is reduced by 1 die.

Clearing Reach Debt

On your next test with that attribute, apply all Reach penalties. If any rolled die explodes during that test, each explosion clears one level of Reach debt.

Push

Choose some or all rolled dice and reroll them once. Pushing ignores Advantage/Disadvantage—you just reroll flat. Pushing does NOT automatically cost a Wound. However, if after pushing your total still fails to meet the TN, you 'make a zero' and take 1 Wound.

9. Compute Your Final Total

Final total = Sum of all rolled dice (including explosions) + 4 for each kept die + your skill bonus (-5 to +10).

10. Determine the Tier of Outcome

Compare your total to the target number (TN). Also check for critical results:

Outcome Tiers

TierRangeEffect
Great SuccessTN + 8 or moreOutstanding effect—more impact, scope, or control. Gain Advantage on next test with this attribute.
Success with BonusTN + 4 to TN + 7Clear success with tangible extra benefit. Gain Advantage on next test.
Normal SuccessTN to TN + 3Goal achieved as intended. No automatic Advantage or Disadvantage.
Partial SuccessTN - 4 to TN - 1You may accept a constrained success: achieve your goal but accept a cost (state, Wound, or complication). Alternatively, treat as normal failure.
FailureBelow TN - 4Goal not achieved. GM may introduce fictional problems, but no automatic mechanical setback unless built into the action.

State Tiers

States represent degradation of your capabilities. When you gain a state, it applies to the relevant attribute:

Tier 1

-1 to all skill bonuses using that attribute

Tier 2

-2 to all skills and one level of Disadvantage

Tier 3

Cannot use that attribute for proactive tests (defense/passive only)

Armor and Defense

Combat and social conflicts use defense target numbers:

Physical Defense

Based on Physical attribute plus armor. Enemy attacks compare against this to inflict Wounds.

Mental Defense

Based on Mental attribute plus defense skills (like Resolve). Used against magic and psychic attacks.

Social Defense

Based on Social attribute plus defense skills (like Self-Control). Used against intimidation, charm, and manipulation.

Social Attacks

Social attacks are tests using Social (or sometimes Mental) against the target's Social Defense TN:

EffectDifficulty
Make enemy hesitate or lose actionHard (TN ~20)
Make enemy flee (Rout)Very Hard (TN ~24-26)
Undermine confidence (impose Disadvantage)Moderate to Hard

DROP System v2 Updates

⚠️ Rules Update Notice

The following mechanics have been updated in DROP System v2:

  • • Attributes now scale 0-10 (previously -5 to +5)
  • • New Zero Dice rules for 0-attribute characters
  • • New Sets mechanic for matching dice values
  • • Revised Reach/Push exclusivity rules
  • • Updated Explosion mechanics (one explosion per die)
  • • New Sacrifice rules (must roll at least 1 die)
  • Drift reset rules when crossing world boundaries

Zero Dice: The Desperate Choice

A character with 0 in an attribute faces a difficult choice when that attribute is tested. They have two options:

Option A: Roll Disadvantage

Roll 2d6 and take the lowest value. This represents struggling with something completely outside your capabilities but still having a slim chance of success through luck.

Option B: Reach for a State

Reach once to gain 1d6, but automatically acquire a State(a narrative condition) regardless of the roll result. This represents pushing beyond your limits at a guaranteed cost.

Sets: Matching Dice Values

When you roll multiple dice and some show the same value, you've rolled a Set. Sets provide powerful benefits but come with restrictions.

Set TypeMatching DiceBenefit
Doubles2 dice same valueRecover 1 Reach OR add 1 extra die to total
Triples3 dice same valueRecover 2 Reach OR add 2 extra dice to total
Quadruples+4+ dice same valueRecover N-1 Reach OR add N-1 extra dice

Key Rules:

  • • Sets are detected after the initial roll but before any Pushing
  • • You choose: recover Reach debt OR add bonus dice to this roll
  • Sets cannot be Pushed — the matching dice are locked
  • • Multiple Sets in one roll each grant their benefits separately

Reach & Push Exclusivity

Reach and Push are now mutually exclusive within a session until rest:

⚠️ Critical Restriction

Once you Push (even once), you can no longer Reach on that roll or subsequent rolls until you rest. This represents exhausting your reserves—pushing past limits means you can't borrow from the future anymore.

Reach Rules

  • ✓ Add +1d6 to your current roll per Reach
  • ✓ Debt carries to your next roll with that Essence
  • ⚠️ Rolling a 1 on a Reached die causes a WOUND
  • ⚠️ You can only Reach based on dice you actually roll

Push Rules

  • ✓ Reroll any number of non-1 dice
  • ✓ Cannot reroll 1s (they are locked failures)
  • ✓ Cannot reroll dice that are part of a Set
  • ⚠️ Rolling a 1 on a Pushed die causes a STATE

Sacrifice: Must Roll At Least One

Sacrifice allows you to trade dice for certainty by lowering the Target Number, but you cannot sacrifice your way out of rolling entirely.

  • ✓ Before rolling, discard dice to lower TN by 4 per die
  • ✓ Represents taking extra time, using perfect technique, or being meticulous
  • ⚠️ You must always roll at least 1 die
  • ⚠️ Sacrificed dice cannot be Reached

Explosion: One Per Die

Rolling the maximum face value on any die triggers an explosion—but with important restrictions.

  • ✓ Rolling max value (6 on d6) allows one additional roll
  • ✓ Add the explosion result to your total
  • Explosions can only happen ONCE per die (no chains)
  • ⚠️ Exploded dice cannot be Pushed
  • Rolling a 1 on an explosion has NO negative effects

Drift Reset: World Boundaries

Drift represents your connection to Nowhere Land. It follows clear reset rules when crossing between the Outside (real world) and Nowhere Land.

Returning to the Outside

When a character successfully leaves Nowhere Land and returns to the Outside world, their Drift resets to 0. The mundane world doesn't sustain the connection.

Entering Nowhere Land

When a character enters Nowhere Land (whether for the first time or returning), their Drift starts at 1. The crossing itself begins the connection.

Examples in Play

Example: Physical Combat

Grim (Physical 4, Melee +5) attacks a bandit (Physical Defense 15):

  1. 1. Grim's pool: 4d6 base
  2. 2. He decides to roll all 4 dice (no kept dice for safety)
  3. 3. Rolls: 6, 4, 3, 2. The 6 explodes → rolls a 3
  4. 4. Total: 6 + 3 (explosion) + 4 + 3 + 2 + 5 (skill) = 23
  5. 5. Result: 23 vs TN 15 = Success with Bonus (+8 over TN)
  6. 6. Grim strikes decisively and gains Advantage on his next Physical test

Example: Social Attack

Lyra (Social 5, Intimidation +3) tries to make a guard flee (Very Hard, TN 24):

  1. 1. Lyra's pool: 5d6 base
  2. 2. She spends 1 IP for +1 die = 6d6
  3. 3. Keeps 2 dice (automatic 4s) = +8 guaranteed
  4. 4. Rolls 4d6: 6, 5, 3, 1. One 1 = state risk!
  5. 5. 6 explodes → rolls 2
  6. 6. Total: (6+2) + 5 + 3 + 8 (kept) + 3 (skill) = 27
  7. 7. Result: 27 vs TN 24 = Normal Success (within +3)
  8. 8. Guard hesitates, loses their next action. But Lyra gains a Tier 1 state on Social from the 1.

Example: Mental Defense

Nora (Mental 3, Resolve +1) defends against a psychic attack (TN 18):

  1. 1. Nora's pool: 3d6
  2. 2. She uses Reach to add +1 die = 4d6 (but will owe -1 die next Mental test)
  3. 3. Rolls: 4, 3, 2, 1. No explosions. One 1 = state risk.
  4. 4. Total: 4 + 3 + 2 + 1 + 1 (skill) = 11
  5. 5. Result: 11 vs TN 18 = Failure (-7 under)
  6. 6. She decides to Push—rerolls all 4 dice: 6, 5, 4, 2
  7. 7. 6 explodes → rolls 4
  8. 8. New total: (6+4) + 5 + 4 + 2 + 1 = 22
  9. 9. Result: 22 vs TN 18 = Success with Bonus!
  10. 10. Nora resists the psychic attack powerfully. No Wound because the Push succeeded. She still owes Reach debt on her next Mental test.

"Every die is a promise to the future. Drop wisely—for fate remembers what you borrow."

— The Count's First Rule