Create Your Traveler
Shape your identity across the five Essences. Build your past through Careers. Define your connection to Nowhere Land.
What You Will Create
Identity
Name, origin, and personal background
Essences
Five core attributes that define your capabilities
Careers
Your professional skills and experiences
Imagination
Your creative potential (Reverie)
Your Character Sheet
Hover over each section to learn more
How Rolls Work
Roll Dice
Roll a pool of d6 equal to your relevant Essence
Difficulty & Context
Each die that meets or equals the Veil (target number) is a success. Veil = Essence × Difficulty
Count Matches
Count the number of successes (dice that meet or exceed the Veil)
Spend Imagination
Optionally spend Imagination to boost rolls or activate Potentials
Key Mechanics
Track Resources
Wounds (physical), Fractures (mental), and Scars (social) each have capacity equal to their linked Essence + 5
Reality tears caused by Drift exposure. Capacity equals your Drift level.
Track debts and favors owed to the Count — every bargain has a price
Drift transforms you. Five Essences define you. Together they shape your journey.
Example: You declare: "I want to climb the ancient tower." The Trickster sets the Veil at 12 (Forma 3 × Hard 4). You roll 3d6 and get 4, 7, 11. One die meets the Veil — one success! You climb the tower.
This will take about 15 minutes