Character Creation
Step into Nowhere Land, a realm where reality bends, dreams take form, and every choice echoes through impossible domains.
What You'll Create
Identity & Origin
Define your name, age, and where you came from—whether native to this impossible land or an outsider pulled through a portal.
The Five Essences
Forma (body), Anima (mind), Umbra (presence), Reverie (imagination), and Drift (reality)—the pillars of your character's capabilities.
Careers & Skills
Choose careers that define what you've done and can do, each with unique boons and burdens.
Imagination & Drift
Harness your Imagination pool to bend reality, but beware—the deeper you go, the more Nowhere Land changes you.
Your Character Sheet
Hover over sections to learn more
How Rolls Work
Roll Essence Dice
Roll a number of d6 equal to your Essence score + any skill bonuses or maluses + blessings/curses
Difficulty & Context
The GM sets a Veil (Target Number). Situational factors like Edges (+1d) or Banes (-1d) modify your pool.
Add Dice Values
Sum all dice together. Pairs/triples add extra effect (gain +1d to roll or clear status). Sixes are special!
Spend Imagination
Spend points from your Imagination pool to modify results or accept consequences with Drift
Key Mechanics:
You're adding the face values together, not counting successes. So 4+5+3 = 12, not '3 successes'
Two matching numbers gain +1d to your pool. Three matching clear a status or condition on your attribute
Push: Spend Imagination to reroll failures. Reach: Increase effect range or magnitude
Remove a die from your roll to trigger a special ability or gain advantage. Risky but powerful!
Career skills grant bonuses; untrained or cursed skills give maluses to your dice pool
Gain extra dice from blessings or lose dice from curses. These modify your pool before rolling
Track Your Resources:
Wounds (physical), Fractures (mental), Scars (social). Reach max and you're broken.
Each level of Drift increases max Gaps. Too many Gaps means permanent transformation
The Count's Ledger tracks acts and missions. Positive values mean you owe the Count; negative values mean the Count owes you. Range: -5 to 5.
Your Drift status affects how Essences work. Deeper Drift makes Nowhere Land favor you (modify rolls)
Example: Marco (Forma +4) attempts to force open a rusted gate in The Gear-City using his Athletics skill (+1 rank). The GM sets the Veil (Target Number) at 16 (Hard: Essence 4 × 4). With Athletics training, Marco gains a +1d bonus. He also has an Edge (+1d) from a heavy crowbar, but a Bane (-1d) from obscuring steam, rolling 5d6 total. He rolls [2, 5, 5, 3, 4] = 19. The Pair of 5s triggers a bonus: he could add +1d to a future pool. Success! He forces the gate open just as the trap mechanism clicks—his quick thinking saves the group.
This will take about 10-15 minutes