Nowhere Land
The DROP System

The DROP System

The DROP system is Nowhere Land's core resolution mechanic. You build a pool of d6s from an Essence + a Skill, roll them all, and compare the total to a Target Number. This example walks through three checks of increasing complexity.

NoraEcho CartographerFOR+2ANI+4UMB+1REV+3
GrimDomain WardenFOR+4ANI+1UMB+2REV+1
LyraPartisan DiplomatFOR+1ANI+2UMB+4REV+3

Scene 1: Arrival in The Passage

📍 The Passage⚙️ Pool Building⚙️ Target Numbers⚙️ Difficulty Multipliers

A Simple Knowledge Check

TRICKSTER(Alex):

You step through the doorway and find yourselves in The Passage — an infinite hallway of doors. The light is warm and golden, the obsidian floor reflects impossibilities. Directly ahead, a massive iron door is covered in frost and emitting a low hum. Nora, given your background, you might recognize what this is.

NORA(Sam):

I pull out my field journal and study the door. Can I identify it? I'll use Lore.

TRICKSTER:

Absolutely. This is an Anima + Lore check. The Passage is well-documented, so I'm setting this at Challenging difficulty — that's a ×4 multiplier. Your Anima is +4, so your TN is 4 × 4 = 16.

NORA:

My Anima is +4 and Lore is +3, so my pool is 7 dice. Rolling!

Anima(+4) + Lore(+3) = 7d6
SUCCESS
2345568!= 33 vs TN 16(Challenging ×4)

Pairs: 2×5 → +1 bonus die!

The 6 explodes into an 8 (6 + 2 on the reroll). The two 5s form a pair — that's a +1 bonus die for next related check. Total: 33 vs TN 16 — comfortable success.

TRICKSTER:

Strong success — and you got a pair of 5s, so mark a +1 bonus die for your next knowledge-related check. You recognize this immediately: it's a Frozen Gate, a portal sealed by ice magic. The frost isn't natural — it's a containment seal, and the humming means it's failing.

Scene 2: Testing the Door

📍 The Passage⚙️ Failed Checks⚙️ Difficulty Scaling⚙️ Untrained Penalties

A Failed Check — What Happens?

GRIM(Dev):

I don't care about the lore — I want to rip the door open. Can I just force it?

TRICKSTER:

You can try. This is a Forma + Athletics check. The ice seal is magically reinforced, so I'm setting this at Difficult — that's ×5. Your Forma is +4, so TN is 4 × 5 = 20.

GRIM:

Forma +4, Athletics +2, that's 6 dice. Let's do this.

Forma(+4) + Athletics(+2) = 6d6
SUCCESS
1233467!= 26 vs TN 20(Difficult ×5)

Pairs: 2×3 → +1 bonus die!

The 6 explodes to 7. Two 3s form a pair (+1 bonus die next physical check). Total: 26 vs TN 20 — success, but close.

TRICKSTER:

You grab the ice-covered handle and wrench. The frost cracks like glass, your hands burn from the cold, but the seal shatters. The door swings open, revealing a blast of freezing air and a landscape of endless white. You've opened a path into what looks like a frozen wasteland.

LYRA(Jordan):

Before we charge in — can I try to sense if there's anyone on the other side? I want to reach out emotionally, feel for presences.

TRICKSTER:

That would be Anima + Perception. But Lyra, your Perception is only +0 — you don't have training in it. That means you take the untrained penalty: −2 dice. Your Anima is +2, so your pool would be 2 + 0 − 2 = well, you can't go below 1 die. You'll roll just 1d6 against TN 8 (Easy, ×2, Anima 2 × 2 = 4 — actually let me use Moderate ×3, so TN 6). Actually...

TRICKSTER:

Okay, I'll set this at Moderate (×3). Anima 2 × 3 = TN 6. You roll 1d6 because of the untrained penalty. This is a long shot.

Anima(+2) + Perception(+0) = 1d6
FAILURE
3= 3 vs TN 6(Moderate ×3)

Modifiers: Untrained: −2 dice (minimum 1d6)

Total: 3 vs TN 6 — failure.

TRICKSTER:

You reach out, trying to feel beyond the door... but the cold is overwhelming. The chill cuts through your concentration. You can't sense anything beyond the biting frost. Whether it's empty or full of danger — you have no idea.

GRIM:

(shrugs) Only one way to find out. I go through first.

📊 Trickster Debrief

What Worked

  • Simple scene established all three core check types: success, narrow success, and failure
  • Transparent TN calculations let players understand the math
  • Pair bonus on Nora's roll rewards good results with future advantage

⚙️ Mechanics Demonstrated

Pool Building (Essence + Skill)Target Number calculation (Essence × Multiplier)Difficulty Multipliers (×3 Moderate, ×4 Challenging, ×5 Difficult)Exploding 6sPairs (+1 bonus die)Untrained Penalty (−2 dice)

💡 Lessons for Tricksters

  • Think aloud when setting TNs — players learn the system faster
  • Always narrate failures as interesting, not punishing. Lyra's failure creates tension, not frustration.
  • Pair bonuses create a 'hot streak' feeling that's mechanically meaningful
Runtime: ~15 minutes🎲 Skill Checks: 3🏁 Outcome: Portal opened, party entering unknown domain