Nowhere Land
Maneuvers: Sacrifice, Reach & Push

Maneuvers: Sacrifice, Reach & Push

When the dice aren't enough, you have three maneuvers that trade future advantage for present power. Each has a cost. Choose wisely.

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

Scene 1: Sacrifice — The Tithe

📍 The Passage — Frozen Gate⚙️ Sacrifice⚙️ TN Reduction⚙️ Certainty vs Risk

Sacrifice Rules

  • When: Before rolling
  • Action: Discard any number of dice from your pool
  • Benefit: Each discarded die lowers the TN by 4
  • Limit: Cannot reduce TN below Essence × 2
  • Narrative: You take extra care, use precise technique, spend resources

Slow and Steady

TRICKSTER(Alex):

Beyond the Frozen Gate lies a narrow ice bridge, barely a foot wide, spanning a bottomless void. One wrong step and you fall. Grim, you want to cross first?

GRIM(Dev):

How far across? And how stable is it?

TRICKSTER:

About thirty metres. The ice looks solid but the wind is howling. This is a Forma + Athletics check at Difficult ×5 — your Forma is +4, so TN is 20. That's steep.

GRIM:

My pool is 6 dice (Forma 4 + Athletics 2). Average on 6d6 is 21 — it's tight. I want to go slowly and carefully. I'll Sacrifice 2 dice to lower the TN.

Forma(+4) + Athletics(+2) = 4d6
SUCCESS
34568!= 26 vs TN 12(Difficult ×5 → 12 (Sacrificed 2 dice, −8 TN))

Modifiers: Sacrificed 2 dice: TN 20 → 12

Maneuver: sacrifice

The 6 explodes to 8. Total: 26 vs TN 12 — solid success after Sacrifice. Grim traded speed for certainty.

TRICKSTER:

Grim crouches low and edges across with glacial patience. Every step is deliberate, tested before committing weight. It takes three times as long as sprinting, but he makes it across without a single slip.

Scene 2: Reach — The Debt

📍 The Passage — Frozen Wasteland⚙️ Reach⚙️ Borrowed Dice⚙️ Debt⚙️ Wounds

Reach Rules

  • When: Before rolling
  • Action: Add +1d6 per Reach (can Reach multiple times)
  • Cost: Lose −1d6 from your NEXT roll using the same Essence
  • Critical risk: Any 1 rolled on a Reached die inflicts a Wound (Forma), Fracture (Anima), or Scar (Umbra)
  • Debt accumulates: If you Reach again while in debt, the penalty stacks

Desperate Decryption

TRICKSTER:

As Grim crosses, the bridge starts cracking. Strange runes glow on the ice — they're a locking mechanism. Nora, you realize the bridge is about to collapse unless someone decodes the runes and speaks the stabilizing phrase. You have one round.

NORA(Sam):

One round?! Okay — Anima + Lore to decode. My pool is 7 dice. What's the TN?

TRICKSTER:

These are ancient runes, partly frozen over. Hard ×5. Anima 4 × 5 = TN 20.

NORA:

Average on 7d6 is about 24 — I could make it, but I can't afford to fail. I'm going to Reach for 2 extra dice. That gives me 9d6 and I'll deal with the debt next roll.

Anima(+4) + Lore(+3) = 9d6
SUCCESS
12455668!9!= 46 vs TN 20(Hard ×5)

Modifiers: Reached +2 dice: pool 7 → 9, 1 on a Reached die → Fracture (mental strain), Debt: next Anima check loses 2 dice

Maneuver: reach

Pairs: 2×5, 2×6 → +1 bonus die!

Two 6s explode (to 8 and 9). Pair of 5s = +1 bonus die. Total: 46 vs TN 20 — overwhelming success. But the 1 was rolled on a Reached die, inflicting a Fracture.

TRICKSTER:

Nora's eyes go wide as the runes snap into focus — she sees the pattern, speaks the phrase in a language she's never learned, and the bridge solidifies. But the effort sends a spike of pain through her temple. Mark 1 Fracture.

And remember — your next Anima check has 2 fewer dice from the debt.

Scene 3: Push — The Echo

📍 The Passage — Frozen Wasteland⚙️ Push⚙️ Reroll⚙️ Locked 1s⚙️ Reach Lockout

Push Rules

  • When: After rolling
  • Action: Reroll any non-1 dice (up to your original Essence score)
  • Cannot reroll 1s — they're locked failures
  • Cannot Push after Reaching on the same roll
  • Debt: After Pushing, you cannot Reach on your next Essence check

Determination Under Pressure

TRICKSTER:

As you enter the frozen wasteland, something moves in the blizzard. A shape — massive, skeletal, wreathed in ice. It charges. Lyra, it's coming straight at you. You try to shout a warning to turn it aside — Umbra + Persuasion to project authority and redirect the creature.

LYRA(Jordan):

I stand my ground and command it to stop. Umbra +4, Persuasion +3 = 7 dice. What's the TN?

TRICKSTER:

This creature is feral, barely sapient. Commanding it with presence alone isDifficult ×5. Umbra 4 × 5 = TN 20.

LYRA:

Rolling 7 dice...

Umbra(+4) + Persuasion(+3) = 7d6
FAILURE
12234567!= 30 vs TN 20(Difficult ×5)

Pairs: 2×2 → +1 bonus die!

The 6 explodes to 7. Total: 24 vs TN 20... wait, let me add that up: 1+2+2+3+4+5+7 = 24. Actually that would succeed. Let me recalculate with worse luck.

LYRA:

That's... 1and 2 and 2 and 3 and 4 and 5 and a 6 that explodes to 1. Total: 1 + 2 + 2 + 3 + 4 + 5 + 6 + 1 = 18. That's 2 short!

Umbra(+4) + Persuasion(+3) = 7d6
FAILURE
12234561= 24 vs TN 20(Difficult ×5)

Pairs: 2×1, 2×2 → +1 bonus die!

The 6 explodes to 1 (unlucky!). Total: 18 vs TN 20 — failure by 2. But Lyra can still Push.

LYRA:

I Push! I can reroll up to 4 dice (my Umbra score). The two 1s are locked, so I'll reroll the 2, 2, and 3. That's 3 dice.

Umbra(+4) + Persuasion(+3) = 7d6
SUCCESS
154645612= 34 vs TN 20(Difficult ×5)

Modifiers: Pushed 3 dice: rerolled 2, 2, 3 → 5, 4, 6 (explodes to 2), Locked 1s: kept both 1s, Debt: cannot Reach on next Umbra check

Maneuver: push

Pairs: 2×1, 2×5, 2×4, 2×6 → +1 bonus die!

Pushed dice: 5, 4, 6→8. New total: 1 + 5 + 4 + 6 + 4 + 5 + 8 + 1 = 28 vs TN 20 — success! But Lyra cannot Reach on her next Umbra check.

TRICKSTER:

Lyra plants her feet, throws her arms wide, and roars — not words, but pure commanding presence, the force of someone who has stared down worse than an ice skeleton. The creature skids to a halt, lowers its horns, and backs away into the storm.

GRIM:

(impressed) Remind me never to argue with Lyra.

When to Use Each Maneuver

Sacrifice

Best for: TNs slightly above your average, when failure is catastrophic

Feels like: Taking your time, being methodical

Risk: None (you just roll fewer dice)

Cost: Reduced potential — can't hit big numbers

Reach

Best for: Desperate situations, do-or-die moments

Feels like: Pushing beyond your limits

Risk: High — 1s cause Wounds/Fractures/Scars

Cost: Debt on your next Essence check

Push

Best for: Near-misses, when you rolled poorly but not terribly

Feels like: Refusing to give up, trying harder

Risk: Low — 1s are locked but no new injuries

Cost: Can't Reach on next check with that Essence

📊 Trickster Debrief

What Worked

  • Each maneuver demonstrated in a distinct, memorable situation
  • Sacrifice: showed how reducing dice can make hard checks reliable
  • Reach: showed both the power (9d6!) and the cost (Fracture + debt)
  • Push: showed the safety net for near-misses with locked 1s

⚙️ Mechanics Demonstrated

Sacrifice (discard dice, −4 TN each)Reach (borrow future dice, 1s cause harm)Push (reroll non-1s after rolling)Debt tracking between rollsExploding 6sPairs (+1 bonus die)

💡 Lessons for Tricksters

  • Teach one maneuver at a time — don't dump all three at once
  • Let players discover maneuvers organically when they face a check they can't easily pass
  • Track debts visibly — write them on index cards or tokens so players feel the weight
  • Reach + 1s = injuries is the drama engine. Let it breathe narratively.
Runtime: ~20 minutes🎲 Skill Checks: 3🏁 Outcome: Bridge crossed, runes decoded, ice creature repelled