Click on an action box to expand/collapse its details. Boxes are color-coded by category. Only one box expands at a time. Details adjusted based on available content from pages 31-47 (actions section).
Explore area (Exploration)
Sometimes you just need to follow your nose. No goal, no plan, just you and your thoughts and the smells and sounds carried on alley breezes. But of course, this is Tsugo City, and it's not long before excitement makes itself known.
Or maybe you have decided to poke around somewhere specific, with more purposeful intent?
1-2: Lost or watched - This isn't where you wanted to be. To make matters worse, a misunderstanding, threat, or unfavourable social situation arises. Or a previously hinted-at danger becomes more real.
An unfriendly NPC appears. Create a new one if necessary. +1 if you choose Open dialogue, or Enter combat. Or you may run away and Reflect as a free action.
*What instinct drew you here? Who saw you, and what do they want?*
3-4: A glimpse of something curious - Something catches your attention. A strange sign carved into a wooden doorpost; the sound of an old song wafted through a crooked window - perhaps even a familiar and faint scent that you can't quite place.
You hear the hint of a story, or an existing story moves onto the next stage. You become inspired.
What did you see that doesn't quite make sense?
5-6: An unexpected entanglement - You were beginning to believe that you were simply wasting your time – but no. You’ve bumped straight into something that puts a whole new spin on the day. Somebody running. The bang of a door slamming. An entrance to a dungeon or strange, previously unseen building. Or maybe a crowd has gathered?
Pick up story hint or an existing story moves onto the next stage. Your next action is free.
*What is coincidence that brought you here? Fate? Or the machinations of some body or power unknown?*
Explore named building (Exploration)
Whether a mysterious old wreck the locals try to avoid or the suddenly empty dwelling of somebody you’ve been tailing for a while, you’ve finally managed to slip through an unheeded opening.
- As the action title explains, you can only use this action for specific buildings your character knows of. Broader explorations must use the Investigate action.
1-2: A trap! - They knew you’d take the bait. They were waiting for you. Something mechanical clicks and you hear a mechanism shudder. Faces appear from the gloom, hard-set and angry.
Lose the thread of the story you are working on for 3 days. You may not continue this story until then. You must either Enter combat or Break lock attempt in order to get away safe.
*How did they know you were coming? Did somebody rat you out, or were you just careless?*
3-4: Found it – You get what you came for, learn what you needed to – and then turn as danger makes itself suddenly known.
If you Enter combat and end victorious, you hear the hint of a story, or an existing story moves onto the next stage. If not, you lose the story thread for 3 days.
5-6: Mission success - you see what you suspected you might. An object that shouldn’t be here, a missing person trussed up and looking up at you with hopefully eyes. The entrance to a dungeon…
You hear the hint of a story, or an existing story moves onto the next stage. You find 1 common item of your choice. +1 on all rolls if you Enter dungeon.
*What did you discover. Does it change any of your priors?*
Investigate (Exploration)
Whether combing through a suspicious location or pressing an NPC for answers, you're digging deeper—poking at shadows that might bite back.
__If a physical investigation:__
1-2: Not what you expected – and you expected something, at least. But no – nothing to see here.
Lose the thread of the story you are working on for 3 days. You may not continue this story until then. Become distracted. You may Investigate again as a free action.
*You were so sure… of what?*
3-4: It’s certainly there, but… – Just as you stand back up, back aching with the effort of poking around, you hear a footstep behind you.
An unfriendly NPC appears. Create one if necessary. +1 if you Enter combat or Open dialogue. You hear the hint of a story, or an existing story moves onto the next stage.
*Why is this person out to get you? And what do they know?*
5-6: Breakthrough! – A cleverly concealed trapdoor, the shimmer of something metal where it shouldn’t be, the rotting wooden door you were promised you’d find – you found it. Eventually.
You hear the hint of a story, or an existing story moves onto the next stage. Gain a common item or access to a hidden area, triggering dungeon mode with a +1 modifier on all rolls within the dungeon.
*What – and how – did you learn what you needed to?*
__If a social investigation:__
- This requires a story hint or developing/active quest tied to the NPC—casual chit-chat won't work here.
1-2: Stonewalled – They see through your probing and shut down immediately, perhaps even calling for help or frantically signaling nearby allies for help.
NPC drops 2 relationship ranks. Lose the thread of the story you’re pursuing for 3 days; you may not continue this story until then. An unfriendly NPC appears as narrative demands. Create one if needed.
*What tipped them off? Were you too aggressive, or do they have something bigger to hide?*
3-4: Partial sip – they let something useful escape before clamming up, but their fear or anger leaves things tense. You earn a lead, but at a cost.
You hear the hint of a story, or an existing story moves onto the next stage. NPC relationship drops 1 rank. You may not speak to this NPC again for 1 week.
*What half-truth did they reveal, and why did they stop? Did you push too hard, or is somebody watching?*
5-6: Cracked open – Your question hits the mark; they spill details you needed – perhaps more than they attended.
You hear the hint of a story, or an existing story moves onto the next stage. Learn the NPC’s secret desire. No relationship change. You weren’t looking for trust – just raw information.
*What leverage or insight made them talk? How does this revelation change your pursuit?*
Reflect (Recovery)
The day's dirt crusts upon your soul. Somehow, on a rooftop, overlooking the endless march of tiles and chimneys and streets snaking to the horizon, under the creaking stairs of a half-forgotten tavern, or crawling into a shadowed but safe corner of a dank dungeon, you find a quiet moment to pause.
1-2: It's no use. The riot and the colour of the city around and above you crash around your skull.
You gain nothing but a worsened mood. You become distracted.
*What's really gnawing at you?*
3-4: Something hovers just below your subconscious, threatening to surface... if you could just grab hold of it.
You hear the hint of a story, or an existing story moves onto the next stage. Or you may immediately Reflect again as a free action.
*What suddenly seems important?*
5-6: Breakthrough! - It was there all along. You just needed to be in the right frame of mind to tease it out.
You hear the hint of a story, or an existing story moves onto the next stage. +1 on your next action. Your mood changes to inspired for the rest of the day. This mood cannot be changed until you sleep. If you are already inspired, gain 1 common item of your choice.
*What did you realise about yourself, your goal, something you've seen or heard, or somebody else you know?*
Rest (Recovery)
Even the greatest heroes in Tsugo City's history needed a break from time-to-time - and this is historical precedent you're more than happy to continue with. Be it slouching against a crumbling wall as the clouds press in overhead, or lying among rags on a cramped cot, you find the time to close your eyes and listen to your own breath.
1-2: Agitated rest - You can feel how tired you are, but your mind won't stop racing. You twist and turn, but it's no use.
Recover 1 health level, but not to unharmed. Your next roll will incur a -1 penalty.
*What thought or memory won't let you rest?*
3-4 Fitful rest – You relax physically, and your muscles soon feel energized and ready to go. But something drags at your mind, a tangle of feelings you can’t quite tease apart.
Recover 1 health level, up to and including unharmed. If seriously injured, recover to lightly injured. If in a negative mood, become calm.
*What thoughts settled your nerves?*
5-6: Time well spent - You breath the city in and breath it out, each exhalation another link in a sequence of increasing clarity and calm.
If injured you recover fully. You become calm.
*What memory or sensation provided you with so much clarity?*
Open dialogue (Social)
You fancy some casual chat. With a group of strangers you overheard at the tavern? With somebody who gave you a passing, furtive glance as they whispered past you in the busy street? Or somebody familiar, whose company you can relax in?
1-2: Rebuffed - You're shut down, your words are twisted into something new, or you're led you down a dark path. This isn’t what you expected.
NPC drops 1 relationship rank. Your mood becomes distracted.
*What were you accused of, or what did they refuse to hear?*
3-4: Uneasy exchange - A polite conversation on the surface, but shadows haunt its subtext. The person or people you spoke to are not clear in their meaning or their agenda, but its clear that they wish you no ill will. In fact, they may have been trying to warn you of something.
You hear the hint of a story. NPC gains 1 relationship rank. Your mood becomes calm.
*What was almost said, but bit back at the last moment?*
5-6: You forge a genuine moment of authenticity and trust; an all-too rare occurrence in Tsugo City, but perhaps not with this person.
You learn something surprising and delightful about the person you spoke to. You may unlock this NPC’s secret desire, even if they are not an ally. You hear the hint of a story. NPC gains 2 relationship ranks.
*Warmth and camaraderie animate your soul. Friendship is a rare thing, but always welcome.*
Visit familiar place (Social)
You could spend every day for the next 1,000 years exploring Tsugo City and still not see everything it has to offer. But there's comfort in the familiar, and that's what you need right now.
1-2: Something's off - It doesn't feel quite right. A regular whose presence you take solace in is missing. Shadows pass through the windows and the candles flicker. Water drips from a high place unseen.
Lose the thread of the story you are working on for 3 days. You may not continue this story until then. Relationship level of any physically close NPCs drop 1 relationship rank.
*What's different? What could this mean?*
3-4: Just what you needed - A nod here, a glance here, and the place relaxes around your presence. For the moment at least, this is where you belong. And suddenly...
You hear the hint of a story, or an existing story moves onto the next stage. +1 if you Open dialogue or Enter combat.
*What does the rumor hint at? What did you note that others might have missed? *
5-6: A warm welcome - somebody being genuinely happy to see you is a rare thing, but you enjoy just that today. A relationship might deepen, or you ...
Perform a favour (Social)
Whether it being a spur-of-the-moment decision, or paying back an old social debt, you're now in a position to help somebody.
You must already be in contact with the NPC you wish to perform a favour for, although you may have just met them for the first time.
Step 1:
What does the NPC want you to do? Or what are you offering? Choose whichever fits best narratively, or roll:
Roll They want you to…
1 Recover something
2 Deliver something
3 Protect or confront somebody
4 Help spread a message
5 Buy or procure something for them
6 Spend time with them
Step 2:
1-2: Trouble - You complete the favor but suffer greatly in doing so.
NPC drops 1 relationship rank. Health drops 1 rank or you become angry.
What did you lose when completing this task?
3-4: Favour complete - and you're glad to see the back of it - The NPC appreciates your help, but a new problem emerges.
Gain 1 common item. Return to Step 1. Consider this another action. If you must sleep for the night, step 1 must be returned to on the following day.
Was it worth it? How do you feel about this new problem?
5-6: A satisfying result - Things go smoothly. You could get used to passing your days like this.
The NPC hands you 1 unusual item. NPC gains 1 relationship rank. You hear the hint of a story, or an existing story moves onto the next stage.
What did you do that led to such unalloyed success?
Enter combat (Combat)
Violence is a way of life for many denizens of Tsugo City. From cold, silent knives slipped between ribs in the dead of night to all-our brawls that need the muscle of the City Guard to tamp down, and every skirmish, tussle, and rough-up in between, you'd be a lucky person indeed to stay above the fray forever.
• You may surrender at any point, following the rules below
• If fighting more than one NPC, you may use healing items after every two fights
1-2: Overpowered - You feel a sharp pain. You open your eyes. You're lying prone on the floor. How did you get there? It takes a second to remember, and then you cringe, waiting for the next attack.
Drop 1 health rank. Your mood changes to angry.
What went wrong? A lack of strength or prowess? Or was it betrayal?
3-4: A draw - You hold your ground, bruised and battered - and so does your opponent.
Drop 1 health rank Or a companion is harmed and NPC drops 1 relationship rank. Enter combat again as a free action.
What scars will this leave – if you manage to get out of this alive?
5-6: Victory! - You land the deciding strike, and it hits clean.
Your opponent either dies or flees. If they die, you will not interact with them again. If they flee, you likely will at some point. You become vindicated. You hear the hint of a story, or an existing story moves onto the next stage.
What do you take from this: Victory? Regret? Or something... weirder?
On surrender:
1-3: You scramble away, chastised and beaten. Lose 1 item or 5 gold. You must return home and Rest.
4-6: You sweet-talk your way into being allowed to walk home. You fight the temptation to look back as you do so.
Prepare (Utility)
The big moment is coming. Bitter experience reminds you of the need to steady yourself, to make plans, to sharpen both your tools and your mind.
1-2: Distracted – You know how important the next few hours are going to be, but you just can’t focus.
-1 on next roll.
What couldn't you get out of your mind?
3-4: You think that's everything... – You go through the checklist in your head over and over again. You should feel sharp but your brain itches.
-1 on next roll. Gain 1 common item of your choice.
Is something still nagging at you? What could go wrong?
5-6: As ready as you can be – You’ve been over everything twice. Thrice, even. You’re convinced that there’s nothing left to take care of.
+1 modifier on next 2 rolls. Gain 2 unusual items.
What is it that makes you feel so confident?
Work (Utility)
You can perform work, but doing so will take up all 3 actions of your day, meaning you may only start work as the first action of your day.
After meeting an NPC, you can choose to work alongside them in their respective duties if they are on friendly terms with you. You can only work twice per week (7 days), unless your motivation lines up with the work, in which case you may work 3 times per week.
The previous Tusgo City census provided the following data. Adjust earnings as appropriate.
• A soldier receives 2 gold a day
• A city administrator takes home 5 gold a day.
• A high-ranking administrator/noble can expect up to 20 gold a day.
• The average shop in Lower Market earns 6 gold a day profit a day.
• The average shop in The District takes 10 gold in profit each day.
1: Overworked – Muscles aching, brain feeling like mush. This isn’t what you signed up for.
NPC gains 1 relationship rank and you go to bed frustrated. Sleep does not help. You wake up in the same mood. Only account for health when rolling at night. Remain frustrated as you begin your first action of the day.
What caused the day to go so badly? Is there any hope of things improving?
2-3: Normal workday – No alarms, no surprises, and a pocket full of gold.
Collect your base pay and go home.
Another day, another gold piece, right?
4-5: A strange day - Sometimes even the most commonplace task brings insight and excitement. And today was one of those days…
You hear the hint of a story, or an existing story moves onto the next stage. Collect your pay and go home.
How did such an interesting tidbit of information make its way into your workplace? And what did it consist of?
6: Not only did you really impress your boss today, but somebody - or something - appeared or occurred that makes you feel as if your life finally progressed in some way.
Receive an extra 5 gold on top of standard pay, NPC gains 1 relationship rank. You hear the hint of a story, or an existing story moves onto the next stage.
Who or what happened that made today so different?
Shop (Utility)
Shop takes up one of your action slots per day. You must first choose which district you are visiting. Each has a modifier that informs item cost or availability.
You must then select your desired item(s), then roll to see how your interaction with the shop or stall’s merchant went:
1-2: Haggle gone wrong – your attempt to play the smooth talker falls flat on its face.
Somehow end up paying 10% more for all items (rounded up). You become distracted.
How did you manage to offend the merchant so sorely?
3-4: By the books – You have no interest in trying to score one over anybody – you just want what you need so you can move on quickly. But you get more than what you expected…
Pay listed price. You hear a story hint or progress an existing story to the next stage.
Who did you overhear while shopping? And what were they doing there?
5-6: Lucky timing – you caught the seller at just the right time. They practically wanted to give their merchandise away.
Items cost 10% less (rounded down). Gain a +1 modifier the next time you Open dialogue or Perform a favour for a merchant NPC.
Was the merchant really so friendly? Or were they distracted by something?
District Modifier Special rules
Lower Market Common items cost 10% less (rounded down).
Upper Market +1 when shopping for unusual items.
Noble Hills Special items cost 20% less (rounded down). 500 gold invested requested or noble NPC ally.
Temple Quarter +1 when shopping for banned items.
The Old Quarter Banned items 50% less (rounded down). Can only access as Creature of the night.
You may sell any item during your shop action for half its listed price (rounded down). There is no need to roll when doing this.
Break lock attempt
You attempt access to a chest, lockbox, or door lock.
1-2: Alarm or injury - the lock resists and seizes up. This is a dead end.
You may not attempt to open this lock again until the next day. Lose the thread of the story you are working on for 3 days. You may not continue this story until then.
3-4: Painful success - the lock opens, catching your finger painfully in the process.
Drop 1 health rank and gain 1 unusual item of your choice. You find the hint of a story, or an existing story moves onto the next stage.
5-6: Total success - the break is clean.
Gain 1 unusual item of your choice. You find the hint of a story, or an existing story moves onto the next stage.
Break lock attempt (Utility)
You attempt access to a chest, lockbox, or door lock.
1-2: Alarm or injury - the lock resists and seizes up. This is a dead end.
You may not attempt to open this lock again until the next day. Lose the thread of the story you are working on for 3 days. You may not continue this story until then.
3-4: Painful success - the lock opens, catching your finger painfully in the process.
Drop 1 health rank and gain 1 unusual item of your choice. You find the hint of a story, or an existing story moves onto the next stage.
5-6: Total success - the break is clean.
Gain 1 unusual item of your choice. You find the hint of a story, or an existing story moves onto the next stage.