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Rules◇Identity

Rules

Identity

Characters, Factions, and Houses all have tendencies, but each expresses a different kind of identity.

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Characters

Personality

How do you tend to act?

Personal habits, inclinations, and the kind of person who must make a meaningful decision.

Factions

Ethos

How does the institution operate?

Institutional culture, governing assumptions, accepted methods, and habitual responses to pressure.

Houses

Traditions

How are members expected to live?

Inherited dynastic expectations: what the family asks of its members and how it protects its continuity.

Opposed pairs always total 20.A rating of 14 on one side leaves 6 on the other. Characters use ten pairs; Factions and Houses each use five. Collective expectations never replace a member's own Personality.
Identity TestsCritical ResultsDraw on IdentityInspire OthersPersonalityFaction EthosHouse TraditionsYearly Development

Decisions under pressure

Making an Identity Test

A player or the GM may request an Identity test when a meaningful decision puts a relevant tendency under pressure. The player always makes the rolls, including when testing their House or Faction. Identify the relevant opposed pair and the decision at stake before rolling.

  1. Test the stronger Trait first. Roll 1d20 against the higher rating in the relevant pair. Equal to or under the rating succeeds; an exact match is a critical success unless a die shows its highest face. For a tied pair, the player chooses which side to test first.
  2. If it succeeds, follow that Trait. The decision must express it. Stop: no opposing roll is needed.
  3. If it fails normally, test the opposing Trait. A success means the decision must express that opposing Trait. A critical failure instead commits the decision to the opposite of the tested Trait immediately, without another roll.
  4. If both tests fail normally, the player decides freely.

A player trying to act out of character may hope the stronger Trait fails. They cannot choose to test the weaker side first. The result establishes the tendency that must be followed; the player decides how to express it in the situation.

Example: Bold 14 / Cautious 6.Talyne wants to wait rather than confront a dangerous rival. She tests Bold first. A result of 14 or less means she must take a bold course. If Bold fails normally, she tests Cautious: success requires a cautious course; another ordinary failure leaves the choice to her player. A critical failure follows the rules below and ends the test immediately.

Which Identity Applies?

Personality · Characters
Use the character's own Traits for their behavior and decisions.
Ethos · Factions
Test a Faction's Ethos only for a Deed or Endeavour undertaken on behalf of that Faction.
Traditions · Houses
Test a House's Traditions only for a Deed or Endeavour undertaken on behalf of, or concerning, that House.

Membership alone does not make Ethos or Traditions available for an unrelated personal action. For a House or Faction test, the result governs the collective decision being resolved; individual members can disagree or dissent. Collective Identity does not replace their Personality.

Conviction and reversal

Critical Identity Results

Critical results apply to direct tests of Personality, Ethos, and Traditions. Rolling exactly the tested rating is a critical success. Rolling the highest face on any die rolled for the test is a critical failure (20 on a d20 or 4 on a d4).

Critical success · Exactly the tested rating
The decision must strongly express the tested Trait. The player decides how that conviction becomes visible in the action. Stop rolling. The test is a success for drawing on Identity or inspiring another.
Critical failure · Highest face rolled
The decision must strongly express the opposite of the tested Trait. Stop immediately: do not make an opposing test. This failed test grants no action Advantage Die or inspiration die.

A highest-face result takes precedence: if a roll both matches the tested rating and shows a die’s highest face, it is a critical failure. These rules apply to whichever side is currently being tested, including the second test after an ordinary failure.

A critical Personality success can earn a development mark in the tested Trait; a critical Personality failure can earn one in its opposite. Award a mark for consequential behavior, subject to the existing limit of one mark per pair per real-world week. Critical results do not bypass opposing-mark cancellation or the seasonal advancement limit. For Ethos and Traditions, consequential critical results can earn marks in the same way, subject to one mark per pair per Spindrift season and the yearly development rules.

Example: Bold 14 / Cautious 6.A 14 on Talyne's Bold test is a critical success: she commits strongly to a bold course. A highest-face result is a critical failure: she commits strongly to a cautious course without testing Cautious. Either can earn the corresponding Personality mark when the behavior is consequential and the pair is still eligible for a mark.

Conviction in action

Draw on Identity

A player may invoke an eligible Identity pair to support a Deed or Endeavour. Explain how the Trait helps the action and what real risk, cost, obligation, or competing alternative makes the choice meaningful.

Use the stronger-first Identity test, including its critical results. If a Trait succeeds and the action expresses that Trait, gain one Advantage Die on one directly relevant action roll within that Deed or Endeavour. If the opposing Trait succeeds, the decision must express that opposing Trait; it can support an action that follows it. If both fail normally, the player chooses freely but gains no Identity Advantage Die. A critical failure instead commits the decision to the opposite Trait and grants no die.

For example, Bold can support committing to a dangerous confrontation, while Cautious can support careful preparation. Either side can help when the approach actually expresses it.

One invocation per Deed or Endeavour: use it to draw on Identity or to inspire another. Do not stack benefits from Character, House, and Faction Identity on the same roll. The eligibility restrictions above apply to both uses.

A relevant Bond can shape the same action's effect and stakes. Identity may grant an Advantage Die; the Bond changes potency, commitment, or relationship consequences rather than adding another die. Test the Bond separately only if the commitment is uncertain.

Consequential behavior can earn a development mark even when the action fails. Making an Identity test does not automatically earn a mark. Personality uses seasonal development; Ethos and Traditions use yearly development, with their respective marking limits.

Shared conviction

Inspire Another Character, House, or Faction

A Character, House, or Faction may use its Identity invocation to inspire another Character, House, or Faction. Name the recipient, the conviction being expressed, and the relevant Deed or Endeavour. Explain how the inspiring words or example connect to a matching or closely aligned Trait in the recipient's Identity.

The inspiring side's player makes the relevant Identity test, stronger Trait first. If a Trait succeeds and the inspiration expresses it, the recipient gains one Advantage Die on the matching Trait test for that Deed or Endeavour. If both sides fail normally, or either test critically fails, no inspiration die is granted.

The recipient does not need to succeed to receive the die: the die makes their own test easier to pass. The recipient's player still tests their stronger Trait first. Apply the inspiration die only to the matching or aligned side. If that is the weaker side, the stronger side must first fail normally without that inspiration die. Resolve the recipient's result using the critical rules as well: a successful Trait guides the decision; two ordinary failures leave the choice free; a critical failure immediately commits the decision to the opposite of the tested Trait.

Ethos can inspire or receive inspiration only when the relevant Deed or Endeavour is on behalf of that Faction. Traditions can do so only when it is on behalf of, or concerns, that House. A similar outlook alone does not make an otherwise ineligible Identity available. Inspiration grants a die for the specified test, not a lasting change to the recipient's rating, and Identity benefits do not stack on that roll.

Example: courage shared.Talyne succeeds at Bold while rallying a companion to confront a threat. The companion has Bold 12 / Cautious 8 and receives one Advantage Die on their Bold test. If the companion instead has Cautious 14 / Bold 6, they must first test Cautious without that die; only an ordinary Cautious failure leads to a Bold test with the inspiration die. A critical failure on Cautious commits them to Bold immediately, without another test.

Personality · 10 opposed pairs

Characters

How do you tend to act?

Personality describes a character's habitual behavior and the choices they are inclined to make. It describes tendencies, while Qualities describe capabilities.

Bold

Faces danger readily and commits to action.

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Cautious

Weighs risks and seeks a safer course.

Trusting

Takes others at their word and expects good faith.

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Suspicious

Questions motives and looks for hidden intentions.

Merciful

Favors forgiveness, restraint, and second chances.

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Severe

Favors firm consequences and exacting judgment.

Forthright

States intentions plainly and addresses matters directly.

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Subtle

Works through implication, discretion, and indirect approaches.

Open

Readily shares thoughts, feelings, and personal experiences.

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Reserved

Keeps thoughts and feelings private until trust develops.

Passionate

Acts with strong feeling and wholehearted conviction.

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Tempered

Moderates emotion and keeps a measured composure.

Proud

Asserts personal worth and expects recognition.

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Humble

Downplays personal distinction and accepts modest standing.

Dutiful

Gives weight to obligations, roles, and responsibilities.

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Self-Directed

Follows personal judgment and chooses an independent course.

Patient

Waits, perseveres, and allows plans time to unfold.

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Impulsive

Acts on immediate feelings and opportunities.

Conventional

Prefers familiar methods and established social practices.

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Experimental

Tries unfamiliar methods and challenges established patterns.

Personality can guide a decision, support an action, or inspire another. Follow the stronger-first test procedure, including critical results, and the rules for drawing on Identity or inspiration.

Starting Personality uses a Trait Array.During character creation, roll 2d8 + 2 ten times. Assign one result to each pair; the opposed Trait receives the remainder needed to total 20.

Active Play

Seasonal Trait Development

A Trait pair may earn at most one development mark per real-world week. Because a season lasts four real-life weeks, a pair will normally have no more than four marks before it is resolved.

1

Cancel Opposing Marks

Marks on opposite sides of the same pair cancel one-for-one before any roll is made.

2

Make One Roll

At season's end, make one advancement roll for each marked pair, never one roll per mark.

3

Add Same-Side Marks

The first remaining mark permits the roll. Each additional same-side mark adds +1, normally to a maximum of +3.

4

Roll Over the Trait

Roll 1d20 + bonus. If the result is greater than the marked Trait, shift the pair by 1 toward that Trait.

A pair can shift by at most 1 per season. Under the current rule, a Trait at 19 advances to 20 whenever1d20 + bonus is greater than 19.

Lifepath exception: Trait changes gained during character creation are direct and automatic. Life Events span roughly five years, so they do not use seasonal development marks.

Read character creation rules →

Ethos · 5 opposed pairs

Factions

How does the institution operate?

Ethos describes an institution's culture, governing assumptions, and habitual responses. It concerns how the institution operates rather than the personalities of its individual members.

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Traditional

Preserves established practices, customs, and authority.

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Reformist

Seeks changes to institutional practices and arrangements.

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Hierarchical

Organizes authority through rank and a chain of command.

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Collegial

Shares authority through consultation and collective deliberation.

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Open

Makes its affairs and decisions accessible to others.

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Secretive

Guards its affairs, knowledge, and decision-making.

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Idealistic

Prioritizes guiding principles and institutional ideals.

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Pragmatic

Prioritizes workable means and practical outcomes.

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Insular

Centers its own community and internal concerns.

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Cosmopolitan

Engages with wider communities, ideas, and connections.

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Use Ethos for Deeds and Endeavours undertaken on behalf of the Faction. The player tests the stronger side of the relevant pair first. Ethos can guide decisions, support action, or inspire another eligible participant through the Identity test rules.

Faction Ethos develops through Yearly Trait Development: mark at most once per pair per Spindrift season and resolve at the end of the four-season Spindrift year.

Explore the Factions →

Traditions · 5 opposed pairs

Houses

How are members expected to live, behave, and protect the House?

Traditions describe the inherited culture and expectations of a dynasty: what the family asks of its members, how it preserves its identity, and how relatives live together across generations.

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Dynastic

The House expects members to place the family line, succession, name, and obligations before personal preference.

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Individual

The House grants members greater freedom to pursue personal judgment, identity, and ambition apart from dynastic expectations.

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Ancestral

The House preserves inherited customs, roles, ceremonies, and ways of life even when circumstances change.

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Adaptive

The House readily alters inherited practices and expectations when changing circumstances demand it.

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Insular

The House prefers to keep its affairs, loyalties, and dependence close to the family and its own holdings.

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Entangled

The House deliberately binds itself into wider networks of marriage, wards, alliances, patronage, institutions, and other Houses.

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Stewarding

The House treats status and holdings primarily as responsibilities to preserve, tend, and pass on intact.

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Aspirational

The House treats its current position as a foundation from which to gain greater status, influence, land, or opportunity.

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Harmonious

The House expects relatives to support one another and preserve unity even when members disagree.

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Competitive

The House expects members to prove themselves against one another, with rivalry treated as a source of strength or distinction.

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Use Traditions for Deeds and Endeavours undertaken on behalf of, or concerning, the House. The player tests the stronger side of the relevant pair first. Traditions can guide decisions, support action, or inspire another eligible participant through the Identity test rules.

House Traditions develop through Yearly Trait Development: mark at most once per pair per Spindrift season and resolve at year’s end.

Explore the Noble Houses →

Factions & Houses

Yearly Trait Development

Institutions and dynasties change more slowly than individuals. Faction Ethos and House Traditions use the same process as seasonal Personality development, spread across four Spindrift seasons instead of four real-life weeks.

A pair may earn at most one development mark per Spindrift season, for up to four marks over a Spindrift year. Mark the Trait expressed by consequential decisions or actions of the Faction or House. An individual member's personal behavior alone does not establish a change in collective Identity.

1

Cancel Opposing Marks

Marks on opposite sides of the same pair cancel one-for-one before any advancement roll. If no marks remain, do not roll.

2

Resolve at Year's End

At the end of the fourth Spindrift season, make one advancement roll for each marked pair, never one roll per mark.

3

Add Same-Side Marks

The first remaining mark permits the roll. Each additional same-side mark adds +1, to a maximum of +3.

4

Roll Over the Trait

Roll 1d20 + bonus. If the result exceeds the marked Trait, increase it by 1 and decrease its opposite by 1, keeping the pair's total at 20.

Each pair can shift by at most 1 per Spindrift year. Clear the development marks after resolving the year, whether or not the roll changes the pair.

Traditions and Ethos describe different kinds of culture.An Ancestral House preserves its inherited family way of life; a Traditional Faction preserves established institutional practices. A character can disagree sharply with either while remaining a member.
← Return to RulesContinue to Qualities →

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