Characters come from the player's Source Soul, not a shuffled deck.
Quantum Tunnel / mock game room
Game Room
Current working model: the site generates the , the table uses a and an , and the run is decided by plus .
locked protocol as we decide it
liked and staying for playtest
Worlds, hidden pressure, and modifier halves come from Mission Cards.
Missions allow Item draws through resonance, item type, or pressure text.
The Character carries Items, but each Mission sets the active loadout.
+
Source and playable form
Western: Capricorn. Chinese: Earth Goat. Ordo Elementa:
World + hidden pressure
Glass Orchard
- Wood (Water, Earth)
- Body + Focus + Bond
- Range 14-20
- 5
- Loadout
- 3 active Items
Signal Static
Pressure Stat: Focus. Requirement: block 1 Drain or lose 1 Focus. Advance after resolving.
Wood can enter Wood by implication. Water and Earth are . Sweetpea needs a Bridge Item or prior Wood Mark.
Three ways to pass
5 + 6 + 6 = 17
Land inside the printed window.
Meet or beat the printed number.
Hit the printed number exactly.
Element harmony map
Wood (Water, Earth)
Same element. May attempt the World.
Compatible entry. Less control than direct resonance.
Needs a Mark, Item, Creature, or prior unlock.
Read the parentheses as the two elements that can enter without matching the World exactly. The exact full chart is still being tested.
Five attached Mission cards, revealed one at a time
Pressure Attribute: Wisdom. Block 1 Drain or lose 1 Wisdom.
Reveal after Pressure 01 resolves.
May carry an Item allowance.
May force a Must effect.
May award an Access Marker.
Items tune the same attributes Missions test
Ash Compass
Fire / May Tune +/-1
Iron Vow
Metal / Must Add +2
Root Key
Wood / Enter Wood if harmonious
Glass Lens
Air / May Subtract -1
Flood Thread
Water / Must Tune +/-1
Working together
Ideas that currently fit
- The site generates the Character Card from the Source Soul.
- The paper table uses two active decks: Mission and Item.
- Missions show World Resonance with two harmonious elements in parentheses.
- Mission success uses one of three Target types: Range, Surpass, or Precise.
- Pressure count is public, but pressure details reveal one at a time.
- Items, Missions, and Characters share the same source attribute vocabulary.
- Character carry limit and Mission active loadout can be separate numbers.
- Gained inventory is riskier than the Character's stable carry slots.
Still clashing
Ideas to resolve before locking
- Character deck vs site-generated Characters: use a roster/demo pool only, not a third active deck.
- One shared Adventure deck vs Mission plus Item decks: current direction is two active decks.
- All twelve attributes on every card vs readable cards: use the shared vocabulary, but print only relevant attributes.
- Five modifiers on every Mission vs pressure count: do not lock both until the first paper test.
- Fully chosen loadout vs shuffled draw: choose the stack, then shuffle if we want uncertainty.
- Character Cards as dual-use modifiers vs personal Soul identity: hold this idea for later.