The Unseen Craft
Casting, strain, and the cost of working magic. Omen-Born only.
2d6 + Unseen Craft (Casting) Skill Mod + Casting Attribute Mod + Situational
2d6 + Relevant Attribute Mod + Unseen Craft Skill Mod (if Omen-Born) + Situational
Combat Workings require two consecutive action segments. The caster may not take other actions until the Working resolves.
If interrupted between segments — by becoming Engaged, taking damage, or Restraint — the Working fails. The caster still gains Strain equal to the Working's tier.
Use only the raw 2d6 dice from the opposed roll to determine margin. Add the Working's Lethality + Casting Attribute Mod. Subtract target's Resilience. Remainder = Health loss. A successful hit also inflicts +1 Fatigue on the target regardless of Health loss.
Each time a Working is cast — successfully or not — the caster gains Strain equal to the Working's tier. Strain accumulates for the entire scene and does not affect casting rolls directly; it represents how unstable magic has become.
| Tier | Strain Gained |
|---|---|
| Trained | +1 |
| Skilled | +2 |
| Expert | +3 |
| Master | +4 |
Casting Attribute Mod + Unseen Craft Skill Mod
(GM option: also add Toughness Mod)
Up to this value, you work within the ordered Nine. Beyond it, something deeper notices.
Margin of Failure (MoF) = Defense Total − Unseen Craft Check Total (min 0)
If Strain > Strain Threshold and Working fails with MoF < Strain:
+1 Fatigue and Health loss = MoF. This Health loss ignores armor.
A Working cast outside immediate danger is a Set Working. It generates Lingering Strain — Strain that does not clear at end of scene. Lingers until the caster completes 3 consecutive Sleep Segments.
Rest Segments clear scene Strain only. They do not clear Lingering Strain.
If current Strain exceeds Strain Threshold during a Set Working, increase Health loss from backlash by the amount Strain exceeds the threshold. Combat casting does not apply this amplification.