Dampen: Any 1 rolled when activating Kaos powers subtracts
1 hit from the total.
Digest: At the end of each scene, one character must reduce
either Resolve, Stamina, or Composure by 1. A character
may volunteer or bleed another character to mark them
as Digest’s target. Any Attribute reduced to 0 inflicts the
Crestfallen status effect, with Resolve inflicting Stunned,
Stamina inflicting Aggravated Wound, and Composure inflicting
Dazed as well. Once outside the Abyss, characters
heal 1 dot of reduced Attributes each scene, at their discretion.
Grasp: Whenever characters enter such a location, they
gain up to 3 Momentum to have an equal number of tenebrals
emerging or watching from the shadows.
Starve: Characters in the Abyss can gain no sustenance
unless by consuming other still-living beings.
The Dark
Channel: Characters can choose to accept a specter’s influence,
gaining the Dazed status effect but reducing the
hits needed to purchase the Unexpected Lead Trick to 0
during a single Investigation scene in the current session.
Comfortably Numb: Each scene spent in the Dark requires
an Integrity action with a Moderate Complication.
If the characters fail, they get lost, and if they fail to buy
off the Complication, they gain the Senses Occluded status
effect for one sense.
Low Visibility: Characters in the location must contend
with the Darkness area effect, its Complication rating increasing
to Moderate or Major depending on how deep
into the Dark they are.
Spook: Whenever characters enter such a location, they
gain up to 3 Momentum to have an equal number of darklings
emerging from or hiding within the shadows.
Fungal Colonies
Alert: Whenever characters enter such a location, they
gain up to 3 Momentum to have an equal number of fungal
undead emerging from or hiding within the scenery.
Blossom: At the end of each scene, characters breathing
without protection must make a Survival action, gaining
the Infected status effect on a failure.
Soft Floor: Once during the scene, a character must make
an Athletics action to avoid falling through soft or decayed
fungal fibers into the den of something awful.
Rot: Food and water left exposed spoil after three scenes.
Ingesting them inflicts the Slow-Acting Toxin status effect.
Ice Grottoes
Blizzard: Characters in the location must deal with the
Extreme Temperature (Cold) area effect.
Freeze: Should characters remain stationary for one scene,
they gain the Petrified status effect.
Monster: Whenever characters enter such a location, they
gain 2 Momentum to have a geoprucugalla lying in wait
within.
Slip: Rolled movement actions suffer a Minor Complication.
If not bought off, characters are knocked prone or suffer
1 injury.
Infested Tunnels
Entrap: Attack and movement actions requiring a roll suffer a
Minor Complication. If not bought off, characters can’t move
or take other physical actions until they succeed on an Athletics
or Close Combat action, or their allies cut them free.
Corrode: Actions involving interacting with the environment,
such as climbing or carving out a passage, suffer a
Minor Complication. If not bought off, the characters’ gear
becomes useless until the end of the scene.
Invade: If knocked prone or pinned against a wall, characters
must make a Survival action, gaining the Infected status
effect on a failure.
Nest: Whenever characters enter such a location, they gain
up to 3 Momentum to have an equal number of arachniida
emerging from or skulking in the webs.
Magmatic Caves
Inhabited: Whenever characters enter such a location,
they gain up to 3 Momentum to have an equal number of
infernites emerging from or lurking in the lava.
Inferno: Characters in the location must deal with the On
Fire and Extreme Temperature (Hot) area effects.
Melt: Investigation scenes in the location must contend
with the Ruined area effect, with its Complication rating
increasing to Major.
Fuel: Ranged attacks, Syntheses, and Sorceries relying on
fire or heat gain +1 Enhancement.
The Obscura
Captivate: The first scene taking place within the Obscura
always comes with the Outland area effect affecting all
actions, which can be extended at the Storyguide’s discretion.
Leaving the Obscura requires an Esoterica action
with a Major Complication. Failure to buy off the Complication
inflicts the Dazed and Exhausted status effect.
Dissolve: The characters’ Physical Attributes become 0,
with all Physical actions relying on a corresponding Mental
Attribute instead (Intellect for Might, Cunning for Dexterity,
and Resolve for Stamina). Players can spend 1 Momentum
to deactivate this effect for one scene.
Nightmare: Whenever characters enter such a location,
they gain up to 3 Momentum to have an equal number of
dream spirits follow them with hostile intent.
Inspire: All Artistry, Culture, Empathy, Enigmas, and Esoterica
actions gain a +3 Enhancement for as long as the
characters are in the Obscura, which lowers to +1 for the
scene immediately following their departure from the Obscura.
Tremor Fields
Awake: Whenever characters enter such a location, they
gain up to 3 Momentum to have an equal number of arthri
angrily woken from hibernation.
Shake: Characters in the location must contend with the
Quaking area effect.
Shatter: Natural or artificial structures in the location lose
a point of Durability Advantage each round. When reduced
below 0, they crumble, and the Demolished area effect is
applied. Characters inside or nearby must make an Athletics
or Defense action to avoid injuries from falling rocks (1,
bypassing armor).
Shock: All characters in the location suffer a Minor Complication
on all their rolls, gaining the Dazed status effect
when not bought off. Once characters buy the Complication
off, they no longer suffer from it for the remainder of
the scene. The Complication becomes Major for characters
with the Feral Quality.
Wind Shafts
Hurricane: Characters in the location must deal with the
Extreme Weather (Storm) area effect.
Howl: Social and Mental actions in the location face the
Overstimulating area effect.
Lift: Characters can leap for a distance of between Short
and Long range with an Athletics action. Failure to buy off
the Extreme Weather (Storm) Complication indicates the
character lands ruinously far from their intended destination
and suffers 1 injury.
Riders on the Storm: Whenever characters enter such
a location, they gain up to 3 Momentum to have an equal
number of churnians riding the thunder and lightning toward
them.