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Values

Values are the four core beliefs that define your character. They are not just flavor. Values are the mechanical foundation of your power: they determine which polarities you can access and how effectively you can wield them.


#ValueWhat It Represents
1Love / SacrificeDeep bonds. The willingness to give what matters for others.
2FaithDevotion, belief in something greater, spiritual conviction.
3KnowledgeTruth, learning, understanding, curiosity.
4OrderLaw, codes, hierarchy, structure, discipline, authority.
5Justice / HonorRighting wrongs. Accountability. Consequences for harm.
6GrowthSelf-improvement, mastery, innovation, becoming more.
7FreedomAutonomy, independence, rejecting control or imposed identity.
8PowerStrength, dominance, ambition, status, legacy.
9PeaceHarmony, de-escalation, balance, preservation of stability.
10TraditionAncestral ways, superstition, cultural continuity, inherited wisdom.
11BeautyAesthetic creation, expression, refinement, artistic pursuit.
12WealthMaterial gain, assets, financial power.

This list is a baseline. Your character’s values are not restricted to it.


Choose 4 values and rank them 1 through 4 (1 = most important, 4 = least). The ranking has direct mechanical weight via the Circulation passive:

Value RankDie Size Contributed by Associated Polarity
#1d4 (best)
#2d6
#3d8
#4d10

A character whose most important value drives a polarity into their pool is rolling the best possible die for it.


Every value you hold was shaped by something. During character creation, after rolling your experiences, you assign each one to a value: the moment, relationship, or ordeal that brought you to believe what you believe.

This is not just narrative flavor. It is a mechanical record.

During play, when an experience you have assigned to a value is relevant to the current scenario AND you are using a polarity from that value in the resolution, you gain an experience boon. Both conditions must be true. Only one experience can apply per resolution. See Boons & Complications for how experience boons work.

The relevance must be legible to the table, not just to you. An experience of “swore revenge for a murdered pet” is relevant in a scene where the killer is present. It is not relevant in an unrelated conflict simply because the value is the same.


Values shift through play. The GM and the world will present choices that force characters to act on one value, compromise another, or encounter something that challenges whether a value still fits. When a character makes a decision that meaningfully upholds or contradicts a value, that value can rise, fall, or change.

Shifting values is not just character development. It can change which polarities you have access to. A polarity tied to a value you have moved on from may become inaccessible. A new polarity may open in its place.

When a value shifts, review which experiences you assigned to it. Experiences that no longer speak to the new value can be reassigned or retired, at the table’s discretion.

This is the game’s central loop. The mechanical consequences of belief are the point.