Apocalypse Express — Operations Manual

Read the laws of the Red Line. Learn what kind of being you can become — and who'll ride the rails with you.

Layer 1 of 4 · Body

Every PC begins as a damned human soul.

The body is the form Lucifer dresses that soul in when he hauls it out of Hell and onto the train. Three poles define what shape it can take — flesh, machine, and hellfire — and your race lives somewhere on the triangle stretched between them.

Click any race-icon above to read its lore
Sub-race picker

Choose your sub-race

Click any race-icon above to see its sub-races.
Layer 2 of 4 · Soul + Skill

Soul Index & Skill Mandala

Your Body decided what you are. Your Soul Index decides how you behave under pressure: the cosmic temperament that bends every roll a few degrees off true. Pick one of four. The mandala beneath shows where dispatch can send you with confidence, and where to send someone else.

What each race gets · the threshold leosztás

Distribution at the Body / Soul threshold

Your race choice baked passives into the body before the soul layer was added. Most races start with a feather — either Chaos (a head start along the same path everyone walks) or Harmonyplus a thematic skill bump. Construct trades the feather for raw skill power. Augmented gets a feather and picks its technical axis. Below: every race's threshold gift, with your current pick highlighted.

Sub-type bonus · the archetype layer

Your sub-type's +1

Each sub-type leans into one of four archetypes — offensive (red), defensive (green), science (blue), or unique (purple). The first three grant a clean axis bump (Rigging / Resilience / Systems); purple gets a bespoke setup tailored to that race's specific purple frame. Below: every sub-type of your current race, with your pick highlighted.

Faction affiliation · who walks beside you, who walks against

Your faction ties

Each faction's starting attitude toward you, on a scale of -5 (committed enemy)0 (neutral)+5 (committed ally). A-Tech and SABRE start near the bottom for everyone — they want the Orb back. αSync is softer (Lucifer's pact-holders inside loosen things). The Synthetics are neutral by default — they threat-assess instead of holding grudges. Construct PCs are kindred (+2); Augmented & Hellforged read as half-synth (+1). The neutrals (Un-Halted, Drifters) lean by race. Affinities move during play; this is the chargen baseline.

Skill Mandala · dispatch fingerprint

Where this character lands a roll

Six axes, one per ability. Each axis is the primary skill of its ability pair: the broader, more dispatch-relevant of the two. Polygon shape = the character's current dispatch fingerprint, computed live from the race+sub-type baseline plus the chosen Soul Index modifier.

Chaos
0 / 5
Harmony
0 / 5
Body No race selected Soul None picked
Off-axis & redirect skills
Pry · STR Acrobatics · DEX Soul Grit · CON Stillsense · INT Godsight · WIS Guile · CHA
Dispatch summary · the playable upshot

Where to send them, where not to

Send for
No race selected.
Avoid
No race selected.
Reference · the fine-tuning layer above body and soul

LAYER 3 · Personality

Master trait table — buffs, debuffs and trade-offs that distinguish characters who'd otherwise share the same body and soul. Every trait has phase-based effects that reset at long rest (end of day). Used in chargen for PCs and as DM shorthand for NPCs.

Locked traits · master tabel grows as we add

7 of ~28 wired

Trade-off design: each trait has a positive phase and a negative phase that fire on different triggers. The picking model (1 from each tier in chargen) comes after we've reviewed the full master tabel.

ScopeEffects apply only to authored dispatch tasks — not dialogue choice, story choice, or passive scenes.
StackingFlat ±N modifiers sum first; multiplicative ×M modifiers apply last; round once at the end.
RoundingRound half up (10 × 1.5 = 15; 9 × 1.5 = 13.5 → 14).
ResetAll trait phases reset at Long Rest / day end.
Named NPC traits · canon-bound to specific characters

Bound to a name

These traits are not in the player pool. They are baked into specific named NPCs by canon — character-defining quirks that shape how the GM dispatches them. Same schema as the player traits (phase-based, dispatch-scope, long-rest reset), but the binding makes them part of the character.

Reference · the crew at their posts

LAYER 4 · Carriage Posting

The Apocalypse Express is a marshalling yard, not a single train. Each carriage runs its own rail with its own purpose. Every dispatch task happens in a carriage, and each carriage asks for different work — so each carriage fits different traits. Read the rails, find your post.

Carriage 1 · the locomotive

🚂 Engine — top-down floor plan

5 tiles tall × 16 tiles wide. A small origin steam train Lucifer rebuilt to burn Sparkplugs (PLUG) — soul-canisters that wake a Hellfire boiler. The Hellfire Boiler (7×5) dominates the front-left as off-area. The Reliquary (2×2) holds fuel at the back-right. Cramped cab floor in between: The Pulpit (driver post, required) + 3 install slots — The Apse (2×2 · Work), The Tinker Wall (1×1 · Maintenance), The Crew Niche (1×1 · Life).

Cost / journey1 PLUG short hop · 2 PLUG medium · 3 PLUG long haul
Driver fitMethodical / Service Intelligence / Hyperfocus → −1 PLUG · Lazy / Impulsive / Adrenaline-junkie → +1 PLUG
Active chamber1 PLUG actively burning in The Reliquary · burns at journey rate
PLUG storage3 extra canisters on Reliquary shelves (TNY weight each) · loaded/unloaded at stations
Emergency swapMid-journey: 1 phase action to transfer a shelf canister to active chamber if it runs dry
EmptyTrain cannot move · triggers a refuel mission (Drift-zone soul-salvage / αSync trade / Lucifer bargain)
Driver jobPull a PLUG from The Reliquary, walk it to the firebox, time the burn, do not drop the canister
THE RELIQUARYtender · 2×2 · back of carriage
Active chamber1 PLUG canister actively burning during journey · burns at journey rate (1/2/3 PLUG per short/med/long)
Storage shelves3 extra canisters as cargo (TNY weight each) · loaded/unloaded at stations · mid-journey swap (1 phase action) refills active chamber if it runs dry
AestheticBrass-and-leaded-glass cabinet, sigil-locked. Active chamber’s round window glows hot through the haze; storage niches hold quiet, unlit canisters in leather cradles.
Workplace
where someone is posted & performs duty (e.g. A1 the Pulpit)
Upgrade slot
where you fit installs / upgrades (B1 / C1 / C2)
Built-in feature
permanent fixture of the carriage (the Reliquary)
Off-limits
hazard / sealed zone, not walkable (the Hellfire Boiler)
Locomotive · stations & blocks

What goes where

Each tile on the floor plan maps to a card below — describing what the station is for, who can be posted there, which skills and certifications grant bonuses, and what mechanically rides on it.

Engine installs · sources & opportunities

Where to find them

Each install can be acquired through one of four paths: bought at a station for LEV, salvaged from a wreck or ruin, faction-rewarded at the right trust threshold, or crafted at a Workshop with parts and a TNK check. Some installs also unlock through specific story beats.

👥
Co-Pilot Cradle (Apse · A)
Work · Big slot · Option A
BoughtConcord Yards · 50 LEV
SalvagedTwin-cab locomotive wrecks
FactionαSync R3 gift
Crafted
StoryCantos 4 reward path
🛏
Fold-Down Bunk (Apse · B)
Work · Big slot · Option B
BoughtMinor stations · 15–25 LEV
SalvagedDecommissioned passenger cars
FactionDrifters R1 trade
CraftedTNK 9 + 5 LEV (Workshop)
Story“Long Hauler” backstory
🔧
Toolkit & Boiler Kit (Tinker Wall · A)
Maintenance · Small slot · Option A
BoughtAny station · 5 LEV
SalvagedCommon in any wreck
FactionAny faction R1 starter
CraftedTNK 7 + 2 LEV (Workshop)
StoryDriver-specialist backstory
📖
Engineer's Manual (Tinker Wall · B)
Maintenance · Small slot · Option B
BoughtRare — Concord Yards special-order · 30 LEV
SalvagedA-Tech site salvage
FactionαSync R2 reward
Crafted
StoryCantos 7 (World Anchor) reward
📚
Reinforced Bookshelf (Crew Niche · A)
Life · Small slot · Option A
BoughtAny station · 8 LEV
SalvagedDecommissioned dining cars
Faction
CraftedTNK 7 + 3 LEV (Workshop)
StoryArchive-leaning starter
Tabletop Game Set (Crew Niche · B)
Life · Small slot · Option B
BoughtSundown Saloon network · 10–15 LEV
SalvagedCarved-by-hand find at any saloon
FactionDrifters R2 gift
CraftedTNK 6 + 1 LEV (“Sigil's Last Stand” replica)
StoryNPC-gifted in early Cantos beat
Carriage 2 · Sundown Saloon

Wall bar, open saloon, and one right-side A/B alcove

The Sundown Saloon is the Train's social reactor: rumors, favors, debt, hospitality, and trouble. Row 4 remains a clean passage between carriages.

Front / Engine
Rear / Next Car
1234
A1
HOST
booth
mirror booth
Mini-Kitchen
Drinks, quick food, emergency team prep.
right-side 2x2 alcove slot - does not touch the passage row
123456789101112
A1 Host

Assignable staff tile. Without A1, structured Saloon actions are limited.

Wall Bar

The bar is a wall fixture, not a full backroom. Mirror bottle wall and counter stay flush to rows 1-2.

Open Saloon

Middle rows stay social and playable: stools, booths, tables, reputation pressure.

Passage Row

Row 4 remains a full through-route between carriages. No plugin can block it.

Reference · the cosmic scales beneath every roll

Chaos & Harmony

Two scales, both running 1–10. Harmony is what you build by walking the line. Chaos is your Lucifer cadence — the dice that bend every roll a few degrees off true. The two meet at Devil's Mercy, the one shared lever between them. Both scales widen as the campaign moves; you only ever play with the slice unlocked by the chapter you're in.

The two scales · the cap grows

Cadence at a glance

Linear cap progression locked: Canto I starts at cap 2, ramping to cap 10 by Canto X. The full 1–10 ladder is shown; the slice currently active is highlighted, the rest waits for later chapters.

⚖ Harmony Level
Canto I cap · 2
HL 1
+1 Seal · HU-1 Courtesies
HL 10
Capstone: Keep the Sway or Sever the Sway
🌀 Chaos Level
Canto I cap · 2
CL 1
2d4 + 7 — rows 9–15 (gentle swing)
CL 10
d10 + d12 — rows 2–22 (full table, ±high swing)
Cap unlock by Canto · linear with future jumps TBD
I2The Gauntlet
II3As Above so Below
III4Mutated Jungle
IV5Burning Bridges
V6
VI7Drifting Away
VII8The World Anchor
VIII9To Hell and Back
IX10Siege of DarkHold
X10Gambit for the 9th rank
The cap grows; the scale waits. Some Cantos may carry double-jumps or hold steady — locked linear for now.
Chaos · the dice ladder

Your Chaos dice by level

The offset centres each pair on row 12 so everyone uses the same 2–22 table. Higher CL = wider swing: more positive ceilings and more negative floors. Canto I starts narrow; later Cantos open the table's extremes.

Chaos · the master table

21 rows, every roll lands on one

The Modifier column applies to your check as OFS (Roll) — or equivalently as a DC shift on the GM side. Negative modifiers are costs; positive modifiers are gifts; neutral rows (Modifier 0) are narrative. Some entries are IAZ only (the table's Immediate Action Zone) or apply ASH (Apocalyptic Shift). Devil's Mercy can re-roll a row after seeing it — one shot per holder per chapter.

Harmony · the climb

Milestone ladder

Earned by story milestones, not grinding. Major spikes at HL 1 / 3 / 5 / 7 / 9 unlock HU bands and grant +1 Seal. Minor tiers at HL 2 / 4 / 6 / 8 let you pick one from a menu that grows with each tier. HL 10 is the capstone — a permanent choice between Keep the Sway and Sever the Sway.

Harmony · pick one each minor tier

The six options

At each minor tier (HL 2 / 4 / 6 / 8) you choose one option. The menu grows: HL2 can pick from ①–③, HL4 from ①–④, HL6 from ①–⑤, HL8 from ①–⑥. Devil's Mercy unlocks last (HL8) — the late-game lever that lets a holder reroll a Chaos row after seeing it.

Harmony · the doors that open

Harmony Unlocks (HU)

Site-based benefits at Harmony-affined or Neutral facilities (Chaos-affined sites ignore HU). PCs must be present on site; if multiple are present, use the highest HL among them. Suspended while Under Threat / Alarm. Each band has a hard rate-limit per chapter.

Reference · who walks the world after the Pause

Factions of the Pause

Seven organised forces still moving through the frozen world — corporate, military, cult, and survivor-cells — plus two unilateral hostile collectives that will not parley. Every encounter is a negotiation with one of these nine. The DNA-tags (HUM / SYN / HELLISH / DIVINE) cross-reference the Body tab; here we focus on who, not what.

7 interactive· 2 unilateral hostile· Pause-era · post-apocalypse · Lucifer-pact campaign
Interactive · the engageable

Seven factions you can talk to, trade with, or fight

⚠ Unilateral hostile · no parley

Two collectives that will not negotiate

Onstop adversaries with zero interaction surface. They appear, they attack, you survive or you don't.

Faction Relationship Summary
How each interactive faction relates to the others at campaign start — subject to player action
Reference · the roll that runs the train

The Engine

“Every task, every journey, every event resolves through one grammar — roll two dice, add your Fit, compare to the Threshold; everything downstream is consequence.”

This tab is the mechanical grammar of the Apocalypse Express. One resolution system handles all task work: dispatch rolls, event responses, and journey outcomes all use the same 2d6+Fit vs Threshold structure with four result bands. The sections below walk through each piece in order — Roll, Fit, Threshold, Outcome, then how they chain through a full journey. Read once for orientation; return during play as a quick reference.

See it all fire at once → Marlow’s run

Part I · the grammar of resolution

The Roll

Every check in the game follows the same structure: Roll 2d6, add your Fit. Compare the result to the Threshold. The four result bands are defined by the margin — how far your total lands above or below the Threshold.

BandLabelMargin
Critical SuccessCSTotal ≥ Threshold + 3
SuccessSTotal = Threshold to Threshold + 2
FailureFTotal = Threshold − 1 to Threshold − 3
Critical FailureCFTotal ≤ Threshold − 4

The task card displays everything you need before you touch the dice: your Fit, the Threshold, and the probability of each band. You can see your odds before committing. If a trait applies or a crewmate can assist, account for it now.

⚙ Probability calculator — try any Fit & Threshold
CS
3%
S
25%
F
44%
CF
28%
Modal outcome: Failure

Fit

Fit is your character’s total modifier for a given task — skill, preparation, equipment, and support all stacked into one number before you roll.

Fit = Skill mod + License bonus + Trait modifiers + Gear/Prep + Assistant Skill mod — floor(d20_mod / 2) + role_trained_bonus (0 or 1) License bonus — +1 if you hold the relevant discipline license ([MED]/[EOD]/[RCP]) Trait mods — trait cards specify which field they modify and under what condition Gear/Prep — right tools or preparation ahead of time: +1 Assistant — crewmate actively helping you: +1 (their assist die)

Fit ranges from −2 (untrained rookie in a crisis) to +5 (legendary specialist, peak conditions, full support). On a Threshold 9 task, Fit +3 means you only need a 6 on 2d6 for Success — comfortable odds. Fit +0 means rolling straight against the luck of the dice.

Certifications

Certifications are broader than a license, narrower than ‘general competence.’ A character trained in a profession (or, for NPCs, factory-loaded with knowledge) carries a CERT. There are 8 general cert categories in total.

CERTIFICATIONS — broader than a license, narrower than ‘general competence’ A character who has trained in a profession (or, for NPCs, been factory-loaded with knowledge) carries a CERT. Certs are GENERAL categories (8 in total — see the table below). When a station/task is tagged with a matching category, a worker holding that cert grants +1 Fit on the roll. Certs stack with license, trait, gear, and assist — but only ONE +1 per category per roll (multiple workers with the same cert do not double-stack). Updated formula: Fit = Skill mod + License bonus + Trait mods + Gear/Prep + Assistant + Cert bonus(es) Examples: PAVNN’s αSync Mechanical Engineer cert → +1 at A1 Pulpit (mech_eng-tagged) and on Hellfire Boiler events. A PC with Medical training → +1 on triage events, emergency repair to bodies, etc. PCs cap at 2 active certs. NPCs may hold any number (factory-loaded).

Certs are acquired through training arcs, faction rewards, or A-Tech factory provisioning. They are not skill scores — they do not improve. A cert either applies (+1) or it does not. Their value lies in matching the right worker to the right station.

THE 8 CERT CATEGORIES
Category Tag ID Scope
Mechanical Engineeringmech_engengines, gears, pipes, install-repair, mechanical systems
Medicalmedicalanatomy, surgery, triage, biology, body restoration
Demolitionsdemolitionsexplosives, breach, controlled destruction, sigil-lock breaking
Systems / Electricalsystemswiring, computers, signal/comm, sensors, dispatch network
Chemistry / Alchemychemistrysubstances, brewing, refinement, PLUG quality, αSync handling
Negotiation / Diplomacynegotiationsocial, faction, contracts, Lucifer-pact bargaining
Salvage / A-Techsalvagefinding, identifying, recovering A-Tech / pre-Halt gear
Combat / Tacticscombatmilitary training, weapon expertise, ambush response, boarding

Threshold

Threshold is the task’s difficulty number. Set by the task card, always visible before you roll. Think of it as the target the dice and Fit need to reach.

DifficultyThresholdWhat this looks like
Easy7Routine maintenance, a path walked a hundred times
Normal9Standard field repair, competent work under mild pressure
Hard11Critical system under load, unfamiliar terrain at night
Very Hard13Jury-rigged fix mid-derailment, emergency surgery in a moving car
Heroic15One shot at a cascading boiler failure with borrowed tools

Most checks in a standard journey sit at 9 or 11. The base difficulty is modified by environment (+1/+2 for bad conditions) and time pressure (+1/+2 if the clock is tight) — both folded into the Threshold shown on the card before you roll. You are never surprised by a hidden modifier at resolution.

Outcome — Four Fields, Not One

Most games collapse a roll into one result: you succeed or fail. Apocalypse Express splits every roll into four separate fields, each tracked independently. Traits and gear can modify different fields independently — sometimes in opposite directions.

FieldWhat it answers
ResolutionWhich band did you land in? (CF / F / S / CS)
YieldHow much of the task’s value did you get? (CS=125%, S=100%, F=50%, CF=0–25%)
DurationHow long did the task take? (set by task card, not by roll result — unless a trait targets it)
ComplicationDid something extra go wrong (or unexpectedly right)?

Example: the Methodical trait gives +1 Fit on routine tasks but reduces Yield by ×0.75 on novel ones. These are two different fields — neither contaminates the other. A Methodical mechanic attempting a routine boiler check rolls better (Fit +1). The same mechanic on a novel emergency repair rolls normally but produces less (Yield 75%). Two conditions, two fields, no conflict.

PART II · THE WORLD IN MOTION

Dispatch & the Journey Clock

A single roll covers one task in one moment. Dispatch wraps a whole journey’s worth of work into a structured sequence of rolls, aggregating their results into a single outcome for the journey via the Journey Clock.

JourneyPhasesClock segments
Short1–24
Medium3–48
Long512
Phase resultClock movement
CS+2 segments
S+1 segment
F0 (or −1 on a hazard phase)
CF−2 segments + complication triggers
Clock fillJourney resultEffect
75–100%Smooth runPLUG cost ×0.5, +1 minor reward
50–74%On timePLUG cost at base rate, no extras
25–49%Rough arrivalPLUG cost ×1.5, 1 minor wear on installs
0–24%Limped inPLUG cost ×2, major complication on arrival

Events

Events are interruptions that fire during a journey — things that demand the crew’s attention now, while the train is moving and the clock is ticking. They fire from four sources.

TriggerWhat fires it
Authored/ScriptedGM wrote it into the journey as a narrative beat — fires at a set moment regardless of rolls
Outcome-triggeredF or CF result automatically triggers an event; the failure woke something up
State-triggeredPLUG reserves drop below threshold, fauna pressure peaks, install wear crosses a limit
Random1-in-6 chance per phase; lower stakes, keeps the run unpredictable

Every event card has: Title · Trigger (why it fired) · Stake (what’s at risk if ignored) · Choices (2–4 options, each listing cost + optional roll + outcome). See Marlow’s run for three live event examples: Boiler Stress (state), Stowaway (scripted), Chronoshear Flare (random).

Rest

Every PC on the crew starts each journey with a Rest pool — a recovery reserve that represents their capacity to be woken mid-journey without burning out.

JourneyRest blocks per PC
Short1
Medium2
Long3
Rest stateEffect
Rest 1+ availableNo penalty
Rest 0 (last block spent)−1 Fit for the rest of the journey
Rest −1 (woken a second time)−2 Fit, CF chance increases on their rolls
Rest below −1PC cannot be assigned to additional tasks except mandatory events

Double-up: Two crew members can share a wake event, each spending 0.5 Rest blocks (round up to 1 if already at 0). The pair gains +1 Fit on the resolution roll. Two tired people cooperating can outperform one exhausted person working alone.

PART III · SYNTHESIS

Trait Integration

Every character carries one or more Traits — personality qualities that mechanically interact with the four outcome fields. Traits don’t just make you better or worse in general. Each trait card explicitly states which field it targets and under what condition.

TRAIT: Methodical On a ROUTINE task: +1 Fit On a NOVEL task: Yield x0.75
TRAIT: Hyperfocus Before Phase 1, choose one phase. On the chosen phase: +2 Fit On all other phases: -1 Fit (Player declares phase before journey begins — no changing mid-run.)
TRAIT: Service Intelligence (PAVNN) On a ROUTINE task: +1 Fit · Duration x0.5 On a NOVEL task: -1 Fit · Duration x1.5

When you pick your character’s traits during creation, consider which fields each trait affects and how those interact with your intended role. A character primarily assigned to routine maintenance slots benefits enormously from Methodical or Service Intelligence. A character expected to handle novel crises will find those same traits actively detrimental. Traits are field-specific bets on how your character will be deployed.

First-read walkthrough · every mechanic fires at least once

Marlow’s Medium Run

Route: Ironveil Depot → Concord Yards. A medium freight run through open scrubland and a chronoshear seam. 4 phases, 8-segment clock.

NameRoleKey SkillLicenseTrait
MarlowDriver (cab)SYS +2 → Fit +1[RCP] +1Methodical
KlaraBastion gunner (rear)SLG +2 → Fit +1[EOD] +1Hyperfocus
PAVNNTender operatorService Intelligence
DocMedic (galley/bunk)PRY +1 → Fit +0[MED] +1Lazy

Phase 1 — Departure (Threshold 7, Routine)

Marlow Fit +5: SYS +1 · [RCP] +1 · Role-trained +1 · Methodical +1 (ROUTINE) · PAVNN assist +1 Roll: 4+5=9, total 14. Margin +7. RESULT: CS (+2 clock) → 2/8 segments.

Phase 2 — Cruise (Threshold 8, Routine)

Marlow Fit +5: same sources as Phase 1. Roll: 3+4=7, total 12. Margin +4. RESULT: S (+1 clock) → 3/8 segments. Note: A Success means 100% Yield — the train covered the distance, schedule intact. A CS would have given 125% (minor bonus). An F yields 50% — slower, something half-done.
CERT NOTE — PAVNN: αSync Mechanical Engineer PAVNN carries a factory-loaded cert: Mechanical Engineering (NPC-bound, cannot be transferred). Certs are a new modifier layer on top of the standard Fit formula. When a station or task is tagged with a matching cert category, any worker holding that cert adds +1 Fit to the roll (anti-stack: only once per category per roll, regardless of how many holders are present). The A1 Pulpit and the Hellfire Boiler are both tagged mech_eng. So when PAVNN is at the Reliquary supporting Marlow on a Pulpit roll, PAVNN's cert fires: Standard formula: SYS +1 · [RCP] +1 · Role-trained +1 · Methodical +1 · PAVNN assist +1 = Fit +5 + PAVNN cert: A1 Pulpit is mech_eng-tagged; PAVNN holds Mechanical Engineering cert → +1 ───────────────────────────────────────────────────────────────────── Cert-adjusted total: Fit +6 (would raise Phase 2 roll to 13, margin +5 — still S, same outcome here) In this run the cert does not change the Phase 2 result, but on a harder Threshold (11+) or with a weaker base Fit, the +1 from a cert holder can be the difference between S and F.

Mid-Journey Event: Boiler Stress (State-triggered, 02:47 AM)

STAKE: Secondary loop running hot. Left alone, Phase 3 Threshold rises 11→13. CHOICES: A) Wake Doc — TNK+[RCP] vs Th9, costs 1 Rest block from Doc B) Send PAVNN — auto-resolve, boiler stable; PAVNN unavailable Phase 3 C) Push through — no cost, Phase 3 Threshold becomes 13 CHOICE MADE: Option B (Send PAVNN) Consequence: Phase 3 Threshold stays at 11. Phase 3 Fit recalculated: Methodical -1 (NOVEL task), PAVNN assist -1 (OCCUPIED) → Fit +2

Phase 3 — Hazard: Chronoshear Seam (Threshold 11, Novel)

Marlow Fit +2: SYS +1 · [RCP] +1 · Role-trained +1 · Methodical 0 (NOVEL) · PAVNN 0 (OCCUPIED) Roll: 2+3=5, total 7. Margin -4. RESULT: F (-1 clock, complication triggered) → 2/8 segments. Note: Failure ≠ zero progress. Yield 50% — the train got through the seam. It came through slower, with more wear, and the clock paid the price. The journey continues.

Outcome-Triggered Event: Coupling Slack (05:42 AM)

TRIGGER: Phase 3 F result → minor complication STAKE: 3mm slack in rear coupling. Not dangerous now; will become noise on approach. RESOLUTION: No roll. PAVNN (back from boiler) manually tensions the coupling. COST: +0.5h on Phase 4 duration. No segment loss. No Rest spent.

Phase 4 — Approach (Threshold 8, Routine)

Marlow Fit +5: PAVNN back, Methodical fires again (ROUTINE station approach). Roll: 6+5=11, total 16. Margin +8. RESULT: CS (+2 clock) → 4/8 segments.

Journey Ladder — Final Tally

PhaseOutcomeChangeRunning total
1 — DepartureCS+22/8
2 — CruiseS+13/8
3 — HazardF−12/8
4 — ApproachCS+24/8
RESULT: 4/8 segments → ON TIME (50–74%) → PLUG cost ×1.0, no surcharge. The cargo arrives. The two-week jury-rig situation ends at 07:40 AM. Key takeaway: the pre-roll choice (Option B: stabilize boiler, lose PAVNN on Phase 3) meant Phase 3 Failure landed at Threshold 11, not 13. At Th13 with Fit+2, CF was the likely outcome: -2 segments and a more serious complication, possibly Rough Arrival tier. The choices before the dice roll matter as much as the roll itself.
Reference · trained skills & factory uploads

Certifications

A Certification is a documented formal competence — broader than a single license tag, narrower than a general stat. Holding a cert grants +1 Fit on any roll whose station or event is tagged with that cert category. There are 8 cert categories; PCs may hold up to 2 active certs, while NPCs and Constructs may carry any number factory-loaded or earned through play.