Codex Silverhold

Resistances Resistances represent what your character has to lose. As you take actions and face dangers, you'll mark stress to your resistances. The more stress you accumulate, the more likely that stress will coalesce into fallout - concrete consequences that change your character and story. Body You are flesh and bone, and both can break. BODY covers physical damage of all kinds - cuts, bruises, broken bones, exhaustion, illness, poison, and the slow accumulation of wear that comes from living hard in a world that wants you dead. Mark stress to BODY when you're hurt, when you push past your limits, when you don't sleep or eat or rest. Your body remembers every injury, even the ones that heal. Mind The world after the fall is full of horrors. MIND covers psychological damage - fear, trauma, stress, and the creeping instability that comes from seeing too much. Mark stress to MIND when you witness terrible things, when pressure mounts beyond bearing, when the weight of secrets and violence erodes your sense of self. Some hunters break quickly; others hold on for years before the cracks show. Everyone breaks eventually. Spirit Your soul is not entirely your own. SPIRIT represents the bond between you and your partner - a connection that transcends the physical, linking two beings across the boundary between worlds. Mark stress to SPIRIT when the bond strains: when you fail your partner, push them too hard, ask too much, or find yourselves at odds. SPIRIT is shared; when you suffer, they feel it, and when they struggle, it echoes in you. The bond is your greatest strength and your most vulnerable point.

Group Resistances These are resistances shared by all members of a group.

Shadow You are a liar. You have to be. SHADOW covers your secrecy - the careful architecture of deception that keeps your bond hidden from a world that would destroy you for it. Mark stress to SHADOW when your cover slips, when someone grows suspicious, when the Guild asks questions you can't safely answer. Every close call leaves traces. Enough traces become a trail, and trails can be followed. The shadows you hide in grow thinner with every mistake.

Supplies Everything runs out. SUPPLIES covers your material resources - ammunition, medicine, food, gear, money, and the countless small necessities that keep you alive and functional. Mark stress to SUPPLIES when you spend beyond your means, lose equipment, take on debts, or find yourself in situations where resources matter and yours are lacking. In the world after the fall, scarcity is the default. Abundance is temporary. Plan accordingly.

Skills If you possess a skill, when you perform the action associated with the skill, roll an additional D10 and pick the highest. Compel The world ended, but people are still people. They want things, fear things, and can be pushed toward decisions they wouldn't otherwise make. Use Compel to persuade, intimidate, charm, or negotiate with people - whether you're rallying frightened survivors, staring down a rival hunter, or talking your way past a checkpoint. Compel also works on creatures; use it to soothe a panicking monster, assert dominance over an aggressive beast, or calm your partner when instinct threatens to overwhelm them. Deceive Bonded hunters learn to lie early, or they don't survive long. The Guild doesn't look kindly on those who've formed connections with the enemy, and neighbors will turn on you if they learn what you really are. Use Deceive to maintain your cover, falsify documentation, carry off a disguise, or sell a story that can't possibly be true. The best deceivers aren't just liars - they become the lie, wearing false identities like a second skin until even they forget where the mask ends. Discern Information keeps you alive. Use Discern to read a situation, notice what others miss, and draw conclusions from incomplete evidence. Examine a monster's tracks to understand its behavior. Study a settlement to find the real power structures beneath the official ones. Notice the tells that reveal a contact is lying, or spot the ambush before it springs. Discern is also useful for recalling information - monster weaknesses, old world history, half-remembered maps. Exert Your body is a tool, and sometimes tools get used hard. Use Exert to push through physical hardship - running until your lungs burn, climbing a sheer wall, swimming a flooded ruin, or simply staying on your feet when everything hurts. Exert also covers resistance: enduring poison, fighting off infection, keeping your nerve under torture, or refusing to break when the world wants you to. When you need to operate a vehicle under pressure - outrunning a monster in a salvaged truck, controlling a panicked mount - that's Exert too. Fight The monsters ended civilization. Humans have been fighting back ever since. Use Fight to harm things that need harming, whether with firearms, blades, improvised weapons, or your bare hands. Fight also covers active defense in combat - parrying, blocking, the desperate scramble to not die. This isn't elegant dueling; it's brutal, practical violence born from necessity. Hunt Monsters are prey. Sometimes you're the predator. Use Hunt to track a creature across difficult terrain, identify signs of its passage, predict where it's heading, and run it down when you find it. Hunt also covers setting traps, preparing ambush sites, and understanding the movements of dangerous things. When something flees from you, Hunt is how you ensure it doesn't get far. Mend Everything breaks. Use Mend to fix it. Patch wounds, set bones, treat infections. Repair a jammed weapon, a damaged vehicle, a broken generator. Mend also covers building things from scratch when you have materials and time - fortifications, tools, shelters. Some hunters say you can mend relationships too, rebuilding trust that's been shattered, though that's harder than any mechanical repair. Scavenge The old world left a lot behind. Use Scavenge to find it - pushing into dangerous ruins, picking through wreckage, identifying what's valuable and what's junk. Scavenge covers navigating unstable structures, avoiding environmental hazards in dead places, and jury-rigging equipment from whatever's available. Good scavengers don't just find supplies; they know where to look, what's worth the risk, and how to get out alive. Sneak Sometimes the best way to survive is to never be seen at all. Use Sneak to move without notice, hide yourself or objects, and set up ambushes. Infiltrate a hostile settlement, slip past a monster's territory without drawing attention, or simply disappear when things go wrong. Sneak is also how you keep your partner hidden - no small feat when they're the size of a horse and glow faintly in moonlight.

Domains Domains represent areas of knowledge and connection. If you possess a domain, when you act within that domain's sphere - using its knowledge, navigating its spaces, or dealing with its people - roll an additional D10 and pick the highest. Academia The old world's knowledge didn't vanish entirely. Academics preserve it - in hidden libraries, memorized texts, carefully maintained archives. The Academia domain covers scholarly learning, research, and dealing with those who hoard information. Use it when you're digging through records, deciphering old world documents, or navigating the politics of those who believe knowledge is the most valuable currency. Academics can tell you what a monster is, where it came from, and sometimes how to kill it - if you can pay their price. Commerce Settlements survive through exchange. Trade caravans are the arteries connecting isolated communities, and the merchants who run them wield considerable influence. The Commerce domain covers trade, negotiation, and the practical knowledge of what things are worth. Use it when you're buying supplies, assessing salvage value, or dealing with the merchant families who control the flow of goods. Commerce also helps when you need to move between settlements - the caravans always need guards. Guild The Guild hunts monsters. That's the simple version. In practice, the Guild is a military hierarchy, a political force, and the closest thing most settlements have to an army. The Guild domain covers hunter culture, ranks and traditions, tactics and fortifications, and the complex politics of an organization that holds considerable power. Use it when navigating Guild bureaucracy, understanding military strategy, or dealing with fellow hunters. The Guild protects humanity from monsters - and polices those who get too close to them. Council Someone has to make decisions. The Council domain covers governance, politics, and those who hold official authority in settlements. Councilors allocate resources, settle disputes, and theoretically direct the Guild's efforts. Use it when dealing with political leaders, understanding power structures, or navigating official channels. Council members and Guild captains often have complicated relationships - the civilians technically hold authority, but the hunters hold the swords. Survivors Most people aren't scholars, merchants, hunters, or leaders. They're just trying to get by. The Survivors domain covers common folk - workers, farmers, families, the masses who make settlements function. Use it when you need to understand everyday concerns, blend into a crowd, or tap into the gossip networks that know everything important. Survivors often see what authorities miss, and they're more willing to help someone who treats them like a person rather than a resource. Wastes Beyond the settlement walls, the world is hostile and strange. The Wastes domain covers wilderness survival, navigation, and the practical knowledge of living outside protected spaces. Use it when traveling through open territory, reading weather and terrain, finding shelter, or understanding the ecosystems that have emerged since the monsters came. The Wastes also covers the edges - the buffer zones around settlements where monsters roam and only hunters tread willingly. Occult Some knowledge isn't meant for humans. The Occult domain covers forbidden lore - dimensional theory, the nature of the rifts, monster origins, and the strange energies that bonded hunters learn to sense. Use it when dealing with phenomena that don't follow natural law, understanding the bond between hunter and monster, or interacting with those who've delved too deep into mysteries. The Occult domain doesn't make you a mage; it makes you someone who knows where the edges of reality have worn thin. Faith Belief didn't die with the old world - it transformed. The Faith domain covers religious communities, spiritual practices, and the varied ways people make meaning from catastrophe. Some settlements maintain old religions; others have developed new ones, including those who see the monsters as divine punishment or sacred beings. Use Faith when dealing with religious leaders, understanding ritual practices, or navigating communities where belief shapes daily life. Faith can open doors that politics cannot. Crime Rules exist. Some people break them. The Crime domain covers the underworld - black markets, smugglers, thieves, and those who operate outside official sanction. Use it when you need something you can't get legally, want to fence questionable salvage, or need to disappear for a while. Crime also covers knowing who's who in illegal circles, how to conduct shady business without getting burned, and how to avoid the Guild's attention when you're doing something they wouldn't approve of. For bonded hunters, that last part is often essential.