Locations
15. Locations
Locations are the game’s replacement for “levels.” They are where safety is negotiated, wealth is converted into capability, and where the world learns your name.
Locations connect directly to: • Packs/Slots/Burden/Overstuffing (Section 9.3) • Fatigue & Recovery (Section 10) • Repair & Crafting (Section 9.9) • Cycle and Safety checks (Section 14) • Exposure and escalation systems (Sections 17–20)
15.1 Location Sheet (What Every Location Tracks)
Minimum fields: • Name • Type (Camp, Shelter, Outpost, Workshop, Market, Sanctuary, Stronghold, Route) • Location Tags (3–8) • Stability Track (usually 3–5) • Local Threat Clock (usually 4–6) • Services (optional) • Upgrade Branches (optional) • Status (Safe / Threatened / Besieged / Ruined)
15.2 Location Tags (Benefits + Attention)
Location Tags grant permissions, reduce certain costs, and unlock options. Tags also increase the Location’s gravity: the world notices.
15.3 Safe Locations (Shelter Is Conditional)
A Location counts as Safe if it has 3+ Shelter-capable Tags (Weatherproof, Defensible, Hidden, Warm, Supplied, Known to Allies, etc.).
Safe enables: • recovery (Section 10.4) • condition removal via downtime (Section 11.6) • reliable crafting/repair (Section 9.9)
Safe is conditional. The world can still reach you.
15.4 Storage / Stash
If a Location has Storage/Stash, you may move gear between: • Carried (Gear Tags active; Section 9.2) • Stored (Gear Tags inactive; Section 9.2)
Stored Pack Cards do not contribute Slots. If a Pack Card is not carried, its Burden does not apply (Section 9.3.3).
Held Items Rule: • items you are actively holding count as Carried • if they do not fit, you are Overstuffed (Section 9.3.5)
15.5 Repair, Maintenance, and Crafting at Locations
Safe Locations are the default place to remove Broken and restore degraded gear (Section 9.9).
Locations can supply tool/facility tags (Workshop/Forge/Apothecary) that satisfy Requirements (Section 9.9.1).
15.6 Growing a Location
Players may spend actions/wealth/time to: • add Location Tags • unlock Services • improve defenses, trade, sanctuary, industry, knowledge, mobility
Each significant improvement increases gravity and therefore risk (Section 18).
15.7 Threats, Defense Scenes, and Location Damage
A Location is endangered when: • its Local Threat Clock fills • Exposure/Danger results demand it • Doom pressure spikes (Section 19) • a Catastrophe resolves there (Section 20)
Defense Scenes: • resolve fast (Section 13) • on each failure, apply one consequence: – Stability -1 – lose 1 Service – lose 1 Location Tag – upgrade node damaged – NPC harm/displacement – immediate Exposure or escalation
15.8 When a Location Falls (Lost vs Ruin)
A Location is Lost when: • Stability reaches 0, or • a Catastrophe destroys it, or • shelter-capable tags are stripped
If global pressure is high (Doom advanced deep into the campaign; Section 19), it becomes a Ruin. Otherwise it becomes Abandoned (reclaimable later).
15.9 Catastrophes While Traveling (Delayed Reveal)
When a Catastrophe triggers while traveling: • mark Catastrophe Pending • do not reveal the target Location immediately
Reveal the target only when the party reaches a true Location.
If target is not current Location: • that Location is destroyed (Lost; see 15.8)
If target is current Location: • resolve a Defense Scene (Section 13)