English edition v1.3.3

#Spirit Realm Travel Rules — Spirit Realm Exposure

Contents

Campaign Module — ex1 Spirit Realm exploration rules. This document records the cost of staying in the Spirit Realm as Spirit Realm Exposure 0-10. Movement rounds are used only as values for measuring distance and scene length in Spirit Realm Topology.

Core reference: Zone Gimmick Catalog (區域仕掛圖鑑)

A single stick of incense. Its length is the Spirit Realm's unit. To walk in the Spirit Realm is to burn a stick of incense, and as the incense shortens, body, name, and memory slowly take on the colors of the Spirit Realm.


#1. Basic Principles

A PC walking the Spirit Realm has Spirit Realm Exposure.

  • Range: 0-10
  • Starting value: 0
  • Increase: calculated once when a Spirit Realm scene or movement segment ends
  • Decrease: domain rest, refinement altars, specific purification points
  • Reaching 10: the PC temporarily leaves play and is run by the GM until refinement

Spirit Realm Exposure is a state value that combines bodily fatigue, spiritual erosion, and time instability. Calculate it only once when a scene or movement segment ends.


#2. Spirit Realm Exposure

#Exposure Increase

When a scene or movement segment ends, determine the increase from the table below.

Segment LengthBaseline Increase
Brief contact: 1-3 rounds+1
Normal movement or investigation: 4-8 rounds+2
Long stay: 9 rounds or more+3

Add environmental check modifiers to the baseline increase.

SituationModifier
Depth 3 or higher+1
Tide at high tide+1
Staying in Avici+2
Incense burning-1
Within sight of the barrier dome or in a boundary zone-1
Scene ends after passing through a refinement point-2

The final increase is minimum 0, maximum 5. Even if multiple modifiers overlap in one scene, it cannot exceed this limit.

#Exposure Decrease

MethodDecrease
One night of rest inside the domain-1
Refinement altar in the domain, spend 2 sticks of incense-3
Nenjo water in the boundary zone, d10 even-number success-2
Specific ruin, returning light, or ritual pointGM-set, usually -1~-3

Exposure cannot drop below 0. Refinement points do not need to be marked on the map in advance; PCs discover them through investigation or experience.


#3. Step Effects

Use only three effect thresholds: 4, 7, 10.

ExposureStateEffect
0-3ClearNo rule modifier. Describe only the sensations of the Spirit Realm.
4-6StainedWounds recovery rate from domain rest falls from the core baseline(1/3) to 1/4. Social checks -1.
7-9ErodedEach movement segment gains rounds +1. Wounds recovery rate 1/6. Barrier crossing and return checks may require ally mediation.
10BoundTemporarily leaves play. The GM runs the PC until refinement.

Exposure 10 refinement: requires 3 sticks of incense + barrier check, Target Number 13 + ally assistance. On a success, Exposure returns to 7; on a failure, GM control continues for that scene.


#4. Hallucinations and Time Instability

Hallucinations and time instability are not separate roll tables. Treat them as descriptive events in scenes where Exposure rises.

ConditionDescription Guideline
Reaches Exposure 4The barrier dome feels distant, or an ally's face looks unfamiliar for a moment.
Reaches Exposure 7The road stretches longer, and the feeling beneath the feet arrives late.
Reaches Exposure 9Barrier crossing becomes difficult, and traces of misaligned domain time appear.
Reaches Exposure 10The PC fixates on one of the nearest hell Heart, an ally, the barrier dome, or their own name.

If the GM wants to use a hallucination table, use it only as scene decoration. Hallucinations themselves do not create check modifiers.


#5. Operation Examples

#Example 1 — Brief Intrusion

The PC party enters as far as the Reviving Outer Court, gathers information, and returns.

Segment: 6 rounds normal movement or investigation = +2
Environment: depth 1, no modifier
Incense: burning = -1
Final increase: +1

PCs at Exposure 0 return at Exposure 1. One night of domain rest can reduce it to 0.

#Example 2 — Long Stay

The PC party undertakes a long stay while aiming for Avici's Core Zone.

Segment: 10 rounds long stay = +3
Environment: depth 3 or higher +1, Avici stay +2
Final increase: +5(cap)

A PC who was at Exposure 4 immediately becomes 9. The next return will make ally mediation and securing a refinement point the core scene.

#Example 3 — One-Off Boundary Stay

One PC spends a night in the barrier boundary zone and encounters a boundary event.

Segment: 4-8 rounds normal stay = +2
Environment: boundary zone -1
Final increase: +1

The boundary zone is relatively safe, but an event can increase Exposure directly.


#6. Record Format

During the session, the GM keeps only the following card for each PC.

PC: [name]
Spirit Realm Exposure: N / 10
Current coordinates: (direction/depth/round)
Imprint: [if any]

At session end, record Exposure changes, and restore this card at the start of the next session.


#7. GM Principles

#Principle 1. Calculate by scene

Do not roll for every round. Calculate once when a scene or movement segment ends.

#Principle 2. Apply strictly only at thresholds

Check rule effects only when Exposure reaches 4, 7, or 10. Otherwise, handle it through description.

#Principle 3. Exposure is public

Exposure is a sensation PCs feel in their bodies, so reveal it to the players. Coordinates and exact danger modifiers may remain only on the GM card.


#8. Summary Card

[Spirit Realm Exposure] 0-10

Increase:
- 1-3 rounds +1
- 4-8 rounds +2
- 9 rounds or more +3
- depth 3+ +1, high tide +1, Avici +2
- incense -1, barrier sight/boundary zone -1, refinement route -2
- final increase per scene 0-5

Decrease:
- domain rest -1
- refinement altar -3
- Nenjo water success -2

Thresholds:
- 4: Wounds recovery 1/4, social -1
- 7: movement rounds +1, Wounds recovery 1/6
- 10: temporary NPC state, refinement required