#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 Length | Baseline 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.
| Situation | Modifier |
|---|---|
| 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
| Method | Decrease |
|---|---|
| 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 point | GM-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.
| Exposure | State | Effect |
|---|---|---|
| 0-3 | Clear | No rule modifier. Describe only the sensations of the Spirit Realm. |
| 4-6 | Stained | Wounds recovery rate from domain rest falls from the core baseline(1/3) to 1/4. Social checks -1. |
| 7-9 | Eroded | Each movement segment gains rounds +1. Wounds recovery rate 1/6. Barrier crossing and return checks may require ally mediation. |
| 10 | Bound | Temporarily 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.
| Condition | Description Guideline |
|---|---|
| Reaches Exposure 4 | The barrier dome feels distant, or an ally's face looks unfamiliar for a moment. |
| Reaches Exposure 7 | The road stretches longer, and the feeling beneath the feet arrives late. |
| Reaches Exposure 9 | Barrier crossing becomes difficult, and traces of misaligned domain time appear. |
| Reaches Exposure 10 | The 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
#Links
- Previous: 03-01 Spirit Realm Topology
- Next: 03-03 Spirit Realm Tides
- Environmental Effects: 03-04 Weather
- Events: 03-05 Boundary Events
- Doctrine Deepening: 03-06 Hell Guide
- Core Wounds Recovery Source: 05-05 Zone Gimmicks