RHUNA STORY ATELIER

Rhuna: The System

Core Tokens

Read the rules. Follow the Threads. Return to play.

A starting Hero has five Embers: two from formative inheritances and three from starting Pathways. These share the Ember category within the 20-token starting bag. Embers are malleable foundations that may later be forged into more specific physical or mental capabilities. The two Sense Embers remain separate, representing the first hints of sensory awareness.

Ember Tokens form the baseline of a Hero's capability. They provide Control, Impulse, or Versatility and remain a stable part of the Hero Bag throughout play.

Unlike Reserve, Embers do not need to be generated or maintained. They are always available when drawn and are used most often during Performances and Travel Events.

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CONTROL

2 Control [C]

[FRONT]

CONTROL EMBER

— Grants C (2 Control)

Control favors force, stability, discipline, and deliberate action. It is used to overpower resistance, endure pressure, break obstacles, hold ground, and act with certainty.

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IMPULSE

2 Impulse [I]

[FRONT]

IMPULSE EMBER

— Grants I (2 Impulse)

Impulse favors instinct, reaction, and decisive action. It is used to respond quickly, adapt under pressure, recognize an opening, trust intuition, and act before hesitation takes hold.

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VERSATILITY

1 Versatility [V]

[FRONT & BACK]

VERSATILITY EMBER

— Grants V (1 Versatility)

Versatility may be used as either 1 Control or 1 Impulse during a Performance. It gives the Hero flexibility when neither approach alone fully suits the situation.

THE CORE (MATRI) MASTER TOKENS Copy link

Pathway mastery upgrades the matching Pathway Ember, as described in Performance. It does not replace the Hero’s inheritance Embers. The Presence/MATRI illustrations below do not establish a separate automatic upgrade procedure; any such advancement requires an explicit rule agreed with the WorldKeeper.

MATRI names identify the five Presences: Might, Agility, Tenacity, Resolve and Intuition. Keep these distinct from the seven Pathways and their established mastery upgrades.

The conditional Master/Exemplar values printed on the MATRI reference cards require a defined Presence upgrade and matching-use rule before they can be applied. They are not an automatic benefit of mastering a Pathway. Use the ordinary Ember values until a specific rule grants an upgrade.

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MIGHT

2 Control Base

or

3 if Pathway Matches

(Master)

or

4 If Pathway Matches (Exemplar)

[FRONT]

Might

Physical Might covers raw strength, force, and physical dominance. Use it to overpower resistance, break obstacles, lift or move weight, and impose force directly.

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AGILITY

2 Impulse Base

or

3 if Pathway Matches

(Master)

or

4 If Pathway Matches (Exemplar)

[FRONT]

Agility

Physical Agility covers speed, reflexes, coordination, and precise movement. Use it to dodge danger, react quickly, move with precision, or seize a brief opening.

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TENACITY

1 Versatility (C or I) Base

or

2 Versatility (C or I) if Pathway Matches (Master)

or

3 Versatility (C or I) If Pathway Matches (Exemplar)

[FRONT & BACK]

Tenacity

Physical & Mental Tenacity covers endurance, grit, and persistence. Use it to withstand prolonged hardship, resist exhaustion, adapt under pressure, and keep going when circumstances turn against you.

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RESOLVE

2 Control Base

or

3 if Pathway Matches

(Master)

or

4 If Pathway Matches (Exemplar)

[FRONT]

Resolve

Mental

Resolve covers discipline, composure, and mental fortitude. Use it to resist fear, manipulation, panic, psychological pressure, or anything that threatens to break the Hero's focus.

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INTUITION

2 Impulse Base

or

3 if Pathway Matches

(Master)

or

4 If Pathway Matches (Exemplar)

[FRONT]

Intuition

Mental Intuition covers instinctive awareness and immediate understanding. Use it to notice danger, read a situation, recognize deception, or act on a strong gut impression.

THE CORE (POTENTIAL) TOKENS Copy link

Potential Tokens are the inactive form of Reserve. Each is tied to a specific Pathway and begins in the Hero Bag with a value of 1 Versatility.

When a Hero gains Reserve for that Pathway, the matching Potential Token may become Active Reserve. Active Reserve still provides 1 Versatility normally, but provides 2 Versatility when drawn during a Performance using its associated Pathway.

When that Reserve is spent, lost, released, or otherwise returned, the token becomes Potential again.

Potential keeps part of the Hero Bag flexible while giving earned Reserve a physical place to enter and leave play.

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POTENTIAL

[FRONT & BACK]

POTENTIAL

1V

Potential represents unrealized Reserve associated with a specific Pathway.

When drawn, Potential contributes 1V to the Performance. When the Hero gains Reserve for its associated Pathway, the token may become Active Reserve, providing 1 Versatility, or 2 Versatility when its associated Pathway is used.