System Codex โ€” Post-Apocalypse
The World Encyclopedia
A reference for survivors of the Apocalypse. All information is System-verified.
What is a Caste?
Castes are assigned randomly at the start of the Apocalypse and govern how a survivor gains Essence, what classes they may take, and how they interact with the System's quest frameworks. The sole exception is the Ward โ€” a transitional caste assigned automatically to every survivor under sixteen. A Ward's permanent caste is determined at promotion by the shape of their Essence bank.
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Ward
Ward
Granted to any survivor under sixteen. Cannot level classes or gain skills directly. Accumulates Essence in a protected Essence Bank through all normal activity. The composition of that bank at promotion determines their permanent caste and starting class.

See the Ward System tab for full details.
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Combatant
Combatant
Essence earned through combat and completing quests. Cannot issue quests or enter contracts โ€” uses Oaths instead. Has Affinity, but it gates quest grade access rather than generating Essence.

Quest recipients only.
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Civilian
Civilian
Essence from completing quests, trade, and the Affinity approval survey. Primary quest grantors and contract makers.

Story quest grantors.
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Crafter
Crafter
Essence from making things, completing contracts, and achieving System-recognized firsts. Crafters accumulate Affinity through the quality of their work. Can grant F and D grade quests independently.

Fetch quest grantors.
The Ward System
Every survivor under sixteen is a Ward. They cannot level classes or gain skills, but they are not passive โ€” they can do almost everything an adult survivor can do. Wards kill monsters, complete quests, issue quests to others, form agreements, and raise Affinity scores. Every action they take accumulates Essence in their protected bank, and the pattern of those actions, over the years before promotion, is what determines who they become.
Mentors
A mentor shapes what tasks a Ward can access, what knowledge they're exposed to, and ultimately what class options become available at promotion. The mentor relationship is not passive โ€” it is the primary lever that parents, institutions, and the System use to guide a child's future.
Default โ€” parents. The Ward's parents are assigned as mentors automatically. No application or contract required. Both parents serve simultaneously, and the Ward's exposure to class options reflects both their castes and classes.
Trainer substitution. A parent can transfer mentorship to a Trainer, either partially or fully. Trainers expand the Ward's class pool beyond what the parents alone could offer, introduce formal study toward knowledge prerequisites, and may prepare the Ward for specific System tests before promotion.
Ruler schools. A Ruler can charter a school that acts as a collective mentor. Schools may be specialized โ€” focused on smithing, governance, combat disciplines, or trade โ€” or general, depending on how the Ruler built and chartered them. A Ward enrolled in a school receives the school's class exposure instead of, or in addition to, parental mentorship.
Mentorless. A Ward with no living parents or guardians, and not enrolled in a school, is mentorless. This includes children genuinely raised by themselves or by communities of other children with no adult mentor structure. At promotion, mentorless Wards receive only three class options regardless of their assigned caste: BarbarianExplorerInventor
Caste Determination
At promotion, the System reads the Ward's Essence bank and determines their permanent caste from the dominant activity pattern within it. A Ward who spent most of their years fighting monsters and completing combat quests will promote into the Combatant caste. One who spent those years making agreements and raising Affinity scores will promote into Civilian. One who built and made things will promote into Crafter. Both the raw activities and any specific training undertaken contribute to the bank's composition.
Combatant Essence accumulates through slaying monsters and completing combat quests.
Civilian Essence accumulates through making and maintaining agreements, completing quests for others, and raising Affinity scores.
Crafter Essence accumulates through making things, completing creation-oriented tasks, and achieving recognized firsts.
The Ward has no direct control over caste assignment โ€” the System reads the bank and decides. A Ward who was deliberately trained toward a specific caste by a mentor will typically reflect that, but a Ward whose natural inclinations diverged from their mentor's plans may surprise everyone at promotion. The System reads what was actually done, not what was intended.
Class Assignment
Once caste is determined, the System assigns a starting class. The options available depend entirely on the Ward's mentorship history. Class is assigned at the class level โ€” not the caste level โ€” meaning the Ward does not choose their caste and then pick a class within it. The System assigns both simultaneously based on what the bank supports.
Parent mentor. The Ward's class options are drawn from the classes of the parent whose caste matches their assigned caste. Only the matching-caste parent contributes. If neither parent's caste matches โ€” for example, a Ward who promotes into Combatant but has two Civilian parents โ€” the Ward receives the default class for that caste.
Trainer mentor. Training under a Trainer expands the class pool beyond parent classes. The broader and more varied the training, the wider the options available at promotion. A Trainer who specialized the Ward toward a specific discipline may narrow options in one direction but deepen them.
Ruler school. The school's charter determines the class exposure. A governance school might produce Rulers, Staffers, and Lawyers; a combat academy might produce Fighters, Rangers, and Paladins. General schools broaden options across a caste without specializing.
Mentorless defaults. Regardless of assigned caste, mentorless Wards receive only: BarbarianExplorerInventor
Worked Examples
The following examples illustrate how mentor history and Essence bank composition combine at promotion.
Example 1 โ€” Farmer parent + Lover parent
Farmer (Crafter)+Lover (Civilian)โ†’ promotes asCrafterโ†’ class:Farmer
Farmer (Crafter)+Lover (Civilian)โ†’ promotes asCivilianโ†’ class:Lover
Farmer (Crafter)+Lover (Civilian)โ†’ promotes asCombatantโ†’ class:Barbarian (default)
Example 2 โ€” Researcher parent + Lover parent
Researcher (Civilian)+Lover (Civilian)โ†’ Civilianโ†’ class:Researcher or Lover
Researcher (Civilian)+Lover (Civilian)โ†’ Combatantโ†’ class:Barbarian (default)
Example 3 โ€” Trainer mentor, broad training
A Ward trained by a Trainer who exposed them to governance, contract law, and combat disciplines promotes with a wider class pool than any single parent could provide. If they promote into Civilian, they might have access to Ruler, Lawyer, or Trader โ€” classes neither parent held โ€” alongside anything the Trainer specifically coached them toward.
Example 4 โ€” Mentorless
A Ward raised by other children with no adult mentor promotes into whichever caste their Essence bank supports โ€” but regardless of caste, their only class options are Barbarian, Explorer, or Inventor. A mentorless child who spent years making agreements and raising Affinity scores will promote into the Civilian caste and receive Explorer as their only option.
Essence
Essence is simultaneously the experience point driving class progression and the primary currency of survivor civilization. Spending it is always a meaningful sacrifice. Ward Essence is held in a protected bank until promotion โ€” it cannot be spent, only accumulated.
How each caste earns Essence
Ward โ€” All normal activity: combat, quests, issuing quests, agreements, Affinity work. Stored until promotion. Activity composition determines caste.
Combatant โ€” Slaying monsters and completing quests. Affinity does not generate Essence for Combatants โ€” it gates quest grade access instead.
Civilian โ€” Completing quests for others, trade, and earning approval through the Affinity survey.
Crafter โ€” Making items, completing contracts, achieving System-recognized firsts. Secondary Affinity from work quality generates additional Essence.
Meditation
Meditation is not a class skill โ€” it is a fundamental property of living things. Survivors, monsters, and animals all meditate in some form, whether deliberately or instinctively. The basic principle is the same across all of them: focus on a source that generates Essence and draw it inward, accumulating it in the body rather than letting it dissipate into the world.

In practice, meditation generates Essence passively โ€” but extraordinarily slowly. Roughly one hundred times slower than earning Essence through active means like combat or contracts. It is not a primary income source. It is a foundation.
Why it matters
Foundation skills. Most classes have Novice-tier skills that temper or amplify the effects of meditation โ€” improving its rate, widening the range of sources it can draw from, or enabling the survivor to meditate in conditions that would otherwise prevent it. These skills are usually among the first prerequisites in any class's upper skill tree. A survivor who skipped the meditation foundation will find advancement harder at every subsequent tier.
Class-flavored meditation. Meditating on a relevant source tied to your class generates Essence more effectively than meditating on raw ambient Essence alone. A Lover meditating on a Bonded Ally relationship draws Essence faster than a Lover meditating on nothing specific. A Fighter meditating on a weapon form they have mastered produces more than one meditating on the concept of combat in the abstract. The more specific and personally meaningful the source, the more effective the draw.
Universal applicability. Monsters and animals meditate as well โ€” instinctively drawing Essence from their environment, their hunts, and their territories. A monster that has held the same territory for years has often accumulated more Essence than one of the same type encountered in the open. This is part of why veteran dungeon creatures and apex territory holders are meaningfully more powerful than their wandering counterparts.
The generational advantage. Survivors who were Wards during the Apocalypse โ€” the second generation โ€” grew up with the System active from their earliest years. Many had years before promotion to develop and temper their meditation practice, often without realizing it. The result is that second-generation survivors tend to have stronger meditation foundations than first-generation survivors who received their caste and class suddenly as adults with no prior practice.
Monks
Monks are the class built around mastering meditation beyond what any other class achieves. Where other classes treat their meditation foundation skills as a prerequisite layer below the skills they actually want, Monks treat meditation itself as the destination. Their skill tree is built to convert internal Essence accumulation into superhuman output โ€” speed, strength, perception, and endurance that do not come from external tools or external relationships but from the density and quality of what they have drawn inward and refined.

A Master Monk in deep meditation is not idle. They are doing the most intensive internal work a survivor can perform.
Affinity โ€” the approval survey
The System continuously and subconsciously surveys how others feel about a Civilian or Crafter. Affinity is not something a survivor chooses to report โ€” it is read directly from the population's genuine attitudes. The result is a score from -100 to +100. No skill can fully fabricate it.

For Combatants, Affinity functions differently โ€” it is not surveyed and does not generate Essence. Instead, the Affinity a Combatant holds with a specific quest-giver determines what grade of quest that giver can offer them.
-100 total disapproval0 neutral+100 total approval
Positive Affinity generates passive Essence, unlocks consensual Relationship Statuses at threshold values, and expands negotiation options. The System mildly reinforces high positive Affinity โ€” people who genuinely like each other find it marginally easier to continue doing so.
Negative Affinity blocks consensual statuses that require positive thresholds and makes contract negotiations harder.
Affinity is uncapped. No tier-gated floors or ceilings. The score floats freely based entirely on what people actually think.
Who has Affinity?
Civilians are the primary Affinity holders โ€” the System tracks their approval relationships as a core mechanic of class progression.

Crafters accumulate Affinity secondarily, through the quality and impact of their work. A Smith whose blades are celebrated builds Affinity without deliberate social effort โ€” but it remains secondary to craft output.

Combatants have Affinity scores with specific quest-givers, but the System does not formally survey them the same way. Their Affinity with a giver scales with how well they've completed past quests and the relationship they've built.
How statuses work mechanically
Relationship Statuses are System-recognized conditions with real effects on how interactions resolve โ€” negotiations, contract formations, quest assignments, and social encounters.
Positive statuses reinforce themselves. The System applies mild passive pressure toward maintaining the conditions that created them. Friends find it marginally easier to stay friends.
Tier determines available status types. Higher-tier Civilians can access more powerful status categories as activation conditions for their skills.
Contracts and rituals formalize. A baseline consensual status has effects but no enforceable terms. Formalized via a Lawyer adds specific terms the System will track and contest if violated.
Enforced statuses can be contested. Any enforced status can be challenged through a Lawyer's dispute resolution skills. A successful challenge removes the status and may impose Affinity penalties on the issuer.
Combat Status
Combat statuses affect all castes equally โ€” a paralyzed Banker is just as incapacitated physically as a paralyzed Fighter. The difference is that only Combatants have a STATUS stat to resist or inflict them. Civilians and Crafters have no equivalent System-tracked defense; they rely entirely on avoiding exposure, protective items, and Combatant allies.

Statuses can stack freely. A target can be Poisoned, Frozen, and Blinded simultaneously, and each status resolves independently.
Health Baseline
The System tracks every survivor's health state across four tiers. Baseline health is visible to the survivor and, at the System's discretion, to others. Status conditions layer on top of the health tier โ€” they do not replace it.
Healthy
No impairment
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Injured
Reduced capacity
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Critical
Severely impaired
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Dead
System-confirmed
Healthy. Full access to skills, contracts, and physical capability. Most combat statuses applied to a Healthy target begin at baseline intensity.
Injured. Combatant skill output reduced. Civilian contract formation harder. Crafter item quality may degrade. Status conditions applied while Injured interact at elevated intensity.
Critical. Most active skills suppressed or reduced to minimal function. Status conditions at Critical can escalate directly to Dead without intervention. Cleric and Life-type skills have their strongest effects here.
Dead. System-confirmed cessation. Active contracts the survivor was party to enter a resolution state โ€” Lawyers and Rulers determine what happens to outstanding obligations.
Twelve status conditions applicable to any survivor regardless of caste. All stack with each other and with the health baseline โ€” with the exception of Petrification, which suppresses all other statuses while active. Click a condition to view its full entry.
Select a condition above to see its full entry.
Stacking & interaction rules
Free stacking. Any number of conditions can be active on the same target simultaneously. Each resolves independently.
Health amplification. Status conditions inflicted on a target already at Injured or Critical resolve at elevated intensity.
Elemental interactions. Freeze + Electricity: elevated damage. Burn + Bleed: compound ongoing damage. Governed by the elemental type system.
STATUS stat (Combatants only). Governs likelihood of inflicting and resisting conditions. Civilians and Crafters have no equivalent defense.
Cure priority. Most recently applied condition removed first unless a skill specifies otherwise. Multiple conditions require multiple cures.
Quests
Quests are System-recognized tasks issued to Combatants. They are the primary engine of Combatant Essence gain and the primary way Civilians and Crafters direct combat power toward their goals. Quest grades follow the same scale as item grades โ€” F through Legend โ€” and determine both the difficulty of the task and the Essence reward for completing it.
Who can grant quests
Civilian
Civilians are the primary quest grantors. The grade of quest they can offer a specific Combatant is determined by both the Civilian's Affinity score with that Combatant and the Relationship Status they hold with them. Both factors must support the grade โ€” high Affinity alone is not sufficient if the status is too low, and a high status with low Affinity similarly limits options.

The ceiling for a Civilian quest-giver is, in theory, Legend โ€” but reaching it requires the deepest possible Relationship Status and sustained very high Affinity with the Combatant.
Crafter
Crafters can grant F and D grade quests independently โ€” no Civilian assistance required. These are simple fetch quests: bring me this material, collect this monster component.

C grade and above requires Civilian involvement. The grade ceiling for Crafter-initiated quests scales with the Civilian they work with, not the Crafter's own tier.
Quest grade access โ€” Combatant Affinity
Combatants have Affinity but it does not generate Essence. Instead, it determines what grade of quest a specific quest-giver can offer them. Both the giver's willingness to offer high-grade work and the Combatant's eligibility to receive it scale with the same relationship.
Grade
Affinity (with giver)
Relationship Status
F
Any (including negative)
None โ€” open to any Combatant
D
+10 or above
None formally required
C
+20 or above
Acquaintance or better
B
+40 or above
Friend or better
A
+60 or above
Close Friend or better
S
+70 or above
Bonded Ally or equivalent
SS
+80 or above
Life Bond or equivalent
SSS
+85 (sustained)
Life Bond (sustained)
โœฆ Myth
+90 or above
Sworn Bond
โš‘ Legend
+95 (sustained)
Sworn Bond (sustained)
Oaths โ€” the Combatant's covenant
Combatants cannot enter contracts. The System does not extend contract framework participation to the Combatant caste โ€” they are built to execute, not to negotiate. What they can do is swear an Oath.

An Oath is a unilateral declaration of commitment. No consent is required from the target. No contract needs to be drafted or signed. The Combatant speaks the Oath โ€” to a person, a settlement, a faction, a cause, an extranormal entity, an abstract principle, or anything else โ€” and the System recognizes it. The moment the Oath is sworn, an Oathbond relationship status is created between the Combatant and the target.

This is how a Ruler employs a long-term guard without a contract. The guard swears an Oath to protect the settlement, and the System treats that commitment as binding on the Combatant. The Ruler made no agreement. The settlement signed nothing. But the Oathbond exists, and the System tracks whether it is being honored.
Oathbond mechanics
Unilateral. The Combatant swears; the target need not agree, be present, or even know. A Combatant can swear an Oath to protect a settlement whose Ruler has never met them.
To anything. People, factions, settlements, causes, entities, abstract principles โ€” the System recognizes all of them as valid Oath targets. There is no restriction on what a Combatant can bind themselves to.
Paladin dependency. All Combatants can swear Oaths and form Oathbonds. Paladins are the class built around deriving power from them โ€” their skill advancement depends on Oaths, and their skills scale with the strength and pressure the Oath has survived.
Honored Oaths strengthen. An Oathbond maintained under pressure becomes stronger over time. The System tracks whether the Combatant has acted consistently with their sworn commitment.
Broken Oaths cascade. Breaking an Oath removes all skills tied to it (for Paladins) and collapses Affinity with parties connected to the Oath target. The break is System-recorded โ€” it follows the Combatant.
Target destruction. If the Oath target ceases to exist โ€” a settlement is destroyed, a person dies, a cause becomes defunct โ€” the Oathbond converts into a negative relationship status. The Combatant carries Affinity damage with parties connected to the lost target, proportional to how central the loss was to the Oath.
Oathbond as relationship status
The Oathbond is a Combatant-specific Relationship Status โ€” analogous to, but distinct from, the Civilian consensual and enforced statuses. Where Civilian statuses require mutual consent or issuing authority, the Oathbond requires only the Combatant's will.

An Oathbond can coexist with other relationship statuses. A Combatant might have a Friend status with a Civilian quest-giver, an Oathbond to the settlement that Civilian lives in, and a Rival status with another Combatant in the same settlement simultaneously.
Contracts
Contracts are System-recognized agreements between parties who can enter them โ€” Civilians and Crafters. Combatants cannot be party to contracts; they use Oaths instead. Contracts exist on a spectrum of formality, from implicit transactional agreements all the way to complex multi-party documents requiring a Lawyer. The System recognizes all of them โ€” but the weight, enforceability, and contestability of a contract scales with its formality.
The contract formality spectrum
Tier 1 โ€” Transactional
The act of exchange constitutes the contract. No document, no verbal statement, no formal process required โ€” the transaction itself is the agreement. Buying a ticket to an Entertainer's performance, purchasing goods from a Trader, or paying a Cook for a meal all form Tier 1 contracts. These contracts are nearly uncontestable once completed and require no Lawyer.
Tier 2 โ€” Simple Agreement
A verbal or written acknowledgment of terms. No Lawyer required. Both parties understand and affirm what is being agreed โ€” employment arrangements, labor agreements, service applications, informal commissions. Defaulting has Affinity consequences. Easier to contest than formal contracts; the absence of a Lawyer means their terms may be ambiguous in disputes.
Tier 3 โ€” Formal Contract
A documented, signed agreement with explicit terms. No Lawyer strictly required, but many Civilians with relevant skills can draft these independently. Covers business partnerships, supply agreements, multi-party service contracts, and major Crafter commissions. Terms are clear, defaults carry heavier Affinity penalties, and disputes require Lawyer involvement to resolve.
Tier 4 โ€” Lawyer Contract
Requires a Lawyer with the relevant contract creation skills as a named party. The Lawyer's presence adds System-verified legal weight โ€” recognized at the highest enforceability level the System provides. Required for estate transfers, legal rights assignments, complex multi-party obligations, major infrastructure formation, and anything with long-term or intergenerational consequences. The Lawyer shares liability for what the contract produces.
Activation conditions
Many Civilian class skills produce contracts as their output โ€” but only when their activation conditions are met. A Ruler's infrastructure skill may require a Lawyer with contract creation to activate. The contract type is not predetermined by the class โ€” it emerges from the intersection of the skill used, the Lawyer who activates it, and the parties involved. Two Rulers with different skill trees may produce entirely different contracts from the same situation.
Tier progression โ€” Civilian
Tier progression โ€” Combatant & Crafter
Crafter progression: Same five tiers, skill slots only. Achievements (System-recognized firsts) earn Perks assigned by the System based on the feat โ€” passive permanent bonuses that compound over a career. Collaboration between Crafter classes is graded separately per contributor; a Staffer-issued contract can link contributions and Achievement credit together. Factory-scale production (Ruler/Laborer managed) rarely exceeds grade C โ€” exceptional goods require individual Crafter investment.
The knowledge chain โ€” how a Ruler builds a wall
Researcherโ†’Discovers & documents knowledge, expands what the System can test for
Trainerโ†’Prepares student to pass the System's knowledge test
System testโ†’Verifies knowledge requirement; unlocks the skill
Lawyerโ†’Activates the skill as named party; provides the contract creation skill
Rulerโ†’Issues resulting contract; wall gets built
Unlike Combatant skills, Civilian and Crafter skills frequently require external parties or verified knowledge to activate. Break any link and the outcome becomes impossible.
Select a class.
Select a class.
Select a class.
The Skill System
Skills are not granted โ€” they are built. Each skill has prerequisites that must be met before it can be enfixed with Essence. The shape of a survivor's completed tree determines their unique Pinnacle.
Tier structure
Novice
2 slots
FoundationalFoundationalNo skill prerequisites
may prerequisite โ†’
Adept
3 slots
AdeptAdeptAdept
may prerequisite โ†’
Journeyman
4 slots
JourneymanJourneymanJourneymanJourneyman
may prerequisite โ†’
Expert
5 slots
ExpertExpertExpertExpertExpert
may prerequisite โ†’
Master
6 slots
MasterMasterMasterMasterMasterMaster
All 6 Master slots filled โ†’
Pinnacle
auto-awarded
The Pinnacle โ€” unique to each survivor
Automatically generated by the System when all six Master slots are filled. Derived entirely from the specific combination of skills in the survivor's completed Master tier. No two Pinnacles are guaranteed to be identical. Cannot be purchased, chosen, or traded. Lost immediately if any Master skill it depends on is removed.
Pinnacle intelligence
A survivor cannot predict their own Pinnacle before the final slot is filled. However, a survivor's Pinnacle can be inferred by others who possess exact knowledge of their full skill tree โ€” making detailed build records rare and genuinely valuable intelligence. Researchers, Wizards, and information-broker Civilians have been known to trade, steal, and reconstruct skill tree records for exactly this reason.
Cascade & downgrade rules
Skill loss cascades. If a skill is lost, every skill that listed it as a prerequisite is also immediately lost โ€” regardless of tier.
Pinnacle is not immune. The Pinnacle depends on the full Master set being intact. Any Master skill loss removes the Pinnacle until the slot is refilled and the tree is complete again.
Tier downgrade. If cascade losses reduce filled slots below the current tier's threshold, the System downgrades the survivor. Their Title is revoked; upper-tier slots become inaccessible until the tier is rebuilt from below.
Recovery is possible. Lost skills can be re-earned if their prerequisites are met again and the Essence cost is paid again. The System does not forgive for free โ€” but it does not forbid the climb.
Prerequisites can be destroyed. Cascade loss is not limited to skill removal. If a prerequisite itself is made false โ€” by breaking the condition it depended on โ€” every skill built on that prerequisite collapses instantly. This can be triggered by an attacker, by external circumstance, or by the survivor's own deliberate choice. Accumulated experiential prerequisites are hard targets; external-condition prerequisites are soft ones. See the Prerequisites tab for full detail.
Skill Types
Every skill belongs to one of four behavioral types. The type governs when and how a skill activates โ€” not how powerful it is. A Passive skill at Novice tier is not weaker than an Active at Master; power scales with prerequisites, conditions, and Essence investment, not with activation type.
Passive
Always running. No activation required and no deliberate Essence expenditure per use. The skill maintains its effect continuously as long as the survivor holds it. Most foundational skills are Passive โ€” they represent a permanent change to the survivor's baseline rather than an action they perform.

De-activation conditions. State and Verbal conditions on a Passive skill do not gate activation โ€” they function as de-activation triggers. The skill runs continuously unless the specified state is violated or the oath is broken, at which point it suspends. When the condition is restored, the skill resumes. The slot remains occupied, the prerequisite chain is intact, and nothing cascades. The skill is waiting, not lost.
Active
Requires deliberate activation. The survivor chooses when to fire the skill and how much Essence to invest in the output. Most offensive and high-output skills are Active โ€” the choice to use them is meaningful, and the Essence cost is paid at the moment of use.
Reactive
Activates automatically when a defined condition is met โ€” no deliberate choice required in the moment. The survivor designs the trigger when enfixing the skill, but cannot prevent it from firing once that trigger is satisfied. High-value for defense and counterplay; unreliable as a pure offensive tool.
Hybrid
A combination of two or more activation modes. A Hybrid might maintain a Passive baseline while offering an Active escalation on demand โ€” or trigger Reactively and then require Active direction of the resulting effect. The combination is part of the skill's condition structure and is established at enfixing.
Seal Skills
Seal Skills โ€” Active locked open
A Seal Skill is an Active skill whose conditions have been permanently locked into an always-attempting-to-run state by deliberate survivor choice. Once sealed, it behaves like a Passive in practice โ€” running continuously โ€” but it bleeds Essence at an ongoing rate to maintain those open conditions. Sealing is irreversible. The survivor cannot return the skill to standard Active behavior.
The trade. A Seal converts Essence throughput into a static, always-available effect. The skill no longer needs to be activated โ€” it is always on โ€” but the ongoing Essence drain is real and accumulates over time. Survivors who Seal multiple skills must manage a permanent Essence budget that does not exist for those using standard Active skills.
Sealing requires conditions. The mechanism is placing conditions on an Active skill and locking them permanently open. A skill with no conditions cannot be sealed โ€” there is nothing to lock. The more conditions the skill carries, the more significant the Essence cost of maintaining them all simultaneously.
A deliberate commitment. Survivors do not accidentally Seal skills. The process requires sustained self-imposed constraint โ€” placing conditions on themselves consistently until the System recognizes the pattern. The Seal is what happens when that commitment is made permanent.
Output scales with the survivor. A Sealed skill's output is not frozen at the moment of sealing. It remains tied to the survivor's current stats and Essence pool, and grows as those grow. Sealing is a long-term investment โ€” the effect compounds over a career rather than locking in a snapshot of who the survivor was when they committed.
The ceiling can be raised. Conditions can be added to a Sealed skill after sealing. Each addition raises the output ceiling further โ€” and raises the ongoing Essence drain proportionally. This is the Sealed skill's evolution path: more conditions, more cost, more power.
State and Verbal conditions as de-activation triggers. Although a Sealed skill is always attempting to run, State and Verbal conditions placed on it function as circuit breakers rather than activation gates. The skill runs continuously unless the specified state is violated or the oath is broken โ€” at which point it suspends. When the condition is restored, the skill resumes. This is not cascade collapse: the slot is still occupied, the prerequisite chain is intact, and the skill can return to full operation. It is a temporary suspension with a defined recovery path.
Oath as condition vs. oath as prerequisite. An oath that functions as a prerequisite for a Sealed skill is load-bearing โ€” breaking it destroys the prerequisite and triggers immediate cascade collapse of the skill and everything built on it. An oath that functions as a de-activation condition works differently: breaking it suspends the skill rather than collapsing it. However, if the oath cannot be retaken โ€” if the breaking is witnessed, System-registered, and final โ€” the suspension becomes permanent. The skill remains in the slot, occupying it, Essence drain potentially still running, non-functional indefinitely. Permanent suspension is distinct from cascade loss: cascade frees the slot for rebuilding. Permanent suspension traps it.
Other conditions remain destroyable. Sealing does not protect a skill's non-State, non-Verbal conditions from external attack. A Relational condition on a Sealed skill collapses if the relationship is permanently severed. A Material condition collapses if the required object is destroyed. When these conditions collapse, the Seal falls with them โ€” there is nothing left to be locked open. Sealed skills carry the same soft-target vulnerabilities as any conditioned skill; the irreversibility of the Seal does not extend to the conditions that hold it.
Skill Evolution
Skills evolve when the survivor pushes Essence past the skill's established output ceiling โ€” into territory the System has no registered pattern for โ€” and sustains that behavior consistently enough that the System is forced to acknowledge it. When the System formalizes the pattern, the skill upgrades: new conditions are written into its structure and the ceiling rises to match what the survivor was already doing. The survivor leads. The System patches. Evolution is the System playing catch-up.
The liminal state
Between the moment a survivor begins pushing past their skill's ceiling and the moment the System issues a formal upgrade, the skill enters a liminal state. The System does not announce this. There is no progress bar, no notification, no visible marker on the interface. The survivor must read the change themselves.
The skill leaks. A liminal skill begins doing things it does not normally do โ€” exceeding its registered parameters, producing emergent effects that fall outside its documented behavior. These effects are real and sometimes powerful, but they are harder to control than the skill's normal output. The survivor is operating in territory the System has not yet mapped.
Observable from outside. Skilled observers โ€” experienced fighters, Researchers, Inventors โ€” can detect a liminal skill by watching how it behaves under pressure. The leak is the tell. This makes liminal-state survivors legible to anyone who knows what they are looking for.
Breaking the pattern resets the clock. If the survivor is forced to violate their self-imposed conditions during the liminal period โ€” by stress, disruption, or deliberate external interference โ€” the evolution fails. The skill returns to its prior state. The survivor must begin the process again. This is exploitable: there is an established economy of hired disruption, where factions and rivals pay attackers specifically to interrupt a target's liminal state, not to kill them, but to prevent them from becoming something harder to deal with.
Output
Skill output โ€” the total effect of the skill when it fires โ€” is determined by three factors working together. The relevant stat establishes the base. Conditions raise the ceiling above that base. Essence investment determines where between the floor and the ceiling the output actually lands.
Output formula by caste
Combatant
Combat stat (SP.ATK or PH.ATK) establishes the base power. Conditions determine the ceiling above that base. Essence spent at activation scales the output upward. Two Combatants with identical skills and identical stats will produce different outputs if one invests more Essence โ€” or has pushed deeper into the skill's conditions.
Civilian
Affinity score with the relevant target establishes the base. Conditions are more numerous for Civilian skills than for any other caste โ€” the friction is the price of access. When a Civilian skill fires, the output is proportionally larger because the conditions demanded so much to satisfy. Civilian skills are generally the strongest in the System.
Crafter
Materials quality establishes the base. Conditions govern how the materials must be prepared, combined, and worked. Essence spent determines how deeply the Crafter can push the output above the material baseline. The workbench records both the grade achieved and the Affinity the creation generates.
Conditions & the output ceiling
Conditions do not merely gate access to a skill. They determine the maximum output the skill can achieve. A skill with no conditions has a low, fixed ceiling โ€” it will always be outperformed by a skill built on demanding conditions, regardless of how much Essence is invested. More demanding conditions, and more of them, produce proportionally higher ceilings. The Red Dragonslayer's oath is not just a restriction โ€” it is the reason the beam can kill a dragon. Remove the oath and the beam becomes something else entirely.
Conditions stack โ€” and combine. A single skill can carry multiple condition types simultaneously. Each added condition raises the ceiling further. But stacking is not purely additive: certain condition type combinations produce emergent effects โ€” outputs that neither condition type could achieve alone. Survivors do not stack conditions merely to raise the ceiling. They stack conditions to aim at specific emergent outcomes. Some combinations are documented by Researchers and Institutions. Many are not. Discovering a new emergent combination may itself be a System-recognized First.

Crafter output grade is a valid State condition and stacks with all other condition types. A skill conditioned on a Relational threshold, a Verbal oath, and a Crafter-output quality State carries three distinct condition types simultaneously โ€” each raising the ceiling further, the combination potentially producing emergent effects none of the three would generate alone.
Essence is a dial. Within the range the conditions allow, Essence investment determines output. The survivor can spend more to push toward the ceiling โ€” or spend less for a faster, cheaper activation. Managing this dial is part of combat and social skill alike.
Depth is experiential. A survivor who has lived inside a skill โ€” studied its conditions, tested its edges, pushed it in real situations โ€” will produce higher output than one who has technically met the same prerequisites but never explored the skill's range. The System does not track this comprehension. It is entirely invisible on the interface. A Novice who deeply understands one skill can outperform a Master who rushed twenty slots to reach their Pinnacle.
Condition types
Conditions fall into eight recognized types. Any caste can carry any condition type โ€” but the benefit-to-cost ratio varies. A Combatant skill with Witness conditions may produce enormous output, but requiring an audience or permission to kill makes that skill tactically constrained. Survivors choose their conditions deliberately, and the choice shapes what kind of survivor they become.
Verbal
Incantations, oaths, and named declarations. Words the survivor must speak โ€” or swear โ€” for the skill to fire. Verifiable and binding. The higher the commitment the words demand, the higher the ceiling they create. Common in Combatant skills; present in some Civilian ritual work.

On Sealed and Passive skills, Verbal conditions (oaths and vows) function as de-activation triggers rather than activation gates. The skill runs while the oath holds. Breaking the oath suspends the skill. Whether the skill can resume depends on whether the oath can be retaken โ€” a broken oath that is final produces permanent suspension, not cascade collapse. See Seal Skills for the oath-as-condition vs. oath-as-prerequisite distinction.
Relational
Requires a specific state in a relationship โ€” Affinity above a threshold, a named bond, an active Relationship Status, or an existing contract. Not satisfied by proximity or intention โ€” only by what the relationship actually is. Dominant in Civilian skills. Harder to fake than any other condition type.
Material
Requires a physical component โ€” a specific substance, a prepared item, a Crafter-made object. The material may be consumed on activation or simply required to be present. Dominant in Crafter skills; present in some high-ceiling Combatant abilities.
State
The internal condition of the user โ€” emotional (grief, fury, devotion), physical (bloodied, starving, peak health), or System-tracked (below an Essence threshold, above an Affinity score). All three castes use State conditions, with different flavors. The most personal condition type.

On Sealed and Passive skills, State conditions function as de-activation triggers rather than activation gates. The skill runs continuously unless the specified state is violated, at which point it suspends. When the state is restored, the skill resumes. This is the primary mechanism by which always-running skills can be given a meaningful circuit breaker without cascade collapse.

Crafter output quality is a valid form of System-tracked State condition. A skill conditioned on "currently wielding a B-grade or higher weapon," "currently wearing an A-grade garment," or "currently within the active window of consuming a qualifying meal" is using Crafter output as its State condition. The System monitors the quality and recency of the Crafter object in real time. Violating the condition โ€” the window closes, the item is lost or destroyed โ€” suspends the skill until the condition is re-satisfied.
Positional
Location, stance, or geometry. The survivor must be standing still, within a specific range, or at a defined threshold โ€” a doorway, a border, a body of water. Heavy in Combatant skills; present in some Civilian formal and ritual contract work.
Temporal
Time-based requirements โ€” time of day, season, duration since last use, or a countdown initiated by a prior action. Cooldowns are a weak form of Temporal condition. Rarer than other types, but skills with Temporal conditions tend to have unusually high output ceilings when they fire.
Witness
Requires someone to see, hear, or formally acknowledge the skill firing. The audience is part of the activation โ€” without them, the skill cannot reach full output. Dominant in Civilian skills. A Ruler's infrastructure contract may require a Lawyer present and consenting. A Lover's bond skill may require the target to be aware of the act.
Reciprocal
Both parties must act or consent. Distinct from Witness โ€” the other party is not observing but actively participating. Contracts almost always require Reciprocal conditions. Dominant in Civilian skill work and Crafter collaborative output. The most binding condition type when met; the most impossible to fake.
Prerequisites
Prerequisites are what make a skill possible to enfix. They are not granted by the System โ€” they are accumulated through what the survivor does and learns. Having a prerequisite does not unlock a skill; a skill may require several prerequisites, and all must be met before enfixing is possible.
Two acquisition methods
System Observation
The System watches what a survivor does in the world and quietly awards prerequisites as experiences accumulate. The survivor does not choose when this happens and may not know what they are accumulating toward. A survivor who has spent years hunting in wilderness terrain may have been collecting prerequisites for skills they have never heard of.

Prerequisites earned this way are visible on the survivor's System interface. They can see what they hold, even if they cannot yet see what it unlocks.
Certified Method
Prerequisites acquired through formal knowledge verification. The System administers tests in a pocket dimension, via interface knowledge checks, or through assessments given by a System-certified Trainer.

Trainer certification is granted through institutions built by Rulers, Labor Guilds, Explorer Tribes, Preacher Churches, and similar organizations. Controlling certification is controlling access โ€” an institution that trains Trainers determines who can meet prerequisites for the skills those Trainers certify.
Tier unlock โ€” the tree is the prerequisite chain
Tier access is not separately granted by the System. A survivor cannot enfix an Adept skill until both Novice slots are filled โ€” not because the System issues permission, but because Adept skills require both Foundational skills as prerequisites. The tier names describe the prerequisite structure of the skills within them, not an administrative gate the System controls.
Foundational skills carry no skill prerequisites. They are the base on which everything above stands.
Adept skills require both Foundational skills as prerequisites. Both slots must be filled before any Adept skill can be enfixed.
Journeyman, Expert, and Master skills follow the same logic upward. Each tier's skills prerequisite skills from the tier below. The tree is load-bearing from the bottom at every level.
The cascade consequence. Because the tier structure and the prerequisite chain are the same thing, losing a Foundational skill does not merely lose that skill โ€” it destroys the prerequisite of every Adept skill built on it, which cascades through Journeyman, Expert, Master, and pulls the Pinnacle down with it. There is no tier above the point of collapse. The entire tree falls as the structural logic of its own design executes.
How prerequisites shape skills
The number and difficulty of prerequisites required for a skill are not arbitrary gates. They are the source of that skill's conditions โ€” and therefore the source of its output ceiling.
More prerequisites = stronger skill. A skill requiring many prerequisites will carry more conditions for activation. More conditions mean a higher output ceiling. The prerequisite chain is the reason the skill can reach where it reaches.
Harder prerequisites = stronger skill. Difficulty scales the same way. A prerequisite that requires years of specific experience produces a more demanding condition than one that requires a week of study. The harder it was to earn, the higher the ceiling it creates.
Prerequisites determine condition type. The path taken to earn prerequisites shapes what conditions appear in the resulting skill. A Lover whose prerequisites ran through genuine Affinity accumulation gets skills with Relational conditions. The conditions reflect what the survivor did to get there.
Skills as prerequisites. A skill in one slot can be a prerequisite for a skill in a later slot. Simply holding the skill qualifies โ€” no depth threshold is required. The chain is where tree difficulty lives. Some trees develop quickly because the prerequisite chain is short. Others are slow because reaching the third skill requires the second, and the second required conditions most survivors never encounter.
Prerequisites survive skill loss. If a skill is lost โ€” through cascade, sacrifice, or other mechanism โ€” the prerequisites that built it remain. The System's observation history does not reset when a skill is stripped. Recovery begins from a foundation rather than from nothing.
Prerequisite-free enfixing
Locking a destination
A survivor can enfix a skill into a slot without meeting its prerequisites โ€” provided they have knowledge of the skill. Knowledge from a Researcher, a Trainer, or direct observation qualifies. Once enfixed this way, the slot is locked and the skill cannot be used until every prerequisite is met.
The lock is permanent. A slot with a prereq-enfixed skill cannot be released. The survivor cannot change their mind. The slot remains occupied and non-functional until the prerequisites are met โ€” however long that takes.
The survivor can feel it. A locked slot is not purely administrative. The skill sits in the survivor's awareness โ€” present in shape, inaccessible in use. The feeling has been described as a word on the tip of the tongue that cannot be spoken.
Visible to others. A locked slot appears on the survivor's System record. It announces intention. Anyone with access to their record can see where they are going.
The cost is opportunity. Prereq-enfixing sacrifices a functional slot for a future one. The survivor pays in present capability for a future ceiling โ€” a bet on who they are becoming, not who they are now.
Prerequisite destruction
Making a truth false
A prerequisite is a statement the System treats as true about a survivor. Destroy the truth of that statement and every skill built on it collapses โ€” instantly, without delay, mid-combat if necessary. This is prerequisite destruction: not the loss of a skill, but the removal of what the skill was standing on.
Hard targets. Experience and knowledge prerequisites are difficult to destroy because the System's observation record of them does not reset. You cannot unmake what someone has lived through or genuinely learned. Even after total skill tree collapse, these accumulated prerequisites remain on the survivor's interface โ€” intact, waiting to rebuild on.
Soft targets. External-condition prerequisites โ€” those tied to relationships, oaths, objects, or statuses โ€” are vulnerable. Any act that breaks the underlying condition destroys the prerequisite. The survivor does not need to be attacked directly. Breaking the oath, severing the relationship, destroying the object, or revoking the status is enough. The cascade follows immediately.
Deliberate self-destruction. A survivor can knowingly destroy their own prerequisites. The reason to do it is strategic: if a prerequisite is attached to a condition that has become a liability โ€” an oath resented, a relationship that constrains โ€” invalidating it frees the skill slot from that condition. The skills above it are lost. The condition is escaped. The System permits this without judgment.
The collapse is instant. There is no grace period. A prerequisite destroyed mid-fight produces mid-fight cascade loss. This makes soft-target prerequisites a genuine combat vulnerability โ€” and identifying them in an opponent's tree a form of high-level tactical knowledge.
Skill sacrifice
A weapon that burns itself
Skill sacrifice is a class of skill whose activation condition is the destruction of its own prerequisite chain. To fire it, the survivor burns the prerequisites it was built on โ€” sacrificing them in the act of use. The effect can be directed outward, targeting a specific aspect of another survivor's foundational knowledge or prerequisite structure. Once fired, the skill's own prerequisites are gone, and the skill itself typically falls with them. It is not a repeatable weapon in the conventional sense.
The cost scales the power. A sacrifice-based skill built on shallow prerequisites is a weak weapon. A sacrifice-based skill built on deep, hard-earned prerequisites โ€” years of research, rare experiences, knowledge no one else holds โ€” can be catastrophic on activation. The attacker pays everything the skill cost them to build. In return, the effect reflects that full cost.
Targeted destruction. The effect of a sacrifice skill is not generic damage. It targets something specific in the opponent โ€” a foundational affinity, the ability to accumulate a particular kind of knowledge, a prerequisite the attacker has identified as load-bearing. This requires prior research into the target's tree. The more precisely the attacker understands what the target's skills are standing on, the more surgical โ€” and more total โ€” the resulting collapse.
Why foundational prerequisites resist it. Most foundational prerequisites rely on experience or knowledge โ€” hard targets by nature. A sacrifice skill aimed at destroying a purely experiential foundation often cannot reach it. This is part of why survivors who build their foundation on lived experience rather than external conditions are making the structurally safer long-term choice, even if external-condition foundations produce higher output ceilings.
Essence Defiance
Essence Defiance is the act of pushing Essence past the established output ceiling of a skill โ€” or through the body and soul directly, with no skill at all. In either case, the survivor is operating outside the System's registered patterns. The effects are real. The cost is proportional to how far outside those patterns the survivor goes.
Skill-based Defiance โ€” the mechanism of evolution
When a survivor pushes Essence through an enfixed skill past its conditions-established ceiling, the skill enters liminal state. If the survivor sustains the pattern without breaking their self-imposed conditions, the System recognizes what is being built and issues an upgrade โ€” new conditions written into the skill's structure, ceiling raised to match what the survivor was already doing. Skill-based Defiance is the engine of all skill evolution. The System does not generate stronger skills. It patches what survivors have already demonstrated.
The skill is the channel. A skill's conditions and prerequisite structure act as a shaped pathway for Essence. When a survivor Defies through a skill, they are pushing past the channel's designed capacity โ€” but the channel still exists. It gives the Essence a partial shape and gives the survivor partial control over the output. This is what distinguishes skill-based Defiance from skillless Defiance.
Risk scales with the push. Minor Defiance โ€” nudging slightly past the ceiling โ€” produces minor instability: harder-to-direct effects, slightly unpredictable output. Significant Defiance produces damage. The damage is not to the skill. It is to the survivor. Body damage is the more predictable outcome. Soul damage is the more dangerous one.
The System patches to prevent mutilation. When a survivor's Defiance pattern stabilizes into a recognized shape, the System issues an upgrade specifically to formalize what the survivor is doing โ€” bringing the behavior back within registered parameters. The upgrade is partly containment. A survivor who Defies consistently forces the System to keep up or watch the damage accumulate.
Skillless Defiance
No channel. No ceiling. No upgrade pathway.
A survivor does not require a skill to perform Essence Defiance. Essence can be pushed directly โ€” through the body and soul alone, with no System-recognized channel to route it. The effect is real. The output can be significant. The risk is categorically higher than skill-based Defiance, because nothing is shaping what the Essence becomes when it exits the survivor.
What the Essence becomes. Without a skill channel, output is shaped by the survivor's body, their elemental affinities, their intent, and factors the System does not have reliable models for. Effects are frequently uncontrolled, disproportionate to intent, or categorically unexpected. Two survivors attempting the same skillless Defiance may produce entirely different results.
Stats lower the risk โ€” not the unpredictability. Higher physical and combat stats give the body greater tolerance for Essence loads before structural damage begins. A high-stat survivor doing skillless Defiance is harder to kill in the process. They are not better at directing the result. Stats provide endurance. They do not provide control.
No evolution pathway. Skillless Defiance produces no skill evolution. There is no skill for the System to patch. The System observes and records โ€” the behavior is classifiable as Defiance โ€” but there is no framework to upgrade. Each use carries the same risk as the last. The survivor gains power in the moment and builds no permanent structure around it.
Who practices it. Skillless Defiance is the power path of survivors who do not trust the System, cannot access skill infrastructure, or deliberately choose to operate outside the System's accounting. It is also used by skilled survivors who need effects their skill tree cannot yet produce, or who want to act without leaving a classifiable System record. A skill activation is logged. Skillless Defiance is observed but not named.
Soul Mutilation
The unknown category
All Defiance carries injury risk. Most Defiance damage falls within status conditions the System can name, track, and in some cases cure โ€” body damage, Essence disruption, elemental instability. Soul mutilation is what happens when the damage falls outside the System's taxonomy entirely. The System's interface cannot fully describe or address it.
Unclassifiable by design. Soul mutilation results from Essence moving through the body and soul in configurations the System has no registered profile for. The display reads as anomalous: partial status text, unresolved condition names, no cure pathway listed. The System knows something has happened. It cannot say what, or how to reverse it.
Survivor-specific and non-standard. No two instances of soul mutilation are identical. The damage depends on the survivor's affinities, the nature of the Defiance that caused it, and factors that remain poorly understood. Researchers have documented effects that include: altered Essence flow, suppressed skill categories, changes to elemental affinity, shifts in perception, and in extreme cases, fundamental changes to the survivor's identity and relationships with the System.
The System can sometimes contain it. When a survivor's Defiance pattern stabilizes, the System may issue upgrades that route around the affected pathways โ€” managing the damage without reversing it. This is containment, not cure. What has happened to the soul's structure does not change. The System works around it.
Preachers are the only meaningful intervention. Cleric skills can address some soul mutilation conditions at sufficient depth. Preacher-brokered intervention is the only class with documented success rates โ€” and those rates are poorly recorded, highly variable, and dependent on the specific nature of the mutilation. Some conditions resist all known intervention.
The anchor case
Abreasa
Essence Defiance has a known ceiling case. Most survivors who Defy do so in bounded amounts โ€” a push past a skill ceiling to drive evolution, a desperate gambit in combat, a deliberate choice to operate outside the System's naming. Abreasa is what it looks like when someone, or something, Defied without stopping.

Whether Abreasa was a survivor who Defied at a scale that transformed them into something the System cannot classify, or something else entirely, is a question that does not have a settled answer. What is known is that the Cult of Abreasa's surviving members carry active soul mutilation conditions the System cannot resolve. The soul damage does not decay. It does not respond to standard intervention. The System marks it as unresolved and provides no cure pathway.

We don't talk about Abreasa.
The Crafter Workbench
Crafter only
The workbench is a System interface available exclusively to Crafter caste survivors. It is a permanent, running record of every creation they have produced โ€” not limited to material objects. A song, a negotiated arrangement, a performance, a designed process โ€” anything the System recognizes as a Crafter's output can appear as a workbench entry. For Inventors and Engineers specifically, the workbench is also the site of skill research: the space where skill patterns are tested, mapped, and developed before they reach the broader world.
What the workbench tracks
Grade
Every entry carries the grade the System assigned to that creation at the time of production โ€” F through Legend. Grade reflects the quality of the output against the Crafter's current materials, skills, and practice depth. Two Crafters with identical skills can produce different grades from the same materials based on how deeply each understands the craft. The workbench makes this difference visible over time.
Affinity Generated
Every entry also tracks the Affinity score the creation produces between people who interact with it. A well-made item generates relational warmth between giver and recipient. A song performed well changes how people feel about each other. The workbench records this โ€” not as an approximation, but as the actual score the System measures. This makes the workbench a social instrument as well as a craft record.
The two-grade system โ€” universal
Blueprint grade
The grade of the work as designed, written, or formulated โ€” a recipe, a schematic, a composition, a formula. Blueprint grade is fixed once the work is complete. It represents the ceiling of what any production of that work can achieve. A recipe graded at A produces a ceiling of A for any Cook who follows it. No execution skill can exceed it.
Production grade
The grade of a specific instance of the work being realized โ€” a forging session, a performance tonight, a synthesis batch, a meal cooked under pressure. Production grade is determined by the executor's skill, Essence investment, material quality, conditions, and depth of understanding of the blueprint. It cannot exceed the blueprint grade. It very often falls short of it.
Blueprint grade sets the ceiling. Production grade is where the output actually lands. Both must be present at their highest for the highest output to be achieved. This creates a structural distinction between design talent and execution talent โ€” two skills that are entirely separable, that a Crafter may hold in very different measure, and that an institution may need to source from different people entirely.
The designer who cannot execute. A songwriter who writes A-grade compositions but performs at C never triggers A-grade transformation effects in their own work. Their blueprints have unrealized ceiling. They need a performer whose production grade can reach it.
The executor who cannot design. Exceptional execution ability, capable of A-grade production โ€” but their original blueprints are D-grade. The ceiling is too low. No execution skill overcomes it. They need someone else's blueprint to carry.
The workbench records both. Blueprint entries document what was designed and at what ceiling. Production entries document specific instances โ€” which blueprint, what execution grade, who received the output, what effects were measured. A Crafter's workbench is simultaneously a record of their design capability and their execution history.
Transformation thresholds โ€” universal
All Crafter output is subject to the same grade-based transformation thresholds. Below a certain point, grade measures quality โ€” the output does what it does, better. Above that point, Essence investment has done something different to the object. It has changed what kind of thing it is. The specific nature of the transformation is shaped by the Crafter's elemental Perk portfolio โ€” earned through Achievements, never inherent to the class.
F through C
Purely physical quality within varying ranges. No Essence transformation. C is the factory production ceiling โ€” not because factories are inefficient, but because Essence transformation cannot be automated. The System requires individual Crafter investment to cross the threshold.
B โ€” First emergence
Transformation is real but subtle and inconsistent. It does not fire the same way every time. Most people cannot identify it as the source of what they are feeling or noticing. A B-grade meal leaves people feeling slightly more capable than they should. A B-grade blade occasionally cuts something the metal alone has no business cutting. Present but uncontrolled.
A โ€” Clear transformation
Clear, functional, recognizable magical transformation. The output does things it should not be able to do. Experts can identify it. Institutions have opinions about it. This is where Crafter output becomes genuinely dangerous and genuinely coveted. Elemental Perks earned through Achievement manifest at this grade and above โ€” shaping what kind of transformation the output produces and in whom.
S โ€” Transformation defines
Transformation is the defining characteristic. The object is no longer primarily a sword, a song, a meal. It is a magical object that happens to take that form. Consumption, use, or prolonged exposure at this grade produces permanent structural changes in the recipient. Boons stack across different S-grade outputs but require the convergence of S-grade materials, S-grade technique, and S-grade blueprints โ€” each independently scarce.
Myth โ€” Legend
Transformation operates at a scale that exceeds the object's immediate context. Myth-grade output changes people and situations the object never directly touched. Legend-grade output changes something about the world itself. The System takes note. Other entities may as well.
Crafter output as skill conditions โ€” universal
Any qualifying Crafter output can function as a State-type skill condition. The System monitors the quality and presence of Crafter objects in real time โ€” what is being worn, wielded, consumed, or operated within โ€” and applies that monitoring as a condition check on skills that reference it. The condition language varies by class but the mechanism is universal.
Activation conditions on Active skills. A skill requiring a qualifying Crafter output to activate fires only when the condition is currently met. The required output grade determines how demanding the condition is โ€” and how high the ceiling it creates in return.
De-activation conditions on Sealed and Passive skills. A Sealed or Passive skill conditioned on Crafter output runs continuously unless the condition is violated โ€” the meal window closes, the item is lost, the survivor leaves the facility. The skill suspends. When the condition is restored, the skill resumes. No cascade.
The stricter the condition, the higher the ceiling. A skill conditioned on "currently wielding an S-grade weapon forged from a specific rare material" is extraordinarily demanding โ€” and produces a correspondingly extraordinary output ceiling. Survivors who build Crafter-output conditions into their skills accept supply dependency in exchange for output that would otherwise be unreachable.
Supply dependency is a tactical vulnerability. Destroying, stealing, or degrading the Crafter output a survivor's skills depend on is a legitimate attack vector. Interdicting supply chains is prerequisite destruction by attrition โ€” the skills remain in the slots, intact, simply unable to fire.
Permanent boons โ€” S grade and above
At S grade and above, Crafter output does not merely affect the recipient during use or consumption โ€” it permanently changes something about their Essence structure. The specific change depends on the output type, the Crafter's elemental Perk portfolio, and factors the System does not fully disclose. What changes stays changed.
Boons stack across different outputs. A survivor who has received permanent boons from five different S-grade outputs has five distinct stacked structural changes. The same S-grade output consumed twice produces diminishing returns on the same boon โ€” but a different S-grade output produces a different boon independently. Building a meaningful boon history requires access to genuinely varied S-grade outputs across a career.
S-grade output is genuinely scarce. Producing it requires the convergence of S-grade materials or ingredients, S-grade procedural technique developed through sustained Master-tier practice, and S-grade blueprints that often require Master skills just to execute correctly. Any one is difficult. All three simultaneously is rare. A survivor with a meaningful boon stack has had extraordinary access to extraordinary Crafters.
A biographical record. A survivor's permanent boon stack reflects who has trusted them with rare things and who has had reason to invest in their capability. It is not displayed as a summary field on the System interface. Researchers who study the correlation between specific Crafter outputs and specific structural changes can infer it. Most cannot.
Invisible prerequisite generation โ€” universal
High-grade Crafter output quietly generates System Observation prerequisites for recipients and users. When a survivor consumes, uses, wears, or is meaningfully affected by qualifying output, the System may record a prerequisite on the survivor's interface โ€” one they may not have noticed, sought, or known was possible. The Crafter is not informed. It does not appear on their workbench as a prerequisite grant.
Invisible to the Crafter. Discoverable only through Researcher analysis of the correlation between specific outputs and specific prerequisite appearances โ€” or through a recipient who notices and tells them.
When the Crafter learns. A Crafter who is told that a specific piece of their output generates a specific prerequisite now holds covert power they did not seek โ€” the ability to produce that output for specific people and withhold it from others. The System has no opinion on how they use this knowledge.
Institutional analysis. An institution that employs both a high-grade Crafter and a Researcher to study their output can optimize production to generate specific prerequisites for specific people โ€” and withhold that production from others. This is prerequisite access controlled through the appearance of ordinary supply.
Certification facility โ€” Crafter + Engineer
From passive observation to active certification
When a Crafter works with an Engineer to design a production facility, the System recognizes the structured, intentional nature of what is being produced and registers qualifying output as Certified Method prerequisites rather than passive System Observation. The principle is universal โ€” a Cook's certification kitchen, a Smith's certification forge, an Alchemist's certified laboratory. The Crafter provides the output; the Engineer provides the infrastructure that makes the System read the production event as formal certification.
What the Engineer contributes. Precision systems, controlled conditions, workflow processes that reduce execution variability, and the formal institutional structure the System recognizes as certification infrastructure. The design makes the Crafter's ceiling more reliably reachable and makes the production event legible to the System as intentional.
The facility is an asset and a target. Requires significant investment to establish and both Crafter and Engineer to function at designed capacity. It can be found, disrupted, and destroyed. Losing it stops new certified prerequisites from being produced โ€” but does not remove prerequisites already granted.
Workbench intelligence
The scariest record in the System
Workbench sharing is voluntary โ€” except when it isn't. Operating contracts, certification submissions, and institutional employment agreements can all compel disclosure. A Ruler who requires registered Crafters to maintain accessible workbench records has a surveillance instrument built into the System itself. Any institution can build the same. The data is the easy part.
Staffers design and maintain the database. Without them the records sit in a pile. They are also the primary internal breach vector โ€” the people who operate the system have more access than almost anyone, and can be hired away, bribed, or make independent decisions about what the information they hold is worth.
A Banker controls storage and access โ€” who can retrieve what, under what conditions. Controlling the storage layer controls the data. A Banker who leaves or is compromised takes the access architecture with them.
Researchers perform analytics. Raw workbench data is not intelligence. Grade trajectories, Perk portfolios, approaching transformation thresholds, prerequisite generation patterns โ€” these require Researcher analysis to become actionable. A database without a Researcher is a room full of paper.
Lawyers defend against the legal challenges the system generates. Compelling disclosure is contestable. Crafters whose records were used against them will sue. Data breach victims will sue.
Any institution can build this. Not just Rulers โ€” Labor Guilds, Trade Companies, Preacher Churches, large Crafter enterprises. Explorer Tribes typically cannot; their structure does not support the administrative depth required. An institution with the full picture knows: who is approaching the A-grade threshold before the market does, which Perk portfolios exist and what magical output they produce, which blueprints have never been executed at their own ceiling, and which Crafters โ€” assembled under contract โ€” would produce output with combined properties no one has built before.
Blueprint intellectual property
A blueprint is a document. It can be memorized, copied, and stolen without leaving obvious evidence. Who owns a blueprint produced during institutional employment depends entirely on what the Crafter agreed to before they started. An institution that holds a Crafter's blueprints controls the ceiling of anyone who wants to execute that work. A Crafter who retains ownership and licenses execution rights retains leverage โ€” and ongoing royalty potential. How good the Crafter's lawyer was at the moment of the original agreement is the answer to almost every blueprint ownership dispute that follows.
Inventor โ€” empirical research
Learning by doing
An Inventor can activate skills held on their workbench without enfixing them into their slot tree. The skill exists on the workbench as a mapped structure โ€” condition-defined, System-visible โ€” but not committed. Using it is Skill-based Defiance: the skill's conditions provide a partial channel, which gives the Essence some shape, but the absence of formal enfix means that channel is looser than it would be in a filled slot. The risk sits between standard skill-based Defiance and skillless Defiance.
Includes cross-caste skills. An Inventor who has a Combatant-class skill on their workbench can Defy through it. Without the combat stats that normally establish the output floor, the result is structurally unstable โ€” the conditions-established ceiling exists, but the base that would anchor the output does not. The effect fires. What it does is harder to predict than workbench Defiance through a Crafter-class skill.
Evolution occurs in the workbench. An Inventor who repeatedly Defies through a workbench skill can drive it through liminal state and into a System-recognized upgrade โ€” without ever committing the slot. The skill develops on the workbench. When the Inventor eventually enfixes it, they are committing a skill that has already been researched past its foundational state. The slot cost is paid once. The Defiance cost was paid during research.
The workbench is intelligence. An Inventor's workbench holds everything they have researched but not committed to. It is a record of their interests, their directions, and in some cases their intentions. Institutions value it accordingly โ€” and so do rivals. Workbench access is not given lightly.
Blueprint destruction is a targeted attack. If an Inventor is mid-Defiance through a workbench skill and the blueprint is destroyed โ€” stolen, burned, or the workbench disrupted โ€” the channel collapses while Essence is moving through it. The Essence has nowhere shaped to go. The result is typically worse than the Defiance risk the Inventor was already accepting.
Engineer โ€” formal research
Learning by mapping
Engineers do not use the skills they work with. Their relationship to a skill is entirely theoretical: they map its condition structure, model its prerequisite chain, document its output behavior, and produce a blueprint โ€” a System-recognized formal description of the skill's architecture. The blueprint can be read, studied, encoded into Skill Orbs, and used by Trainers to certify others in the skill's prerequisites. An Engineer who has fully blueprinted a skill understands its structure at a level that often exceeds survivors who have actually used it.
Engineers can inherit Inventor workbench skills. An Inventor who has developed a skill through Defiance research holds empirical knowledge โ€” rough, personal, and shaped by their specific experience with the skill. An Engineer can take that workbench skill and formalize it: translating experiential knowledge into a clean, reproducible blueprint. Some of the Inventor's texture is lost in translation. The blueprint is more legible and more deployable than what it was based on.
Engineers are intelligence assets. A fully blueprinted skill reveals its entire condition structure โ€” including which conditions are destroyable soft targets. An Engineer who has mapped a survivor's skill tree knows that survivor's vulnerabilities more precisely than the survivor may. Institutions that employ Engineers guard that knowledge carefully. Rival institutions treat Engineer theft as a high-priority operation.
The knowledge pipeline
Neither Inventor nor Engineer is upstream of the other. They are parallel knowledge paths that feed each other and both feed into the broader certification system.
Inventor โ€” Empirical. Discovers through Defiance. Produces working skill patterns through use. Knowledge is personal, rough, and experientially validated.
Engineer โ€” Formal. Discovers through mapping. Produces blueprints and Skill Orbs. Knowledge is clean, reproducible, and deployable at institutional scale.
Researcher โ€” Synthetic. Takes empirical data from Inventors and formal structures from Engineers and finds the gap between them โ€” where the theoretical model and the observed behavior diverge. That gap is where undiscovered patterns live. Researcher-published findings, when System-validated, become prerequisites: knowledge other survivors must hold to access certain skills.
Trainer โ€” Institutional. Takes confirmed patterns and certifies others in the prerequisites those patterns require. Trainers do not discover or validate โ€” they deploy what has already been established. Controlling Trainer certification is controlling access to the skills those Trainers certify.
Institutions that hold all four โ€” Inventor, Engineer, Researcher, Trainer โ€” do not just have power. They have compounding power. Every skill pattern they develop stays internal until they choose to release it. Every new pattern they discover becomes a prerequisite they control. The research pipeline is, in practice, a mechanism of institutional lock-in.
Skill Orbs
Physical certification objects
Skill Orbs are System-interface objects that instantiate a pocket dimension test at a fixed location, allowing survivors to complete certified prerequisite verification without a live Trainer present. When a survivor interacts with an active Orb and meets the underlying knowledge or experiential prerequisites being tested, the System administers the assessment through the Orb's dimensional aperture and, if passed, records the certified prerequisite on the survivor's interface.
Manufactured by Engineers. Skill Orb production requires high-grade monster cores as the primary material component โ€” the core provides the dimensional substrate the Orb uses to instantiate the test space. Orb quality scales with core grade. A higher-grade core produces an Orb capable of certifying more complex prerequisites.
Rarity is institutional. The number of Orbs in circulation in a territory is a direct function of how many Engineers an institution can deploy and how reliably they can source high-level monster cores. An institution with both produces Orbs at scale and controls local prerequisite access. An institution without is dependent on live Trainers โ€” slower, more expensive, and impossible to deploy at distance.
Orbs can be stolen. Orbs can be destroyed. Control of an Orb network is control of who in a territory can access the skills that network certifies. Losing that network โ€” through theft, targeted destruction, or the death of the Engineers who maintain it โ€” is a strategic blow that takes years to recover from.
Cook โ€” class expression
The settlement's Essence infrastructure
The Cook expresses all universal workbench mechanics through food โ€” the most intimate delivery mechanism available, because it operates from the inside. Recipe grade caps execution grade. Transformation thresholds govern what meals do at each grade. Meal quality functions as a State-type skill condition. S-grade meals produce permanent boons. Prerequisite generation happens invisibly to the Cook. What is specific to the Cook is the intimacy of the vector and the scale of the dependency it creates across an entire population.
Meal as State condition. "Currently within the active window of a qualifying meal" is a State condition like any other. A survivor who has built a meal condition into a skill does not permanently lose that skill when the window closes โ€” the skill suspends and resumes when the condition is re-met. The stricter the meal requirement, the higher the ceiling it creates. A skill conditioned on "currently within two hours of an A-grade meal containing a specific rare ingredient" is extraordinarily demanding and produces proportionally extraordinary output.
A-grade Essence contact. At A grade, a meal interacts directly with the eater's Essence pool โ€” not just their body. Temporary effects on pool capacity, Essence flow, accumulation rate, Affinity generation, and stat ceilings. Whether a Ruler operates this openly or quietly depends entirely on their goals and propaganda capability. The System does not distinguish between a population that consented to Essence optimization and one that did not.
S-grade permanent boons. An S-grade meal permanently changes something about the eater's Essence structure. What specifically depends on the recipe's elemental Perk profile. A settlement whose population has accumulated multiple S-grade meal boons has been fed by an extraordinary Cook โ€” with access to S-grade ingredients, S-grade technique developed through Master-tier practice, and S-grade recipes that require Master skills to execute โ€” for an extraordinary duration.
The workbench as population record. A Cook's production entries record what was made at what grade and what Affinity was generated โ€” not what prerequisites fired or what Essence effects occurred in each eater. But a Cook who has fed the same community for years has built a longitudinal Affinity map of that community without intending to. An institution collecting that Cook's workbench receives both recipe intelligence and years of communal feeling documented as data. The most intimate workbench type, because it records what happened inside people.
Connection to the Civilian economy
High-affinity creations are naturally valuable to Civilian classes โ€” particularly to Lovers, whose skill prerequisites run through genuine Affinity accumulation that cannot be faked or rushed. A Crafter whose workbench shows a history of high-affinity output is producing something Civilians cannot produce for themselves: a shortcut through the hardest prerequisite they have. The Crafter who made the song that bonded two people may have contributed more to a Lover's skill progression than years of the Lover's own social effort. This relationship is invisible to most Combatants and underestimated by most institutions.
Combatant stats
Special AttackSP.ATK
Strength of skills dealing special (non-physical) damage.
Physical AttackPH.ATK
Strength of skills dealing raw physical damage.
Special DefenseSP.DEF
Resistance against incoming special damage.
Physical DefensePH.DEF
Resistance against incoming physical damage.
Status EffectSTATUS
Likelihood of inflicting or resisting combat status conditions. Combatant-only โ€” other castes have no equivalent defense.
SpeedSPD
Governs ability to avoid incoming attacks.
Civilian Affinity
Every Civilian relationship carries an Affinity score โ€” a continuous -100 to +100 survey of genuine approval. High Affinity unlocks contracts, information, quest opportunities, and higher-grade quest access for bonded Combatants. No skill can fully fabricate it.
Crafter item grades
FCrude. Functional at best, dangerous at worst.
DBelow average. Acceptable for early survival.
CStandard. Factory production ceiling. No Essence transformation โ€” it cannot be automated.
BGood. First emergence of magical transformation โ€” subtle, inconsistent, difficult to identify as the source.
AExceptional. Clear, functional magical transformation. Where Crafter output becomes genuinely dangerous and genuinely coveted.
SRare. Transformation is defining. Consumption or use produces permanent structural changes in the recipient.
SSNear-legendary. Changes hands through wars.
SSSThe pinnacle of crafting ambition.
โœฆ MythTransformation exceeds the object's immediate context โ€” affecting what the object never directly touched.
โš‘ LegendWorld-altering. The transformation changes something about the world itself. The System takes note.
Achievements & Perks
When a Crafter accomplishes a feat the System has never recorded, they earn an Achievement. The System assigns a Perk based on the nature of the feat โ€” a passive, permanent bonus tailored to what was accomplished. Perks stack and compound over a career, making veteran Crafters exponentially more capable than newcomers.
Thirteen elemental typings govern how skills, weapons, and monsters interact. Crafters embed elements into weapons and gear. Skills carry one or more elemental tags. Monsters have one or more natural types. Castes and Classes carry no elemental typing.
Select an element above to see its properties and relationships.
What is a Monster?
A monster is a creature that possesses both attributes and abilities. Both are required โ€” an entity with attributes but no abilities is simply a resilient animal, and an entity with abilities but no attributes is something the System does not formally classify. The combination is what makes a monster a monster.

Monsters are graded on the same scale as items and quests โ€” F through Legend. Grade reflects the monster's overall threat level, Essence yield on kill, and the quality of materials a Butcher or Tanner can extract from its remains. A monster's grade is not fixed; a creature that has held territory, accumulated Essence through meditation, and evolved over years may be graded significantly higher than it was at first encounter.
The two defining properties
Attributes
A monster's elemental identity. Attributes determine what the monster is โ€” its natural resistances, its elemental vulnerabilities, and how the System categorizes incoming damage against it. A monster can have multiple attributes simultaneously. Each attribute the monster carries interacts with the elemental type system independently: a Fire/Ground dual-attribute monster has Fire's weaknesses and Ground's weaknesses both, and Fire's strengths and Ground's strengths both.

Attributes do not determine what a monster can do. A Fire-attribute monster is not limited to fire-based abilities โ€” it simply has a Fire-type body.
Abilities
A monster's elemental toolkit. Abilities determine the damage type of the monster's attacks and skills โ€” what type of elemental force it inflicts on its targets. Abilities do not need to match the monster's attributes. A Fire-attribute monster can freely use Ice abilities. A Normal-attribute monster can use Death abilities.

This means a monster's offensive capability and its defensive profile are entirely separable. Reading a monster's attributes tells you how to hurt it. Watching a monster's abilities tells you what it's going to do to you. Both observations require different responses.
How damage stacks
When a monster attacks, two separate elemental calculations apply simultaneously โ€” one from the attacker's attributes, and one from the ability being used. Both are checked against the target's attributes. This means maximum bonus damage requires both factors to be advantageous.
Attacker attribute vs target attribute. The elemental type of the attacker's body is checked against the elemental type of the target's body. If the attacker's attribute is strong against the target's attribute, a damage bonus applies โ€” the same bonus as any elemental advantage in the type system.
Ability type vs target attribute. The elemental type of the ability being used is separately checked against the target's attributes. If the ability type is strong against the target's attribute, a second damage bonus applies, stacking with the first.
Double advantage. A Fire-attribute monster using a Fire ability against an Ice-type target receives both the Fire attribute bonus against Ice and the Fire ability bonus against Ice. The two stack, making elemental matchups significantly more punishing than they would be in a system where only one factor applied.
Mixed matchups. A Fire-attribute monster using an Ice ability against an Ice-type target still receives the Fire attribute bonus against Ice โ€” but the Ice ability against an Ice-type target produces no bonus (Ice is not strong against Ice) and may produce a resistance penalty instead. Ability choice matters even when the target is already weak to the attacker's body type.
Cross-attribute monsters
A monster with multiple attributes has all of their strengths and all of their weaknesses. A Fire/Ice dual-attribute monster is simultaneously strong against Ice (from Fire) and strong against Fire (from Ice) โ€” but also simultaneously weak to Water (from Fire) and weak to Electricity (from Ice). Multi-attribute monsters are harder to exploit with a single ability type and harder to predict as attackers, but they carry compounded vulnerability profiles that a knowledgeable Combatant can leverage.
Ability Conditions
Monster abilities follow the same output architecture as survivor skills โ€” the relevant stat establishes the base, conditions determine the ceiling, and Essence investment determines where the output lands within that range. The critical difference is authorship. Survivor skills carry conditions the survivor chose. Monster abilities carry conditions placed by biology and Essence control restraints โ€” not by the creature's choice, and not subject to the creature's negotiation.
Biological vs. chosen conditions
Monster โ€” biological restraints
A dragon does not decide to require a full-body charge before breathing fire. Its physiology demands it. The condition is imposed by what the creature is โ€” its body, its Essence pathways, its evolutionary history. The creature cannot add conditions, remove them, or evolve them through deliberate practice. They are fixed at the creature's nature.
Survivor โ€” chosen conditions
A survivor places conditions on themselves, evolves them through sustained practice, and locks them permanently through deliberate commitment. The conditions are an expression of who the survivor has chosen to become. They can be deepened, stacked, and refined. A survivor's condition architecture is never finished โ€” it is always in progress.
The scaling logic still holds
Biological conditions obey the same ceiling logic as chosen conditions. A monster whose ability requires severe physiological restraint โ€” a long charge, a rigid firing angle, a specific environmental requirement โ€” produces proportionally higher output when those restraints are satisfied. The most dangerous monsters are often those whose biological conditions are hardest to accidentally satisfy: they rarely fire, and when they do, the result is catastrophic.
Condition types in monsters. Monster conditions tend toward Positional (body must be oriented), State (internal physiological threshold), and Temporal (charge time, cooldown enforced by biology) โ€” the types that map naturally to physical and Essence-pathway restraints. Verbal and Relational conditions are rare but not impossible in more intelligent creatures.
Growth without evolution. Monsters grow stronger primarily through their Attributes โ€” size, age, Essence density accumulated through territory and meditation. A monster that has held the same territory for years has meditated on it instinctively, producing a denser Essence pool. But the conditional architecture of its abilities does not change the way a survivor's skill does. An older dragon breathes hotter fire. It does not breathe differently.
The fixed vs. evolved distinction. This is the fundamental difference between a monster and a survivor at the mechanical level. A monster's abilities are what they are. A survivor's skills are what the survivor makes them. Survivors who understand this distinction โ€” who study monster abilities as a form of applied conditions theory โ€” gain tactical insight that pure combat power cannot replace.
Reading a monster's ability conditions
Because monster conditions are biological, they are often observable before the ability fires. A physical charge is visible. An environmental requirement can be denied. A State condition โ€” the creature's internal threshold โ€” can sometimes be forced early by pressuring the creature into a state it is not ready for, causing the ability to misfire or underperform.

Combatants who specialize in monster behavior treat ability conditions as a tactical map. Denying conditions is as effective as increasing defense. Forcing early activation is as effective as an attack. The conditions the System imposed on a monster are the same conditions a prepared Combatant can weaponize against it.
The 13 Creator Entities
At the Apocalypse, thirteen extranormal entities introduced monsters to the world โ€” each tied to one of the thirteen elemental types, each seeding their element with creatures built to embody it. The entities did not remain to manage what they created. Monsters breed, migrate, evolve, and accumulate Essence independently. The entities are distant presences now, not active commanders.

The names below are the System's best translations of each entity's actual designation โ€” approximations in human language of something that may not have a human-language equivalent. Preachers who work with these entities report that the translations range from accurate to baffling to what appears to be an intentional joke on the System's part.
Select an entity above to see their entry.
Animals
The Apocalypse did not only introduce monsters โ€” it also reshaped the animal world. The System draws a fundamental distinction between two categories of creature: eusocial species and non-eusocial species.

Eusocial species โ€” those that organize into cooperative societies with division of labor, including humans โ€” follow the human System framework. They receive castes, classes, and skills. Their progression is social and institutional.

Non-eusocial animals follow an independent System. They gain levels by killing, unlock reward skills as they advance, and evolve into more powerful forms over time. An animal that has killed enough, eaten enough, and survived long enough does not receive a class โ€” it becomes something the System grades higher. Some animals that have evolved extensively under this framework blur the line with true monsters, though they lack the formal attribute/ability structure that defines one.
System-evolved and resurrected creatures
The Apocalypse also restored or evolved creatures from Earth's history. Dinosaurs, megafauna, and creatures from earlier geological periods have re-entered the world โ€” some recognizable, some not. These creatures follow the non-eusocial animal System: levels, reward skills, evolution through kills. A prehistoric predator that has been active since the Apocalypse is not the same animal that went extinct. It has been upgrading itself for years.

The distinction between a high-grade evolved animal and a true monster remains meaningful to the System even when it is difficult to observe in the field.
Race change
A human or animal that forms a sufficiently strong bond with one of the thirteen extranormal entities โ€” or with another entity the System recognizes as having creator status โ€” can undergo a race change. The process is complete and irreversible.

The individual loses their previous caste and class entirely. Whatever skills they held, whatever Oathbonds they maintained, whatever contracts they were party to โ€” all of it is dissolved at the moment of transformation. What emerges is a monster. It carries the entity's elemental attributes, begins developing abilities appropriate to its new nature, and is graded by the System accordingly.

What, if anything, of the previous person persists inside the resulting monster is a question that Researchers have not been able to answer definitively. Preachers who have observed the process firsthand tend to give answers that differ significantly from each other.
Inventory
Inventory is the System's record of what a survivor holds, owns, and has registered. These are three distinct states that do not always overlap. A survivor may physically hold something they do not own. They may own something they are not holding. They may have something registered without dispute โ€” or with competing claims on both sides. The System tracks all three simultaneously and treats discrepancies as data, not errors to be resolved automatically.
Item Categories
Tokens
Access credentials, favor markers, and single-function passes. A Token is issued by a person or faction and grants the holder a specific, defined access or privilege โ€” entry to a location, bypass of a procedure, recognition of a standing relationship. Tokens expire or revoke at the issuer's discretion unless the Token's own terms specify otherwise. System-recognized but not condition-eligible: a Token cannot serve as the material basis for a skill condition.
Contracts
A held contract is an inventory item with its own terms and obligations. The contract governs what the survivor owes and what they are owed โ€” and the System enforces its supernatural clauses regardless of whether either party is physically holding the document. See Quests & Contracts for full mechanics.
Equipment
Weapons, armor, and tools. The material condition engine of the skill system. Equipment is grade-bearing โ€” the System assigns and tracks its current grade in real time โ€” and grade-conditioned skills will suspend if required Equipment falls below threshold.

The critical property of Equipment: a survivor must physically hold qualifying Equipment to access the skill lines it unlocks. Not merely to activate those skills โ€” to build them. Equipment opens skill corridors that remain closed without it. A sword is not just a weapon. It is a prerequisite.
Subject to degradation. Equipment grade declines with use. See the Degradation tab.
Bankable. Equipment can be held in a Banking institution. Items in storage do not degrade but cannot activate skill conditions while off-person. Tier 2 storage preserves skill corridor access; Tier 3 enables remote retrieval on terms set by the Bank's agreement and capabilities.
Consumables
Food, reagents, and medicinals. Single-use. Grade determines the magnitude of effect on consumption. At S grade and above, consumption produces permanent Essence structure changes โ€” boons that persist in the survivor's body regardless of what happens to the item afterward. Consumables cannot meet condition checks while Banked; they must be physically present and consumed to produce their effect.
Materials
Raw inputs for Crafter pipelines. Materials are trackable but not storable โ€” the System maintains a ledger entry for registered materials, but they cannot be held in a Banking institution's remote-access tiers. They exist somewhere physical. The ledger records where. Carrying materials is also a form of passive prerequisite accumulation: a survivor who has transported a rare alloy for months may have developed Smith prerequisites without intending to. See the Materials tab for full mechanics.
Documents
Blueprints, records, and intelligence. Documents are not System-bound โ€” they can be copied, memorized, and stolen without authentication. A document's provenance can be established by a Researcher; without that, its content may be credible but its origin is not. The Inventor's workbench is a form of document inventory: a record of research directions taken, not a committed skill. Who owns a document produced under institutional employment depends entirely on what the Crafter agreed to before they started.
Banked Items
Items held off-person in a System-registered Banking institution. The item remains the depositor's registered property while Banked. The terms of storage โ€” tier, access, cost, and remote delivery capability โ€” are governed by the deposit agreement. See the Banking section for full mechanics.
System Registration
The System registers items the same way it registers prerequisite events: through observation and confirmation. It does not take a survivor's word for ownership. It watches what is happening โ€” the transaction, the possession, the circumstances โ€” and draws its own conclusion. Documentation and legal instruments help clarify the picture. Physical control provides evidence. Neither guarantees registration if the System's picture of the situation remains incomplete.
Two paths to registration
Documentation
A Researcher establishes provenance. A Lawyer drafts ownership language with clear conditions. A contract of sale both parties execute under System observation. This path produces the cleanest registration โ€” the System has a complete picture and records accordingly. The resulting ledger entry is unambiguous and difficult to contest. Provenance-documented materials command a price premium over equivalent stock with gaps in the chain.
Force Dominance
Direct physical control over the item or its location. The System sees possession. This is ownership evidence, but weaker than documentation โ€” it establishes that the survivor has the item more clearly than it establishes that the item is theirs. Contested against documentation, force dominance usually loses. Uncontested over time, it accumulates toward registration the way prolonged experience accumulates toward a prerequisite: the System decides when it has seen enough.
The limbo state
When the System cannot resolve a claim โ€” competing documentation, insufficient evidence on either side, circumstances it cannot fully observe โ€” it stays quiet. No registration. The item or material exists physically and is located somewhere, but has no System-recognized owner. Neither party's claim is confirmed or denied.
Limbo is stable. The System does not force resolution. A contested item can remain unregistered indefinitely. Documentation that clears the picture will prompt registration; without it, the limbo persists regardless of how long the dispute runs.
Deliberate limbo as strategy. Keeping an item unregistered โ€” intentionally maintaining ambiguity about ownership โ€” is a viable tactic. Unregistered items cannot be seized through legal instruments, cannot be named in a lien, and do not appear in ledger searches. The tradeoff: they also cannot serve as collateral, cannot meet certain condition checks, and are secured physically rather than legally.
Limbo items cannot be Banked at Tier 2 or above. A Banking institution requires a clean registration record before extending System-linked storage. Tier 1 physical vault deposit does not require registration but provides none of the System's tracking or access benefits.
Binding
Binding is the System's recognition of ownership at the individual level โ€” distinct from ledger registration, distinct from physical possession. A bound item appears on the survivor's System interface as definitively theirs. The System treats it as theirs for condition purposes, prerequisite purposes, and legal record. A registered but unbound item may be tracked and documented; it is not anchored to the survivor in the same way, and the System does not extend the same protections to it.
How binding is acquired
Registration Event
The cleanest path. A System-observable transaction โ€” a sale under Researcher witness, a gift executed under contract, a commissioned delivery โ€” lets the System see the exchange and confirm the transfer. Binding reconstitutes on the new owner at the moment the System confirms. No gap in coverage between the transfer and the recognition.
Prolonged Possession
The slower path, parallel to prerequisite accumulation. A survivor who exclusively holds and uses an item long enough โ€” without any competing claim the System can observe โ€” may find it quietly binds to them without any formal transaction. This is how the majority of early post-Apocalypse ownership was established: people picked things up in the chaos and eventually the System agreed they owned them.
What binding does
A bound item is the most stable form of inventory. The System recognizes it as the survivor's regardless of where the item physically is โ€” at their side, in a vault, or in someone else's hands.
Skill corridor access. Bound Equipment is recognized as held by the System even when physically separated โ€” in Tier 2 storage or above โ€” preserving the survivor's access to skill lines that require it, while the item is safe and not degrading.
Condition stability under theft. A bound item stolen from the survivor suspends linked skills rather than immediately cascading them. The System still recognizes the survivor's ownership. Recovery within a window restores the skill without cascade. Permanent destruction of a bound item triggers cascade โ€” the condition can never be met again, and the slot is lost.
Theft creates a ledger discrepancy. The registered owner and the physical location holder are different parties. This discrepancy is System-visible to whoever has ledger access โ€” it exists the moment the theft occurs, and it is evidence even if it is not enforcement.
Unbound items are fragile. An unbound item can still meet a material condition if the survivor is physically holding it. But the condition collapses the moment the item leaves their hands. No suspension window, no discrepancy flag, no ownership record to pursue recovery with.
Binding transfer and death
Binding does not move automatically. A voluntary, System-recognized transaction dissolves the binding from the current owner and reconstitutes it on the new one. Theft does not move the binding โ€” the item changes hands physically; the System record does not update.
Death dissolves binding. There is no longer an owner for the binding to anchor to. The item becomes unbound, System registration goes quiet, and whoever takes it next begins the accumulation clock. Unless a conditional release contract was in place โ€” in which case the binding reconstitutes on the named inheritor the moment the System confirms the death. Estate planning is contract law.
Skill corridors โ€” the material condition prerequisite
You need the item to get the skill
Material condition skills are not built and then locked behind an item requirement. They are inaccessible until the survivor holds the qualifying item. The item is a prerequisite for the skill, not merely a condition for its activation. Equipment opens skill corridors. Without it, the corridor does not exist for that survivor โ€” regardless of their other prerequisites, their tier, or their class.
Item acquisition is character architecture. A rare piece of Equipment does not simply make a survivor more effective. It opens a room they could not previously enter. Finding a high-grade weapon of a specific type may unlock skill lines that were categorically unavailable before โ€” not as a reward, but as a door.
Losing a bound item after enfixing suspends, not cascades. The System still recognizes the survivor's ownership. Recovery of the item restores the skill cleanly. Permanent destruction of the bound item triggers cascade โ€” the condition can never be met again, and the slot is freed by loss rather than choice.
Controlling item access is controlling skill access. A Ruler, faction, or institution that restricts access to specific rare Equipment is quietly restricting which skill corridors their population can develop โ€” without touching the skill system directly. The item restriction is the skill restriction.
Tier 2 banking preserves corridor access. An item held in Tier 2 storage is System-listed as the depositor's. The binding is recognized. The survivor can continue building toward skills in that corridor while the item is safe and not degrading. Activation of those skills still requires physical retrieval.
Degradation
Equipment grade declines with use. The System tracks the current grade of every registered item in real time, using the same observation mechanism it applies to skill conditions. When an item's grade drops below the threshold required by a linked skill condition, that skill suspends โ€” not cascades. The slot is intact. The prerequisite chain is intact. The skill waits. Repair restores it. The distinction between suspension and cascade is the difference between a recoverable situation and a lost slot.
What affects degradation rate
Material. Common metals and standard materials degrade faster than monster-derived alloys or formations. Rare post-Apocalypse materials sourced from high-grade creatures resist degradation more effectively and may be immune to specific environmental conditions that accelerate ordinary stock's decline.
Use intensity. The System tracks cumulative stress on an item, not calendar time. A weapon used in twenty combats a week degrades faster than one used occasionally. A tool operated continuously under high load declines faster than one used for light tasks.
Elemental exposure. Items operating in environments elementally hostile to their material degrade at an accelerated rate the System tracks and records. A fire-adjacent material sustained in cold-element conditions, or an ice-affinity enchantment in volcanic terrain, will decline faster than the same item in neutral conditions.
Enchantment. An Enchanter's work can slow degradation as a secondary effect of elemental stabilization โ€” independent of whatever elemental property was added as the primary enchantment. A well-enchanted item holds grade longer than equivalent unenchanted stock under the same conditions and use patterns.
Maintenance contracts
A Smith or Enchanter under a registered maintenance contract holds a System-enforceable obligation to keep the client's Equipment at or above a specified grade for the duration of the agreement. Failure to maintain triggers the contract's supernatural clause โ€” whatever the parties agreed to. This makes the Crafter not just a manufacturer but a skill reliability guarantor.

A Combatant whose grade-conditioned skills depend on maintained Equipment is functionally dependent on their Smith or Enchanter relationship the way they are dependent on their skill tree. Severing that relationship mid-campaign โ€” or destroying the maintenance contract through any means โ€” suspends the skills without touching them directly. Interdicting supply is prerequisite destruction by attrition.
Skill-borrowing agreements inherit this vulnerability. A Banker who holds a skill-borrowing clause against a survivor has a secondary interest in that survivor's Equipment maintenance. If the loaned skill has a material condition and the condition item degrades below threshold, the borrowed skill suspends โ€” the Banker's asset goes offline. Sophisticated skill-borrowing agreements include an explicit maintenance obligation on the debtor for the duration of the loan. See Banking โ€” Skill-Borrowing.
Banking and degradation
Items in Banking storage do not degrade. They are not being used; the System's degradation tracking requires active stress, and storage produces none. This creates a genuine strategic incentive for survivors with grade-conditioned skills: bank high-grade Equipment when not actively needed, retrieve it when the condition matters. A survivor who rotates gear through Tier 3 storage extends its effective lifespan significantly โ€” and avoids the maintenance contract dependency entirely during inactive periods.
Materials
Materials โ€” raw inputs for Crafter pipelines โ€” are trackable but not storable. The System maintains a ledger entry for registered materials covering grade, quantity, last verified location, and registered ownership chain. The materials themselves exist somewhere physical. The ledger records where. They cannot be held in a Banking institution's remote-access tiers and cannot be called to hand. They must be physically retrieved.
What the ledger records
Grade. System-assigned at registration, updated if the material's properties change โ€” some materials shift grade through aging, elemental exposure, or proximity to high-grade creatures over time.
Quantity. The registered amount at time of record. Partial sales, consumption, and loss create discrepancies the System notes but does not automatically resolve โ€” the ledger reflects the last confirmed quantity, not a live count.
Last verified location. Where the System last confirmed the material's physical presence. Not necessarily where it is now โ€” location data is only as current as the System's last observation of that specific material in that specific place.
Ownership chain. A record of registered transfers. Provenance. A material that has passed through documented hands at every point commands a premium over equivalent stock with gaps in its chain. A Researcher who can verify a clean chain is providing a service with direct price implications.
Collateral and liens
A survivor can secure a loan against registered material holdings without physically moving the materials. The lender takes a System-registered lien on the ledger entry. The materials stay where they are. If the loan is not repaid, the lien converts to an ownership transfer on the ledger โ€” but physically retrieving those materials from wherever they are sitting is a separate, mundane problem the System records but does not solve.
Location versus ownership
Theft creates a visible discrepancy: the ledger shows one party as owner; the location data shows the material somewhere else. The System records both states simultaneously and does not resolve the contradiction on its own.
The discrepancy is intelligence. A Ruler with ledger access to their territory can see every registered material theft as it happens โ€” the ownership record and location data diverge the moment the theft occurs. What the Ruler does with that information is their own affair. The System provides the data; enforcement is a mundane problem.
Unregistered materials are invisible. Materials never formally documented have no ledger entry. The System may observe them in the world, but has nothing to update when they move. This is the foundation of the shadow material economy: unregistered stock moves without creating records, cannot be seized through legal instruments, and sits entirely outside the taxation and census infrastructure that Rulers build on tracking data. The cost is the loss of all legal protections and collateral utility that registration provides.
Banking
Banks exist primarily to exchange Essence for mundane currency and mundane currency for Essence. This is their universal function โ€” the one that makes them relevant to every survivor at every class and grade. A Combatant converting combat Essence into food money and a Ruler managing territorial resource liabilities are using the same core service. The sophistication of the agreement scales; the underlying exchange does not.

Everything else Banks offer โ€” storage, lending, skill-borrowing, conditional release โ€” is value-added infrastructure built on top of that exchange function. Exchange rates are set by the institution. There is no universal rate.
Ward Essence Bank โ€” a separate system
The Ward Essence Bank is a separate System-managed mechanism for survivors under sixteen who have not yet class-promoted. It is not a commercial institution. Mentors consent to its use on the Ward's behalf, and the System applies strict supernatural clause restrictions to any banking a Ward enters. Commercial Banks and the Ward Essence Bank share a name in common usage and nothing else mechanically.
What Banks offer
Core โ€” Essence Exchange
Convert Essence to currency and currency to Essence at the institution's current rate. Rates are set by the Bank. There is no universal rate, and rates shift with institutional conditions.
Value-Added โ€” Storage
Four tiers from physical vault to conditional remote delivery. Not all Banks offer all tiers. A Bank's tier ceiling reflects what capabilities it has developed or contracted for.
Value-Added โ€” Lending
A Bank holding an Essence reservoir can lend against it. Debt is Essence-denominated. Repayment comes from future generation. Rates are set by the Bank at the time of repayment.
Value-Added โ€” Skill-Borrowing
Overdraft agreements can include clauses giving the Bank access to the debtor's skills for the duration of the debt. The most economically powerful and legally contested form of collateral in the System.
Essence Accounts โ€” Holding Agreements
A survivor's body has a natural Essence ceiling โ€” it generates continuously but can only hold so much before overflow is lost. An Essence-holding agreement with a Bank redirects that overflow into a System-registered account rather than losing it.
The Bank as working capital
Deposited Essence is not held passively. The Bank uses the pooled reservoir for its own institutional operations โ€” maintaining remote delivery systems, powering the skills that underpin Tier 3 and Tier 4 storage, servicing other clients' withdrawal and transfer requests. A depositor's Essence is working. The Bank has an existential interest in keeping depositors alive and generating.
Essence as salary denomination. Employment contracts can be Essence-denominated. Compensation routes directly into the employee's Essence account rather than being paid in currency. A Ruler employing a large workforce under Essence-denominated contracts draws on a continuous income stream that scales with workforce grade and generation rate.
Exchange is always available. Essence held in a Bank account can be converted to mundane currency at the institution's current rate, and vice versa. This convertibility is what makes Essence-denominated debt and Essence-denominated salary both practical.
Essence Lending
A Bank holding an Essence reservoir can lend against it. A survivor who needs a large Essence outlay โ€” a skill activation beyond their current reserves, a Defiance push, a Crafter commission requiring Essence-intensive bonding โ€” can borrow from the Bank and repay from future generation.
Debt is Essence-denominated. Repayment can be made in Essence directly or in currency exchanged at current Bank rates. The Bank sets those rates. A survivor who borrowed Essence when rates were favorable and is repaying when rates have shifted is paying more than they borrowed in equivalent terms. This is not an unusual situation.
The debt spiral. Overdraft into a skill-borrowing agreement creates the conditions for a self-sustaining spiral: the Banker uses the loaned skill aggressively, which drains the debtor's Essence faster than they generate, which extends the debt term, which means more extraction. The debtor cannot repay because the Banker's use is consuming the resource repayment requires. The spiral is stable from the Banker's perspective. For the debtor it is not.
Storage Tiers
Not all Banks offer all tiers. A Bank's tier ceiling is determined by what capabilities it has developed or contracted for โ€” there is no universal standard. Smaller local institutions typically cap at Tier 2. Large well-capitalized Banks with their own skill portfolios may offer Tier 3 or Tier 4.
Tier 1 โ€” Physical Retrieval Only
The item is deposited in a physical vault. Secure and insured under the deposit agreement. The depositor retrieves it in person at any branch covered by the contract terms. No Essence drain. Standard storage cost in currency or Essence. Does not require a clean registration record โ€” a Tier 1 vault accepts unregistered items, but provides none of the System's tracking or access benefits for them.
Tier 2 โ€” System-Listed
The item is registered to the depositor on their System interface even while Banked. The System recognizes the binding as active. The depositor can continue building toward skill corridors that require the item โ€” the item counts as held for prerequisite accumulation โ€” but cannot activate those skills until the item is physically retrieved. Items in Tier 2 storage do not degrade. Low ongoing Essence drain.
Tier 3 โ€” Remote Delivery
The Bank delivers the item to the depositor without requiring a physical vault visit. Requires the Bank to have developed or contracted a delivery mechanism โ€” a Banker with a teleportation skill, an agreement with a gate operator, an institutional runner network with guaranteed speed. The mechanism is the Bank's proprietary capability, and it costs the Bank significant Essence to activate per delivery. That cost is passed to the depositor through fees and ongoing Essence drain. Range and conditions are defined by the deposit agreement. Not all Tier 3 Banks have the same delivery range or reliability.
Tier 4 โ€” Conditional Release
The item transmits automatically when a System-verified condition is met, without the depositor initiating the request. "If my Essence drops below X, release the healing consumable." "If I die, transmit this document to the named party." Requires Tier 4 contract formality โ€” a Lawyer as named party โ€” given the complexity and long-term consequence of conditional release terms. Rare, expensive, and legally the most contested tier.
Ledger Visibility
A depositor's inventory ledger โ€” their Essence account balance, item registrations, material tracking entries โ€” is visible to three parties: the depositor themselves, their contracted Staffer, and any Staffers in that Staffer's network whom the contracted Staffer shares with.

The Staffer's discretion over sharing is itself governed by whatever supernatural clauses exist in their contract with the depositor. A confidentiality clause with System enforcement holds. Without one, the depositor is trusting the Staffer's professional ethics and reputational incentives.
Staffer selection is consequential
Hiring a Staffer is not hiring a bookkeeper
It is choosing whose intelligence network has visibility into every asset the depositor owns, where their materials are, and how much Essence they are holding. A Staffer who moves between employers carries institutional knowledge the System does not scrub unless a contract clause required it โ€” which requires supernatural enforcement language to actually hold.
Staffer databases and Banker servers
A Staffer can manage individual client ledgers independently. Shared databases โ€” pooled inventories, collaborative workbenches, institutional records accessible across multiple parties โ€” require Banker server infrastructure to host. The Banker provides the substrate; the Staffer provides the management layer.
Structural leverage. A Staffer without a Banker relationship can maintain individual ledgers. They cannot run shared databases. This gives Bankers structural leverage over the Staffer class that does not require them to manage any data directly.
Shared workbenches. A Staffer-managed, Banker-hosted shared workbench is a collaborative research database: multiple Inventors or Researchers contributing findings to a pooled record, with access controls defined by the institution and governed by whatever agreements the contributors signed before they started.
IP without clear clauses is a dispute waiting for a Lawyer. Who owns research produced in a shared workbench depends entirely on the agreements contributors signed. A shared workbench without clear IP clauses is a dispute waiting for a Lawyer.
Skill-Borrowing Clauses
A skill-borrowing clause in an overdraft agreement gives the Bank access to the debtor's skill โ€” not their labor, but the skill itself โ€” at the debtor's stats level, for as long as the debt remains unpaid.
The mechanism
The skill does not leave the debtor's tree. It stays in their slot. The Banker gains the skill at the debtor's stats level: the output ceiling is determined by the debtor's stats, the Essence that powers it comes from the debtor's body, and the Banker directs where that output goes. The debtor experiences the Essence drain. The Banker directs the result.
Physical limits. The clause allows use "as long as they can" โ€” until the debtor's Essence is exhausted or their body cannot continue. Recovery periods are a System floor regardless of what the contract says. A clause that would allow the Banker to work the debtor to death hits the slavery threshold on lethality grounds even if it cleared the consent threshold.
Output without caste framework. When a Banker accesses a Combatant's skill through a borrowing clause, they receive the skill's output but do not temporarily become a Combatant. No combat prerequisites are earned. No caste identity is borrowed. The Banker receives a result, not the architecture that produced it.
Defiance cannot be compelled. A skill-borrowing clause cannot force the debtor to Defy โ€” to push past the skill's ceiling at damage to their own body. The Banker can direct the skill's registered output. They cannot compel the debtor to produce output beyond it at personal cost. A Lawyer who wrote a clause permitting compelled Defiance lost their contract-creation skill.
Material condition inheritance. If the loaned skill has a material condition, the Banker can only use it when that condition is met. Sophisticated skill-borrowing agreements include an explicit maintenance obligation: the debtor must keep their condition items at or above a specified grade for the duration of the loan. A debtor simultaneously in skill-loan and behind on their maintenance contract is in compounding trouble.
Sub-lending is not covered. The original clause creates access between the Banker and the debtor's specific skill. The Banker cannot loan that access to a third party without explicit terms in the original agreement. A survivor who signed an agreement with sub-lending provisions โ€” usually without reading them carefully โ€” has consented to their skill being marketed to parties they never agreed to serve.