RHUNA STORY ATELIER

Rhuna: The System

State

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

In this section

State Tokens Copy link

State Tokens track a Hero’s evolving condition, reputation, positioning, and narrative standing outside of the bag. They are not drawn, but instead shift through play based on outcomes, choices, and momentum. These include Mental States (Confidence, Uncertainty, Comfort, Discomfort), Social States (Liked, Neutral, Disliked), Positional States (Dominant, Advantage, Neutral, Pressured, Overwhelmed), and special Narrative States such as Intersect. Together, these tokens shape how the world responds to the Hero, influencing perception, risk, opportunity, and the flow of each scene without altering the contents of the bag itself.

COMFORT TOKEN Copy link

Comfort and Discomfort represent how a Hero's Nature responds to their present circumstances.

Each Hero defines Comforts and Aversions within their Nature. When the circumstances of play meaningfully invoke one of these, place the Comfort / Discomfort token on the appropriate side.

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COMFORT

A Hero becomes COMFORTED when their surroundings, activities, relationships, or experiences meaningfully fulfill one of the Comforts chosen within their Nature.

While COMFORTED, whenever Minor Time passes, the Hero may remove 1 Fatigue.

Comfort represents the Hero finding restoration through the things that genuinely sustain them.

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DISCOMFORT

A Hero becomes DISCOMFORTED when their circumstances meaningfully expose them to one of the Aversions chosen within their Nature.

While DISCOMFORTED, whenever Minor Time passes, the Hero gains 1 Fatigue.

Discomfort represents persistent strain rather than immediate harm. The longer the Hero remains within circumstances opposed to their Nature, the more taxing those circumstances become.

COOPERATIVE TOKENS Copy link

Cooperative Tokens represent how Heroes act together in a scene—through shared effort or precise timing. These mechanics allow players to support one another, combine actions, and amplify outcomes beyond what a single Hero could achieve. They reward coordination, positioning, and intentional teamwork.

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INTERSECT

Represents a moment where multiple forces, paths, or outcomes converge.

While INTERSECT is declared, another Hero may join the same Check before the draw, if one hero succeeds, all Intersected Heroes receive Wear, instead of Impact (if they would fail).

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UNITY

Represents shared effort, coordination, and group momentum.

UNITY is a shared pool for the group and may be spent before a Check to support another Hero. Unified Heroes draw 2 tokens from their Impact & Wear bag and keep 1 result.

MENTAL TOKENS Copy link

Mental State Tokens represent a Hero’s internal momentum—their shifting confidence, doubt, and psychological stability as they face the world. These tokens are not placed in the bag, but are tracked externally, evolving through repeated outcomes and the flow of play. Confidence reflects growing assurance and control, while Uncertainty represents hesitation and instability. Together, they create a dynamic feedback loop where success builds strength and failure introduces doubt, directly influencing future Performances and reinforcing the emotional arc of the Hero’s journey.

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CONFIDENCE

[FRONT]

CONFIDENCE

Gain after Success by a margin of at least 4 Power during Breakthrough on Committed.

On a would-be Failure: remove Confidence, and take the new result.

Confidence persists until broken.

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UNCERTAINTY [BACK]

UNCERTAINTY

Gain during Breakthrough when final Power is at least 4 below Difficulty.

On a would-be Success: remove Uncertainty, and take the new result.

Uncertainty persists until broken.

SOCIAL TOKENS Copy link

These tokens represent a Hero’s current social standing with individuals, groups, or factions. They are not part of the bag, but instead track how others perceive and respond to the Hero over time. Social interactions, choices, and outcomes will shift this state, influencing how easily a Hero can persuade, cooperate, or avoid conflict.

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LIKED

[FRONT]

LIKED

This records a favorable disposition. Agree its fictional relevance before a Social Exchange; it grants no automatic numeric modifier.

You are viewed favorably and given the benefit of the doubt.

Others are more willing to trust, assist, or listen to you.

NEUTRAL

(No Token)

You are neither trusted nor distrusted.

Interactions proceed without bias or advantage.

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DISLIKED [BACK]

DISLIKED

This records an unfavorable disposition. Agree its fictional relevance before a Social Exchange; it grants no automatic numeric modifier.

You are viewed with suspicion or negativity.

Others are less cooperative and more resistant to your influence.

POSITIONAL TOKENS Copy link

Position tracks control in Physical Conflict. Read each side’s resulting Position after the Clash for Fatigue or Wounds. Short Social Conflict resolves through its own Opening and Press Further procedure without a Position track.

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DOMINANT

[FRONT]

DOMINANT

You control the conflict and press the advantage. In combat, apply the consequence from your resulting Position after the Clash and Shield protection. Short Social Conflict uses Opening and Press Further, without a Position consequence tier.

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ADVANTAGE [FRONT]

ADVANTAGE

You hold a favorable position with room to act. In combat, apply the consequence from your resulting Position after the Clash and Shield protection. Short Social Conflict uses Opening and Press Further, without a Position consequence tier.

NEUTRAL [NO TOKEN]

The conflict is balanced with no clear edge.

In combat, apply the consequence from your resulting Position after the Clash and Shield protection. Short Social Conflict uses Opening and Press Further, without a Position consequence tier.

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PRESSURED [BACK of ADVANTAGE]

PRESSURED

You are on the back foot and reacting to threats.

In combat, apply the consequence from your resulting Position after the Clash and Shield protection. Short Social Conflict uses Opening and Press Further, without a Position consequence tier.

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OVERWHELMED [BACK of DOMINANT]

OVERWHELMED

You are losing control and struggling to respond. In combat, apply the consequence from your resulting Position after the Clash and Shield protection. Short Social Conflict uses Opening and Press Further, without a Position consequence tier.

During Breakthrough, gain Confidence when the final Performance is at least 4 Power above the Difficulty. Gain Uncertainty when it is at least 4 Power below the Difficulty. These are margins against Difficulty, not a requirement to draw a 4-value token.