You are already playing. Turning up, talking, redeeming, subscribing — all of it counts against the thing in the dark. Here is what happens to it.
Being here earns experience and movement on its own. Chatting, redeeming and catching the word of the day earn more.
Experience feeds six traits. Your sheet ends up describing how you actually watch — not how long you have ground.
Between streams the board opens. Walk it, fight what is out there, take its things, come home to mend.
Nobody is competing with you. Every point anyone earns comes off the same enemy — the Weaver — and the whole party is fighting one thing.
The board is shut. That is the whole point — you cannot be asked to choose between the map and the stream.
!look !move !attackThe board opens. Your own time, your own pace, no timer.
!attack
happens in the stream and everyone watching sees it, so that door stays
open. Staring at a map does not, so that one shuts. Nothing expires
either way — miss a fortnight and it is all still waiting.
Each has its own bar and its own level. They rise from different things, so a tall Perception next to a flat Strength is not a failure — it is a picture of somebody who turns up and does not spend money.
| Trait | Rises from | Also decides |
|---|---|---|
| PerceptionPER | The word of the day, channel-point redemptions, jump scares, and arriving in the first hour. | How far you see, and how often something gets the drop on you. |
| ConstitutionCON | Staying. The stream is cut into half-hour buckets and you earn the ones you did something in — three hours of credit takes three hours of being about. | Your health, and how hard you are to hit. |
| CharismaCHA | Talking in chat, following, linking an account, raiding in. Chat decays hard on purpose — two hundred messages must not out-earn paying attention. | Checks out on the moor that turn on nerve. |
| StrengthSTR | Subs, resubs, gifted subs and bits. Never required — money buys a good night, not a better character. | What you hit for. |
| DexterityDEXNot yet | Clips — paid when a clip becomes a Short and people actually watch it. That pipeline is not built, so nothing feeds Dexterity yet. | Your swing, slipping past things, and how far you walk per stream. |
| IntelligenceINTNot yet | YouTube comments and Discord voting. Neither is wired up, so nothing feeds Intelligence yet. | Reading what is written on the deep places. |
Add the six levels together and that is your Season Rank. Traits cap at 10, so rank caps at 60.
Your calling gives you the one big thing you can do in a fight. It costs breath, which you get back by bracing — so the question is never "is it ready", it is "is it worth it now". No calling earns faster than another; everything on the board is reachable by all six.

Fire takes all of them. 3d6 to every foe, no roll to hit.

A swing that does not miss. 3d6 to one foe.

3d6, doubled against anything already below half.

Close your wounds. Heal half your health and brace.

A foe does not act again for two rounds.

Every foe takes -6 to hit for four rounds.
Turn-based, dice on the table, and every foe tells you what it means to do next before you choose. Reading that is most of the skill.
| Action | What it does | |
|---|---|---|
| Strike | 2d6. Costs nothing. The default. | |
| Quick | +3 to hit, 1d6. Free. For finishing something nearly down. | |
| Heavy | −3 to hit, 3d6, and it goes through a guard. Costs breath. | |
| Sweep | −2 to hit, 1d6 to everything standing. Costs breath. | |
| Brace | Guard, heal, and take breath back. Worth more than it looks. | |
| Ability | Your calling's one big move. Costs breath. | |
| Flee | A roll, not an exit. Fail and you lose the turn. |
A dark map you uncover a square at a time. What you have explored stays yours; what lives on it reshuffles every week. Roads are the safe way — about a twentieth of the danger of open ground.
Movement is earned by the channel going live, not by you watching — the longer the stream, the further everybody walks. Your share scales with how much of it you were around for, and turning up late still banks something.
It holds about a fortnight's worth and then sits full. Nothing expires. You can always walk — past your banked movement you are force-marching, which works but costs nerve.
Being far from a town drains Sanity, and so does force-marching. Frayed, you miss more, you see less of what is out there, and you start seeing things that are not.
Cheap on progress, expensive on things. You keep every trait level you earned — losing real-world engagement to a bad die roll is the one consequence that would make anyone quit.
Turning up to a stream also banks a point of Grit, capped at five. Spend it to roll a die twice and keep the better — on a swing, on a creep, or to retry a landmark you just failed. Attendance is the only source.
Link your Twitch, pick a name and a calling, and spread six points across the traits — no more than two into any one, so at least three of them get touched. Your calling adds one more on top. Your first experience lands the next time you turn up.
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