When Things Go Wrong
Failure is not the GM punishing you. Failure is the generator — the engine that turns a botched binding into a grudge, a twisted working into a cursed coin, a bad night into a campaign. It always costs something, and it always reveals something. This chapter is how to read your failures, and how to survive them.
The ladder's teeth
- Clean failure (fail by 1–4) costs materials and time and teaches you about the working: the hour was wrong, the link was false. Adjust the correspondence, try the next hour, abandon the idea. A clean failure is a message from the cosmos about the working itself.
- Backlash (fail by 5–9) costs body and kit: a burn, a cracked vessel, a wound, usually 1 miasma. It is the physical layer — the reminder that magick is a two-way street.
- Twisted result (fail by 10+) is the interesting one: the working works, but wrong. The blessing inverts, the ward marks you, the daimon takes a different price. A twisted result reveals what the working actually wanted — and it is the seed of every curse.
- Natural 1 is a spiritual consequence: a god's displeasure, a daimon's grudge, an omen that follows you. A power has taken note. The game has begun, whether you wanted it to or not.
- Natural 20 is the gift — quality up, a charge unspent, a daimon impressed. The system rewards audacity as hard as it punishes carelessness.
Curses
A curse is a twisted result given permanence — a working that went wrong and stayed wrong. Curses are made, not cast; every cursed object was once a sincere attempt at something else. They come in four shapes:
- Inverted — the opposite of intent: the ward that attracts, the blessing that sickens.
- Priced — it works, but each use takes a toll: blood, memory, years.
- Marking — it leaves its sign on you: a brand only spirits see, a smell the dead follow.
- Bound — a daimon's grudge baked into the object. It works — until the day it was made to not work.
A cursed work reveals itself by behavior: a true name whispered at the wrong hour, a warmth that should not be there, a charge that never empties. Suspicion accumulates; priests and divination can name the curse — for a price.
Breaking a curse is a quest, and there are three roads: the working that made it, performed in reverse (you need the original formula — which is why cursed grimoires stay cursed); the patron's grace (a god who favors you may lift what their name touched); or the price paid — a curse is a contract, and contracts can be satisfied. A cursed work is never just bad; it is interesting. The amulet that protects you but is slowly eating your luck is an adventure, not an annoyance.
Marks, grudges, omens
- A mark is a spiritual consequence with a legible sign: a brand only spirits see, a lock of hair gone white, a shadow that points the wrong way. Priests read marks. Spirits court the marked. And the power that marked you can find you. A mark is the cosmos's tracking device — assume it works, because it does.
- A grudge is a named enemy made by failure: the daimon you failed to bind (it remembers), the cult you offended (it watches), the god's faction that saw you botch (it gossips). A grudge is not a combat encounter — it is a campaign thread that moves when you are weak.
- An omen is the world's warning: birds in the wrong formation, the flame that guttered, the coin that always lands heads. Omens are how you see consequences coming. Ignoring an omen is not a mistake; it is a decision with a price. Read omens, and you stay alive long enough to be interesting.
Debts compound
Failure feeds the ledgers. A failed binding still takes its price — the daimon chooses how. A broken oath costs 2 miasma, a rung of favor, and a god's memory. An unpaid claim grows interest each season. Small failures are threads; threads become claims; claims become catastrophes. The most dangerous practitioner in the world is the one with a clean ledger — and the most dangerous debtor is the one who does not know they are in debt. Keep your own books. Debt is only dangerous when you cannot see it growing.
The miasma walls
At 5 miasma, your sanctified works go dormant — the charms you spent days making refuse to work until you are clean. At 10+, you stink of death: daimones seek you out at night, temples bar you, and purification becomes a serious ordeal. Track it, and cleanse before you need the works you carry — a phylakterion that fails silent in the moment you break it is the worst feeling this craft has to offer.
Digging out
When things go wrong, you have four tools: purify (wash, fast, pay the priest — get under the walls), pay (satisfy the contract, call in the debt, settle the claim before the interest compounds), run (a grudge is patient, but it is also positional — there are places even grudges do not follow), and fight back (a catastrophe is not the end of your story; it is the next arc, and the GM is handing you the villain of next season). Choose which one fits the ledger you can actually see.
You can see it coming
Failure is seeable. Preparation quality is visible — you know when you are working Complete, Adequate, or Rushed, and you can stop and fix it. The GM telegraphes with omens. Your own ledger is your own book. Your real choices are always before the roll: what to prepare, what to risk, which debts to owe. The roll decides execution; you decide the stakes. The prepared practitioner rarely rolls — and the unprepared one always does.