Table of Contents

Extraction Module (v2)

A resource-gathering subsystem for solo TTRPG play, inspired by Ironsworn: Starforged pacing, rebuilt around theme-specific challenge spreads and queued complications.

Downloadables

(To be linked properly)

1) Design Goal

Each action should answer three things at once:

The system uses two challenge dice as two chosen themes. You may beat one and lose one (weak hit), producing a delayed, themed complication you can prepare for.

2) Dice and Tracks

Dice:

Character stats (assign +1, +1, +2, +2, +3):

Core tracks:

Pressure penalty to Action Score:

3) Action Themes (Player Chooses Per Action)

For every action, the player picks exactly two relevant themes and assigns one challenge die to each.

Theme What It Models
Extraction Rock/ore behavior, tool contact, throughput, yield integrity
External Contracts, law, rivals, market pressure, interception
Human Crew trust, morale, conflict, panic, loyalty
Systems Hull stress, power grid, sensors, reactor, software
Void Environment, debris fields, radiation, anomalies, weirdness

Example declaration:

This makes every roll explicitly two-dimensional.

4) Orbitfall Roll v2 (Signed Spread Engine)

Build Action Score:

Roll CH1 and CH2 (d10 each), tied to your chosen themes.

Hit bands:

Signed Challenge Spread (Detailed)

Record signed spreads for both challenge dice:

S1 = A - CH1
S2 = A - CH2

Interpretation:

On a weak hit, define:

Key property:

This asymmetry drives delayed complications.

5) Queue Generation from Spreads

Every weak hit creates one queued complication on the losing theme.

Queue item fields:

Severity from Losing Spread (L)

L (abs loss spread) Severity
1-2 S1 Minor
3-4 S2 Serious
5+ S3 Severe

Fuse from Winning Spread (W)

W (win spread) Reveal Turn
1-2 Fuse 1 (reveals next turn)
3-5 Fuse 2 (reveals in two turns)
6+ Fuse 3 (reveals in three turns)

Predictability rule (as requested):

Visibility by fuse:

Miss Handling

A miss creates two queued items (one per theme) and +1 Pressure now. For each losing theme i:

This keeps misses dangerous now while preserving delayed uncertainty.

6) Turn Structure

Each turn:

1. Resolve any queued items already at Fuse 0 (from prior turns).
2. Take one action (extraction, prep, haul, contract, etc.).
3. End phase: reduce Fuse by 1 for queued items that existed before this turn.
4. Items created this turn are //fresh// and do not tick until the next turn.

This cadence means a Fuse 2 warning gives two full future actions to prepare before it resolves.

7) Prep System (Planned Mitigation)

Prep is stored by theme:

Prep is spent when a queued event resolves to dampen impact.

Prep Actions (gain x Prep on success)

Forecast Risk (Survey or Nerve)

Choose one theme to prepare.

Harden Operations (Process or Breach)

Choose Extraction or Systems.

Shape Stakeholders (Nerve or Haul)

Choose External or Human.

8) Resolving Queued Events

When Fuse reaches 0, resolve each revealed queued item:

1) Optional dampening attempt:

D = d6 + relevant stat + Prep spent - Pressure penalty

2) Apply remaining Severity with fiction-first consequence selection.

9) Consequence Framework (Ironsworn-Inspired)

Use Pay the Price logic:

Severity budget:

Extraction Consequences

Minor:

Major:

External Consequences

Minor:

Major:

Human Consequences

Minor:

Major:

Systems Consequences

Minor:

Major:

Void Consequences

Minor:

Major:

10) Example Playthrough (Focus: Spread, Queue, Prep)

Prospector: Sera Kade, tug Pilgrim Finch.

Start:


Turn 1: Fracture the Vein

Chosen themes:

Roll:

From weak hit spreads:

Queue created:

Interpretation:


Turn 2: Prep Action (Shape Stakeholders)

Goal: build Prep[External] before Q1 reveals.

Roll result: Strong Hit.

Queue tick at start of next turn:


Turn 3: Prep Action (Forecast Risk)

Goal: add more external prep.

Roll result: Weak Hit.

Prep status:

Queue tick at start of next turn:


Turn 4: Resolve Q1 (Dampen Attempt)

Incoming event:

Spend Prep:

Dampen roll:

Dampening effect:

Apply S2 External consequences (choose fiction-first):

Narrative result:

This demonstrates the planning loop:

11) Why This Version Works

12) Extended Solo Playtest Session: The Black Choir Rock

This is a short narrative solo session showing queue timing, prep planning, and fiction-first consequences.

Session Seed

Sera Kade pilots the Pilgrim Finch into a dead freight lane called Hymn Belt-9. Her engineer Juno keeps one hand on the reactor safeties while broker Ilex Vorn pushes contract messages into the cockpit at bad moments.

Rumor: an asteroid known as Black Choir Rock contains high-grade osmium and a buried monastic relay core.

Starting state:


Turn 1: Scan the Body (Survey)

Themes selected:

Roll:

Weak-hit queue outcome:

Move result:

Story: The scanner paints an ore seam, but the return signal carries a harmonic tone like distant voices. Juno calls it static. Sera does not answer.

End phase:


Turn 2: Forecast Risk (Prep for Void)

Action result:

Story: Sera runs predictive drift maps and sees why old rigs died here. The tunnel mouth she planned to use is a knife spiral of metallic splinters.

End phase:


Turn 3: Resolve Q1, then Fracture the Vein

At turn start, Q1 resolves.

Dampen attempt for Q1:

Story: The storm still comes, but Sera times a lateral burst and rides the dead zone between shard bands.

Now action: Fracture the Vein with themes Extraction + External.

Roll:

Queue created:

Move result:

Story: The cut is perfect. Dense ore breaks free in glittering slabs. A corporate beacon wakes in the dust and tags her claim as \“contested property.\”

End phase:


Turn 4: Shape Stakeholders (Prep for External)

Action result:

Story: Sera opens a narrowcast to Ilex Vorn and trades future margin for immediate legal cover. Ilex buys her exactly one line of deniability.

End phase:


Turn 5: Forecast Risk (More External Prep)

Action result:

Story: New traffic appears: patrol cutter Canticle Needle and two contract drones. They are not here to negotiate. They are here to inventory.

End phase:


Turn 6: Resolve Q2, then Ride Transfer Window

At turn start, Q2 resolves.

Dampen attempt for Q2:

Apply S2 External consequence (fiction-first):

Story: Sera prevents total seizure of the haul, but signs a predatory transfer clause. Every crate is now visible to the same people hunting her.

Action: Ride the Transfer Window with themes External + Systems.

Roll:

Queue created:

Move result:

Story: The Finch clears the debris cone, but inspection pings trail her burn. The Canticle marks her wake with jurisdiction tags.

End phase:


Turn 7: Emergency Stakeholder Prep

Action result:

Story: Ilex can suppress one warrant or one rumor, not both. Sera chooses the warrant. The rumor spreads.

End phase:


Turn 8: Resolve Q3, then Close Contract

At turn start, Q3 resolves.

Dampen attempt for Q3:

Apply S1 External consequence:

Story: The Canticle Needle receives an automated bounty ping containing Sera's hull profile and cargo signature.

Final action: Close the Contract with themes External + Human.

Roll:

Outcome:

Session-end fiction hook: Juno asks whether this was worth it. Sera replays the harmonic recording from Black Choir Rock. Under the noise, someone says her name.