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:
- Did you succeed right now?
- Which risk axis did you fail to control?
- How far in the future does that failure surface?
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:
- 1d6 Action Die
- 2d10 Challenge Dice (CH1, CH2)
- 1d8 Orbit Die (optional narrative color)
Character stats (assign +1, +1, +2, +2, +3):
- Survey
- Breach
- Process
- Haul
- Nerve
Core tracks:
- Momentum (start +2)
- Pressure (start 1)
- Sparks (start 0)
- Prep by theme (start 0 each)
Pressure penalty to Action Score:
- Pressure 0-4: 0
- Pressure 5-7: -1
- Pressure 8-10: -2
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:
- “I Fracture the Vein with themes Extraction (CH1) and External (CH2).”
This makes every roll explicitly two-dimensional.
4) Orbitfall Roll v2 (Signed Spread Engine)
Build Action Score:
- A = d6 + stat + assets + spent Sparks - Pressure penalty
Roll CH1 and CH2 (d10 each), tied to your chosen themes.
Hit bands:
- Strong Hit: A > CH1 and A > CH2
- Weak Hit: A > one challenge die only
- Miss: A ⇐ CH1 and A ⇐ CH2
- Ties are not wins
Signed Challenge Spread (Detailed)
Record signed spreads for both challenge dice:
S1 = A - CH1 S2 = A - CH2
Interpretation:
- Positive spread: you controlled that theme
- Negative spread: that theme controlled you
- Magnitude is “distance” from control
On a weak hit, define:
- W = winning spread magnitude (positive side)
- L = losing spread magnitude (absolute value of negative side)
Key property:
- Yes, L can be much larger than W.
- Example: A=5, CH1=1, CH2=10 → S1=+4, S2=-5.
- You succeeded, but your failure on the losing theme is bigger than your success on the winning theme.
This asymmetry drives delayed complications.
5) Queue Generation from Spreads
Every weak hit creates one queued complication on the losing theme.
Queue item fields:
- Theme (the losing challenge die theme)
- Severity S (from L)
- Fuse F (from W)
- Origin CH (the losing challenge die value; used during dampening)
- Visibility state (how known the effect is before reveal)
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):
- Smaller challenge spread (small W) → more immediate and more predictable
- Larger challenge spread (large W) → farther reveal and less detail known early
Visibility by fuse:
- Fuse 1: theme + severity + effect family known now
- Fuse 2: theme + severity known, exact effect family revealed at Fuse 1
- Fuse 3: theme known, severity estimate known, effect family hidden until reveal
Miss Handling
A miss creates two queued items (one per theme) and +1 Pressure now. For each losing theme i:
- Severity from Li (same table as above)
- Fuse from Li:
- 1-2 → F1
- 3-5 → F2
- 6+ → F3
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[Extraction], Prep[External], Prep[Human], Prep[Systems], Prep[Void]
- Max 4 per 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.
- Strong Hit: +2 Prep on chosen theme and reveal one hidden effect family
- Weak Hit: +1 Prep on chosen theme
- Miss: no Prep, +1 Pressure
Harden Operations (Process or Breach)
Choose Extraction or Systems.
- Strong Hit: +2 Prep on chosen theme and -1 Instability
- Weak Hit: +1 Prep on chosen theme
- Miss: no Prep, +1 Instability
Shape Stakeholders (Nerve or Haul)
Choose External or Human.
- Strong Hit: +2 Prep on chosen theme and -1 Exposure
- Weak Hit: +1 Prep on chosen theme, then choose +1 Exposure or -1 Momentum
- Miss: no Prep, +1 Exposure
8) Resolving Queued Events
When Fuse reaches 0, resolve each revealed queued item:
1) Optional dampening attempt:
- Spend 0-3 Prep from the matching theme (consumed)
- Roll Dampen Score:
D = d6 + relevant stat + Prep spent - Pressure penalty
- Challenge values for dampening:
- CHa = 4 + current Severity (max 10)
- CHb = Origin CH (stored when queued)
- Dampening outcome:
- Strong Hit: reduce Severity by 2 (minimum 0)
- Weak Hit: reduce Severity by 1
- Miss: no reduction and +1 Pressure
2) Apply remaining Severity with fiction-first consequence selection.
9) Consequence Framework (Ironsworn-Inspired)
Use Pay the Price logic:
- First choose the consequence that best fits the fiction.
- If uncertain, roll on the relevant theme table.
Severity budget:
- S1: apply 1 minor consequence
- S2: apply 2 minor or 1 major consequence
- S3: apply 1 major + 1 minor
Extraction Consequences
Minor:
- -1 Cargo
- +1 Instability
- -1 Quality
- Next Breach roll -1
Major:
- -2 Cargo
- +2 Instability
- Breach asset disabled until repaired
- Reserve -1 with no gain
External Consequences
Minor:
- +1 Exposure
- New obligation tag
- Price haircut (-10 percent on next sale)
- Rival clock +1
Major:
- +2 Exposure
- Forced hostile clause in contract
- Immediate interdiction scene
- Lose 1 faction favor
Human Consequences
Minor:
- Crew tension +1
- -1 Momentum
- +1 Pressure
- Task handoff delay (lose one action option next turn)
Major:
- Crew split or refusal scene
- +2 Pressure
- Relationship fracture with named NPC
Systems Consequences
Minor:
- +1 Pressure
- Sensor blackout (next Survey -1)
- Power reroute (cannot use one asset next turn)
- Minor hull stress (+1 repair cost later)
Major:
- Asset offline until repair
- Reactor instability (+2 Pressure)
- Forced emergency burn (lose 1 Cargo)
Void Consequences
Minor:
- +1 Legacy
- Route drift (+1 travel risk next haul)
- Strange echo (future event gains +1 Severity)
- Temporal delay (one queue item does not tick down this turn)
Major:
- Anomaly incursion scene now
- +1 Legacy and +1 Instability
- Environmental lockout (must perform prep before extraction)
10) Example Playthrough (Focus: Spread, Queue, Prep)
Prospector: Sera Kade, tug Pilgrim Finch.
Start:
- Pressure 2, Exposure 1, Instability 1
- Prep all themes at 0
Turn 1: Fracture the Vein
Chosen themes:
- CH1 → Extraction
- CH2 → External
Roll:
- A = 5
- CH1 = 1 (Extraction), CH2 = 10 (External)
- Spreads: S1=+4, S2=-5 → Weak Hit
From weak hit spreads:
- Winning spread W=4 → Fuse 2
- Losing spread L=5 → Severity S3
Queue created:
- Q1 = [Theme External, Severity 3, Fuse 2, Origin CH 10]
Interpretation:
- Success now (you got ore), but a severe External consequence is inbound in two turns.
Turn 2: Prep Action (Shape Stakeholders)
Goal: build Prep[External] before Q1 reveals.
Roll result: Strong Hit.
- Gain +2 Prep[External]
- Reduce Exposure by 1
Queue tick at start of next turn:
- Q1 Fuse: 2 → 1
Turn 3: Prep Action (Forecast Risk)
Goal: add more external prep.
Roll result: Weak Hit.
- Gain +1 Prep[External]
Prep status:
- Prep[External] = 3
Queue tick at start of next turn:
- Q1 Fuse: 1 → 0 (resolve now)
Turn 4: Resolve Q1 (Dampen Attempt)
Incoming event:
- Theme External
- Severity 3
- Origin CH 10
Spend Prep:
- Spend 3 Prep[External]
Dampen roll:
- D = d6(4) + Nerve(2) + Prep(3) - penalty(0) = 9
- CHa = 4 + Severity = 7
- CHb = Origin CH = 10
- 9 beats 7 but not 10 → Weak Hit
Dampening effect:
- Severity 3 reduced by 1 → remaining Severity 2
Apply S2 External consequences (choose fiction-first):
- Major consequence selected: “Forced hostile clause in contract”
Narrative result:
- Sera avoids catastrophic seizure of cargo, but signs a predatory exclusivity clause.
This demonstrates the planning loop:
- detect future risk from spread math
- spend turns accumulating relevant prep
- roll to dampen impact at reveal
- convert remaining severity into theme-consistent consequences
11) Why This Version Works
- Two chosen themes per action make each roll explicit and interpretable.
- Signed spreads preserve success/failure asymmetry.
- Winning spread controls time-to-reveal (fuse).
- Losing spread controls impact size (severity).
- Prep adds meaningful forward planning instead of pure reaction.
- Ironsworn-style consequence resolution keeps outcomes fiction-first.
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:
- Pressure 2, Exposure 2, Instability 1
- Cargo 0, Quality 1, Momentum +2
- Prep all themes = 0
- Queue = empty
Turn 1: Scan the Body (Survey)
Themes selected:
- CH1 → Extraction
- CH2 → Void
Roll:
- A = 7
- CH1 = 5, CH2 = 8
- S1 = +2, S2 = -1 → Weak Hit
Weak-hit queue outcome:
- Losing theme Void, L=1 → Severity S1
- Winning spread W=2 → Fuse 1
- Queue item Q1 = [Void, S1, F1, Origin CH 8]
Move result:
- Gain 1 Leverage
- Choose +1 Instability (now 2)
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:
- Q1 is fresh; no tick this turn.
Turn 2: Forecast Risk (Prep for Void)
Action result:
- Strong Hit on Forecast Risk
- +2 Prep[Void]
- Reveal hidden effect family on Q1: \“Shard storm in rotating tunnel\”
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:
- Q1: F1 → F0
Turn 3: Resolve Q1, then Fracture the Vein
At turn start, Q1 resolves.
Dampen attempt for Q1:
- Spend 2 Prep[Void]
- D = 9 versus CHa=5 and CHb=8 → Strong Hit
- Severity 1 reduced to 0 (no consequence applied)
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:
- A = 5
- CH1 = 1 (Extraction), CH2 = 10 (External)
- S1 = +4, S2 = -5 → Weak Hit
Queue created:
- Q2 = [External, S3, F2, Origin CH 10]
Move result:
- On weak Breach, choose +2 Cargo (now 2)
- +1 Instability from weak Breach (now 3)
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:
- Q2 is fresh; no tick.
Turn 4: Shape Stakeholders (Prep for External)
Action result:
- Strong Hit on Shape Stakeholders
- +2 Prep[External]
- -1 Exposure (2 → 1)
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:
- Q2: F2 → F1
Turn 5: Forecast Risk (More External Prep)
Action result:
- Weak Hit on Forecast Risk
- +1 Prep[External] (total now 3)
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:
- Q2: F1 → F0
Turn 6: Resolve Q2, then Ride Transfer Window
At turn start, Q2 resolves.
Dampen attempt for Q2:
- Spend 3 Prep[External]
- D = 9 versus CHa=7 and CHb=10 → Weak Hit
- Severity 3 reduced to Severity 2
Apply S2 External consequence (fiction-first):
- Major: Forced hostile clause
- Fiction: escrow lock + mandatory inspection corridor
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:
- A = 4
- CH1 = 6 (External), CH2 = 2 (Systems)
- S1 = -2, S2 = +2 → Weak Hit
Queue created:
- Q3 = [External, S1, F1, Origin CH 6]
Move result:
- Delivery succeeds on weak hit
- Choose +1 Exposure (1 → 2)
Story: The Finch clears the debris cone, but inspection pings trail her burn. The Canticle marks her wake with jurisdiction tags.
End phase:
- Q3 is fresh; no tick.
Turn 7: Emergency Stakeholder Prep
Action result:
- Weak Hit on Shape Stakeholders
- +1 Prep[External]
- Choose +1 Exposure (2 → 3)
Story: Ilex can suppress one warrant or one rumor, not both. Sera chooses the warrant. The rumor spreads.
End phase:
- Q3: F1 → F0
Turn 8: Resolve Q3, then Close Contract
At turn start, Q3 resolves.
Dampen attempt for Q3:
- Spend 1 Prep[External]
- D = 5 versus CHa=5 and CHb=6 → Miss
- No severity reduction; +1 Pressure (2 → 3)
Apply S1 External consequence:
- Minor: Rival clock +1
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:
- A = 8
- CH1 = 7, CH2 = 5
- Strong Hit
Outcome:
- Sale closes at full value under bad terms
- Sera gains enough credits to keep flying, but exits the belt with a rival hunter on her trail and a hostile clause still attached.
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.