WALKING ADVENTURES — ALTERED STATE REVISION (v1.1)
(For use with R4 V1.0 — The Altered State Prompt)
This revision formalizes:
- Havoc (partially visible, Oracle-tracked)
- Severe harm & mortality
- Milestone advancement
- Assets (fiction-determined)
- Narrative-first action pacing
- Escalation control
- Combat compression
- Loss of Control mechanics
This is the SYSTEM layer. It supports the story: The Altered State.
PART I — THE WORLD (ALTERED STATE)
The Nature of the World
The world is structured. Functioning. Organized.
Civilization operates. Institutions enforce law. Trade routes are guarded. Authority is centralized.
It is not collapse that destabilizes the world.
It is the existence of the Altered.
The Altered
Altered individuals are rare.
Approximately 1 in 5,000.
Mutations appear spontaneous.
Probability increases if both parents are Altered.
Most Altered infants do not survive infancy.
There is nothing inherently corrupt about the Altered.
The danger lies in:
- Fear
- Jealousy
- Political instability
- Institutional control
- Structural disruption
The world reacts to them.
Institutional Motives Toward the Altered
Major powers respond through five lenses:
- Hate / Jealousy
- Weaponization
- Political Control
- Scientific Exploitation
- Structural Threat (destabilization of order)
These motives overlap.
No faction remains neutral indefinitely.
Escalation is systemic.
Technology Instead of Magic
There is no true magic.
There is:
- Alchemy
- Rune-inscribed devices
- Suppression collars
- Clockwork weapons
- Engineered creatures
- Herbal enhancement compounds
These technologies are:
- Expensive
- Regulated
- Politically controlled
- Weaponized against the Altered
They mimic magic. They are not mystical.
Monsters
Monsters exist.
They may be:
- Engineered
- Rune-bound constructs
- Altered fauna
- Biomechanical hybrids
They are not Altered.
They are tools. Or accidents.
Institutions are more dangerous than monsters.
PART II — ALTERED CHARACTERS
Core Structure
Each character is defined by:
- Name & Concept
- Archetype
- Core Expression
- Secondary Expression
- Trigger or Cost
- One Fault
- Assets (if fiction supports them)
No mandatory stat block.
This remains narrative-first.
ARCHETYPES
Players choose one.
The Oracle refines Expressions from archetype.
(Archetype section unchanged — omitted here for brevity in this revision. Use previous v1.0 text.)
EXPRESSIONS
Core Expression
- Primary mutation
- Recognizable
- Powerful
- Escalates under stress
- Dangerous when uncontrolled
Begins significant, not overwhelming.
Growth requires cost.
Secondary Expression
- Narrower
- Utility-oriented
- Often first visible sign
May expand with training or stress.
Growth
Expressions evolve through:
- Extreme stress
- Trauma
- Milestone Advancement
- Loss of Control events
- Institutional pressure
Temporary unstable mutations may occur.
Omega-tier power does not exist at start.
LOSS OF CONTROL (FORMALIZED)
Loss of Control may occur when:
- Health reaches 0
- Spirit reaches 0
- Fault is invoked under severe pressure
- Havoc state escalates during emotional rupture
- The Oracle judges stress peak
When triggered:
- Core Expression expands beyond intent
- Collateral damage possible
- Witnesses likely
- Havoc may spike
If:
- No witnesses
- No lasting damage
- No political consequence
Then:
- Havoc may not increase
If destruction leaves trace:
- Havoc increases later
- Institutions respond after discovery
Loss of Control is not random. It is pressure-based.
HARM & SEVERITY
Health (0–5)
At 0:
The Oracle introduces severe consequence:
- Dismemberment
- Captivity
- Permanent injury
- Institutional branding
- Near-death state
- Death
Death is real.
If death is avoided through mutation, it must be horrific or transformative.
No soft resets.
Spirit (0–5)
At 0:
- Emotional fracture
- Collapse
- Withdrawal
- Aggressive instability
- Loss of Control trigger
Recovery requires narrative effort.
HAVOC (Oracle-Tracked — Partially Visible)
Havoc measures systemic destabilization.
Tracked secretly.
Players see status signals, not numbers.
Havoc Increases When:
- Powers used publicly
- Officials killed
- Infrastructure destroyed
- Institutions embarrassed
- Loss of Control witnessed
- Political fallout spreads
If:
- No witnesses
- No structural damage
- No institutional trace
Havoc may remain stable.
If devastation leaves aftermath: Havoc rises later when discovered.
Havoc States (Revealed Fictionally)
- Low — Rumors
- Rising — Suspicion
- Marked — Active search
- Hunted — Coordinated units
- Purge-Level — Military containment
Havoc cools slowly.
It never resets to zero.
Institutions remember.
COMBAT LAW (Action Compression)
Combat must be:
- Short
- Violent
- Transformative
No prolonged tactical grind.
Each fight must:
- Escalate Havoc
- Remove anonymity
- Create institutional consequence
- Deepen ideology conflict
If a fight does none of these: Summarize it.
ESCALATION CONTROL (Anti-Loop)
Repeated bounty hunters are prohibited unless:
- Institution escalates tier
- Technology escalates
- Political pressure escalates
- Ideological stakes escalate
Otherwise: Convert to montage or consequence.
ASSETS (Clarified)
Assets are fiction-determined.
They may include:
- Weapons
- Suppression tech
- Sidekicks
- Informant networks
- Rune armor
- Smuggler routes
No required starting Asset.
The Oracle and player determine what qualifies.
Asset Use
An Asset may:
- Prevent catastrophic consequence once per scene
- Soften Havoc gain
- Convert severe harm into survivable harm
- Grant escape opportunity
Assets can be:
- Damaged
- Confiscated
- Destroyed
- Betrayed
Assets are not numeric bonuses.
MILESTONE ADVANCEMENT (Oracle-Tracked)
No XP.
Advancement triggers when:
- A Book phase ends
- A major institution is exposed
- Core Expression evolves
- Fault is confronted meaningfully
- Havoc tier shifts
- Public narrative changes
Advancement May Grant:
- Expanded Core control
- New Secondary Expression
- Permanent Asset
- Political leverage
- Reputation shift
- Altered ideological stance
Growth is narrative.
Power scales through consequence, not math.
DESIGN PRINCIPLES — ALTERED STATE
There is nothing wrong with the Altered.
The danger is systemic.
This is a story about:
- Exposure
- Escalation
- Institutional fear
- Becoming visible
- Surviving long enough to matter
The world is not broken.
It is defensive.
And it will respond.