MINESHAFT ELEVATOR
At a glance
Environment overview
A heavy iron cage suspended over a vertical shaft by chains and a steam-driven winch.
Potential adversaries
Features
Passives
passive-
Overloaded
The elevator was not built for this many passengers. Whenever the players roll with fear, roll a d6. On a 1, the chain slips — everyone aboard must make an Agility (13) reaction roll or mark a Stress. The third time this happens, the winch fails (see Winch Failure below).
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Asscent
The Players can attempt to advance the eleveator. For each action taken directly to assist the elevators rise or for each roll with Hope incresse the Ascent counter by 1. When the Ascent counter reaches 8 the elevator breaks the surface.
Actions
action-
Winch FailureFear 3
spend 3 Fear to cause the winch mechanism to begin seizing. A character must make a Duality roll manually operate the winch until it kicks back in or the elevator stops moving entirely. The Accent counter cannot be changed — On a critical success, they stabilise the mechanism — it won't fail again.
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The Shaleserpents RiseFear 2
spend 2 Fear to have one or more Shaleserpents pursue up the shaft — fleeing the detonation.
Reactions
reaction-
Hands
When a player character takes an action to protect, steady, or reassure one of the trapped miners during the evacuation, they immediately clear a Stress.
About this environment
Built for ore loads, not twenty-three frightened people and a running clock. The shaft descends further than light reaches.
MINESHAFT ELEVATOR
Tier 2 Traversal
A heavy iron cage suspended over a vertical shaft by chains and a steam-driven winch.
Impulses: Pure momentum, No room to think, Hanging On
Difficulty: 15
Potential Adversaries: Shaleserpent
Features
Overloaded - Passive: The elevator was not built for this many passengers. Whenever the players roll with fear, roll a d6. On a 1, the chain slips — everyone aboard must make an Agility (13) reaction roll or mark a Stress. The third time this happens, the winch fails (see Winch Failure below).
Asscent - Passive: The Players can attempt to advance the eleveator. For each action taken directly to assist the elevators rise or for each roll with Hope incresse the Ascent counter by 1. When the Ascent counter reaches 8 the elevator breaks the surface.
Winch Failure - Action: spend 3 Fear to cause the winch mechanism to begin seizing. A character must make a Duality roll manually operate the winch until it kicks back in or the elevator stops moving entirely. The Accent counter cannot be changed — On a critical success, they stabilise the mechanism — it won't fail again.
The Shaleserpents Rise - Action: spend 2 Fear to have one or more Shaleserpents pursue up the shaft — fleeing the detonation.
Hands - Reaction: When a player character takes an action to protect, steady, or reassure one of the trapped miners during the evacuation, they immediately clear a Stress.
MINESHAFT ELEVATOR
Built for ore loads, not twenty-three frightened people and a running clock. The shaft descends further than light reaches.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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MINESHAFT ELEVATOR Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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