The Halved House
At a glance
Environment overview
A pre-Ascension brewery split in two when Lumena rose — half standing at the city's crumbling edge, the other half somewhere in the Beneath far below.
Potential adversaries
Features
Passives
passive-
Rotted Flooring
Two zones on the brewing floor are compromised — the GM marks them at scene start. When a PC moves through a compromised zone or is forced into one, they must make an Agility Reaction Roll or fall through into open air below the city, taking 2d6+3 physical damage and dropping out of the scene. On a success with Fear, they catch the edge — Restrained and dangling. An ally within Very Close range can spend their action to make a Strength or Agility Roll to pull them up.
Questions- How long have these boards been giving way?
- What sounds does the building make when weight shifts?
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Voice Carries
Sound from near the open edge carries outward and downward — conversations above a whisper can be heard from the docks and lower city below. A PC can make an Instinct Roll to realize this before speaking. On a success with Hope, they also know whether anyone below is currently in earshot. On a failure, they don't learn this until it's too late.
Actions
action-
Groan of the StructureFear 1
The building shudders — a deep structural complaint from somewhere below. Each PC must make an Agility Reaction Roll. On a failure, they must immediately move to the nearest stable zone or mark a Stress. Any PC already in a compromised zone must immediately make the Rotted Flooring check.
Questions- What triggers the shudder — movement, vibration, the turbines far below?
- Is it getting worse?
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Pushed to the EdgeFear 3
Spend 3 Fear. A structural failure or sudden blow forces a PC within Close range of the edge to make an Agility Reaction Roll. On a failure, they tumble toward the void — another PC within Very Close range can mark a Stress to reach out and catch them before the Rotted Flooring check triggers. If no one reaches them, they make the full check alone.
Questions- What does it feel like to be that close?
- Do you look down, or do you refuse to?
Reactions
reaction-
The Watch Closes In
When the scene goes loud — raised voices, a fight, anything that carries — start a Consequence Countdown (4). It advances each time a PC makes an action roll that creates noise near the open edge. When the countdown triggers, a Watch patrol arrives at the building's exterior. They don't yet know who is inside. The PCs have one action roll's worth of time to decide what to do before the door opens.
Questions- Does the Watch come alone, or with someone from Lafeaux's office?
- What are their orders tonight?
About this environment
A pre-Ascension brewery split in two when Lumena rose — half standing at the city’s crumbling edge, the other half somewhere in the Beneath far below.
The Halved House
Tier 2 Social
A pre-Ascension brewery split in two when Lumena rose — half standing at the city's crumbling edge, the other half somewhere in the Beneath far below.
Impulses: Drag the unwary toward the void, Echo the world below, Enforce uneasy stillness
Difficulty: 14
Potential Adversaries: Watch Patrol, Dock Authority Agents, Lafeaux's Enforcers
Features
Rotted Flooring - Passive: Two zones on the brewing floor are compromised — the GM marks them at scene start. When a PC moves through a compromised zone or is forced into one, they must make an Agility Reaction Roll or fall through into open air below the city, taking 2d6+3 physical damage and dropping out of the scene. On a success with Fear, they catch the edge — Restrained and dangling. An ally within Very Close range can spend their action to make a Strength or Agility Roll to pull them up.
- How long have these boards been giving way?
- What sounds does the building make when weight shifts?
Voice Carries - Passive: Sound from near the open edge carries outward and downward — conversations above a whisper can be heard from the docks and lower city below. A PC can make an Instinct Roll to realize this before speaking. On a success with Hope, they also know whether anyone below is currently in earshot. On a failure, they don't learn this until it's too late.
Groan of the Structure - Action: The building shudders — a deep structural complaint from somewhere below. Each PC must make an Agility Reaction Roll. On a failure, they must immediately move to the nearest stable zone or mark a Stress. Any PC already in a compromised zone must immediately make the Rotted Flooring check.
- What triggers the shudder — movement, vibration, the turbines far below?
- Is it getting worse?
Pushed to the Edge - Action: Spend 3 Fear. A structural failure or sudden blow forces a PC within Close range of the edge to make an Agility Reaction Roll. On a failure, they tumble toward the void — another PC within Very Close range can mark a Stress to reach out and catch them before the Rotted Flooring check triggers. If no one reaches them, they make the full check alone.
- What does it feel like to be that close?
- Do you look down, or do you refuse to?
The Watch Closes In - Reaction: When the scene goes loud — raised voices, a fight, anything that carries — start a Consequence Countdown (4). It advances each time a PC makes an action roll that creates noise near the open edge. When the countdown triggers, a Watch patrol arrives at the building's exterior. They don't yet know who is inside. The PCs have one action roll's worth of time to decide what to do before the door opens.
- Does the Watch come alone, or with someone from Lafeaux's office?
- What are their orders tonight?
The Halved House
A pre-Ascension brewery split in two when Lumena rose — half standing at the city’s crumbling edge, the other half somewhere in the Beneath far below.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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The Halved House Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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