ADVANCEMENT

The Oath ladder

The oath you speak to receive a frame is only the second rung. Over a campaign your Stone climbs a nine-rung ladder, from the break that started you, through the virtue that first turns to face your Fracture, up to the capstone that transmutes it. This is how a Cantor grows.

The shape — three anchors, four invoked rungs

Every Stone's ladder is the same shape, so you learn one and you know them all. Nine rungs sit on Resonance 1 through 9, and the first two are the same for every Cantor. Rung 1 is the Catalyst— the break that started you. It is the one rung you do not swear; it happened to you, and the ladder begins because you cannot go back. Rung 2 is the Binding, I will change, the oath every Cantor speaks to receive a frame. The path forks at 3, where your Stone's own seven begin. Three of those are anchors — rungs 3, 6, and 9:

  • Anchors (3 / 6 / 9) grant a small always-on passive once you unlock them. You can hold at most three, so the stack stays legible.
  • The four in-between rungs grant no passive. They are invoke-only: a one-time effect you fire when you need it.

How you climb — reach, unlock, invoke

  • Your reach. Your Resonance can only climb to your highest unlocked Oath plus one — the single rung you can reach for. Early on that's about 4 (everyone on the first Oath at 3, reaching for 4). It rises as you climb.
  • Unlocking a rung. When your Resonance reaches your reach-tier, the game offers you that rung's challenge: say the Oath, in character, carrying its idea (the line in quotes on each ladder). The first time you unlock a rung it also grants a Bond Token. Unlocks are permanent.
  • Invoking an Oath fires its full effect and spends your band to 0— once per day per Oath. Because invoking empties the band, you can't chain Oaths in one scene: to land a high one you build all the way up and save it, spending nothing lower.
  • The Fracture is a failed reach. Overcharge to a rung you can't yet speak and your band Fractures at that grade. The first reach at every rung is a Fracture you walk through: clearing it with your Bond Move is what opens the rung. The Fracture is the Oath said wrong; saying it right opens the door.

The Burden of Holding

Saving your band for a high Oath means carrying its charge, and the weight grows: a penalty to one of your frame's stats at Resonance 7, worsening at 8 and 9. Each Stone carries it in a different stat, so it bites where that frame lives. It clears the moment you invoke (spend to 0) or bleed below 7. This is why the squad screens whoever is climbing to the top: they're loaded, and they can't spend to defend.

The Wheel

An Oath you unlock but then go a whole mission without living slips, and must be re-earned by walking its Fracture again. Courage coasted becomes recklessness; Trust coasted becomes naivety. Re-voicing an Oath keeps it living. Coasting on it lets it curdle.

The Choir Rule — nobody climbs alone

A Cantor is a voice in a choir, not a soloist, and the squad climbs the ladder together. The choir floor is the lowest unlocked rung across everyone in the scene. You may reach for one rung above the floor, no further:

your next rung is capped at (choir floor) + 1

You can reach for that rung and even walk its Fracture, but it won't setuntil the whole choir is level. When the trailing Cantor catches up, the floor rises and the next rung opens for everyone at once. A Cantor who lags can't just coast on the others' anchors: on their turn they either walk their own Fracture toward the rung or steady themselves to hold level. Steadying yourself costs the action; the Bond Move costs the whole activation, Move included, so the round you walk your Fracture is a round you stand still. Advancement becomes a shared, deliberate beat — the whole squad swearing in.

The exact numbers below are first-guess and get tuned at the table — the shape is what's fixed. Anchor rows are shaded; PASSIVE means always-on while held, INVOKE means once-per-day, spends your band to 0.

THE SEVEN LADDERS

Granite · Earth

Fear → Gratitude

ResOathWhat it does
3CourageANCHORthe fear facedPASSIVEWhile held: immune to forced movement, +1 Armor, and adjacent allies can't be shoved either.
4SteadfastnessI will not be movedINVOKECan't be knocked Prone; once a round, take a forced-move meant for a nearby ally onto yourself.
5Belongingmy place is hereINVOKEAllies near you share your immunity to being shoved.
6ProvisionANCHORwhat I hold, I hold for youPASSIVEReaction: hand an ally some of your own HP or Resonance.
7BulwarkI am the ground they stand onINVOKEWhile immovable, nearby allies gain +2 Armor and ignore rough terrain.
8UnclenchingI let go the stone I clutchINVOKEShed a condition; release stored Resonance as a stability buffer.
9GratitudeANCHORgratitude for what I feared to losePASSIVECapstone: turn what you feared to lose into strength shared with the whole band.

Carnelian · Water

Guilt → Flow

ResOathWhat it does
3TrustANCHORthe guilt releasedPASSIVEWhile held: pull damage off any ally within reach onto yourself; half of what you then take bleeds into terrain.
4FeelingI let myself feel itINVOKERe-enter a shut-down emotion and act on it for a bonus.
5DesireI am allowed to wantINVOKEName something you want; gain ground toward reaching it.
6ConnectionANCHORI move with youPASSIVEPaired action with a bonded ally; you share a movement pool.
7Gracethe current carries meINVOKEIgnore rough terrain; redirect one incoming forced move each round.
8ForgivenessI set down the blame I carryINVOKERelease a self-blame condition; feel it without drowning in it.
9FlowANCHORthe water guilt cannot holdPASSIVECapstone: fully fluid; sustained redirection and evasion-through-motion.

Pyrite · Fire

Shame → Action

ResOathWhat it does
3WorthinessANCHORthe shame refusedPASSIVEWhile held: your first committed attack each turn can't miss; a self-doubt penalty is cancelled.
4AssertionI will actINVOKESeize initiative: an extra small action or a will-based push.
5Autonomythe choice is mineINVOKEBreak one control or compel effect; choose your own move.
6KindlingANCHORI light you tooPASSIVEGrant a nearby ally your assertive bonus this round.
7ConfidenceI do not need permissionINVOKEBuff yourself; steady the squad's morale around you.
8TemperanceI burn only what I chooseINVOKEA controlled burst: no collateral, no overreach, a clean hit.
9ActionANCHORthe sun that asks no leavePASSIVECapstone: decisive, clean, self-possessed force.

Malachite · Air

Grief → Vulnerability

ResOathWhat it does
3CompassionANCHORthe grief turned to carePASSIVEWhile held: your link strengthens (linked allies +1 to saves); you can heal or shield an ally.
4OpennessI let the outside inINVOKEBecome able to receive aid again; re-enter connection.
5LoveI am allowed to love and be lovedINVOKEForge or deepen a bond: a mutual buff that must include receiving.
6CommunionANCHORthe air between us carries itPASSIVEYour field links nearby allies; they share a chosen buff.
7EquanimityI hold the balanceINVOKESpread a burden evenly across the band; steady everyone near you.
8BoundariesI give without emptying myselfINVOKERefuse a harmful pull without breaking the bond; cap your own over-giving.
9VulnerabilityANCHORthe open heartPASSIVECapstone: love that asks nothing and takes the hit anyway.

Lapis · Sound

Deception → Expression

ResOathWhat it does
3TruthANCHORthe betrayal namedPASSIVEWhile held: when you speak, allies in sensor range get +1 to their next action, and an enemy that lies or feints takes damage.
4VoiceI break the silenceINVOKESpeak and be heard: rally an ally or reveal a hidden thing.
5Testimonythis will be heardINVOKEDeclare a binding truth; others must reckon with it.
6HarmonyANCHORwe sound as onePASSIVEAttune to nearby allies: synchronized action, shared cadence.
7Alignmentmy word is my deedINVOKEYour word becomes law for you; act in perfect keeping for a bonus.
8RestraintI yield the floor to hear the true signalINVOKEListen: give up your speech to gain the real read or insight.
9ExpressionANCHORthe Song that cannot be fakedPASSIVECapstone: the unfeigned voice that moves whatever hears it.

Obsidian · Light

Illusion → Vision

ResOathWhat it does
3ClarityANCHORthe illusion seen throughPASSIVEWhile held: enemies in your line of sight can't hide; call an enemy's next move, and if you're right you act first.
4DiscernmentI see the real patternINVOKEPerceive the true pattern; reveal something hidden or a way forward.
5InsightI have the right to seeINVOKERead intent; foresee an enemy's next move.
6RevelationANCHORI show you what I seePASSIVEShare your read with nearby allies; they act on the revealed truth.
7ForesightI move on what will comeINVOKEGlimpse the next beat; pre-position or pre-empt.
8DetachmentI release the fantasy I fixed onINVOKEDrop a fixation feeding you a false read.
9VisionANCHORthe clear witness undeceivedPASSIVECapstone: see truly, without projection; can't be deceived.

Quartz · Thought & Spirit

Attachment → Presence — The crown Stone is never picked at creation. It invites.

ResOathWhat it does
3SurrenderANCHORthe grip releasedPASSIVEWhile held: release a held condition or a fixed target from yourself or an ally; +1 to acting on the larger situation.
4ReleaseI loosen the grip that costs meINVOKEDrop a fixed belief that was costing you.
5UnderstandingI have the right to know the wholeINVOKEGrasp the whole of a situation; meaning made plain.
6UnityANCHORthe many act as onePASSIVEMerge effort with the band; act in concert.
7FaithI act on the whole I cannot seeINVOKEAct on the larger pattern without a guaranteed outcome, for a surge.
8GroundednessI return to the body, hereINVOKEEnd a dissociation; re-anchor in the now.
9PresenceANCHORwholly here, given overPASSIVECapstone: the self surrendered, wholly present, the field made present.