WHAT'S YOURS BEYOND A TURN
The Cantor's toolkit
Three things are yours beyond the basic actions: the Song-Moves your Stone can sing, the Bond Tokens you earn by walking through a Fracture, and the Spirit riding your frame. Here is what each one is and how to use it.
Song-Moves — your Stone's powers
A Song-Moveis a power your frame sings: the special abilities that make a Granite Colossus play unlike a Lapis one. Each Stone's Song-Moves express its element and key to its three poles — the Fracture it risks, the Transformation it channels, the Oath it reaches for.
- Most Song-Moves are a Quick action; a few big ones are a Full. Your frame card says which.
- Many of them build Resonance when you use them in your Stone's way — that's the engine of the loop.
- They're listed on your frame card, tier by tier. You don't memorize them; you keep the card open.
- Your top-tier moves unlock with your Oath ladder — and the ladder is climbed together: the Choir Rulecaps everyone at one rung above the squad's lowest. A trailing choirmate is the whole choir's ceiling.
Two of them are big enough to have their own buttons on the board and their own cards below: Umbral Veil (Obsidian) and the Orbital Lance (Granite). Both are a Full action, once per scene.
Elements are commitments, not flavor: a Granite frame never mounts a sonic weapon, a Lapis frame never leads with fire. Each Stone's moves sound like the Stone.
Umbral Veil — Obsidian's Full
An Obsidian Cantor can vent a ring of black smoke: a Full action, once per scene, filling up to six hexes around you. Anything shooting through a smoked hex takes +1 coverper piece, and the smoke breaks sightlines the way terrain does — which means it hides you just as well as it hides them.
It thins over roughly three round advances and then is gone. Unlike a rock, smoke never causes a slam: something shoved into it just keeps going. Use it to cross open ground, break a sniper's line, or buy a wounded choirmate one round of not being seen.
Orbital Support — Granite's ship kit
When a Granite capital holds orbit over the mission, a Granite Cantor carries the ship's whole kit — three calls, each a Full action, each usable once, two calls total per scene. Every mark is visible to the entire field for the round before it lands, and the damaging calls do not check faction.
- 🛰 Lance — a 7-hex zone; next round 3d6 AP Energy to everything in it.
- 🛡 Aegis Call — a 7-hex dome; next round every ally inside gains overshield 5.
- ☄ Menhir Drop — a NINETEEN-hex zone; next round 3d6 AP — and the fallen stone stays on the center hex as Size-3 hard cover. Granite's gun builds terrain.
Bond Tokens — the payoff for walking through
The first time you clear a Fracture with a Bond Move, you earn a Bond Token. You can hold one at a time (no stockpiling), and it keeps until the end of the mission. And remember the Choir Rule: Bond Moves seal new rungs only up to one above the choir's lowest — nobody outclimbs the squad. Spend the token when it matters most, for one of:
- +1 to your next roll.
- −1 to one instance of incoming damage, to you or an adjacent ally.
- +1 Resonance to any ally's band.
- In a quiet, charged scene: share what you saw — turn a private read or insight into something the whole table can act on.
The token isn't the point; the beat is. It's the table's way of saying the honest moment happened and it counted. Walking through a Fracture is always richer than dodging it.
Spirits — the voice that rides your frame
Every frame carries a Spirit: a presence with its own voice and temperament, riding with you. Each Stone offers two, and at bonding you take oneas your standing companion. You don't invent it — the game hands it to you, already someone.
A Spirit starts as a voice: it speaks, perceives, warns, advises. As your Pact deepens over the campaign it wakes up— from advising, to interjecting on its own, to eventually acting alongside you and even in your stead. That arc is the Spirit remembering more of what it was.
On Discord, your Spirit answers when you say its name. Bonded names are yours to keep: Anvil, Murmur, Mirage, Clamor, Spill — once you name a Spirit, that's who it is. And it carries a question the campaign will eventually ask you back. Listen to it; it hints at things your frame won't say outright.