Locus

Director’s Reference Screen — A Roleplaying Game of Personal Horror and Mystery

← GM Screens

What have you done?
What is right? What is wrong? Who is the judge?
What’s going on — and how can you survive?

Core Rules

Checks — Overview

Roll 3d6. Compare one die against the relevant Attribute value. You must roll higher than the Attribute to succeed.

Attributes are negative — higher score = lower ability. A Frailty of 5 means the character is extremely fragile.

Which die result is used depends on difficulty:

DifficultyDie Used
EasyHighest of 3d6
MediumMiddle of 3d6
HardLowest of 3d6
Critical Success: Roll 6 on ALL three dice. Character gains +3 WP and may discard a non-Haunt card from hand.
Failed Check: Characters usually still succeed at the broad action, but unintended consequences occur. Sometimes true failure is more dramatically appropriate (e.g. ticking clock scenarios).

Outcome Checks

Standard Check for uncertain actions. Director sets the Attribute and Difficulty. Player rolls 3d6 and uses the appropriate die.

  • Result above Attribute = success as intended
  • Result equal to or below = success with unwanted consequences

Items reduce difficulty by one tier when relevant (Hard→Medium, Medium→Easy). Injuries increase difficulty.

Difficulty is neutral — it applies equally to all Characters. Individual weakness is reflected by Attribute scores, not Difficulty.

Contested Checks

Used when one entity's action is actively opposed by another. Both entities roll 3d6 against their own relevant Attribute. For each die result higher than their Attribute, the entity scores one point. Most points wins.

  • No difficulty level — all three dice are considered
  • Ties go to the defender
  • Good roleplay or tactical setup grants +1 bonus point (Director's award)
  • Straight contest with no defender (tug-of-war): tie = stalemate, continue next round

Untrained Checks

When a character attempts something requiring specialist knowledge they don't have (no Trained Skill), it's an Untrained Check — two consecutive Checks:

  1. Hard Ignorance Check — work out how to approach the task
  2. Hard Check with the linked Attribute for the actual action

Both must succeed. Takes longer in-game to represent the character figuring it out first.

Avoid making a successful Untrained Check vital to any story ending. Use only to let Characters gain advantages, not to gate critical progress.

The Eight Attributes

All Attributes run 1–5. Characters start with 1 in all and have 16 points to distribute (1 point per rank). Average character has 3 in each.

Frailty
Physical strength and size. Used for brute force tasks.
Clumsiness
Dexterity and speed. Physical finesse and agility.
Carelessness
Awareness of surroundings. Noticing events and changes.
Impatience
Patience. Resisting urges and impulsive actions.
Cowardice
Courage. Facing fears and standing ground in danger.
Ignorance
Knowledge & street-smarts. Thinking clearly and strategically.
Repulsion
Natural charisma and first impressions. Making friends and influencing.
Temper
Emotional control. Keeping cool under stress and pressure.
Scale: 1 = Expert  |  2 = Above Average  |  3 = Average  |  4 = Below Average  |  5 = Inept

Conflict

Triggered when entities are at odds (most commonly Monster vs Character). Resolved through Contested Checks. Starts with an Initiative Check.

Initiative: All entities roll 3d6. Add results. Subtract Carelessness. Highest total goes first. Order is fixed for the Conflict.

Character Actions (one per turn):

  • Move: Contested vs nothing. 5m or small movement action per point. Attribute: usually Clumsiness
  • Hide: Contested vs opponent. Requires suitable cover.
  • Attack: Contested vs opponent. Must use a weapon/Item. Unarmed attacks auto-fail against Monsters.
  • Defend: +1 success on next Contested Check when defending until your next turn
  • Miscellaneous: Outcome Check. Anything not above.

While taking any action except Move, a character may reposition up to ~2 metres.

Conflict ends when entities are no longer in direct opposition (escape, hiding success, Monster death, dispute resolved).

Damage After an Attack

After a Contested Attack Check, compare margin of victory:

MarginInjuryDD SegmentsCheck Penalty
Win by 1Minor1None (Stress Check: Easy)
Win by 2–3Major3All Checks now Medium minimum (Stress Check: Medium)
Win by 4+Grievous9 (full symbol)All Checks now Hard minimum (Stress Check: Hard)
Attacker failsMissMonster gets +1 next attack
Treating Injuries: Reduces severity for Checks only (not Death's Door). Minor→no penalty, Major→Minor penalty, Grievous→Major penalty. Each Injury can only be treated once. Accessibility aids do not degrade for their intended use.

Weapons & Items in Combat

SituationModifier
Using a weapon Item+0 (permits the attack)
Using a non-weapon Item-1 success
Effective damage type vs Monster+1 success
Monster weak to damage type+1 success (Weakness)

Unarmed attacks against Monsters automatically fail within a Locus. An Item is always required.

Every Item use (for a Check or attack) costs one Durability box. Once the Damaged box is filled, make a Durability Check after each use (roll 3d6, need a 4+ on the appropriate die for the Item's Quality 1–3).

Quality & Durability Checks: Q1 = Hard (lowest die), Q2 = Medium (middle die), Q3 = Easy (highest die). Fail = Item destroyed.

Willpower (WP) & Stress

Characters start with 5 WP (plus any earned from initial card draws). WP is spent to re-roll dice after a roll.

Re-roll cost depends on Stress level:

Uneasy
1 WP = re-roll up to 3 dice
Tense
1 WP = re-roll up to 2 dice
Stressed
1 WP = re-roll 1 die

Gaining WP:

  • Draw a Virtue card: +3 WP (discard card)
  • Stress drops to Uneasy: +3 WP
  • Critical success (triple 6): +3 WP
  • Significant action matching Vice: +3 WP + draw a card
  • Significant action matching Virtue: +5 WP + discard any card
WP gains are the Player's responsibility to flag. The Director only tracks WP losses and consequences.

Stress Checks

Medium Outcome Check (unless otherwise noted) to avoid gaining a Stress level. Failure = +1 Stress (Uneasy→Tense→Stressed).

Triggers:

  • Failing any Check
  • Seeing a Monster
  • Taking an Injury (difficulty scales with severity)
  • Other situations at Director's discretion

Common Attribute choices:

SituationAttribute
Frightening (e.g. seeing Monster)Cowardice
Conversation failureRepulsion
Taking damageTemper
Intellectual failureIgnorance
Time pressure failureImpatience

Calming down (Stressed→Tense, or Tense→Uneasy):

  • Successfully hide, flee, or defeat a Monster
  • Solve a significant mystery or make major story progress
  • Extended Rest → drops directly to Uneasy

Card Draws & Hands

Players accumulate playing cards in their Hand. More cards = world weighing more heavily on the Character. Hand size drives which Layer they inhabit.

Draw a card when:

  • Every hour of real time
  • Character experiences visions or hallucinations (Spot Effects)
  • Character acts in accordance with their Vice
  • Encounters a Set Piece (once per Set Piece)

On drawing a card:

  • Virtue suit: gain 3 WP, discard the card immediately
  • Any other suit: add to Hand

Shedding cards (remove a neutral/non-Haunt card):

  • Act in accordance with a Virtue (not your own)
  • Roll a critical success (triple 6)
  • Act in accordance with your own Virtue
  • Resist acting on your Haunt/Vice
  • Act notably opposing your Haunt

The last three options also allow removing a Haunt suit card instead.

Starting Hand: Each Player draws 2 cards. Virtue cards grant +3 WP and are redrawn. Begin with 2 cards in hand.

Conditions

Temporary effects applied after failed Checks (especially from Monster Inflictions). Last until resolved in-game or naturally expire.

ConditionMechanical Effect
BlindedAll sight-requiring actions become Hard
ProneNext action must stand up; -1 point on evasive Attack Checks
RestrainedMust succeed Outcome Check to break free first
NauseatedClumsiness treated as 5
HeavyFrailty Check required for climbing/lifting
TerrifiedCowardice Check required for anything except fleeing the source
UnstableAny attack or significant force causes Prone
Do not apply conditions that match an existing state (e.g. Blinded cannot apply to a blind character). Be cautious with conditions removing all agency — these can be punishing and unfun.

Death’s Door

No hit points. Characters have a 27-segment tracker divided into 3 symbols of 9 segments each (each symbol divided into 3 sub-sections of 3).

Injury TypeSegments Filled
Minor (bruises, small cuts)1 segment
Major (fractures, concussions)3 segments (one sub-section)
Grievous (severe breaks, eye loss)9 segments (one full symbol)

All 27 segments filled = Character Death. Character becomes an Echo.

Injuries do not upgrade (three Minor Injuries do not become a Major). Treating an Injury reduces its Difficulty penalty only — Death's Door tracker does not change.

Experience & Progression

Optional for longer games. Single-session stories have no progression.

  • 1 XP per character per session for surviving
  • +1 XP optional bonus for best roleplay (max 2 per session)

Spending XP:

  • 1 pt — New Skill (must be plausible from session events)
  • 1 pt — Average Item (0–5 creation points)
  • 2 pt — Good Item (5–10 creation points)
  • 3 pt — Fantastic Item (10–15 creation points)

Cannot improve Attributes or existing Items.

The World — Mali Loci & The Setting

What is a Locus?

A Locus (from Latin: "place") relates to the classical concept of Genius Loci — the guardian spirit of a place. These spirits form when a location, through man-made boundaries and belief, develops its own identity and character.

Loci can be as small as a garden or as large as a country. They have psychic memories and want to guard and preserve the space where they came into being. A dormant Genius Loci (from abandonment) cannot interact with the world.

The Malus Locus

A Malus Locus ("bad place", plural: mali loci) forms when a Genius Loci goes wrong, usually due to:

  • Trauma to the site (demolition, natural disaster)
  • Neglect or abandonment
  • Association with tragedy (murder, atrocity)

It creates a pocket dimension around the location. Reality intersects with this bubble but there is far more beneath the surface. Mali Loci defend themselves: building works stall, bureaucracy prevents progress, businesses fail. Nothing will change that disrupts the malevolence.

They feed off negative energy — drawing in travellers, using residents as tools, building fear, inflicting reminders of old wounds. When a victim exudes enough terror and pain, the Malus Locus strikes to kill, then leeches off the Echoes for decades.

Layers of Reality

Every Malus Locus contains multiple Layers of reality. Characters descend through them as Hand sizes grow.

  • Layer 0: Intersects reality. Listless townsfolk, subtle isolation (fog, poor signal, winding roads). Not always used.
  • Middle Layers: Increasing unreality — fog thickens, lights dim, posters wrong, adjacent-Layer communications become distorted and strange.
  • Bottom Layer: The heart of the corruption. The Malus Locus' own Monster lives here. Most dangerous. May not resemble reality at all.

Each Layer should represent a steady breakdown from the one above. Routes vanish, Monsters multiply, food rots, fragments of memories become interactive.

Layer Bleed: Adjacent layers "bleed" into each other — especially near the top. Sounds, breath on glass, cries for help, or machinery triggered in one Layer may echo into others. The deeper the Cast go, the more distinct the Layers become.

Hand Size & Layers

The Cast's average Hand size determines which Layer they inhabit. Suggested threshold for a 3-Layer Locus:

Layer 1 Near Reality Avg Hand: 0–3
Layer 2 Deepening Avg Hand: 4–6
Layer 3 The Depths Avg Hand: 7+

Average Hand Calculator

Layer changes should be gradual, not instant. Let the world degrade over a few rooms, or wait for a Set Piece to frame the transition. If the party splits, each group uses their own average.

Echoes

When a victim dies in a Malus Locus, something of their essence lingers — an Echo. The stronger a person's presence, the longer the Echo persists (years to centuries).

Echoes appear as residual hauntings — visual ghosts stuck in looping actions. They cannot be conversed with or provide assistance. They exist only in the background of consciousness, fading when approached.

Character Echoes: If a Player Character dies with a sufficiently large Hand (recommend: whatever size places them in the "middle" Layer), the Character may become an Echo — a fixed, fragmented memory, not interactive.

The Four Endings

There are four ways a game can end. These are not "good" or "bad" endings — they reflect what the Cast actually does.

  1. Solve the Problem: Engage with the Malus Locus' underlying trauma. Fix the inciting incident metaphorically. Heals the Malus Locus, restores the Genius Loci. Puzzle-focused.
  2. Escape: Find the way out (possibly hidden). The Malus Locus remains active and possibly angrier. Doesn't change the evil.
  3. Descend and Succumb: Fall to Vices, go deeper, face and destroy the Locus' Monster. Frees them from the Locus, but destroys the spirit of the place forever. Characters carry their Haunts more heavily afterward.
  4. Stagnate: Do nothing. Eventually become trapped like other denizens. Rare — requires sustained inaction.

Haunts, Vices & Virtues

Every Character has a Haunt — a past act of wrongdoing (legally, morally, or through negligence) that weighs on their soul. The Malus Locus feeds on this guilt.

Haunts are categorised by Vice (root cause):

Vice
Temptation ♠
Suit: Spades
Theft, adultery, fraud. Haunts born of desire or greed.
Virtue
Temperance ♠
Opposing Temptation
Self-restraint, moderation, resisting excess.
Vice
Apathy ♣
Suit: Clubs
Criminal negligence, inactive witness, wasted potential.
Virtue
Motivation ♣
Opposing Apathy
Drive, action, engagement, caring about outcomes.
Vice
Discord ♦
Suit: Diamonds
Bullying, abandonment, rumour-mongering, conflict-creation.
Virtue
Community ♦
Opposing Discord
Cooperation, loyalty, helping others, building bonds.
Vice
Malice ♥
Suit: Hearts
Assault, murder, bullying, deliberate property damage.
Virtue
Compassion ♥
Opposing Malice
Empathy, kindness, forgiveness, protecting others.
Same-suit (opposing traits): If Vice and Virtue share a suit (e.g. Malice + Compassion, both Hearts), treat Ace–7 as Virtue cards and 8–King as Haunt cards on that suit.

The Three Mysteries

Structure the story around three core mysteries. Write each as a concrete statement the Cast must reach.

  1. First Mystery: Something is supernaturally wrong. The Cast must realise the Locus is not the real world. Use Spot Effects, environmental oddities, and off conversations with Foils.
  2. Second Mystery: What exactly is wrong. The Cast understands they are in a Malus Locus and how it functions. Monster encounters become clues — their connection to Haunts reveals the Locus' nature.
  3. Third Mystery: The Inciting Incident — why the Genius Loci went bad. The solution for the best ending. Should not require a successful Check to access. Use a physical metaphor for resolution.
Rule of Three: For every key piece of information, leave at least 3 Clues that do not require a Check to find. Clues can be oblique, but must be obtainable through roleplay.

Spot Effects & Set Pieces

Spot Effects — Individual hallucinations tied to a Character's specific Haunt. Personal horror moments. Trigger a card draw.

  • Affect only one Player at a time
  • Use sparingly — less is more. One well-placed needle in the dark beats a dozen obvious ones
  • Apply to Players with large Hands / in lower Layers first
  • Pass notes for personal effects

Set Pieces — Events perceptible to all Characters regardless of Haunt. Locked to a location or trigger. Trigger a card draw once per encounter.

  • Help the world feel pre-existing rather than improvised
  • Can be reused if missed — Players won't know
  • Scale intensity with Layer depth
Rule of 6 (Descriptions): Use the five senses plus a sixth — the "general vibe" or immediate emotional impact of what's perceived. This sixth element is the most important.

Foils (NPCs)

Foils are human entities not played by Players. Optional but useful for exposition and atmosphere.

  • Build Foils like Characters — give them a Haunt, Virtue, and Attitude
  • Their quirks and off-kilter speech should feel unsettling, not comedic
  • Foils in lower Layers may have their own Monsters
  • If a Foil dies at the hands of their Monster, the Monster is absorbed back into the Locus
  • When a Foil is in a different Layer, conversations will be distorted — two different conversations happening at once

Directing Style

Two approaches (can be mixed):

Conductor: More structured. Players experience your vision. Easier to hint and nudge. Good for less confident improvisers. Always plan contingencies for unexpected actions.

Architect: Laid back and freeform. Players act; you react. Requires deep world knowledge. The world is fully alive and responsive.

The Malus Locus is reactive, not proactive:

  • Aggression → more blockades and Monsters
  • Stealth → more searches, less-deadly Monsters
  • Apathy → a different kind of obstacle

Monsters

What Are Monsters?

Monsters are the Malus Locus' physical manifestation of a Character's Haunt. The Locus wants to generate fear and guilt — Monsters are its tools.

  • At least one Monster per Character
  • Foils with Haunts generate their own Monsters
  • The Malus Locus has one Monster of its own (bottom Layer only, Very Strong)

Monsters are not truly alive — they are psychic manifestations. When "killed" they dissipate and can reform. Only the Locus' own Monster, when destroyed, ends the story permanently.

Monsters rarely go for the kill early. The Locus needs the Cast to be frightened and miserable first. Let Monsters menace, injure, and threaten before they close in for the kill.

Monster Attributes

Monsters have 6 Attributes (scores 1–5, same as Characters; 1 = best):

AttributeTypeDescription
AttackActive (1–5)How it damages Characters. 1 = deadliest attacks. Descriptor = damage type.
ChaseActive (1–5)Speed of pursuit. 1 = fastest. Descriptor = locomotion type. Null if stationary.
SearchActive (1–5)Ability to find hidden Characters. 1 = best. Descriptor = sensing method.
ResistActive (1–5)Defences against attacks. 1 = near-immune. Descriptor = how it defends.
WeaknessPassiveSpecific vulnerability. +1 to attacking Characters when triggered.
BehaviourPassiveGeneral attitude and attack pattern (e.g. Stalking, Opportunistic, Insidious).

A null Attribute (–) means the Monster cannot perform that action. Strength in one area should be balanced by weakness elsewhere.

Monster Threat Calculator

Calculate threat level for balance:

  1. For each Attribute below 5, add +1 per rank below 5 (e.g. Attack 2 = +3). Null Attribute = -1.
  2. Behaviour: moderately likely to chase = +1; definitely will chase = +2. Each Infliction: Easy = +1, Medium = +2, Hard = +3.
  3. Death's Door: +1 per extra set of 3 segments beyond the initial 3.
TotalThreat Grade
25–30Very Strong
20–25Strong
15–20Balanced / Average
10–15Weak
5–10Very Weak
Very Weak and Very Strong should be used sparingly. The Locus' own Monster should always be Very Strong.

Inflictions

Optional Monster ability — confers a Condition rather than direct injury. Made of four parts:

PartDescription
DescriptorThe Monster's action (e.g. Spitting, Screaming, Grabbing)
AttributeCharacter Attribute used for the avoidance Check
ConditionEffect applied on failure (e.g. Blinded, Nauseated, Grappled)
DifficultyEasy / Medium / Hard for the avoidance Check

The Monster does not make a Check — only the Character makes one. A Monster can both Attack and Inflict in the same turn if circumstances permit. The Condition lasts until logically resolved in-game.

Design Inflictions to test Attributes that combat alone wouldn't. The best Inflictions force Players to approach the Monster differently.

Monster Actions in Conflict

Monster turns each round:

  • Chase: Contested vs nothing, using Chase Attribute. 5m per success point. Catching up = free Prone Condition (no damage).
  • Search: Contested vs all hidden Characters. Win = free action to flush them out (not damage). Monster searches for max 3 rounds normally.
  • Attack: Contested vs Character Attribute of Director's choice. Damage from margin (see Damage table).
  • Inflict: Character makes Outcome Check vs Infliction difficulty. Monster makes no Check.
  • Miscellaneous: Outcome Check vs appropriate Monster Attribute.

Search modifiers: Descriptor determines bonus/penalty. Standing still vs motion-sensing Monster: Character +1. Moving vs same: Monster +1. Characters who didn't use Hide action last turn: Monster +1 against them.

Attack miss: Monster gets +1 on its next attack against that target (non-cumulative).

Vice Imagery Reference

Use for Monster design inspiration:

Temptation ♠
Violet/magenta/red. Reaching hands, apples, snakes, foxes, chains. Human aspects, fatty/swollen skin, fiery traits. Smells of food, flesh, sex. Warmth and clamminess.
Apathy ♣
Yellow/green/cyan. Stop signs, dead plants, maggots. Matted fur, many eyes (or none), aura of fatigue. Numbness, heavy limbs, silence, rot, mould.
Discord ♦
Cyan/blue/violet. Birds, arrows, broken mirrors. Many heads/faces, bruised flesh, chimeric forms. Headaches, sirens, crowd murmurs, burnt plastic.
Malice ♥
Red/orange/yellow. Spirals, dead wildlife, blood. Spines, claws, teeth, apish forms. Iron taste, gunpowder smell, pins and needles, metal-on-metal sounds.

Monster Builder

Sample Monsters

The Carrion
Haunt: Alcohol addiction / dropped university (Temptation)
Attack4 — Spitting
Chase1 — Scurrying
Search2 — Motion Sense
Resist3 — Liquid
BehaviourOpportunistic, Stalking
WeaknessWater (+1 attacks)
InflictionSpitting → Clumsiness Medium → Blinded
DD: 15 segments (5 sets)

Pterodactyl-like, infected red bulging eyes, skeletal beak. Wings like human arms with human hands, membrane of stretched ooze. Trails caustic tar-like sludge. Smells of paint fumes and thinner.

The Doubt
Haunt: Spreading ruinous lies about a rival (Discord)
Attack— (none)
Chase2 — Drifting
Search3 — Hearing
Resist2 — Pleading
BehaviourManipulating, Insidious
WeaknessCutting
InflictionIllusion → Ignorance Hard → Convinced (sees ally as Monster)
DD: 12 segments (4 sets)

A compact tower of rotting animal flesh with many mouths from the gaps. Forked tongues whisper betrayal. True power: convinces its victims their friends are Monsters. Delicious smell of spices — the signature of the wrongly accused rival.

The Murder
Haunt: Selfish isolation, refusing to help others (Discord)
Attack4 — Biting
Chase1 — Flight
Search5 — Sentry
Resist2 — Scatter
BehaviourWatching, Swarming
WeaknessMirrors/Reflections
InflictionInfection → Frailty Medium → Nauseated
DD: 6 segments (2 sets)

A flock of corvid-like creatures with entirely human faces — no beaks, remorseless expressions. Waits for a character to be isolated, then the swarm descends.

The Creep
Haunt: Negligent dumping of toxic compounds into woodland (Apathy)
Attack2 — Chemical Burn
Chase5 — Vines
Search3 — Spores
Resist3 — Autotomy (vines) / Bark (core)
BehaviourRelentless, Territorial
WeaknessCold
InflictionVines → Carelessness Hard → Grappled
DD: 9 segments (3 sets)

Stationary. Plant-like, spreads ivy-like vines across floors, ceilings, walls. Core is a bark-clad armless torso that opens to reveal a void of corrosive acid. Fills areas with spores.

Dice Roller

Outcome / Contested Check

Set Attribute and Difficulty, then roll.

Roll History

Initiative Check

Roll 3d6, sum all three, subtract Carelessness. Highest total goes first.

Durability Check

Needs 4+ on the appropriate die. Quality determines which die to use.

Set quality and roll.

Free Dice Roller

Configure and roll.

Character Tracker

Director’s Tools

Haunt Generator

Generate a Character Haunt concept for inspiration. Haunts are events, not traits — specific past wrongs.

Click Generate to create a Haunt concept.

Monster Concept Generator

Suggest imagery and keywords for a Monster based on Vice and an emotion.

Select a Vice and generate.

Layer Description Prompt

Generate a description prompt for a Layer transition moment, using the Rule of 6 (five senses + vibe).

Select a Layer to generate description prompts.

Spot Effect Generator

Generate a personal hallucination / Spot Effect tied to a Vice theme.

Select a Vice and generate a Spot Effect.

Director’s Pre-Session Checklist

  • Character cards reviewed — Haunts, Virtues, Attributes
  • Monster cards prepared for each Character
  • Item cards prepared (starting items + found items)
  • Blank Item cards available
  • Card deck shuffled, Jokers removed
  • Dice available (ideally 3d6 per player)
  • Malus Locus layers and thresholds defined
  • Three mysteries and clues prepared
  • Spot Effects designed for each Character
  • Set Pieces prepared
  • Foil backstories (Haunt/Virtue/Attitude) sketched
  • Four endings and conditions defined
  • Safety tools discussed; hard limits confirmed with all players

Item Creation Quick-Ref

Distribute points from the Item's quality tier:

Item TierPoints to Spend
Average0–5 points
Good5–10 points
Fantastic10–15 points

Spend on:

CategoryCost
Size: Small (pocketable)1 pt
Size: Large (must be held)0 pt
Quality (1–3)1 pt per rank
Durability (each box)1 pt per box
Damage Type (Blunt/Cutting/etc.)1 pt
Weapon (specifically designed)+1 pt extra

Foil Quick Notes

Card Draw Triggers Reference

TriggerWho Draws
Every hour of real timeAll Players
Visions / hallucinations (Spot Effect)Affected Player
Acting in accordance with ViceThat Player
Encountering a Set PieceAll Players present (once per Set Piece)
The Director only tracks Vice-triggered draws. Everything else is the Players' responsibility to flag.

Notes

Session Notes

Mystery & Clue Tracker

Monster & Haunt Notes

Director’s Private Notes