The Eternal Court / Play / Port kit

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GM Quick Reference

One-Page Table Aid for Kormor Kirak, 1793

A one-page table aid: vocabulary, key numbers, and the most-used rules at a glance.

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Setting Vocabulary Map

OT NameEC NameShorthandWhat It Does
SHOOTMARKMKAll ranged attacks
FIGHTSTEELSTAll melee attacks
TACTSCHEMESCTactics, coordination, command
OPINTCIPHERCPStealth, intelligence, social
GUTSIRONIRResolve, wound checks, pressure
MOBISTRIDESDMovement -- never rolled
Gene-ForgedThe Turned--Enhanced operator type
Contaminated TerrainBlighted Ground--Hazardous zone type

Resolution (OT Core)

Roll 1d6. Compare to threshold. Modifiers shift the die, not the threshold.

ThresholdNameDifficulty
2+GoodEasy
4+OrdinaryStandard
5+BadHard
6Natural 6Always succeeds
1Natural 1Always fails

Wound Track (OT Core)

StateEffect
1 Flesh WoundNo penalty
2 Flesh Wounds–1 all rolls
3 Flesh Wounds–2 all rolls; next Flesh → Mortal
1 Mortal WoundIRON check 4+ at activation start or lose 1 action
2 Mortal WoundsDown. Bleeds out in d3 rounds without stabilization.

Alert Level

LevelStateDescription
0ColdNo awareness. Stealth viable.
1AwareSomething's off. Patrols tighten.
2SuspiciousActive search. Enemies move to last known.
3HotFull response. Reinforcements en route.
4+BlownEveryone knows. Reinforcements every d4 rounds.

Raises Alert +1: Loud weapon fired, body found, operator spotted and not neutralized within 1 round, alarm triggered, enemy escapes.

At Alert 3+: Roll d8 for Alarm Consequence (see OT Core).


Blighted Ground

What it is: Zones with necromantic contamination -- Hallaset Fields, ritual sites, castle lower levels, anywhere near active undead work.

Standard operators: End of activation in Blighted Ground → IRON check 3+. Fail: 1 Morale loss. At 0 Morale: withdraw, won't re-enter.

The Turned: Start of activation in Blighted Ground → IRON check 4+. Fail: only 1 action this turn. Also: Augment Tag bonus suppressed.

Escalation: Active Lich Cult ritual completing expands Blighted Ground by 2 zones.

Removal: Wrecker's Breach Charge destroys ritual site, stops expansion. Physick's Alchemical Kit immunizes one operator for the mission.

Placement by mission type:


Faction Doctrines at a Glance

FactionDoctrineKey Behavior
Red CourtCoordinated Pressure2+ Guards in sight → one repositions for free
Albion DelegationAttrition ProtocolNo retreat, no surrender; wound penalties suppressed
Terrassian ConsulateCalculated RiskNever overextend alone; wait for support before acting
Lich CultOpportunistEnter from any edge at Alert 2+; strike during chaos
Merchant WebCalculated RiskNegotiate first; only fight if negotiation fails

New Weapon Properties (EC Only)

PropertyEffect
Slow-LoadAfter firing, spend 1 action reloading before next use.
BurnOn hit, zone ignites. Units ending activation in fire: 1 Flesh Wound. Extinguishes after d3 rounds.
BlindTargets in area: Suppressed + lose line of sight until their next activation.
ConcealablePasses checkpoints without detection unless actively searched.

Standard OT properties (Accurate, AoE, Loud, Rapid, Silent, Side Arm, Two-Handed, Limited, Unreliable) apply unchanged.


Faction Pressure Quick Reference

TrackAt 5: Major Objective
Red CourtKiraline identifies and responds to team -- eliminate, recruit, or expel
Albion DelegationAlbion walks out of summit; recovery requires hard evidence of Whitehallow conspiracy
Terrassian ConsulateTerrassia unilaterally places Albion delegation under magical surveillance; summit crisis
Lich CultWhitehallow's transformation completes; possession attempt becomes imminent
Merchant WebRozito chooses a side; team's safehouses compromised

Advance each track: 1 step per mission by default. Adjust for mission outcomes. Reduce a track: Per the OT Engine Port GM Guide (section 9).


Mission Phase Reminder (Five Zones)

  1. Insertion -- Entry. Low opposition. Sets atmosphere.
  2. Approach Corridor -- Patrols, checkpoints, alarms.
  3. Objective Zone -- Main task. Highest complexity.
  4. Kill Zone -- Reaction force. Appears after objective triggers.
  5. Extraction -- The way out. Affected by Alert Level.

Between-Mission Sequence (Seven Steps)

  1. Wound Recovery
  2. Downtime (each operator picks one activity)
  3. Supply State (assess from mission outcome)
  4. Field Requisitions (purchase gear)
  5. Battlefield Evolutions (check Performance Triggers)
  6. Advance Factions (move Pressure Tracks)
  7. Brief (present next mission)

The Turned -- Tag Summary

TagBonusSuppressed in Blighted Ground
UNDYINGEnd of activation: remove 1 Flesh WoundYes -- no regeneration
IRONSHELLAR +1 permanent (stacks, max AR 3)Yes -- AR bonus lost
GHOST-STEPMove +1 zone free per round, no OverwatchYes -- ability unavailable
PREDATOR'S EYENever surprised; ignore illumination penaltiesYes -- disadvantage on CP checks

Universal Complication: IRON 4+ at start of activation in Blighted Ground or lose 1 action.


Class Reference

ClassMKSTSCCPIRSDRole
Ironclad253244Close-quarters enforcer
Sharpshooter523334Precision ranged
Shadow333535Infiltration & intelligence
Wrecker343253Demolitions & forced entry
Physick233544Field medicine & alchemy
Artificer324534Clockwork & aetheric tech

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