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Side Effects

Magic is not clean. Every unit of mana generated, every nox summoned, every kinetic shaft spinning near a ritual — it all accumulates. In the chunk. Invisibly. Until it doesn’t.


The Meters
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Each energy type fills its own chunk-scoped meter:

EnergyMeterWhat happens when it overflows
ManaTangleMachines halt. Gremlins emerge.
NoxCorruptionTBD — something worse
Kinetic (Create)RationalMana burns from nearby pools
Summoning energyWarpThings that weren’t invited come through
Ritual activityWyrdThe sky falls. Literally.

One unit generated equals one unit added to the meter. The math is simple. The consequences are not.


Gremlins
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When the Tangle meter overflows, nearby machines stop working. Not broken — stopped. Halted by something living inside them.

Break the halted machine and find out what.

Gremlins are twisted Silverfish that pour out of flux-saturated machinery and go straight for the player. They drain the Tangle meter as they exist — the problem is self-resolving, if you survive it.


Management
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You cannot stop a side effect once it manifests. You can only prevent it from building up in the first place.

Ward — pushes your meter into adjacent chunks. Your problem becomes your neighbour’s problem.

Anchor — pulls meter from adjacent chunks into yours. Useful for centralising and managing side effects deliberately — or for draining someone else’s chunk.

Side Effect Tank — a placeable structure that captures meter from the chunk. Fill it with a Create pump. Move it with Silk Touch. Break it to release everything inside into the current chunk.

Pandora’s Box — not a storage device. A detonator. Opens to trigger the worst possible manifestation the current chunk’s meter can produce. Consumed on use.


The Upside
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Meteorites that crash from Wyrd overflow are destructive — and minable. Some side effects are worth triggering on purpose.

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