Deltas

*This is a story about change. The characters change, the world changes, and everything is in flux. Any time a character makes a choice with any significance, it is a point of change that leaves a residual mark, a Delta. And this has an impact on their self, or their allies, or even the world.*

A **Delta** is a Flux that describes the consequences of a character choice, such as *Friendship with Alice*, *Faith in Mal*, or *Honor*. These are gained from some choices made during play and are permanent until otherwise affected by future choices made during play, such as Critical Moments which can affect Deltas similarly to Tides. Deltas can be positive or negative and can be invoked, compelled, and dissolved like other Flux.

## Gaining Deltas

A new Delta should come into play about once per Rest. Deltas can be given out during Critical Moments, after difficult decisions, or at the end of a session. Usually, only one player will gain a particular Delta at a time.

There are two important guidelines to keep in mind when using Deltas. First, the players should know exactly what the outcomes of their choice were *after* they make their decision. Second, the players should *not* know what the outcomes will be *before* they make their decision.

Gaining a Delta counts as a Flux change for XP purposes.

## Using Deltas

Deltas can be invoked or compelled like other Flux, and will typically come into play a couple of times per Quest, especially for Quests that have social or narrative aspects to them.

Deltas can also be **overflowed** where narratively appropriate. Overflowing a Delta invokes or compels it for **6 times** its normal value, but permanently removes the Delta. For example, if you have *Friendship with Elliana [+2]*, you can overflow this Delta by asking a favor of Elliana, granting a +12 bonus but removing the Delta representing your friendship. Or if you have a *Fear of Heights [-1]* from a recent adventure, an airship ride might compel a -6 penalty, after which you get over your fear. Removing a Delta by overflowing it counts as a Flux change for XP purposes.

## **Example Deltas**

*Disposition*

A PC demonstrates a quality of their personality. This Delta is specific to a disposition, such as *Diplomatic*, *Lone Wolf*, *Reckless*, or *Paranoid*. When this part of your Flux is negative, it represents a repulsion to tactics of that kind.

*Faith*

A PC demonstrates trust or loyalty in a particular god, or perhaps quite the opposite. This Delta is in relation to a specific god.

*Friendship*

A PC shares good relations with a specific person. This Delta is in relation to a specific person. When this Delta is negative, it is called *Enmity*, and represents a hatred.

*Honor*

A PC stays true to herself, even when no one is watching.

*Loyalty*

A PC gains the loyalty of someone else. This Delta is in relation to a specific person. When this Delta is negative, it represents the person’s willingness to abandon or betray the PC whenever convenient.

*Luck*

A PC finds good or ill fortune that seems to follow them wherever they go. This Delta is special in that it's used for Luck checks.

*Reputation*

A PC gains popularity in a given location. This Delta is in relation to a specific place, such as a city or kingdom. When this Delta is negative, it represents infamy, perhaps to the point of being wanted for arrest.

*Skilled*

A PC gains a special talent. This Delta is in relation to a specific skill. When this Delta is negative, it is called *Incompetence*, and represents an awkward inability to perform this skill.