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Umbra & Mirn
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Umbra & Mirn

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Welcome to the 12th era of the Cosmic Mirror, a 4 million year old cosmic artifact that has seen 14 unique eras. Here in the 12th era, two worlds thrive on opposite sides of the mirror, intrinsically linked by the movements of the suns.

In the shadowed and ephemeral world of Umbra, you live in the wilds of the world and interact with the spirit denizens of the natural order. In the mirrored and silvery world of Mirn, you thrive in the several nations among high society, and utilize the natural and lightning fueled technology that your world spawns, called techolony.

What makes this era particularly unique is the intrinsic soul bindings between the denizens of each world. As the green sun sets in Umbra, your adventure there is put on pause, and the story you had set aside in Mirn re-ignites. This soul connection is important to the game, as it allows your two character to share experiences, memories, items, and unique powers! This especially drives home the importance of unique events, characters, and interactions, as those very things are passed back and forth between your characters as they enter their dream cycle. Beyond this, your dreaming character can pass forth their dream logic to grant reality-bending powers to their waking other.

Play two unique characters across two fascinating worlds, or change it up, play one character who has become unbound and passes between their world and this new and foreign world, where their soul-tethered other once lived. The simple Attribute + Specialties system ensures your game begins quickly, while the unique attributes to each world help solidify the uniqueness of those same worlds. In Umbra, commune and command the spirits, and in Mirn, engage with and manipulate the naturally occuring techolony of the world.

The system is a simple dice pool system using D6's. When you go to lie to someone in the game, you take your Speech score, and add it to any Specialties you have chosen to take that could apply. Specialties are up to you, the player, to determine s you build and advance your character. While there are no set Specialties (no skills perse), there are many suggested ones in the book. But what's most relevant is whether or not your Specialty is relevant to the situation, you and your story leader are the arbitrators of that. So let's say you have a Speech of 4, and a specialty in Lying of 2. You take up your 6d6, and roll them, getting successes on 5's and 6's. In this case, it would be rolled against the successes the other person gets on their Intellect score, and any specialties in detecting lies. If your successes outnumber theirs, you are successful!

The same is true for any roll, attacks included (Might or Finesse scores, plus relevant Specialties in those weapons, minus the opponent's Defense (melee) or Dodge (ranged).)

The soul-tether system involves the sixth attribute of your characters, their Soul scores. At the end of each day, your active character gets to determine a number of 'gifts' they are sending to the one they are soul bound to, their 'other', and what kinds of gifts they want to send. These can be memories (to share with your other what your day has been like, or important information relating to them), Specialties, items, dream powers (fantastical abilities they can use a few times during that day), and on the high end of Soul scores, can include things like giving some of your Attribute scores, or even temporarily (or for the whole day at the highest levels of Soul) appear in their world while they are awake.

This gift giving occurs at the end of every day, from your Umbran character to your Mirrar character, and then back again.

When your other dies, your character becomes Unbound, and instead of entering a stasis like sleep with the rest of your normal world, you appear in whatever world is currently active. (You can also re-bind yourself with others who are Unbound, going back to the way things were.) So while stories can be bound to just the side you are on, enemies, items, and plots can span both worlds, as there are a number of beings who live in both.

You can check us out here for updates, as well as additional looks in to the book and its art!

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Michael S July 08, 2017 12:58 am UTC
Pages 32 and 33 are completely missing, with duplicates of pages 40 and 41 in their stead.
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File Last Updated:
November 26, 2016
This title was added to our catalog on November 08, 2016.
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Cosmic Mirror Games
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