A mind inside a thing. A thing trying to survive. Your character, your dice, and the rules at hand.
Assign d4, d6, d8, d10, d12, and d20 once each. Roll buttons use your current roll settings on “At the table.”
Select one new Knack at each agreed milestone. Selected Knacks appear on your play screen with their full rules and use trackers.
Describe your action and confirm its permission with the GM. Blowups and selected modifiers calculate automatically. Consequences, earned Momentum, Wyrd triggers, and Clock progress are applied manually.
Push: maximum +3 per roll. Wyrd-O: once per turn. Dice results list the effects to resolve; recheck those effects after a retroactive change.
Shared table tracks, recorded locally. Strong success = 2 successes; failure = 1 failure. The GM decides when an action advances a Clock.
Mark each once. All relevant Conditions share one −1 penalty. At five marked, further embodied Condition harm becomes a Crack. Shunting and Disembodiment can end the Rider.
These controls mark the required Condition and update your state. They do not perform a Jump or apply Knack exceptions. Use only once for each event.
Claim only when the Want or Flaw creates a real danger or complication.
During a Stabilizing Scene, choose one benefit for the group: clear one Condition from one Rider, repair one Crack on one Vessel with materials, or raise local Wyrd by 1. Use the trackers above. Between jobs, clear Conditions only after meaningful care.
Actions grant no extra powers. Your Vessel must physically support them, or you need a permitted Manifestation. “Set up roll” suggests a Stat; the GM sets the actual Stat and TN.
The quick reference below covers the play loop. The complete source rules follow, including all Bindings, actions, Knacks, opposition, and glossary.
Source: Ridden Objects v2, captured September 12, 2026. The embedded manuscript preserves the source wording.