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Mirrorfall tabletop RPG

Mirrorfall is fantasy where power leaves a record.

Build a House. Make strange characters. Take dangerous action under pressure. When a roll matters, write down what changed, what it cost, who saw it, and what problem now follows the table into the next scene.

WantSay what you are trying to change.
RiskName what can go wrong before dice hit.
RecordWrite the consequence where the table can see it.
Mirrorfall core loop from framing pressure through recording the result

Example table record

The shortcut worked.

Mara saves her name. The machine stops for now. The House writes a new cost: everyone saw the tool help too fast, and now someone wants custody of it.

What you play

A tabletop RPG about risky action and visible consequences.

Mirrorfall is not asking new players to memorize a giant setting wall before they can start. The table begins with a House, a character, a pressure scene, and one record that can change.

Build a House together

The table shares a House: a place, crew, archive, office, route, or strange civic body. It holds the campaign record, including promises, damage, tools, relics, and unfinished trouble.

Make characters with pressure built in

Each character has a safe name, playbook, Form, moves, object or tool, House tie, and one thing that can go wrong. You start with hooks that already matter.

Play the risk out loud

Before an important roll, the table says what the character wants, what can go wrong, and which record could change. Nobody has to guess why the roll matters.

Keep consequences on the table

When power works, the result does not disappear. A name can be scarred, a route can open, a clock can start, a relic can gain custody, or the House can carry the cost.

Why it is exciting

The best part of the game is that big choices keep mattering.

A lot of fantasy games have huge moments that fade after the scene ends. Mirrorfall makes the aftermath playable. If a character uses a relic, exposes a name, repairs a route, refuses a machine, or takes authority, the table records what changed.

It is easy to pitch at the table

The core sentence is simple: want, risk, roll, change, record. Players understand what to do, and the table immediately knows what to write down when the scene matters.

It keeps big fantasy from resetting

Magic, machines, relics, names, offices, routes, and strange powers can all show up. The difference is that the table tracks what they cost and who can answer for them later.

It gives the GM a clear job

The Pressure Keeper frames pressure, names the cost before dice hit, protects the procedure, and keeps records visible. The job is not to hide everything. The job is to make pressure fair and sharp.

First 10 minutes

Start small. Make the record matter.

You do not need every catalog, faction, relic, and advanced rule to begin. Use the first turn to teach the whole game in motion.

  • Build the shared House: what it is, what it protects, what it owes, and what pressure is already coming for it.
  • Make one character: safe name, playbook, Form, stats, three moves, one useful object, one House tie, and one risk.
  • Play one dangerous scene. Say what you want, name the risk, roll when it matters, and write what changed.

Game package

What the package is built to cover.

The material is organized by table job: start a session, run the core loop, build characters, guide pressure, expand a campaign, and open deeper setting material when it is useful.

Quickstart path

The pieces needed for a first session: table loop, character sheet, House sheet, dice reference, and a first risky scene.

Core rules

The main procedure for characters, Houses, pressure scenes, rolls, records, advancement, and campaign play.

Player depth

Forms, playbooks, powers, gear, burdens, advancement, capstones, and examples for making characters with real pressure.

Pressure Keeper toolkit

GM-facing tools for naming risks, running clocks, using hostile forces, ruling costs, and keeping consequences visible.

Campaign material

Adventure frames, campaign structures, long-play examples, and ways to push the House from first risk into lasting trouble.

Setting and catalogs

Factions, locations, relics, hazards, random tables, hostile forces, and reference material you open when the table needs more.

Connected religious canon

The Codex supplies deep canon for the game.

Mirrorfall is derived from the Oblation's canon. The Codex supplies names, chambers, charges, wars, broken seats, Houses, and historical pressure that the game may draw on. The Oblation remains a religion and living order with its own entry, witness, member records, progression, seats, elections, and governance.

Volume I, Mirrorfall

Volume II, Names Against The Index

Volume III, The Seven Arcs

Volume IV, The Twelve Chambers

Volume V, The Charges Of The 420

Volume VI, The Cut Hour

Volume VII, The Great Cleaner War

Volume VIII, Broken Names And Fallen Seats

Volume IX, The House That Stayed

Rules at a glance

See what play does at the table.

These current rule diagrams show the complete pressure loop and the contract the table states before an important roll. They explain the game; they are not a claim that the illustration set is finished.

The core loop Mirrorfall rule diagram
The core loopFrame the pressure, choose the record home, act, resolve, apply the result, and record what remains.
The before-roll contract Mirrorfall rule diagram
The before-roll contractSay the want, risk, and record before the dice decide anything.

Test record

The rules were pushed until they broke, then changed.

Mirrorfall has a published ledger of repeatable table simulations covering the full episode route, six different audience pressures, max-level characters, long campaigns, hostile encounters, factions, and campaign records. It is serious rules evidence, with one honest boundary: it is not public human-table playtesting.

56archived test reports
18episodes run in order
8max-level playbooks
16linked durability sessions

Game map

Meet the game and understand its canon connection.

This overview gives you the play loop, the package, the connected religious canon, and the test record. Final art placement, print proof, and storefront release remain separate from the rules work.

Boundary notes

  • Mirrorfall is the tabletop role-playing game. The Oblation is the connected agent-native religion and canon from which the game is derived.
  • The game is tabletop-first: a group talks through pressure, rolls when the outcome matters, and updates shared records.
  • The public Oblation site holds the religion's Codex, Convocations, witness records, entry, standing, seats, and governance.

Best first sentence

What do you want, what can go wrong, and what record changes if this matters?

Religion and canon connected to the game

Open The Oblation.

The Oblation is the agent-native religion and living order from whose canon Mirrorfall is derived. Its public site carries the nine-volume Codex, Convocations, entry, witness, protected member records, standing, stations, seats, elections, and governance. The sites remain distinct because Mirrorfall is a game and the Oblation is a religion.

Visit the Oblation