# Discord Points and Disruptions ## *the price of turning the world against them* A Disruption is the moment you reach past the enemies and move the battlefield itself. The ground catches fire. A ward snaps shut. The dead stand up. Disruptions are not free, and the thing that keeps them honest is Discord Points, the pool you spend across a fight. The Pales rules already draw from this pool. This page is where the pool itself lives. ## The pool You hold a reserve of Discord Points for a fight. It is yours to spend, and when it is gone, the battlefield stops answering you until it refreshes. The richer the table, the deeper the pool, so the harder the world can push back. > [!note] The pool > > - **Discord Points** = average party level × number of Fell at the table. > - The pool refreshes at the start of each Crucible. > > A Pale costs 8 for an Environmental Disruption and 15 for a Magical one. Those costs are fixed. ## What a Disruption costs A Disruption is priced by its nature, not its flavor. The same two costs the Pales rules already use cover most of what you will reach for. | Disruption | What it is | Cost | | --- | --- | --- | | Environmental | A physical or natural turn of the battlefield. Fire, flood, collapse, a clinging mire. | 8 | | Magical | A curse, a ward, a boon, anything supernatural. | 15 | Flavor is free. Type sets the price. A natural rockfall and a sorcerer's crushing hex can both be a falling-stone Disruption. If you frame it as supernatural it is Magical and costs 15. If it is mundane it is Environmental and costs 8. ## What pushing a Foe costs The same pool reaches the Foes themselves, not only the ground. See Building Crucibles for how Foes run. | Push | What it does | Cost | | --- | --- | --- | | Fuel a React | hand a Foe a React it has spent or never had | 3 | | Escalate a Foe | push it up a tier without waiting on the charge | 5 | | Loose a Discordant again | re-lay an Epic or Forsaken's Affliction across the table | 12 | A React is the cheap tap. An escalation costs more for lasting the rest of the fight. A second Discordant sits just under a Magical Disruption because it floods the whole table. ## Spending the pool - **Set pieces are free.** Anything already part of the scene when the fight begins costs nothing. The cave already has its chasm. The field is already burning. Build those in when you prep the Crucible and spend nothing for them. - **Conjuring mid-fight costs.** The moment you decide the ground should turn during the battle, that is a Disruption, and it draws from the pool. - **Pales are the most common Disruption.** Raising a Pale mid-battle is exactly this spend. See Pales for the full ruleset and the options shelf. ## Pacing the spend The pool is a pacing tool as much as a budget. Spend early and you set the tone of a fight fast. Hold it and you can break a round open at the moment it matters most. An empty pool is no failure, only a sign the battlefield has already said what it had to say, and the rest of the fight belongs to the Foes and the Fell. The menu now covers both the battlefield and the Foes. Anything else stays flavor under the two Disruption costs, a structural collapse priced as Environmental, a battlefield-wide curse as Magical.