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SYSTEMS / READER NOTES

How to read an ability

A named power is the start of a rules record, not the end.

A scholar and skater study an illustrated grimoire with a magnifying glass and hourglass nearby. Artistic visual metaphor, not a literal rules diagram.
Original interpretive art · not a canonical character portrait

Ask six questions

Who grants access? Which slot or compatibility applies? What activates it and what does it cost? What clock advances it? What exactly changes? What changes at each rank? Read target, range, duration, stacking, resource, and selected-path requirements before treating an ability as usable.

Keep clocks separate

A turn, a distance traveled, a track-marker crossing, and elapsed seconds are different clocks. Stopping may not advance a distance-based effect. A lap cooldown is not a seconds cooldown even if their observed duration happens to be similar.

Keep modes separate

Derby, tabletop, digital play, and Mecha Mode share vocabulary but can use different costs, timing, damage, formulas, and objectives. This reader guide does not merge historical formats into one playable ruleset.

What an omitted value means

Not specified means the source supplies no value. It does not mean zero cost, unlimited duration, universal compatibility, or free access. Consult the selected mode’s ability record.

Keep exploring.

Source & editorial notes

October 2026 Systems reader v004; Races reader v003 and Classes reader v004 where noted.

About this guide

Return to the stories.

The Guide is an optional companion. Follow the fiction at your own pace.