The Landing
The stair does not end; it only stops being climbed. Somewhere below every flight there is a floor that was never poured, a landing that waits with the patience of a thing that has already happened. It does not chase, because it does not need to: everything the stair drops eventually arrives. It stands where the fall stops and takes stock of what it catches, hardens the ground under itself before the next body lands, and studies the drop the way a floor studies whatever is coming down to meet it. Then, when the weight above has built long enough, the landing simply receives it. It kept the heat of the old stair-lamps: the grit it sheds is still hot, and what works into your boot goes on burning.
| Move | Type | Value | Applies |
|---|---|---|---|
| sheds hot lamp-grit into your boot (Gutterwick 1) | debuff | 1 | Gutter-Wick |
| settles and knits its own cracks (+9 HP) | heal | 9 | — |
| the stone settles — what you chipped away settles back into place (Shrug 2) | shrug | 2 | — |
| levels the ground out from under your guard (Unfooting 2) | debuff | 2 | Un-Footing |
| the landing simply receives you for 25 | attack | 25 | — |
| The Landing lets the stairwell draught strip you raw (Windflay 3) - it turns to the drop first, then the cold peels a little more each breath | debuff | 3 | Wind-Flay |
On the shallowest floor it appears on it has 228 HP and its attacks carry +3. On the deepest, 248 HP and +3. The printed move text never changes — the number does.
- 🕯️ Gutter-Wick
- At the start of your turn, the top that many cards of your draw pile fall to the discard unseen. Decays by 1. The wick gutters — your deck burns down before you can draw it; thin decks cycle back sooner.
- 🪜 Un-Footing
- Whenever you play an attack, you lose that much Guard. Decays by 1. The stair tilts when you lunge — attack first, then raise the wall.
- 🌬️ Wind-Flay
- At the start of your turn, that many random cards are torn from your hand. Decays by 1. The wind takes options, not blood — hold nothing precious in hand.
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