Usage: command How you play 1. help bleeds — read this page 2. bleeds when your sheet and room gates match the blurb below 3. bleeds -- Cadence planar-bleed contracts (Bobby board) bleeds -- Cadence planar-bleed contracts (Bobby board) Living element presses into a townsfolk home -- scorchmarks, salt damp, indoor gale, grit that should not settle. The citizen seeks Bobby; the hunt board (Singer Salvage den) posts to Hunter / Slayer / Occultist and Aspect Elemental tip-lines. Ephemeral across restart (v1). Distinct from house haunts (help haunts -- ash spirits) and from Hollow plane-call dungeons (help elemental / track enemy). Clear sends the native home ALIVE IN-BODY (same spirit as planeban), never Hell. missions take bleed -- claim at the Sioux Falls den (also: takebleed) missions join bleed -- back up an in-progress bleed (at the board) bounty -- read live haunt/bleed status (see 'help bounty') seek board / seek board bobby -- walk/drive to Bobby's board (last tip or named; does not claim) abandonbleed -- drop your claim track bleed -- soft path lead to the affected home investigate -- name the bleed on site sealbleed -- seal with iron scrap / ritual chalk, or opposing Aspect Elemental pressure (free) circle -- Occultist seal (after identify) dismiss <name> -- send the sealed native home (≤35% HP in a fight) planeban <name> -- Adept+ Aspect Elemental peer path Flow: tip or board -> claim -> track bleed -> investigate -> seal -> dismiss / planeban / sealed lethal. Pay is light cash on clear. Opposing Aspect Elementals also soak Favor + Cosmic Charge (Prime steward due) and hit a little harder vs that bleed native on Earth. One active town bleed at a time. Echo Hunters / Slayers / Occultists and Aspect Elementals run the same craft verbs via Cadence (investigate, sealbleed, dismiss). See also: help missions | help haunts | help elemental | help planeban