Character creation
- Assign Stats: 14, 13, 12, 11, 11, 11. You may redistribute up to 2 points between any scores.
- Choose a Race.
- Choose a Class.
- Pick 3 Tags.
- Choose a Casting Path (optional).
- Finalize confirmed derived stats: modifiers, save specializations, AC, to-hit bonus, damage bonus, Soak, and MP if applicable.
Rules review required: Starting HP, HP gained by level, initiative baseline, default weapon damage steps, starting equipment, and spell counts are not defined consistently in the current source.
Attribute roles
| Stat | Role |
|---|---|
| STR | Strength - Melee, grapples |
| DEX | Dexterity - Reflexes, stealth |
| CON | Constitution - Endurance, poison |
| INT | Intelligence - Lore, logic |
| WIS | Wisdom - Willpower, awareness |
| CHA | Charisma - Presence, persuasion |
Modifier guide
Modifier Formula: (Stat - 10) / 2, rounded down
| Score | Modifier |
|---|---|
| 1 | -5 |
| 2-3 | -4 |
| 4-5 | -3 |
| 6-7 | -2 |
| 8-9 | -1 |
| 10-11 | 0 |
| 12-13 | +1 |
| 14-15 | +2 |
| 16-17 | +3 |
| 18-19 | +4 |
| 20-21 | +5 |
Checks and saves
- Skill check: Roll 1d20 equal to or lower than the relevant stat.
- Non-spell save: Roll 1d20 + modifier against a TN set by the GM, scenario, or encounter.
- Spell save: Roll 1d20 + modifier against the caster’s Spell Save TN.
- Spell Save TN: Equal to the caster’s full stat score.
- Advantage (roll-over): Roll 2d20 and take the higher.
- Disadvantage (roll-over): Roll 2d20 and take the lower.
- Advantage (roll-under): Roll 2d20 and take the lower.
- Disadvantage (roll-under): Roll 2d20 and take the higher.
Difficulty numbers
| Difficulty | TN |
|---|---|
| Easy | 6 |
| Average | 11 |
| Hard | 16 |
| Legendary | 20 |
Combat basics
- Turn sequence: Start of turn -> 2 actions -> 1 Trait if desired -> resolve rolls -> narrate -> enemy turn or Oracle twist
- AC: 9 + Dex modifier
- To-Hit: Higher of STR or DEX modifier
- Damage: STR for melee; DEX for ranged
- Soak: (AC - 10) / 2, rounded down
- Nat 20: Bypasses Soak
- Nat 1: Attacker takes damage instead
Rules review required: The current source does not define a full initiative rule, default enemy defence values, default weapon damage steps, or a complete combat-ending procedure consistently.
Damage steps
| Step | Die |
|---|---|
| 1 | 1d4 |
| 2 | 1d6 |
| 3 | 1d8 |
| 4 | 1d10 |
| 5 | 1d12 |
| 6 | 1d20 |
| 7+ | 1d20 + 1dX |
Damage conversion
| Total Roll | Converted Damage |
|---|---|
| 0-1 | 0 |
| 2-5 | 1 |
| 6-9 | 2 |
| 10-14 | 4 |
| 15-18 | 5 |
| 19-22 | 6 |
| +4 | +1 more |
Fray
- Levels 1-5: 1d6
- Levels 6-10: 1d8
- Overflow may hit another enemy with equal or lower AC
Rules review required: The current source does not define lower-HD foes, boss interaction, or full Fray eligibility consistently.
Morale
Rules review required: The current source material does not define this procedure consistently.
Oracle
- Roll 2d6: Chance and Risk
- Chance > Risk = Yes
- Risk > Chance = No
- Both dice 1-3 = Yes/No, but…
- Both dice 4-6 = Yes/No, and…
- Equal values = Yes, but… and gain 1 Twist Point
Twist Points
- Gain 1 when dice are equal, a Trait or Spell grants it, or a major failure is narratively impactful
- At 3 Twist Points, introduce a dramatic twist
Magic
- MP: 5 + casting stat modifier
- MP recovery: 1d4 after an 8-hour long rest
- HP to MP: Sacrifice 2 HP to recover 1 MP
- Mythic Spells: 3+ MP, once per session, always succeed
Rules review required: The current source does not define a universal casting roll, failed-casting rule, concentration subsystem, or global summoning procedure consistently.
Advancement
| Level | Gains |
|---|---|
| 1 | 1 Race Trait, 1 Class Trait, 3 Tags |
| 2 | Gain 1 Trait |
| 3 | +1 to a stat |
| 4 | Gain or upgrade a Trait |
| 5 | +1 to a stat |
| 6 | Gain Trait (any source) |
| 7 | +1 to a stat |
| 8 | Gain Trait |
| 9 | +1 to a stat |
| 10 | Capstone or transformation |