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d10 CHECKS


d10 Checks are the heart of the game, they are used to determine if things succeed or fail.

You throw a d10, add the Modifier, and add any Bonuses.
For the Finalized Value, the d10 Check's Natural Value is Multiplied, so it remains relevant at higher levels.
d10 Multiplier: Modifier / 5 (Rounded down, and at least 1!)

Example: Throwing a Natural 4, with a Modifier of +12, will result in a Finalized Value of 20 (4 × 2 + 12)

((d10 Base Value × Max(1, Modifier / 5)) + Modifier + Bonus) × (Advantage|Disadvantage)

Criticals


There is a Stat called CRIT Range, by default this is equal to 1.
When Rolling a d10 Check, if the Natural Value is atleast 11 - CRIT Range then the Check is a CRIT.
A CRIT Results in: 2× Damage, 2× Healing, 2× Shielding, 2× BUFFER

You may roll a d10 to determine CRIT for things which by default don't require a d10 Check, like Healing Spells.
Some features might add or subtract from the CRIT Range, potentionally making it impossible to CRIT.

Example: Throwing a Natural 10 with the base CRIT Range of 1 will result in a CRIT.
Example: Throwing a Natural 7 with 4 CRIT Range is a CRIT.
Example: With 0 or less CRIT Range, even a Natural 10 won't be a CRIT.

Advantage and Disadvantage


Advantage: Double the Value of the d10 Check, including Bonuses.
Disadvantage: Half the Value of the d10 Check, including Bonuses.

Advantage and Disadvantage do not stack, and cancel each other out.
This means even 1 Advantage cancels out 3 Disadvantages, to where there is no Multiplier.

Stable Checks


For Stable Checks, the d10 Natural Value Multiplication is Overridden to Total XP / 100 (Minimum of 1)
Advantage and Disadvantage Double and Half only the Dice's Value, leaving Modifier and Bonuses unchanged.
Saves and Initiatives are Stable Checks.

Multi-Checks


Multi-Checks are Single Checks with multiple different Modifiers.
You Roll only one d10, and seperately calculate the values with the different Modifiers.
Note that Success with one of the Modifiers usually has the same effect as with the other.

Example: You make a Check which uses both Perception and Intuition, with Modifiers of +5 and +10.
You Rolled a 6 on the d10, this means the Perception part of the Multi-Check is 11, and the Intuition part is 22.

Passive Checks


Passive Checks are a Type of Check where the d10 is not thrown, and only the Modifier and Bonuses are counted.
These Checks are always a Free-Action, and are assumed to be automatically made, unless someone specifies they don't make said Passive Check.

BASE STATS


There are 6 Base Stats Entities can have.
Maximum of any Base Stat of an Entity: Total XP / 10
Base Stat d10 Check Modifier: Stat / 2

Name Index Description
Strength STR Practical force and power output of the Physical Body.
Agility AGI Reaction, and fine control of movements.
Vitality VIT Resiliance against bodily change, inluding biological.
Intelligence INT Processing power, memeory, and pattern recognition.
Willpower WILL Subconscious mind, and concentration.
Ego EGO Character, desires, and emotions.

0 STR will stop all bodily movement, even internal, the Entity is Paralyzed.
If an Entity needs air or blood flow it will begin Suffocating.

0 AGI means the Entity is Paralyzed.

0 VIT means the Entity is Dead.

0 INT means the Entity is Unconscious.

0 WILL normally means the Entity is Paralyzed.
Some Entities may not require WILL, like some constructs.

0 EGO normally means the Entity is Unconscious.
If the Entity is controlled by another, or doesn't require EGO, then it isn't Unconscious.

EXTRA STATS


Each Entity has a few additional stats.
Note that there are Features which can override some of these calculations.

Stat Types:

Name Index Type Calculation
Health HP Resource VIT + STR
Hit-Difficulty HD Resource AGI + Acrobatics + (Melee Weapon | Ballistic | Martial Arts)
Soul Points SP Resource INT + WILL + EGO
Grit GRIT Resource STR + Athletics
Restorable Health REST-HP Resource 4 × VIT
Proxy PROXY Output INT + WILL + EGO
Move Speed MS Static 2 × (STR | AGI)^(1/3)
Initiative INIT Static (AGI + (Perception | Intuition)) / 2

If an Entity reaches 0 HP, the Entity gains the Dying Condition.
When HP goes below -(Max HP) then the Body cannot contain the Soul, so it's ejected.

If SP reaches 0, then the Entity's Soul Saves are Halved, and it's PROXY is treated as being 0.
When SP goes below -(Max SP), the Entity's Soul is destroyed.

MASTERIES


Each Entity has Masteries, these are specific skills they do better.
The Maximum of any Mastery is the same as it's associated Base Stat.
Mastery d10 Check Modifier: (Main Stat + Mastery) / 2

Name Base Stat Examples
Athletics STR Climbing, Swimming, Jumping, Lifting
Acrobatics AGI Balancing, Dodging, Gymnastics, Stunts
Slight AGI Hiding, Moving Sliently, Slight of Hand, Lockpicking
Arcana INT Recognizing Magical Influence, Knowledge of Magic
Scrolls, Potions, Magical Entities
Science INT Mathematics, Physics, Chemistery, Biology, Technology
Lore INT History, Religion, Geography, Literature
Perception WILL Noticing Details, Sensing
Intuition WILL Gut Feeling, Reading People, Sensing Danger and Magic
Performance EGO Persuasion, Deception, Acting, Inspiring, Leading

Martial-Masteries


Martial-Masteries are for increasing Martial related Stats, and Unlocking Skill Type Abilities.
Each Magic-Mastery is Capped by its Base Stat.
Martial-Mastery d10 Check Modifier: (Base Stat + Martial Mastery) / 4

Name Base Stat
Melee Weapon Mastery STR | AGI
Ballistic Mastery AGI
Martial Arts STR | AGI

Magic-Masteries


Magic-Masteries are for Unlocking Spell Type Abilities.
These Magic-Masteries are Divided into 7 Groups, each governing a collection of Meta-Concepts.
Each Magic-Mastery is Capped by its Base Stat.
Magic Mastery d10 Check Modifier: Magic Mastery

Name Base Stat Main Meta-Concepts
Evocation INT | WILL | EGO Energy, Action, Power
Transmutation INT | WILL | EGO Transformation, Change, Shape
Conjuration INT | WILL | EGO Creation, Recreation
Enchantment INT | WILL | EGO Manipulate, Influence, Enhance, Degrade
Abjuration INT | WILL | EGO Negate, Cancel, Inaction
Divination INT | WILL | EGO Information
Anima INT | WILL | EGO Souls, Autonomy, Rules

PLAYER CHARACTERS


Character Creation


When creating a character, you have 100 XP Points.
No Base Stat can go over 10, or below 2 on character creation.
Characters will also have 100C worth of items to their name.

Note that this is just a "Level 1" template.
The GM can choose to start the players off with more or less XP and Currency.

Resources:

Experience


Each Player Character has a Total XP, and Unspent XP.
To gain XP, Players must perform actions, like encounters, quests, roleplay, ect...
XP is usually given in a batch at the end of a game session, split amongst the players.

To increase a Base Stat by 1 you must spend 2 XP
To increase a Mastery by 1 you must spend 0.5 XP
Your Base Stats are Capped at; Total XP / 10, so you can't go super into 1 Stat.
Note that Masteries are also Capped by Base Stats.

Fate


Player Characters are guided by A, Fated for greatness.
When a Player does something cool, smart, completes an objective, or plays their character well, the GM may reward them a Fate Point.
All Fate Effects are Non-Actions, and can be applied after Rolls!
After Character Creation a Player starts with 1 Fate, and the most they can have is 3 at a time.

Spending Fate:

The GM might allow other custom effects for some Fate, haggle with them.
Example: 1 Fate -> By guessing, the blind Player Character perfectly describes a nearby painting.

Note for the GM; be generous, grant 1-2 Fate per Player per session. It's the lifeline of your Players.

COMBAT BASICS


Action Economy


Combat is split into Rounds, each Round is 3 seconds in real time.
Entities participating in Combat will have a Turn each Round.

Each Entity has the following actions, restoring at the Start of their Turns:

You can use a Main-Action in place of a Bonus-Action!
By default, interacting with an object is a Bonus-Action.
Some Actions can be made as Reactions, Reactions are NOT a seperate Resource!

Free-Actions are Actions that have no Action Cost, but are still Actions; only limited by their description.
There are Non-Actions, these can always be Reactions, and you can do them even if you cannot take any Actions.
Non-Action Examples: Spending Resources, Making Saves (Not always!), Using Fate.

Note: At the Start of an Encounter, Entites will have their Actions from the previous Turn from before the Encounter!
This means Reactions are possible before the first Turn in Combat.

Initiative


At the Start of an Encounter each Entity Rolls a Stable d10 Check to determine Turn Orders.
At the Start of a Round, each Entity's Turn comes in Descending Order.
Each Round, Entities can delay their Turn to be after any Entity which Rolled less on Initiative.

Health


HP is a Resource. It has a Max Value, and a Current Value.
When taking Damage you subtract from your HP.
Resistances, Weaknesses, and Absorptions change how your HP interacts with Damage.

When HP reaches 0 you gain the Dying Condition.
When HP goes below - Max HP, your Soul leaves your Body.

Hit-Difficulty


HD is a Resource, like Health.
When an Attack is thrown, the Target can Spend HD to not get Hit by the Attack.
The Target needs to Spend HD equal to the Attack's To-Hit, only if they have enough HD.
After a Minute (20 Rounds) of not Spending HD, it's gained back.

An increase in Maximum HD does NOT affect Current HD!

Soul-Points


SP is the Resource of the mind and Soul, like the mental version of HP.
Psychic Damage goes into SP.
Radiant, and Necrotic Damage go both into HP and SP.

When SP reaches 0, all of your Soul Saves are Halved, this is NOT Disadvantage!
When SP goes below - Max SP, the Soul is destroyed. (You are very dead...)

Attacks


Attacks are d10 Checks, the Result of the Check is called the To-Hit.
Target(s) must Spend HD equal to To-Hit to make the Attack Miss, or they get Hit.
Attack-Actions are the basic Attacks of the game, but not all Attacks are Attack-Actions!

Attacks can be Ranged or Melee, and on top of that some Attacks can be AOE.

When a Ranged Attack is used, it can have 2 different ranges, Normal Range, and Long Range.
When using the Long Range, gain Disadvantage on the Attack Roll.
Ranged Attacks against Targets who have you in their Melee Reach gain Disadvantage.

Saves


Saves are a different type of Attack, where the Target must Succeed the Save, or be Hit by the Attack.
When a Save is presented, the Target must make a Stable d10 Check.
Saves have a Difficulty. (Example: STR Save 10)
To Succeed a Save the Finalized Value of the Save must be at least the Save's Difficulty.
Some Saves can have multiple types, in such case the Target decides what Save they use.

Save Types:

By default making a Save is a Non-Action! (Unless stated otherwise)

Conditions


Prone

Stunned

Dazed

Rooted

Paralyzed

Unconscious

Airborne

Staggered

Dying

ACTIONS


Move-Action


Jump


Sprint


Speak


Interact-Action


Ready


Attack-Action


Defense-Action


Take Cover


Switch-Action


Climb


Swim


Grapple


Shove


Pass Through


Stealth (WIP)


Recall Knowledge


Medicate


Hack Device (WIP)


Scan


Sense Nature


Feint


Intimidate


Taunt


MECHANICS


Resting


Reactions


Wielding


Effects


Lighting


Cover


Falling


Underwater Rules


Senses


Surprise


Economy (WIP)


Devices (WIP)


Souls (WIP)


Death


ARMAMENTS


Armaments are your Weapons, Shields, and Armors.
Every Armament has an amount of Property Points, these are allocated for its Stats and Properties.

Tier Level


Items have a Tier Level, Tier Levels effects a lot of Stats of the Item.
Tier Level 1 being Normal, and Tier Level 2 being better (By magic or other means).

Tier Levels increase the Stats of Armaments:

Item Pricing:

For more about Tiered Up Armaments, visit the Curios Page.

Melee Weapons


Melee Weapons have Max 8 Property Points, and uses STR for its Main Stat.
When choosing Properties, one must be the Weight Class; Light | Medium | Heavy
Price of Melee Weapons: 5C × Property Points

Property Property Points Description
Base Damage See Table The Damage Dice of the Weapon.
Damage Type 0 | 1 Choose 2 from: Bludgeoning, Slashing, Piercing
With all 3 options at once, comes higher cost.
Light 0 Uses 1 Wielding Slot, and makes the Attack-Action with a Bonus-Action.
Medium 0 Can use 1 or 2 Wielding Slots.
When using 2 Wielding Slots, gain +10 Max HD, and increases Base Damage to a higher Dice.
Heavy -1 Uses 2 Wielding Slots.
Armor-Pen Variable For each Point add 1 Armor-Pen.
Note: This normally doesn't apply to Abilities!
Reach 1 | 2 Adds 1 | 2 meters of extra Reach.
Throw 1 Weapon gains 5 × STR^(1/3) Throw Distance, Double for the Long-Range.
Can use Ballistic or Martial Arts Mastery when Throwing Finesse Weapons.
Heavy Weapons Excluded!
Finesse 1 Attacks and Abilities can use AGI in place of STR.
Attacks and Abilities can use Martial Arts in place of Melee Weapon Mastery.
Heavy Weapons Excluded!

Ranged Weapons


Ranged Weapons have Max 8 Property Points, and uses AGI for its Main Stat.
When choosing Properties, one must be the Weight Class; Light | Medium | Heavy
Price of Ranged Weapons: 5C × Property Points

Property Property Points Description
Base Damage See Table The Damage Dice of the Weapon.
Range See Table Range of the Weapon, depends on Base Damage.
Damage Type 0 Either Bludgeoning, Slashing, or Piercing.
Light 1 Uses 1 Wielding Slot, and makes the Attack-Action with a Bonus-Action.
Medium 0 Uses 2 Wielding Slot.
Heavy 0 Uses 2 Wielding Slot.
Spread 3 The Weapon's Range is Reduced to 1/10, and Long Range isn't used.
Attack-Actions are a 30° (~3 Forward = +2 Width) Flow Cone AOE, and ignore Melee Disadvantage.
Armor-Pen Variable For each Point add 1 Armor-Pen.
Note: This normally doesn't apply to Abilities!
Aim 2 Can use 2 Wielding Slots to gain Advantage on Attack-Actions.
Light Ranged Weapons Only!
Slow-Reload -3 The Weapon uses a Main-Action to Reload.
Only the Attack-Action needs the Weapon Reloaded, Abilities can be used freely.
Reload -2 The Weapon uses a Bonus-Action to Reload.
Only the Attack-Action needs the Weapon Reloaded, Abilities can be used freely.

Shields


Shields have Max 6 Property Points, and have only 2 Weight Classes; Light | Heavy
You can only benefit from one Shield at a time.
When using the Defense-Action with a Shield, and the Shield gets Un-Wielded, you lose the Defense-Action.
Price of Shields: 5C × Property Points

Property Property Points Description
Heavy 4 While Wielded, gives +4 Armor VS HP.
The Defense-Action gives another +4 Armor VS HP.
Light 2 While Wielded, gives +10 Max HD.
Fast 2 You can take the Defense-Action with a Bonus-Action.
Light Shields Only!
Efficient 2 Taking the Defense-Action with a Main-Action gives back a Bonus-Action.
Light Shields Only!
Tower 2 Can provide Cover to others and to yourself in 180° degrees.
To get the Cover one must use the Take Cover Action, as normal.
When you use the Defense-Action, you can Take Cover as a Free-Action in that Turn.
The Cover you provide is gone when you: move, get moved, get Prone or Staggered.
Heavy Shields Only!

Armors


Armors have Max 6 Property Points.
Price of Armors: 10C × Property Points × Tier

Property Property Points Description
Weight Class See Description The Weight of the Armor is based on the Total Property Points used.
Light (1-2): Doesn't have any Negative Effects on HD.
Medium (3-4): HD doesn't benefit from Acrobatics.
Heavy (5-6): HD doesn't benefit from Acrobatics and AGI.
Resistance Variable For each Property Point gain 2 Resistance Points to allocate.
Resistance Types: Armor, Heat, Cold, Bio, Demat, Thunder, Electric
Max Resistance for any Type is equal to the Total Property Points of the Armor.

Damage and Range Table


Damage Die Property Points / Requirements
1d4
20 / 40
-1 / Requires Light!
1d6
30 / 60
1 / Requires Light or Medium!
1d8
40 / 80
3 / Requires Medium or Heavy!
1d10
60 / 120
4 / Requires Heavy!
Note: Also reachable by using 2 Wielding Slots on Medium Melee Weapons.
1d12
80 / 160
5 / Requires Heavy!
1d20
120 / 240
9 / Requires Heavy!

DAMAGE TYPES


Physical


A Physical Attack inflicts either Bludgeoning, Slashing, Piercing Damage.
If a Damage says Physical, freely chooses specific type.
Things with loose physical presence (air, shadow and light Entities, ect...) have 100 Armor.
Incorporeal things have 1000 Armor.

Heat


Heat based Attacks use energy in the form of Heat to deal Damage.
An Attack made with Heat will remove Soaked from the Target.

Cold


Cold based Attacks sap away energy (usually in the form of heat) to deal Damage.
Attacks made with Cold often have special interaction to Soaked Targets.

Bio


Bio Damage manifests itself as disturbance of inner workings, at higher levels this disturbance can be more than just biological.
Things which are connected to living but aren't (wood, paper, nails, Undead Creatures, ect...) have 100 Bio-RES.
Non-Biological things (Plastic, Rock, Steel, ect...) have 1000 Bio-RES.

Demat


Demat Damage is Dematerialization and breaking of connections, by Acid, Exotic Matter, or other means.

Thunder


Thunder based Attacks will invoke sounds, vibrations, pressure waves to deal its Damage.
Brittle things will usually have some kind of weakness to Thunder, like taking Max-Damage, or Double Damage.

Electric


Electric Damage is induced by Electric currents, duh!?
Attacks made with Electricity deal Max-Damage to Soaked, and Airborne Targets.

Psychic


Psychic Damage is about disrupting the Soul.
This type of Damage is SP, meaning HP in unaffected, as it goes into SP.

Radiant


Radiant Damage is about overwhelming Body and Soul.
This type of Damage is Hybrid, meaning it's both HP and SP Damage.

Necrotic


Necrotic Damage is about rotting Body and Soul.
This type of Damage is Hybrid, meaning it's both HP and SP Damage.

True


True Damage just is.
With 3 Types; regular (HP), SP, and Hybrid (both HP and SP).
This type of Damage cannot be reduced by any means less than HyperEntity Powers, or Reset Essence Artifacts.

RESISTANCES


Resistance means taking less Damage equal to the Resistance Value, each Damage instance, written as [Type]-RES.
Resistance can reduce the Damage Taken to 0, but not below 0.
Example: Heat-RES, Bio-RES, ect...

Armor is Resistance against Physical. (Bludgeoning, Slashing, and Piercing)
Armor VS All is Resistance against all Damage Types, but True Damage.
Armor VS HP is Resistance against all Damage which goes into HP, but True Damage.
Armor VS SP is Resistance against all Damage which goes into SP, but True SP Damage.
Armor VS HP and Armor VS SP reduce their respective parts from Radiant and Necrotic.

Weaknesses are treated as Negative Resistance, shortened as [Type]-WEAK.
When taking Damage, for each point of Damage add +1 Extra Damage, capped by the Weakness's value.
Resistance and Weakness cancel out at a rate of 1 to 1.
Damage Formula for Weakness: Min(Damage + Weakness, 2 × Damage)

Absorption is when the Target gets Healed from the Damage, shortened as [Damage Type]-ABS.
When taking Damage, for each point of Damage, turn it into Healing, capped by the Absorption's value.
This means, even with Absorption, the Target might take actual Damage with a strong enough Hit.
Absorption applies before Resistance and Weakness, in case it isn't enought to Absorb all the Damage.

Penetration is Resistance Negation, written as [Type]-Pen.
Penetration can't reduce Resistance to negative values.
If an Ability, Meta-Ability, or something else changes the Damage Type of something, its Penetration Type is also changed.

Things with loose physical presence (air, shadow and light Entities, ect...) have 100 Armor.
Incorporeal things have 1000 Armor.

Things which are connected to living but aren't (wood, paper, nails, Undead Creatures, ect...) have 100 Bio-RES.
Non-Biological things (Plastic, Rock, Steel, ect...) have 1000 Bio-RES.

COMBAT ANNOTATIONS


REST-HP


REST-HP is spent in Short-Rests to recover HP.
REST-HP is restored after a Long-Rest.
If an Ability Costs REST-HP, it can also be paid in HP.

BUFFER


BUFFER, as the name implies, is a buffer for recieving Damage.
When taking any kind of Damage, the Post-Mitigation will go into the BUFFER rather than HP or SP.
Any excess Damage not stopped by the BUFFER goes past it, into the HP or SP.

For Hybrid Damage the BUFFER recieves both HP and SP, effectively Doubling Damage recieved by the BUFFER.
The Target chooses the order of Damage which goes into their BUFFER, if the Damage is Hybrid or Multiple Type.
Example: Recieving Radiant (Hybrid), the Target chooses that first the SP part goes into the BUFFER.

A BUFFER cannot be Healed. (Exceptions may exist)
BUFFERs cannot Stack, the Target chooses between sources of BUFFER.
If Duration isn't written, a BUFFER lasts till the End of the next Long-Rest.

Maximize and Minimize


If an amount that should be thrown with Dice is Maximized, then treat it as if it rolled the highest value it could have.
Some things might me Minimized, this is the opposite, treat as if you rolled the lowest.
Maximizing and Minimizing To-Hit does NOT change its CRIT state, only the To-Hit!

Executing


Executing Damage is Damage which is Maximized, but only if Target HP ≤ Damage
If the Damage is SP, then Target SP ≤ Damage
If the Damage is Hybrid (HP and SP), then if one of the conditions are met the other part is also Maximized.

Potency


For each point of Potency, an Ability will increase in a Single one of its Linearly Scaling Ability Stats.
Potency will fade away on any still ongoing Ability after a Minute! (20 Rounds)
Examples: Damage, Healing, Shielding, SP, HD, BUFFER, REST-HP, ect...
Exceptions: Range, Size, Item Tier

Spending Potency on Saves will require 2 Potency for each +1 Save Difficulty!

AOE


AOEs are Attacks which effect an area.
Everything within the Area is counted as Target.
Examples: Sphere, *Cone, Line, Cylinder, Cube, ect...
*Cone is not a real cone, it's a Sphere Sector, with its Spread, or Width being the side to side Angle of it.
Note: Lines, Cylinders, and Disks are technically the same shape.

There are 3 Types of AOEs; Static, Flowing, and Crawling.
Static AOEs just Appear, and Ignore any type of Cover.
Flowing AOEs have a flow.
A Flowing Sphere AOE will usually have a single point which it expands from, for Example: Fireball.
A Flowing Line or Cylinder AOE will usually have a single point or plane which it flows from, for Example: Steel Tempest.
Crawling AOEs abide by all the Rules of Flowing AOEs, but it can Change Flow Direction to fill its designated AOE.

An AOE's center can be the Center of a Hexa or Square, or optionally even the Corner.
It's up to the GM's choice.
Note: AOEs which start from an Entity, always Start from their middle.

When a Flowing AOE Attack is Fully Negated by an Entity, or Tanked by something considered Full Cover, the Flow of the AOE Stops there.
Example: A Line or Cylinder Hits a Target, which fully Negates the Attack, Entities behind the Target, in a Line are unaffected.
Example: A Cone or Sphere Hits a Target, which fully Negates the Attack, Entities behind the Target, in a (*small) Cone are unaffected.
Note: A Crawling AOE will just Crawl around a Target, even if Fully Negated, or even around a Wall if it has enough Range.