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Core Rules: Creating a Character

Ability Scores

Characters have 6 Ability Scores. These scores snapshot every creature's physical and mental characteristics:

  • Agility – freedom of movement
  • Strength – physical power
  • Constitution – stamina
  • Wisdom – awareness and insight
  • Knowledge – memory and perception
  • Influence – impact of presence

These scores affect the three main rolls of the game: ability checks, attack rolls, and counters.

Ability Scores and Modifiers

All characters begin with 8 in every ability score.

At creation, players get 27 points to distribute among the six abilities.

  • No score may exceed 20 at character creation.
  • Raising a score above 15 costs 2 points per increment.

Point Costs

  • 8 → 15 = 1 point per increase
  • 16+ = 2 points per increase

Modifiers

  • Every 2 points below 10: –1 modifier
  • Every 2 points above 10: +1 modifier

Example Stat Block

StatScoreModifier
Agility15+2
Constitution14+2
Strength13+1
Wisdom12+1
Knowledge11+0
Influence10+0

Ability Score Increase

  • After choosing an Echelon, characters gain 2 more ability points to distribute without penalty over 15.
  • Every even-numbered level (including 20), gain +1 ability point.
  • Scores may exceed 20 after creation, but:
    • Every point above 20 must be offset by lowering another score by 1.

Example: If Knowledge is 20 and Influence is 13, raising Knowledge to 21 means lowering Influence to 12 (or any other stat by 1).


Source Dice (SD)

All characters have a Source Pool of dice used to fuel abilities, attacks, and more.

Source Pool by Level

LevelSource Pool
16d6
58d8
910d10
1312d12
1720d20

Replenishment

Out of Combat: Automatically regain Source Dice equal to your proficiency every unstressed, unstrained hour


Hit Points

  • Before level 17:
    HP = Source Dice Size × Number of Source Dice
    Example: 8d8 → 8 × 8 = 64 HP

  • Level 17+:
    HP = 20 × Constitution score (not modifier)


Renewal

Regain HP during downtime:

  • Regain HP = Proficiency Bonus + Constitution Modifier per unstressed hour.

Example: +3 Proficiency, –1 Constitution → regain 2 HP/hour


Conversions

ConversionRule
2 SD → 1 Core ActionSpend 2 Source Dice for 1 CA
2 SD → 20ft MovementSpend 2 Source Dice for 20ft
20ft ⇄ 1 Core ActionExchange freely
  • When you spend a Core Action + Movement, the Movement is converted into Source.

Echelon System

Players may choose an Echelon, which affects your party dynamics and grants a powerful unique benefit. While not required, selecting an Echelon helps craft your character’s development and acts as a force multiplier to your class. Some players may prefer to avoid combat altogether or embrace a more fluid approach, unbound by archetype.

What it is: Your approach to play. You pick 1 Echelon at character creation. It modifies limits or grants bonuses.

What it does NOT change: Your Source totals or Ability Scores.

When it matters: Key moments in play where your Echelon affects the story’s outcome.

Changing Echelons: This can be story driven, with consideration for how your character has grown.

Aegic

Unique Ability: Adds proficiency twice to blocked damage.
Role Example: An Aegis Paladin may specialize in shielding allies and absorbing incoming attacks.

Aurelic

Unique Ability: Can concentrate on 2 spells before incurring the multiple concentration penalty.
Role Example: An Aurelic Sorcerer might specialize in enhancing allies' combat prowess and defenses.

Ingenic

Unique Ability: Adds proficiency twice when crafting, repairing, or interacting with magical or technological items (non-attack/defense rolls), including computers.
Role Example: An Ingenic Rogue might specialize in deploying devices and managing tools mid-combat, or hacking into magical mainframes.

Malefic

Unique Ability: Adds proficiency twice when dealing damage.
Role Example: A Malefic Cleric might channel destructive divine energy to wipe out enemies.

Myric

Unique Ability: May spend 2 Source Dice to treat an unstressed, non-combat check as a stressed check in order to gain proficiency, even if they are not normally proficient in the relevant discipline.
Role Example: A Myric Warlock might pick a lock or tame a horse, even if they’d never seen either.

Vitalic

Unique Ability: Adds proficiency twice to healing.
Role Example: A Reparative Druid might focus on restoring allies quickly during combat.


Core Actions (CA)

  • Core Actions include attacks, spellcasting, and d20-based checks.
  • Some actions cost 1 CA + additional SD.
  • To take a Core Action:
    • 1 CA = 2 SD = 20ft movement = 10ft + 1 SD

Turns

On your turn:

  • You may spend all your Source
  • You may use all your movement.
  • Your turn ends when you've used all resources or you choose to pass.

Note: It is important to manage your Source over the course of an encounter, as expending it all on one turn can leave one vulnerable.


Hold Action

You may hold an Action or Reaction by specifying a clear trigger (e.g. "If a creature enters my range").

-You may hold an action and take your turn normally.

  • You do not pre-commit Source Dice for held actions.
  • When triggered, resolve the action immediately, committing necessary resources.
  • If resolving it would exceed your SD proficiency cap, it becomes a Strained check.
  • If you do not have the resources when the trigger occurs, the Action is not triggered.
  • If the trigger never occurs, you lose nothing.

Stress & Strain

Stress

  • All tasks in combat are considered stressed.
  • For every missing SD, add +1 DC to stressed actions.
  • Stressed DC = +1 per missing SD at the moment of the check.
Missing SDDC Increase
1+1
2+2
3+3
......

Ascended Play (Level 21+): Stress is reduced to +1 DC per 2 missing SD (see Ascended Resilience).


Strain

If you exceed your SD proficiency cap on a technique or ability, your check becomes a strained check.

  • Strained DC = +1 per Source beyond the proficiency cap.

Example:
Your proficiency is +2. You commit 3 SD (exceeding the proficiency cap) to counter a spell.
DC is increased by +1.