Introduction
This system is an RPG framework for running Endros campaigns. The instructions assume you are familiar with roleplaying games and can intuit terms like "skill test" and "d20". If these terms feel foreign to you, you may need to ask an experienced roleplayer for guidance.
Core Approach
All rules bow to "plausible narrative," which describes circumstances where game mechanics cannot appropriately reflect the nuances of an action or circumstance. The GM can always dictate realistic outcomes, even if they exceed normal damage thresholds or bypass standard rules. The GM decides what is plausible, what requires a roll, and what consequences follow. Skip rolls when the fiction makes the outcome clear, but keep rulings consistent so that players can plan around them.
Basic Mechanics
Characters are defined mostly by their skills, perks, magical powers, essence, and narrative position.
Skill tests are used to resolve actions with an uncertain outcome. Characters roll {1d20 + the relevant skill}, which must match or exceed the GM's assigned DC (difficulty threshold) to succeed. Higher scores result in better outcomes.
Some effects are resisted with saving throws.
- A full save must score 20 or higher.
- A half save must score 15 or higher. Half saves often reduce the impact of the spell, or prevent a partial aspect of it.
Combat
Positioning, terrain, surprise, cover, weapon choice, and plausible tactics should matter as much as raw numbers.
Attacks usually roll Combat, Ranged, or Arcana against Defense. Damage is simple, while unusual situations are handled through GM interpretation.
Magic
Magic uses power bundles instead of narrow spell lists. A Chi or Sorcery power usually represents a themed capability with multiple related expressions.
For example, the "Freeze" power is not just a single "Freeze" spell. It is bundled with multiple sub-powers that include freezing water into ice, melting ice back into water, chilling a target, or creating an area of effect. At the GM's discretion, it can be used in other plausible ways that match its magical theme, such as to cool or preserve a beverage.
Magic is often limited by one's essence:
- Mana refreshes often.
- Minor Chambers refresh between scenes.
- Major Chambers refresh after long rests.
- Circuits limit how many magical artifacts a character can actively wield.