Pyrrhic Stars

Rules Basics

This section presents the fundamental rules of the game. Most players familiar with role-playing games will recognize familiar concepts, but some details (nomenclature, calculations) differ.


1. Influences

The system’s foundations are inspired by Dungeons & Dragons 5e and Pathfinder, two pillars of tabletop role-playing games. They have been adapted to fit a science-fiction universe. Elements from Call of Cthulhu also served as reference to encourage role-playing and narrative.


2. Characteristics

Each character has four major categories of values:

  • Statistics: your character’s primary capabilities.
  • Skills: talents acquired through experience.
  • Affinities: the character’s relationship with certain types of weapons or arcanotechnology.
  • Modifiables: hit points, weapons, armor, spells, and speed.

Modifiables can change during the game based on equipment, buffs, and injuries.


3. Primary Statistics

Statistics represent a character’s essential capabilities. They come into play both in and out of combat.

StatisticAbbreviationDescription
StrengthSTRPhysical and muscular strength. Used to lift, strike, break, or carry.
DexterityDEXBody agility. Governs coordination, balance, and reflexes. Used for actions requiring speed or finesse (dodge, acrobatics, light weapon handling).
PrecisionPREMotor control and aim. Used for shots, ranged weapon handling, and surgical precision.
ConstitutionCONToughness and endurance. Determines physical resistance, the ability to withstand blows, and to endure fatigue or poisons.
IntelligenceINTReasoning and analytical ability. Used to understand, plan, and cast complex spells.
PerceptionPERSensitivity to detail, vigilance, and instinct. Used to detect, notice, and anticipate.
CharismaCHAPresence, persuasion, authority, and influence over others.

Statistics can be temporarily modified by weapons, armor, spells, or consumables.


4. Skills

Skills distinguish a character outside of combat. They allow one to succeed at exceptional actions where others would fail.

  • A skill can be permanent (acquired through experience) or temporary (from a buff).
  • Certain injuries can render a skill unusable (e.g., acrobatics with an injured leg).
  • Creative use of a skill is encouraged — inventive players will often be rewarded.

Each skill will be described in the sections dedicated to the classes that possess it.


5. Affinities

Affinities define a character’s ability to wield certain weapons or forms of arcanotechnology. They determine which combat options are available.

Weapons and spells have an affinity prerequisite: a character must reach this threshold to use them effectively.

Base Affinity Types:

Some classes have specialized affinities, for example “sword affinity” or “sniper affinity”. They sometimes stack with a base affinity, but do not stack with each other.

Affinity Levels

LevelProficiencyDescription
0NoneThe character has never handled this type of weapon or arcanotechnology.
1BasicInitial training, known but imprecise techniques.
2TrainedCapable of using the weapon or arcanotechnology effectively.
3CompetentAssured mastery, able to adapt to conditions.
4ExpertRefined technique, can exploit the equipment’s strengths.
5MasterThe weapon or arcanotechnology is an extension of the character’s body.

Combination Example:

If a character has:

  • A.Melee = 2
  • A.Sword = 2

Then:

  • They can wield a sword requiring A.Melee 4 (affinities stack because the weapon belongs to the sword family).
  • They can wield a sword requiring A.Melee 4 and A.Sword 2 (condition met).

But:

  • They cannot wield an axe requiring A.Melee 4 (A.Sword does not apply).
  • They cannot wield a sword requiring A.Melee 4 and A.Sword 4 (they only have 2 in sword affinity).

Limitation Rule

A character can only stack two relevant affinities at a time:

  • one general affinity (e.g., A.Melee),
  • and one specialized affinity (e.g., A.Sword).

Any additional affinity from the same family does not count toward the total.


Affinities are therefore essential: they determine the character’s actual combat capabilities, without directly affecting the damage dealt.