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.
| Statistic | Abbreviation | Description |
|---|---|---|
| Strength | STR | Physical and muscular strength. Used to lift, strike, break, or carry. |
| Dexterity | DEX | Body agility. Governs coordination, balance, and reflexes. Used for actions requiring speed or finesse (dodge, acrobatics, light weapon handling). |
| Precision | PRE | Motor control and aim. Used for shots, ranged weapon handling, and surgical precision. |
| Constitution | CON | Toughness and endurance. Determines physical resistance, the ability to withstand blows, and to endure fatigue or poisons. |
| Intelligence | INT | Reasoning and analytical ability. Used to understand, plan, and cast complex spells. |
| Perception | PER | Sensitivity to detail, vigilance, and instinct. Used to detect, notice, and anticipate. |
| Charisma | CHA | Presence, 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:
- Melee Weapons (A.Melee): bladed weapons — swords, axes, etc.
- Ranged Weapons (A.Ranged): firearms, rifles, bows.
- Arcanotechnology (A.Arc): ability to wield spells.
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
| Level | Proficiency | Description |
|---|---|---|
| 0 | None | The character has never handled this type of weapon or arcanotechnology. |
| 1 | Basic | Initial training, known but imprecise techniques. |
| 2 | Trained | Capable of using the weapon or arcanotechnology effectively. |
| 3 | Competent | Assured mastery, able to adapt to conditions. |
| 4 | Expert | Refined technique, can exploit the equipment’s strengths. |
| 5 | Master | The 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.