Core Rules¶
Core Resolution Mechanic¶
Whenever there’s uncertainty and the stakes matter, the GM calls for a roll instead of narrating outcomes directly.
Skill Check¶
Roll: 1d10 + Skill Total vs. Difficulty Class (DC).
Example: Climbing a slick wall (DC 20). You have Climb 6 + Strength 5, roll a d10 → 7.
Total = 7 + 6 + 5 = 18 → you slip and lose ground.
Contests¶
When you’re directly opposing another’s roll (stealth vs. perception, grappling vs. grappling), roll your Skill Total against theirs. Higher wins; ties go to the defender.
Difficulty Guidelines¶
- Routine – DC 10
- Average – DC 15
- Hard – DC 20
- Very Hard – DC 25
- Nearly Impossible – DC 30+
GMs can adjust DCs up or down based on situational modifiers.
Principle
Your character is a reflection of you, not a separate being. When you speak at the table, assume your character is speaking—unless it clearly wouldn’t make sense in-world.
Guidelines
- All your table comments count as your character’s words unless obviously impossible.
- Plan, react, or joke together—if it fits the setting, your character does too.
- When the group learns something, act on it—skip needless pretending otherwise.
Why This Helps¶
- Reduces disputes over “in-character” vs. metagaming.
- Speeds play by assuming teammates share knowledge and act as a unit.
- Keeps focus on storytelling rather than rules-lawyering.
- Allows natural consequences: a slip of the tongue before a king matters—unless the GM grants a chance to clarify.
Your Role as a Player¶
- Speak and act like your character, or explicitly describe what they say and do.
- Don’t split hairs about “just joking” or “out-of-character.”
- Trust the GM to warn you before a major consequence if you’re about to truly mess up.
Final Point
You are your character—through a hazy mirror. Embrace that murk, stay engaged, and enjoy the shared story.