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Back when RPG's were still using THAC0 for combat and percentages for thief's skills, we had already developed rules for attacks and skill checks using ascending target numbers. Our tables already had the equivalent of "Advantage & Disadvantage" dice, and "Inspiration" by use of something we called "Fate Points".
We'd already ditched XP for leveling and were doing something we called "milestones"... yeah, we were literally (to our knowledge) more than 36 years ahead of our time. But, now is our time.
There's Alchemy for creating non-magical concoctions that produce magic-like results, and
Tinkering that's not just for picking locks or disarming traps, but creating devices and machines, too!
And then there's "The Kyth": a mysterious presence and power that pervades the entire planet, responding to human emotions and thoughts. But some of have learned to shape it...
Character development is not based on "experience points", and there's only two categories to develop: Aptitudes and Skills. Aptitudes determine how much you can develop each skill, while also supplying their value to each skill's total. There are only three Aptitudes and 18 core skills that cover nearly everything that we've ever seen happen at a table (virtual, card, or oak veneer).
Have you ever wanted a system where the dice were fun to roll, but didn't play as big of role in the success and failure of your characters? We have shrunk their role, while still leaving room for the chaos of those stunning successes or horrifying failures. Characters are truly rewarded for investing in their development.
Isn't it weird that when a character fails a skill check they can't just try again? By allowing failures to cascade to each subsequent attempt, we both incentivize retrying, while also potentially making it not worth it. If you've got the time, we've got the consequences.
Tired of characters being pigeon-holed into only being able to learn and use specific "class features" that seem to magically unlock when they reach a certain level? We've done away with class and level. Every single "technique" is learnable by anyone. Now, how well they can execute it, and the potential consequences of their failure, is another story.
Characters are able to develop their own "Techniques" based on what they have observed or experienced, or something completely original through experimentation and practice.
This goes for martial maneuvers, tinkered devices, alchemical concoctions, and shapings of the Myrk.
Nearly every aspect of this game is based on a driving principle of "Give and Take".
To gain advantages from your backstory, you must take disadvantages.
While you can get additional dice in your pool to make it easier to succeed at a check, you make it impossible to roll a critical. As you increase the amount of physical protection you wear, you decrease your ability to avoid danger. And so many more example.
When a character encounters a qualified trainer (and can afford them... maybe do a favor for them), they can benefit in several ways in their Aptitude or Skill development.
Additionally, player characters can be qualified trainers capable of training fellow party members.
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