A role-playing game of perilous adventures in a fantasy world,
combining the atmosphere of old school British role-playing games
with light and streamlined rules.
The game relies on the Game Master to adjudicate the outcome of the Players’ actions using the rules as a toolbox. The Players must use their ingenuity and take advantage of their skills and gear to overcome the challenges they meet.
The rules strive to be as straightforward, intuitive, and brief as possible. No need to study a thick rulebook, memorise monster profiles taking whole pages, or reference the rulebook constantly.
The rulebook provides guidelines on how to handle common situations found in a fantasy adventure game, rather than just a set of basic mechanics left for the GM to completely figure out.
Death is always behind the corner. Characters are normal people, not heroes, and every fight or challenge they face could be their last. As characters progress, they become more skilful but don’t turn into one-man armies.
Factions alternate activating their fighters, with a single roll for initiative. Attacks always hit unless performed under very challenging circumstances. Characters can react out of turn order, for example to defend against attacks.
Sorcerers can spend mana to invoke powers safely, but can also push themselves at a risk of suffering corruption, which can result in damage and mutation. Sacred powers are safer but more limited.
Just roll a d20 under an ability score. No modifiers, target numbers, or dice pools. Difficulty just comes in three steps: trivial (no roll, you just do it), challenging (roll to succeed), impossible (you just can’t do it).
Skills are keywords, a character either has them or they don’t. They provide significant advantages, such as the ability to succeed in certain actions without rolling or to cast spells.
Characters can carry a limited amount of gear, tracked with a slot-based inventory system requiring very little math and book-keeping.