Mechanics
Everything runs on rules. Here's how.
Combat
d100 roll-under. Your weapon skill and stats set a threshold.
Roll under it, you hit. Over it, you miss. Every number is visible.
you> slash wolf high
[Attack: Roll 52 vs 34 — Hit!]
[11 damage to head (deep cut)]
[Wolf HP: 19/30]
[Wolf attacks — Roll 40 vs 71 — Miss!]
- 30+ weapon sub-skills — each with unique moves that unlock by rank
- 5 stances — from Berserk (+25% damage, fear immune) to Defensive (+10% defense)
- Body targeting — aim high for head, low for legs. Injuries have persistent effects
- Engagement distance — advance to sword range, fall back to bow range
- Fatigue and drowsiness — extended fighting degrades performance
- No permadeath — knocked out, wake up wounded. Keep your gear
Skills & Progression
You learn by doing. Swing a sword, get better with swords. Pick a lock, get better at thieving. There are no experience points.
you> steal from merchant
[Pickpocketing check: Roll 68 vs 55 — Success]
[Stole 12 gold from Aldric]
[+1 SP: Pickpocketing (filch)]
[+1 SP: Streetwise]
- 38 skill trees with 193 sub-skills across combat, crafting, social, and survival
- 6 ranks — Novice, Apprentice, Journeyman, Expert, Master, Grand Master
- d100 checks — skill rank + stat bonus vs difficulty + opposing stat
- Criticals and fumbles — 95+ always succeeds, 5 or below always fails
Crafting
Kill creatures, collect materials, craft gear. 289 recipes across 7 stations.
Material quality and your skill rank affect the result.
- 7 crafting stations — forge, workbench, cookfire, alchemy bench, pharmacy lab, loom, jeweler's bench
- 9 crafting skills — smithing, leatherwork, cooking, alchemy, tailoring, and more
- 5 quality tiers — crude through masterwork
- No dead-end materials — every drop has at least one recipe
Reputation & Consequences
Six factions track your reputation independently. Actions propagate.
- Steal from a merchant — prices rise across the guild
- Help the Temple — the Thieves Guild notices
- Witnesses spread gossip. Bounties cross town borders at dawn
- NPC trust, familiarity, and affection tracked on 0–100 scales
- Relationship tiers from stranger through spouse
Relationships & Roleplay
NPCs are people, not quest dispensers. Talk to them. Flirt with them.
Hire the local blacksmith as a companion. Marry the bard.
Actions have social consequences.
- Romance progression — ask out, date, move in together, marry (or divorce)
- Mercenary teams — hire fighters who have their own personalities and bicker with each other
- NPC schedules — 600 NPCs move through the world on daily routines
- Gossip system — witnesses spread news. Your reputation precedes you