Mechanics
Everything runs on rules. Here's how.
Combat
d100 roll-over. Your weapon skill and stats set a threshold.
Roll at or above it, you hit. Under it, you miss. Every number is visible.
you> slash wolf high
[Your attack: Roll 52 vs 34 - Hit!]
[11 damage to head (deep cut)]
[Wolf HP: 19/30]
[Wolf strikes back: Roll 40 vs 71 - Miss!]
In Roll 52 vs 34, the 52 is your d100 roll and
the 34 is the threshold to beat. Roll at or above it and you hit.
- 30+ weapon sub-skills - each with unique moves that unlock by rank
- Combat stances - a balanced footing plus Offensive (more damage), Defensive (parry and guard), Berserker (all-out, fear-immune), and Shadow (stealth and crits)
- 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]
- 41 skill trees with 200+ sub-skills across combat, crafting, social, and survival
- Ranks 0 to 100 - ten titles as you climb: Novice, Practiced, Familiar, Learned, Capable, Outstanding, Expert, Adept, 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 6 stations.
Material quality and your skill rank affect the result.
- 6 crafting stations - forge, workbench, cookfire, alchemy bench, pharmacy lab, and loom
- 11 crafting skills - smithing, leatherwork, cooking, alchemy, tailoring, jewelcrafting, woodworking, and more
- 5 quality tiers - crude through masterwork
- No dead-end materials - every drop has at least one recipe
Reputation & Consequences
Eleven 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 - 1637 NPCs move through the world on daily routines
- Gossip system - witnesses spread news. Your reputation precedes you