Einsol's Razor
A tabletop RPG for players who want more than one genre can offer.
Overview
Einsol's Razor is a tabletop roleplaying game rooted in the belief that your story matters — and that the mechanics should amplify, not restrict, that story.
Set in a multiverse where magic and machine merge, the game invites players to explore limitless worlds through characters crafted with true agency and modular design. Whether you're a spell-slinging hacker, a cybernetic exorcist, or something no one's ever imagined before, the system gives you the tools to bring that vision to life.
High Fantasy
Genotypes beyond the ordinary. Ancient magic systems. Divine pantheons and forgotten ruins. The bones of the world are fantasy — deep, rich, and mythic.
Cyberpunk
Neural augmentation. Megacorporate intrigue. Neon-soaked undercities where street runners hack reality itself. The future crashed into the past — and stayed.
The Razor's Edge
Where a spell-slinger can interface with a mainframe. Where a cybernetic knight channels divine energy through chrome limbs. This is the world of Einsol.
Lore & The Universe
Welcome to Adamah — a fractured world where magic and machine intertwine, where ancient gods have vanished, and your story carves the future.
Adamah is a world of contradictions. Divine myths and AI-enhanced soldiers share the same sky. Reality flickers between science and sorcery. It is a living mosaic of belief systems, mega-cities, ancient ruins, and digital ghosts.
Before time began, the universe was a seamless creation, woven by the Ohros — beings of unfathomable power, architects of all reality. Their presence has long since faded, leaving only echoes… and questions. In their wake rose the world of Adamah, once unified, now shattered by war, technology, faith, and ambition.
Out of the chaos of the Sundering War, new city-states emerged — wonders of magic fused with machine. Cybernetics, arcane engineering, and virtual consciousness shape daily life, while Aeon Crystals — fragments of divine power — hum beneath the surface, whispering of forgotten gods and forbidden truths.
The Star System of Adamah
Adamah orbits Halcyon, a brilliant white-gold star revered as the first “Light of the Ohros.” The planet is slightly larger than Earth, with a dense atmosphere rich in aetheric particles that amplify both spellcraft and electromagnetic phenomena.
Aztor
The Silver Moon — governs tides and biological cycles
Selune
The Violet Moon — tied to the Arcanium; “Veil Nights” enhance dream magic
Day Length
30-hour days with extended twilight zones
Calendar
360-day year across 12 Intervals, each echoing a note in the Great Song of Creation
The Ohros: Gods, Forces, or Collective Dreams?
Seven mythical entities are said to embody reality's deepest forces. Whether divine beings or metaphors, their influence persists in every culture. Their names echo in temples, biotech labs, and hacker enclaves.
Alruoh'ai
Creation & Innovation
Eiyus
Cosmos & Exploration
Kairos
Time & Destiny
Joh'etyx
Matter & Form
Qan'eyra
Dreams & Illusion
Vye'mis
Life & Growth
Vu'hurael
Death & Entropy
The Realms: A Universe of Layers
Adamah is held together by the Weave — an invisible, possibly sentient force. Magic stems from it. So do faith and science. The world exists across multiple layers of reality.
Azturium (Inner Realms)
The core of creation — primordial energy surrounding the Great World Forge, Einsol. Home to the five Inner Worlds: Lumindra, Eylirium, Aetradasi, Devindra, and Arcanium.
Asûndra (Material Realm)
The realm of form and matter where physical laws take shape. Home to Adamah, the Celestial Stratum, and the Infernal Domains.
Bhiahra (Outer Realms)
The Ethereal Plane — a shifting realm of thought, dreams, and consciousness where the minds of all living beings intertwine.
Tetorlaious (The Void Between)
The expansive void separating yet connecting all realms. A cosmic buffer preventing reality from collapsing into itself.
Magic: Four Theories
Magic is a mysterious but integral force in Adamah. There are as many theories on its origin as there are individuals who Weave it.
Gift from the Ohros
A divine blessing bestowed upon Adamah by the celestial beings themselves. Prevalent in religious communities.
The Weave
An invisible force permeating all matter and connecting all living things — the very fabric of reality, a cosmic network holding the universe together.
A Natural Phenomenon
A fundamental force, similar to gravity or electromagnetism, existing independently of divine intervention.
Misunderstood Science
Simply a manifestation of yet-unknown scientific principles. With enough advancement, magic could be replicated or surpassed.
The City-States of Adamah
Four great powers dominate the fractured landscape of Adamah. Each is a world unto itself — shaped by ideology, ambition, and the collision of magic with industry.
Holy Kingdom of Enoch (HKE)
“Life, Order, and Genetic Purity”
A religious monarchy in the Caelunora Desert. Faith and genetic law shape every aspect of life. Cybernetics, AI, and genetic alterations are banned.
Population: 22 million
United Aerlyth Federation (UAF)
“Faith and Control through Technology”
A militarized theocracy where magic is legal but strictly registered. Cybernetic augmentation is a symbol of wealth and social status.
Population: 10 million
Eastern Dwôrven Republic (EDR)
“Industry, Solidarity, and Worker Control”
The largest and most industrialized City-State. A socialist model where industries are worker-owned and corporations cannot interfere with governance.
Population: 32 million
Sovereign Elven Dominion of Alnira (SEDA)
“Progress, Innovation, and Corporate Supremacy”
The most technologically advanced City-State. Magic and cybernetics have fully merged. Corporations and the Emperor control nearly every aspect of life.
Population: 26 million
Timeline of Adamah
The Sundering War
A catastrophic conflict that obliterated nations, created the Wastelands, and fundamentally reshaped the political, technological, and magical landscape of Adamah.
The Reclamation
Civilizations struggled to rebuild from the ashes. Scavenging, new alliances, and the rise of corporate power defined this era of necessity-driven innovation.
The Reunification
The four City-States emerged as dominant powers, marking the beginning of relative stability across Adamah.
Present Day
An uneasy peace. Corporate influence rivals governmental power. Technology and magic are fully integrated. Ancient secrets remain buried in ruins, and new threats emerge from the shadows.
Beyond the Walls
Outside the City-States, independent nations and hidden enclaves preserve ancient ways of life.
Indigo Permafrost
The frozen stronghold of the Dngtin, a clan-based warrior society that rejects technology except for titanic war-mechs called Rezzers. Justice is decided by trial by combat.
Northern Solehaquin • Pop: 300K
Verdant Haven
Sylvarielle, the last remnant of ancient Elven society, nestled within the colossal Eldertree (Laimûl). Technology is strictly forbidden. Society runs on barter and root-clan lineage.
Northern Isle of Alnira • Pop: 180K
Lysaeris (Ephemeral Expanse)
A floating sky-city that phases to a new location each midnight, powered by an ancient gnomish-elven artifact. Three Astral Houses govern a society built on magitech fusion.
South Eastern Solehaquin • Pop: 220K
Sanctum Isle
Adamar Keep, fortress of the Knights of the Six — an Order of Templar claiming to be the last true protectors of Adamah against threats beyond mortal understanding.
South Eastern Coast • Pop: 12K
The Wastelands
The Sundering's graveyard — beyond the City-States lies an unforgiving land of devastation, where the past lingers and the future is uncertain.
Devindra’s Desolation
Toxic radioactive swamps and mutated horrors, formed from the ruins of Bailbor.
Ardentmere Wastes
Quantum and temporal distortions where glimpses of the past and future flicker through the landscape.
Scorched Wilderness
A battlefield haunted by autonomous war machines, locked in endless conflict.
Thalassar, The Sunken City
Remnants of an advanced underwater civilization, now filled with mutated sea creatures.
The Kairos, The Shifting
Reality itself is unstable, shifting between the Material, Ethereal, and Shadow realms.
Frostshroud
A frozen wasteland of endless blizzards, where underground shelters house survivors of an ancient order.
The People Without a Homeland
Wars, cataclysms, and political upheavals have forced entire cultures from their ancestral lands. These displaced peoples have integrated into other societies, shaping the world they now call home.
Teklimins
Gnome descendants of Bailbor. Once scholars and arcane theorists, now technological innovators leading advancements in cybernetics and hacking.
Found in: SEDA, UAF
Kazgrinoks
Rugged gnome survivors who built subterranean sanctuaries in the Wastelands. Masters of underground engineering, scavenging, and self-sufficient living.
Found in: Wastelands, remote outposts
Halflings
A people of movement, thriving as smugglers, hackers, and black-market traders. Their network of contacts spans every City-State.
Found in: All City-States (underworld)
Enigma Machines
Sentient mechanical beings created as weapons before the Sundering War. Now fighting for recognition, autonomy, and rights in societies that often see them as tools.
Found in: EDR, SEDA
Remnant Or’sàth
Descendants of Li’en, carrying on spiritual traditions and a deep connection to the Ethereal Realm. They serve as seers, mystics, and hidden advisors.
Found in: Nomadic enclaves, spiritual sanctuaries
The Lore Wiki is Coming
Dive deeper into City-State factions, corporations, religions, lost civilizations, and more. A searchable, explorable library — growing as the world of Einsol expands. Stay tuned.
Mechanics
Einsol's Razor isn't just a setting — it's a system that fights back. This isn't a retrofitted d20 module. The Razor was built to challenge assumptions, blur genres, and weaponize narrative choice.
From cinematic combat to emotional weight, each subsystem is designed for flexibility, flow, and fun.
Contested Rolls, Not Static Numbers
Every combat action is a faceoff between attacker and defender — no static AC. The attacker rolls d20 + Reflex Modifier + bonuses. The defender chooses how to respond.
Will Defense
Inflict –2 on enemy Attack Roll
Fortitude Defense
Take half damage + counter
Reflex Defense
Move 1m immediately
Action Economy (4 AP)
Every character gets 4 Action Points at the start of each round to spend however they like.
Core Action (CA)
Attacks or Spell Weaving during your turn.
Quick Action (QA)
Smaller actions during your turn.
Reaction (R)
Triggered outside your turn in response to events.
Free Action (FA)
Speaking briefly, gesturing, or dropping an item.
Edge & Hindrance
Not all dice are rolled equal. Edge and Hindrance represent situational modifiers based on tactics, environment, abilities, or status effects. They stack — multiple sources can raise or lower your odds significantly.
Edge
+2 bonus per instance. Use terrain, tech, positioning, or magic to tip the odds.
Hindrance
−2 penalty per instance. Watch the odds spiral when the world turns on you.
Metric-Based Grid
The battlefield uses 1:1 meter squares, not feet. Easier to measure, cleaner to scale, and perfect for VTTs or tabletop tiles.
Armor: Temporary Hit Points
No AC. Armor gives Temporary Hit Points that deplete before real HP. It's your buffer, not your dodge. Armor THP stacks with magical or class-based THP — only the highest non-armor THP applies.
Spell Weaving
Magic is channeled, not cast. Weavers spend ARC Points to shape spells. Each spell has a specific ARC cost, and casters share Innate and Novitiate spells before unlocking subclass-specific magic at Level 4. At Level 6, unlock Loomcrafting to create unique spells using runic threads.
| Tier | Level | ARC |
|---|---|---|
| Innate | 0 | 1 |
| Novitiate | 2 | 1 |
| Mystagogue | 4 | 2 |
| Ascendant | 6 | 3 |
| Thaumaturge | 8 | 4 |
| Magus | 10 | 5 |
| Arcanum | 12 | 6 |
Aptitude Dice, Not Binary Proficiency
When your character has an Aptitude in a Skill or Toolkit, you apply your Aptitude Dice to Skill Checks. As characters advance, their dice grow in power, reflecting increasing mastery.
d4
Lvl 1
d6
Lvl 4
d8
Lvl 8
d10
Lvl 12
d12
Lvl 16
Damage & Death
HP is only part of the story. Beat someone's defense by 5? That's +5 bonus damage on top of your weapon dice. Every point on the roll matters.
Injuries
- Minor: Temporary penalties, healed with rest or medicine.
- Serious: Long-term effects requiring magic or extended care.
- Push Through: Take Exhaustion to fight through an injury — but it adds up fast.
Death Is a Process
- Bleeding Out: Stay conscious by rolling under Endurance.
- Death Rolls: Pass 3 to stabilize. Fail 3 to die.
- Final Stand: Trade 2 Death Fails for one berserk round.
After Death
Upon death, a character's soul — their Elohim — departs the Material Plane. In some cases, an Elohim may fail to fully depart, becoming trapped as a Lingering Elohim, bound by unfinished business, powerful emotional attachments, or disruptions in the natural order of life and death.
Subsystems
Beyond the core mechanics lies a toolkit of powerful subsystems — each designed to expand, customize, and intensify your table's journey.
Fame & Infamy
The world is watching. Your reputation is tracked, mechanical, and changes how people treat you. Rise as a savior, fall as a legend, or vanish into myth.
Fame
Charisma buffs, public support, easier social checks
Infamy
Intimidation boosts, criminal allies, law enforcement heat
Crafting
Build weapons from scrap, brew nanite cocktails, or install black-market cyberware. Requires Toolkits (Alchemist, Armorer, Gunsmith, Hacker, etc.). Customize with damage types, resistances, and THP. Quality and Rarity influence DC — fail the roll and lose 50% of your materials.
Hacking
Jack into corporate mainframes, hijack mechs mid-combat, or brick someone's neural drive. Write custom programs, control devices and drones, and push deeper into network layers where the risk — and reward — keeps climbing.
Spell Loom
Weave raw magic into custom spells. Combine components, shapes, and elements to craft unique magical effects — then bind them to your spellbook for use in the field.
Syndicates
More than a party — your syndicate is your faction, your crew, your family. Build your reputation, resources, and territory as you play.
Beast Shape
Shapeshift into the creatures of Einsol — from mythic beasts to cybernetically enhanced fauna. Each form brings unique abilities and tactical options.
Character Creation
Every hero starts somewhere. Build yours from DNA to destiny.
Character creation in Einsol's Razor is a layered process designed to blend story, stats, and setting. Whether you're building a street samurai, exiled biowitch, or orphaned engineer, the Razor lets you tailor your character from the genome up.
Begin at Level 0 (optional) for narrative-focused play — establishing backstory, party dynamics, and rules familiarization in a low-stakes environment.
Choose Genotype
Your genetic base — affecting traits, stats, senses, and splicing options.
Select Lineage or Splicing
Modify your base with ancestral DNA or advanced gene therapy.
Choose a Background
Define your past, unlock skills, toolkits, languages, and reputation.
Assign Personality & Life Events
Psychological depth that evolves over time into mechanical impact.
Select a Base Class (Level 1+)
Your mechanical core. Determines your combat role, aptitudes, and HP dice.
Plan for Your Subclass (Level 4+)
Specialize — choosing paths, unique feats, and ultimate powers.
Dive Deeper
Open Game Content
Einsol's Razor is released under the Open RPG Creative License (ORC 1.0). Download the SRD and build your own content in the world of Einsol.
View SRD & ORC License