Core Rules
The foundational systems of Einsol's Razor — how space, time, movement, actions, and dice rolls work in and out of combat.
Space & Time
Distance (Space)
Einsol's Razor uses the Metric System. 1 meter ≈ 3 feet.
On a Battle Map: 1 Square = 1 meter. A character with 12 m speed can move 12 squares. No measuring needed.
Mass
Mass is tracked in kilograms (kg). 2 lb ≈ 1 kg.
Push/Pull/Lift: 5 × Strength Score = Amount in Kg your character can lift.
Creature Sizes
| Size | Tall × Wide | Examples |
|---|---|---|
| Tiny | .25 m × .25 m | Nanites, Old Forest Sprite |
| Small | .5 m × .5 m | Patrol AI, Gnome |
| Medium | 2 m × 1 m | Human, Elf |
| Large | 5 m × 3 m | Tetorlith Monstrosity, Task-AI |
| Huge | 10 m × 6 m | Colossi, Ethereal Dragon |
| Massive | 20 m × 10 m | Dreadnought |
In-Game Time
Turn-Based (Encounter Time)
- A Round represents 6 seconds in-game.
- A Round ends when all PCs and NPCs have taken their Turns.
- 10 Rounds = 1 minute of in-game time.
Real-Time
Used in role-playing, travel, and chase scenes. Time flows continuously, and the GM determines movement and events.
Movement & Speed
Speed represents in-game movement in meters. Items, equipment, and abilities can modify Speed.
Climbing & Crawling
Takes twice your Movement Speed (rounded up).
Falling
Free fall: 50 m per Round. At the end, take 1d10 Bludgeoning Damage per Round fallen and land Prone.
Flying
Flying speed is generally the same as the creature’s base speed.
Running
In an Encounter: Run Action moves you at double your Movement Speed. Outside: run for minutes = 2 × Endurance Modifier.
Swimming
Movement Speed is halved. Prolonged swimming risks Exhaustion (Fortitude DC 10 every 30 min).
Zero Gravity
Normal Base Speed in any direction. Changing direction requires a Parkour or Stunts Skill Check.
Jumping
Horizontal: Jump meters equal to your Reflex Modifier. Vertical: Based on creature size.
| Size | Vertical Jump |
|---|---|
| Tiny, Small, Medium | .5 m |
| Large | 1 m |
| Huge | 2 m |
| Massive | 5 m |
Challenging Terrain
Rough terrain, steep inclines, and dense forests halve your movement speed. Navigation may require Skill Checks or specific tools.
Senses & Light
Characters use sight, hearing, smell, touch, and taste to discern information. Visual senses depend on environmental light levels.
Bright Light
Vision is normal.
Dim Light
Vision distance halved. Only shades of gray.
Darkness
Vision lowered to 1 m. Only abstract shapes.
Magical Darkness
Vision useless unless you have Shadow Sight.
Vision & Sensory Types
Enhanced Auditory (Hearing)
30 mGrants +2 to Awareness Skill Checks that rely on sound.
Enhanced Olfactory (Smell)
30 mGrants +2 to Awareness Skill Checks that rely on smell.
Night-vision
45 mDimly lit areas are treated as if in Bright Light, and complete Darkness is treated as Dim Light.
Non-Visual Processing
20 mThe world is processed as electrical energy in varying vibrant blue colors, heat signatures are in reds and yellows, and shapes are sensed as an abstract, colorful overlay.
Partial Darkvision
20 mDim Light is treated as Bright Light and the visibility range when in complete Darkness is 5 m.
Superior Darkvision
30 mDim Light is treated as Bright Light and the visibility range when in complete Darkness is 10 m.
Shadow Sight
40 mComplete Darkness is treated as Dim Light. Magical Darkness is treated as naturally occurring Darkness.
Action Economy
Each Round, players receive 4 Action Points (AP) to spend. Unused AP does not carry over.
2 AP
Core Action
(CA)
1 AP
Quick Action
(QA)
1 AP
Reaction
(R)
0 AP
Free Action
(FA)
Weaving Spells: Variable AP cost. Check each spell's description.
Communication: Speaking and non-combat Skill Checks don't cost AP but should be limited to maintain pacing.
Offensive & Defensive Actions
| Action | AP | Type | Description |
|---|---|---|---|
| Attack | 2 | CA | Make an Attack against a target. |
| Additional Attack | 2 | CA | After making an attack, make an additional attack at −2 on the roll. |
| Brace | 3 | CA | Gain +3 to Fortitude Defense Rolls until the start of your next Turn or you take another Action. |
| Dodge | 2 | CA | Gain +2 to Reflex Defense Rolls until the start of your next Turn or you take an Offensive Action. |
| Escape | 2 | CA | Make a Brute Force, Stamina, or Stunts Skill Check to break free from Grappled, Restrained, or otherwise immobilized. |
| Focus | 2 | CA | Gain +2 to your next Attack and Will Defense Rolls until the end of the Round. |
| Grapple | 2 | CA | Make a Brute Force, Stamina, or Stunts Skill Check to restrain a target you can touch. On success: target suffers −2 to all Rolls, Speed is zero, cannot use two-handed weapons or Weave Spells requiring hands. |
| Opportunity Attack | 1 | R | When a creature moves outside your Melee Range, make a single attack with your held weapon. |
| Overcome | 2 | CA | Re-roll the Defense Roll of an active Effect, Debuff, or Condition to immediately end it. |
| Parry | 1 | QA/R | While wielding a Melee Weapon, gain +1 to Reflex Defense Rolls against Melee Attacks. |
| Shove | 1 | QA/R | Contested Brute Force Skill Check to knock a creature Prone or push them 1 m away (one Size larger or smaller). |
Movement Actions
| Action | AP | Type | Description |
|---|---|---|---|
| Movement | 0/1 | FA/R | Move up to your total Movement Speed on your Turn. Spend 1 AP as a Reaction to move remaining distance after your Turn. Moving through Occupied Spaces costs double. |
| Jump | 1 | QA | Leap up to twice your Reflex Modifier in meters. Make a Stunts or Parkour Skill Check to clear Challenging Terrain. |
| Run | 2 | CA | Move at double your normal Movement Speed. |
| Withdraw | 4 | CA | Move up to your Movement Speed without provoking Opportunity Attacks. |
Utility Actions
| Action | AP | Type | Description |
|---|---|---|---|
| Applying Toxicants | 1 | QA | Apply a dose of a toxicant to your weapon or ammunition. |
| Arming/Disarming Explosives | 1 | QA | Set or disable an explosive device or accessory. |
| Assist | 1 | QA/R | Aid another character within 1 m, granting +2 on a Skill Check or Attack Roll. Once per Turn per Player. |
| Delay | 1 | QA | Skip your current Turn and move to the bottom of Initiative order for the remainder of the Encounter. |
| Draw/Stow a Weapon | 1 | QA/R | Equip or stow one weapon. |
| Hide | 1 | QA/R | Creatures cannot detect or target you unless they make a Contested Awareness vs. your Stealth. Lasts until you move or take another Action. |
| Improvise | 1 | QA/R | Use an object in a creative or unexpected way. Outcome determined by a Skill Check at GM’s discretion. |
| Prepare | 2 | CA | Ready an Action with a specified trigger. If the trigger occurs before your next Turn, use a Reaction to perform the Prepared Action. |
| Prone | 1 | QA/R | Drop flat on the ground. Attacks against you from outside 5 m suffer −2. Height Advantage cancels this. |
| Reload | 1 | QA/R | Reload a Ranged Weapon. |
| Throw | 2 | CA | Hurl an object or weapon within Range and make an Attack Roll. |
| Using a Potion/Concoction | 1 | QA | Consume a potion or use a concoction to activate its effects. |
Checks & Rolls
When attempting something uncertain, players make Checks or Rolls measured against a Difficulty of Challenge (DC) set by the GM.
Difficulty of Challenge (DC)
| Difficulty | DC | Example (Strength) |
|---|---|---|
| Trivial | 1–4 | Forcing open a wooden drawer; tearing loose a cable restraint. |
| Easy | 6–10 | Kicking down a flimsy door; prying open a car trunk or cargo crate. |
| Moderate | 11–14 | Forcing open a sealed bulkhead; breaking free from heavy restraints. |
| Hard | 16–20 | Bending iron bars or holding a closing security gate open. |
| Very Hard | 21–28 | Punching through reinforced glass; toppling a heavy statue or street drone. |
| Extremely Hard | 28–32 | Forcing apart hydraulic doors; flipping a small hovercar. |
| Nearly Impossible | 33+ | Ripping open an airlock with bare hands; catching a falling dropship cable. |
Meet it to Beat it: If a Roll matches the DC, it succeeds. Always round down unless stated otherwise.
Skill Check
d20 + Ability Modifier + Aptitude Points + Aptitude Dice
Determines whether a character's Skill is sufficient to accomplish a task. Characters with Aptitude roll their Aptitude Dice alongside the d20.
Contested Check
d20 + Modifier + Bonuses/Penalties
Two characters compete by each rolling a d20 + relevant Modifiers. The higher roll wins.
Initiative
d20 + Reflex Modifier + Bonuses/Penalties
Rolled at the start of combat to determine turn order. Spells, items, and Feats may add or subtract modifiers.
Edge & Hindrance
+2
Edge
Bonus from class features, Feats, magic, equipment, or favorable circumstances. Cumulative.
−2
Hindrance
Penalty from magic, environmental conditions, or negative status effects. Cumulative.
Critical Hits & Failures
Natural 20 (Critical Success)
- Attacks: Automatically hits. Damage dice are doubled before adding Modifiers. Does not apply to Spells requiring a Defense Roll.
- Skill Checks: Extraordinary success, even if the total wouldn't normally beat the DC.
Natural 1 (Critical Failure)
- Attacks: Automatically misses, regardless of bonuses.
- Skill Checks: Dramatic failure with a complication or setback.
Dueling Crits: If both attacker and defender roll a natural 20 or natural 1 simultaneously, both sides must re-roll.
Aptitude
Aptitude represents training and expertise. When your character has Aptitude, it allows:
- Use of specific Armor, Weapons, and Toolkits
- Aptitude Dice added as a Bonus to Skill Checks
- Bonus to Crafting with a Toolkit
- Bonus to Spell Weaving Checks
Armor Aptitude
Granted by Class and Background. Without Aptitude: armor THP is halved, cannot Weave Spells, and −8 on all rolls.
Weapon Aptitude
Granted by Class and Background. Without Aptitude: −8 to Attack Rolls and all Damage Rolls are halved.
Firearm Aptitude
One firearm at a time unless a Feat grants dual-wielding or both are Light. Dual-wielding without permission: −3 to all Attack Rolls.
Leveling Progression
Characters earn Experience Points (XP) to gain levels. The GM determines the XP system.
Milestone
RecommendedLevel up by achieving objectives or story milestones. Structured, narrative-driven, and easily balanced.
Linear
Set XP per completed Encounter. Level at a predetermined threshold. Straightforward but may lead to uneven leveling.
Custom
XP based on GM criteria: role-playing, combat, teamwork, coolness, and completing objectives. Rewards varying play styles.
Level Progression Table
| Level | XP | Apt. Dice | Narrative Progression |
|---|---|---|---|
| 0 | 0 | — | |
| 1–3 | 0–8K | d4 | Has completed their first full mission or dungeon. |
| 4–7 | 8–72K | d6 | Has achieved their first major goal or aligned with a major faction. |
| 8–11 | 72–150K | d8 | Has completed a large quest or campaign arc. |
| 12–15 | 150–300K | d10 | Has meaningfully changed a civilization, plane of existence, or major world power structure. |
| 16–20 | 300–500K | d12 | Has reached story-defining, world-altering events — final arcs, prophetic fulfillment. |
When your character reaches Level 1:
- Choose your Base Class
- Choose your first Feat
- Receive your Aptitude Dice (d4)
- Increase your Maximum Hit Points and HP Dice
Ready for Combat?
Now that you know the foundations, see how they play out in encounters.