A Role-Playing System
In EFE the standard set of polyhedral dice are used to determine the outcomes of Intentions, Continuations, and Responses and to quantify the consequences of these events. The d20 is paramount and used for all rolls that determine outcomes. The lesser dice — d4, d6, d8, d10, d12 — are used as quantifiers at the discretion of The Judge.
Power — strength of body as an object and its concentration from the influence of the mind. Neither is separate and both should be considered when perceiving a character's Power.
Speed — quickness and agility of the body as well as its elasticity in responding rather than simply reacting to external or internal stimuli. A character conducts Responses per round equal to their Speed Bonus. A character moves 3 + Speed Bonus spaces per turn.
Health — endurance and capacity to bear physical loads. A character's Health quantizes to maximum Hit Points at one-to-one or by multiplying the flat number by a constant that takes into consideration the fortitude of their Garments.
Defense — the internal capability of a character to ignore or shrug off forces directed at them. Defense converts to Shield at 1 Shield per Defense ÷ 5. Each time a Shield is used it consumes one instance of negative force.
Will — the mental fortitude of a character to keep their poise. This converts directly into the resource of Skill Points (SkP), which are consumed when conducting Responses or executing specialized Intentions or Continuations that exist as Features of the character.
Magic — both the capacity of a character to conduct the metaphysical or magical elements of their given cosmos and a conversion metric that establishes their Spell Points (SP) — the well from which they draw to fund these magical or metaphysical Intentions, Continuations, and Responses.
For ease of use, make note of the Bonus metric a character maintains relative to each Rating: the Rating's value ÷ 5, rounded up to the nearest whole number. This Bonus is added to Challenge Rolls or effect rolls that associate most closely with the given situation.
When a roll meets or exceeds 20 after applying all relevant modifiers, the Intention, Continuation, Response, or Challenge is considered a Critical. Double the effects, or decide on an additional consequence.
Rolls made against The Judge or another player to determine the outcome of a given Intention, Continuation, or Response — from the world itself or another character. Choose a Rating to base the challenge upon, roll 1d20, and add relevant modifiers. The higher roll wins. Ties are settled by re-rolls purchased with Health, SkP, or SP as determined by The Judge — or by an event of no consequence, if both characters concede or The Judge deems it so.
Rolling Odd or Even is an event where, before a roll, all parties must guess whether their roll will turn out Odd or Even. Sometimes in EFE fate is the way of things. Any player may suggest that a roll is done as OE. The Judge always has the final ruling on whether a Roll OE takes place.
Characters may experience stacking Momentum or Confliction, which influences their state of being for a length of time determined by The Judge.
Momentum — +5 to all rolls. Stacks additively. No cap.
Confliction — −5 to all rolls. Stacks additively. No cap.
All characters have access to a Special, or multiple Specials. These are the most influential interactions in the system and should be treated and written as such. A character may only use their Special when they generate a Special Point. These points are generated when a player rolls a natural 1 or a natural 20 on the roll of a d20. A character may hold only one Special Point at a time.
Intentions — unless otherwise stated, all players may state one Intention each round for a given character they are in control of. That Intention may be any action the character decides.
Continuations — given a successful Intention, a player may suggest a Continuation of that Intention. Unless otherwise stated, only one Continuation is permitted per Intention.
Responses — when an Intention or Continuation comes into play from any source, a player may have their character respond. The number of Responses a character may take each round is determined by their Speed.
Resistant — half the effectiveness of a specified source on the target.
Vulnerable — double the effectiveness of a specified source on the target.
Frozen — half the target's MS, no Responses. Nullifies Burning.
Knocked Down — MS reduced by half; regaining footing requires an Intention.
Flying — unbound by the need to walk on the earth. Vulnerable to forces of the air.
Ensnared — no movement next turn; an Intention may be used to break free.
Charmed — no Responses vs. the charmer; movement must be used to move toward the charmer. Ends on damage.
Frightened — must move away from the source of fear.
Blinded — Confliction on all Intentions, Continuations, and Responses for one turn.
Burning — receive damage now + ⅕ of dice next turn. Nullifies Frozen.
Dazed — no Continuations or Specials may be used this round.
Silenced — no Spells or Specials may be used this round.
Poisoned — receive damage directly to Health Points.
Immune — no effects from the specified source or sources.
A Feature is a customizable augmentation of a Rating, spell, or skill. Three Features may be equipped at a time. The formula:
Feature = As an Intention / Continuation / Response / On Critical — [Enact a status Effect or augment an event] + Passive Bonus to a Rating, Momentum on a roll, or additional effect for the character.
Physical theme: cost = 1 SkP. Magical theme: cost = 1 SP. Stacking or sustained: cost doubles per activation. A Feature may take the form of a trinket: an object carried or worn.
Work with The Judge, or use the formula:
Special = [Empirical Statement / Spell / Drastic Boost] for a number of rounds relative to a specific Rating.
All Specials cost 1 Spc.
| Level 1 | +18 Rating Points (max 6 per Rating). Establish 1 Feature. Create 1 Gear. Choose Garments. |
| Levels 2–5 | +2 Rating Points per level. At 5: establish a second Feature. |
| Levels 6–10 | +2 per level. At 10: establish a Special; claim your first Threshold. |
| Levels 11–15 | +2 per level. At 15: an additional Feature; a second Threshold. |
| Levels 16–20 | +2 per level. At 20: an additional Feature; a third Threshold. |
| Levels 21–25 | +3 per level. At 25: craft a unique Gear. |
| Casual | HP ×2 · +1 MS |
| Light | HP ×3 |
| Medium | HP ×4 · Shield ×2 · +1 SP per spell |
| Heavy | HP ×5 · Shield ×3 · −1 MS · +2 SP per spell |
| Heavy+ | HP ×6 · Shield ×4 · −2 MS · +3 SP per spell |
Consumable — single-use; higher immediate impact; should feel decisive when used.
Reusable — limited uses or persistent passive; the value is availability.
Passive — always active; very low per-round impact; value compounds over time.
Signature — unique to the character; mechanically modest, narratively significant.
Gear is defined by what it gives a character in the moment they need it most.
Define your character beyond their Ratings and Features. Formed from their experiences and what they have had to carry through. Take an existing principle of the game and make one statement that incorporates a stated or unstated mechanic alongside it. All Thresholds must be ruled as fair by The Judge.
Claimed at Rating 10
Double Intention — take a second Intention this round. Next round, you are robbed of one.
Resilience — Roll OE. A correct call removes one status effect of your choice. Cost: 1 SkP.
Survivor — while below half Health, Roll OE at the start of each turn. A correct call grants Momentum until your next.
Liberal Mobility — diagonal movement costs one space. As a Response to being attacked, Roll OE — a correct call moves you half your MS immediately. Cost: 1 SkP.
Claimed at Rating 15
Conviction — begin each encounter with 1 + Level ÷ 5 Conviction. Spend one to add your Will Bonus to any roll. While you hold a Special Point, spend any number on a single roll.
Surge — pay 1 SkP to immediately repeat any Intention, Continuation, or Response just performed. If the original succeeded, the repetition carries Momentum.
Poise — pay 1 SkP to take any Response available to you, or to turn a failed Response into a success.
Even-Breathing — one additional Response each round at no cost. Maximum Health increased by 30 + Level.
Claimed at Rating 20
Gamble — force any character to re-roll one die just rolled and take the new result. Will-Bonus uses per round; the cost doubles with each use. Cost: 1 SkP.
Counter Intention — as a Response, make a Challenge Roll against a target's Intention. On success it fails to resolve; its cost is still paid. Cost: 1 SkP.
Plot Armor — turn any failed roll into a success. Each use grants you a stack of Confliction until the encounter ends. Cost: 1 SkP.
Masterful Influence — at the start of each instance, roll five d20s and record the results. Substitute any of these values for any player's roll. Each value may be used once.
Presence — while you hold a Special Point, Momentum on all rolls. Spend it, and the presence goes with it.