Builder's Manual · Chapter 6

Balancing and Reskinning

Encounter balance

The balancing loop in @Missing file: score each character 1–5 on Health and 1–5 on combined pools (plus a tenth of combined bonuses), sum for Party Power, multiply by the difficulty you want, and spend the result as Threat Points on monsters — each rank has a Threat value. It works because both sides reduce to the same currencies: hits you can take and abilities you can fire. Anything you build that inflates those without touching the score — free healing, cost-refunding gear — is invisible to the balancer and will drift your table's fights easier. When you add such content, aim it at story utility, not combat throughput.

Reskinning to a setting

The order that works:

  1. Pick your pools. All three, or drop one. This decides which feat and equipment folders you keep.
  2. Write species and archetypes to pattern. Species: +1 stat, +1 free General Feat (Humans: +3 feats). Archetypes: the bonus shapes in @Missing file are the menu — rename freely, re-budget carefully.
  3. Replace the example world files — characters, locations, lore, factions, and a game start that opens inside a real place with real stakes.
  4. Trim the catalogs to your genre and add the handful of setting-specific feats and gear your concept demands, priced by the conventions in this manual.
  5. Leave the GM instructions alone unless your setting changes procedure. They encode the system's table behavior — dice discipline, damage handling, XP pacing — and they transfer intact to any skin.

The test

Before shipping, build one character at F-Rank and one encounter at Normal difficulty entirely from your content. Where you had to improvise a number, a budget chapter above has the answer; where you had to invent a rule, reconsider — the engine almost certainly already has a lever for it.

Manual updated Jul 29, 2026.