What This System Is For
Craft Lite is a base layer: a complete, playable 2d6 engine with the setting deliberately stripped out. The intended workflow is clone, replace the examples, play. The rules, GM instructions, feat catalog, equipment catalog, and creature libraries all ship finished; your job as a builder is world content — characters, creatures, locations, lore, factions, species, and a game start — plus whatever mechanical extensions your setting needs.
Design commitments
Three decisions shape everything, and extensions should respect them:
- One resolution mechanic. 2d6 + stat vs a target, everywhere. New content should never introduce a second dice mechanic; it should introduce new inputs to the existing one (feats, gear bonuses, conditions).
- Everything is a feat. There are no classes, levels, or spell lists — progression is a shopping trip priced in XP. This is what keeps the system genre-neutral: a fireball, a grenade, and a leg sweep are the same data shape with different pools and flavor.
- Stats are precious. A whole archetype grants +1 or +2 to a stat. Every budget in the system flows from that scale, at roughly 1 stat point ≈ 10 resource points. The fastest way to break Craft Lite is to hand out stat bonuses casually.
The three pools are genre dials
Mana, Energy, and Stamina are mechanically parallel on purpose — Stamina content is priced slightly differently, but the shapes match. A pure-fantasy setting can simply not stock Energy feats; a hard sci-fi one can drop Mana. Nothing else needs to change, which is why the equipment catalog spans fantasy, modern, cyberpunk, and sci-fi eras side by side.
The chapters that follow cover the workspace anatomy, then the three things you'll build most: feats, creatures, and gear, and finally balancing and reskinning.