At the Table
The rules are the easy part. The rest is how you actually play — how a session runs, how you get the most out of your character, and how you make the table better for everyone on it.
How a session runs
The GM describes the scene and the world. You say what your character does — in plain language, first person: "I walk up to the bouncer and ask who runs this place." The GM tells you what happens, applying the math when the outcome is uncertain. When you want something mechanical, say what you're trying to achieve and let the GM pick the check — you don't need to quote formulas to use them. If you do know your numbers (Chapter 3), say so: "my dodge is 40" is information the GM can use.
You can attempt anything your character could plausibly attempt. The system is deterministic, so think before you act: if you know the enemy's armor is heavy, aim for the unarmored head or bring armor piercing. Plan, position, and spend your resources like they matter — because they do.
Play what your character knows
The world is not omniscient, and neither are you. Your character knows what they've witnessed, been told, observed, or reasoned out — not what's in the GM's notes. Rumors are distorted by the people who spread them; official news is shaped by the people who publish it. If your character heard something secondhand, play the distorted version, not the perfect facts. And if your character couldn't possibly know something, don't act on it. Not only is it fairer to the story — it's how you get to be surprised.
The GM is a narrator, not an adversary
The GM's job is to make the world real, dangerous, and responsive — not to beat you. If you think a ruling is wrong, say so once, plainly, and accept the answer. If you're stuck, ask what your character would notice, or what an expert in your skill list would know — the GM has more answers than questions. And when the dice (the 1–100 rolls) go against you, lean into it. The best scenes in any campaign are the ones that went sideways.
Death is real, but it's not cheap
You can die. The system doesn't protect you from consequences — but it also gives you outs: stabilize a downed ally within a turn, escape before the kill condition lands, and remember that revival exists for those who can pay for it. Treat every fight like it matters. The high-stakes moments are what make the victories worth remembering.
Be good at the table
- Share the spotlight. Every character has scenes they're built for. Set yours up, and let others take theirs.
- Keep the table moving. When it's your turn, have a plan; when it's not, pay attention so you don't need a recap.
- Make allies useful. Aid Another (+5 per helper) is a real mechanic — and real teamwork is better roleplay than a solo power fantasy.
- Have a goal, and let it change. A character with a want is a character with a story. Let the world push back and bend them.
- Talk to your GM between sessions. Downtime, training, and the direction you want your character to grow are all things you can plan together.
One last thing
You're about to become someone in the Nephibis System — a system of ten thousand years of history, of spire penthouses and undersea warrens, of angels and demons and the signal calling from the dark. The math is on your side if you learn it. The world is on your side if you engage with it. Make someone worth being, know your numbers, and go find out what's in the dark.
Welcome to the system.