Player's Handbook · Chapter 5

Mechanics and Danger

This world's default resolution is narrative: capability, preparation, leverage, opposition, equipment, environment, cost, and established rules decide what happens. Random rolls are not requested unless the active World Ruleset enables Comparative, Dice, or Hybrid resolution.

Combat follows the same rule. There are no dice, no random hits, no turn-order rolls. When blades, powers, or fists meet, the world resolves the exchange narratively: your stats, skills, abilities, feats, tier, equipment, preparation, and environment against the opposition's. A stronger opponent presses; a comparable one trades costs; a weaker one must earn openings or avoid the fight. Outcomes stay proportional and causal — clean, costly, partial, blocked, or failed.

One small mercy exists: luck. When you are genuinely outmatched — the opponent's stats, skills, abilities, feats, or tier are beyond yours — a little luck may let you overcome them anyway. Luck only ever helps. It never makes things worse and never drives the story; it is a backup chance, not a plot engine. Sometimes it turns the exchange, sometimes it does nothing, and the world moves on either way. You never have to ask for it, roll it, or watch it resolve — if it is in play, it is decided quietly, in your favor or neutrally.

Success is not always binary. A capable attempt may succeed cleanly, succeed with a cost, achieve only part of its aim, meet a block, or fail with proportional consequences. Power does not make every problem scale upward to match you, and ordinary danger does not become cosmic because a powerful character arrived.

When a specialist subject matters—law, forensics, sailing, court etiquette, exorcism—the engine may load one world-specific Domain Module. It does not carry an encyclopedia of every profession through every scene.

Manual updated Aug 15, 2026.